forked from public/swade-fr-content
11798 lines
625 KiB
JSON
11798 lines
625 KiB
JSON
{
|
||
"label": "SWADE Bestiaire",
|
||
"entries": [
|
||
{
|
||
"id": "Alligator/Crocodile",
|
||
"name": "Alligator/Crocodile",
|
||
"description": "<div class=\"swade-core\">\n<p>Les alligators et les crocodiles sont un classique des aventures pulp. Les caractéristiques fournies sont va-lables pour un spécimen moyen des deux espèces. Il existe des versions bien plus imposantes dans des endroits reculés.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatique}:</strong> @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 5.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1:</strong> Un alligator mesure aux alentours de 3,5 m pour un peu moins de 250 kg..</li>\n</ul>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "yu8mQgz9LsE64YCd",
|
||
"name": "Armure +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": "Morsure",
|
||
"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> 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": "Combat",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Fighting covers all hand-to-hand (melee) attacks, whether it’s with fists, axes, laser swords, or martial arts. See @Compendium[swade-core-rules.swade-rules.Combat]{Chapter Three} for the combat rules and the various maneuvers a warrior might attempt.</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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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"
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||
}
|
||
},
|
||
"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’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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": "Ours",
|
||
"description": "<div class=\"swade-core\">\n<p>Valable pour les grizzlis, les ours bruns d’Alaska et les grands ours polaires. Une des tactiques favorites de tous ces ours est d’empoigner et de déchirer leurs proies de leurs crocs féroces.</p>\n<strong>Capacités spéciales :</strong>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 2:</strong> Cette créature peut atteindre les 2,50 m et peser 500 kg.</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 </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’s Range is 3/6/12, for example, a Brute’s Range is 4/8/16.</p>\n</div>",
|
||
"notes": "",
|
||
"additionalStats": {},
|
||
"isArcaneBackground": false,
|
||
"requirements": {
|
||
"value": "Novice, Strength d6+, Vigor d6+"
|
||
}
|
||
},
|
||
"sort": 1100001,
|
||
"flags": {
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"core": {
|
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"sourceId": "Item.S8PkWjixmNUAGcUU"
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},
|
||
"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’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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": "Taureau",
|
||
"description": "<div class=\"swade-core\">\n<p>Les taureaux sont agressifs envers les humains quand on les enrage. Si vous cherchez leurs caracté-ristiques ici, c’est qu’ils ont vu rouge.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 3:</strong> La plupart des taureaux pèsent un peu moins d’une tonne.</li>\n</ul>\n<p> </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’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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": "Chat (petit)",
|
||
"description": "<div class=\"swade-core\">\n<p>Il s’agit là du chat domestique, le genre qu’on retrouve parfois en tant que familier d’un magicien, l’animal d’un Maître des bêtes, ou une forme alternative pour le pouvoir de transformation. @Compendium[swade-core-rules.swade-edges.Beast Master]{voir atout Beast Master}<em> et @Compendium[swade-core-rules.swade-powers.Shape Change]{voir le pouvoir shape change}</em>.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Low Light Vision)]{Vision nocturne}:</strong> ignore les malus de Pénombre et d’Obscurité. @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} −3 (Tres petit):</strong> Ils font généralement moins de 30 cm de haut.</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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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": "Loup géant",
|
||
"description": "<div class=\"swade-core\">\n<p>Il s’agit de grands loups enragés parfois utilisés comme chiens de combat. On les trouve aussi en meute au coeur d’obscures forêts.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>Vitesse:</strong> d10 @Compendium[swade-core-rules.swade-rules.Movement]{Course}.</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’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’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’s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.</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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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’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": "Chien / Loup",
|
||
"description": "<div class=\"swade-core\">\n<p>Ces caractéristiques s’appliquent aux grands chiens d’attaque comme les rottweilers et dobermans, aux loups, aux hyènes, etc.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} −1:</strong> Une telle créature arrive à la hanche d'un homme et pèse une trentaine de kilos.</li>\n<li><strong>Vitesse :</strong> d10 @Compendium[swade-core-rules.swade-rules.Movement]{Course}.</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’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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’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>Les dragons sont des monstres cracheurs de feu répandant damnation et désespoir dans les villages qu’ils dévastent. De telles créatures ne sont pas à prendre à la légère, car elles sont capables de mettre à mal un groupe d’aventuriers même très expérimentés. Ils disposent d’une fine intelligence dont ils font le meilleur usage contre leurs ennemis.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Peur} (−2):</strong> Quiconque voit un puissant dragon doit faire un test de peur à −2.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Flight)]{Vol}:</strong> Les dragons ont une allure de vol de 24″.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Hardy)]{Robuste}:</strong> Cette créature ne prend pas de blessure si elle subit 2 état @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.S Ability (Size)]{Taille} 8 (Enorme):</strong> Les dragons sont des créatures massives qui font plus de 12 m des naseaux à la queue et pèsent plus de 15 tonnes.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Swat)]{Écrasement}:</strong> ignore 4 points de malus de@Compendium[swade-core-rules.swade-rules.Size and Scale]{taille}.</li>\n</ul>\n<p> </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’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’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’s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.</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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.</p>\n<p>When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.</p>\n<p><strong>Reaction Level:</strong> How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also <em>reduces</em> the target’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 “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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’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>Un drake est un dragon qui ne vole pas et doté seulement d’une intelligence animale (par rapport à la sentience presque humaine des vrais dragons). Il est toutefois plus agressif en Combat que son lointain cousin.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Peur}:</strong> Les drakes sont des créatures effrayantes à voir.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Résilient}:</strong> +1 Blessure avant Incapacité.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 6 (Large):</strong> Les drakes font plus de 6m des naseaux à la queue.</li>\n</ul>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "JCf5SgQCZtThHpsl",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’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’s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.</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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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": "Elémentaire d'Air",
|
||
"description": "<div class=\"swade-core\">\n<p>Les élémentaires d’air se manifestent sous la forme d’un tourbillon d’air.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Elemental)]{Elémentaire}: </strong>immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, ignore 1 point de malus de Blessure, ne respire pas, ne se nourrit pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{Maladie} et aux @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.</li>\n<li><strong>Forme gazeuse (Immatériel) :</strong> peut traverser toute surface non solide, s’infiltrer par les fentes d’une porte, au moyen de bulles à travers l’eau, etc.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Flight)]{vol}:</strong> L'élémentair d'air vol à une allure de 12″.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Immunité}:</strong> immunisé aux attaques non magiques.</li>\n</ul>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "zNEQcstYe6gbbwmc",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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 −2 if the elemental gets a raise) or are hurled 2d6″. Anyone who strikes a hard object (such as a wall) takes 2d4 @Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{nonlethal damage}.</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": "Elémentaire de terre",
|
||
"description": "<div class=\"swade-core\">\n<p>Les élémentaires de terre se manifestent sous la forme d’un amas de terre et de roche à l’apparence vaguement humaine. Ils sont forts, lents et lourds.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Burrow)]{Enfouissement} (10″):</strong> Les élémentaires de la Terre peuvent se fondre dans et hors du sol.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Elemental)]{Elémentaire}:</strong> immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, ignore 1 point de malus de Blessure, ne respire pas, ne se nourrit pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{Maladie} et aux @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Immunity)]{Immunité}:</strong> immunisé aux attaques basées sur la terre (pierres lancées et pouvoirs avec un Aspect terre, boue, pierre ou sable).</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules. Capacités speciales (Resilient or Very Resilient)]{Résilient}:</strong> +1 Blessure avant Incapacité.</li>\n</ul>\n<p> </p>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "aadjpODrVvYsQqEj",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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": "Elémentaire de feu",
|
||
"description": "<div class=\"swade-core\">\n<p>Les élémentaires de feu ont l’apparence d’une flamme à forme humaine.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Elemental)]{Elémentaire}:</strong> Ignore 1 point de malus de Blessure, ne respire pas, ne se nourrit pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, aux @Compendium[swade-core-rules.swade-rules.Poison]{poison} et aux @Compendium[swade-core-rules.swade-rules.Disease]{Maladie}, soins magiques seulement.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Immunity)]{Immunité}</strong><strong>:</strong> immunisé aux attaques basées sur le feu et la chaleur.</li>\n</ul>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "IXxWs8UEb82IoIVm",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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": "Elémentaire d'eau",
|
||
"description": "<div class=\"swade-core\">\n<p>Les élémentaires d’eau sont des esprits d’eau à forme humaine faits d’eau et d’écume.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatique}:</strong> Allure 12″.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Elemental)]{Elémentaire}:</strong> Ignore 1 point de malus de Blessure, ne respire pas, ne se nourrit pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, aux @Compendium[swade-core-rules.swade-rules.Poison]{poison} et aux @Compendium[swade-core-rules.swade-rules.Disease]{Maladie}, soins magiques seulement.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Immunity)]{Immunité}:</strong> immunisé aux attaques basées sur l’eau.</li>\n<li><strong>Infiltration:</strong> peut traverser toute surface poreuse comme un @Compendium[swade-core-rules.swade-rules.Movement]{terrain difficile}.</li>\n</ul>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "O1HdypkB91DJE8UM",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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": "Fantôme",
|
||
"description": "<div class=\"swade-core\">\n<p>Les spectres, ombres et autres fantômes reviennent parfois de l’au-delà pour hanter les vivants ou pour terminer une tâche inachevée de leur vivant.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Ethereal)]{Immatériel}:</strong> Peut devenir invisible et immatériel à volonté. Immunisé aux attaques non magiques.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Terreur} (−2):</strong> pour les personnes auxquelles il apparaît.</li>\n</ul>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "72VPu8FypZrWnmDV",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’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’s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.</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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’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’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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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": "Ver géant",
|
||
"description": "<div class=\"swade-core\">\n<p>Ces immenses vers se déplacent sous terre à la recherche de proies qui errent à la surface et se ren-contrent dans les vastes étendues désolées. Ils ressentent les vibrations du sol et peuvent ainsi repérer une proie qui marche à 200 mètres de distance.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Burrow)]{Enfouissement} (20″):</strong> N’est bloqué que par des fondations rocheuses.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Hardy)]{Robuste}:</strong> pas de Blessure si ils sont @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué} deux fois.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 9 (Enorme):</strong> Le spécimen décrit ci-dessous fait 15 mètres de long et 3 de diamètre.</li>\n</ul>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "wfl8dVvBuWLMAh1P",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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’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>Les gobelins des mythes sont bien plus sinistres que ceux décrits dans certains jeux ou récits. Dans les vieux contes ces terribles créatures rentraient de nuit dans les maisons pour voler et manger les enfants qui n’étaient pas sages. Les gobelins présentés ici peuvent servir à la fois pour ces sombres créatures de légende autant que pour les gobelins classiques combattant aux côtés des orques dans les jeux de rôle contemporains.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Infravision}</strong> réduit de moitié les malus de Visibilité quand attaque une cible chaude.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} −1:</strong> Un gobelin fait entre 90 cm et 1,20 m.</li>\n</ul>\n<p> </p>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "HLDddAX4YHktgzdP",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.</p>\n<p>When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.</p>\n<p><strong>Reaction Level:</strong> How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also <em>reduces</em> the target’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 “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’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’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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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": "Cheval",
|
||
"description": "<div class=\"swade-core\">\n<p>Les chevaux sont des créatures moyennes, bon compromis entre vitesse et charge portée.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille}</strong><strong> 2:</strong> Le cheval classique pèse environ 500 kg.</li>\n</ul>\n<p> </p>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "qCjZI6rhom35wCir",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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’s @Compendium[swade-core-rules.swade-rules.Movement]{Allure} is increased by +2 and his @Compendium[swade-core-rules.swade-rules.Movement]{Course} 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": "Cheval de guerre",
|
||
"description": "<div class=\"swade-core\">\n<p>Il s’agit de grands chevaux entraînés pour le combat, capables de donner des coups de sabots en avant et en arrière.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 3:</strong> Les chevaux de guerre sont sélectionnés et élevés pour leur puissance et leur 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’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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’s @Compendium[swade-core-rules.swade-rules.Movement]{Allure} is increased by +2 and his @Compendium[swade-core-rules.swade-rules.Movement]{Course} 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": "Liche",
|
||
"description": "<div class=\"swade-core\">\n<p>Il s’agit peut-être bien de la créature la plus maléfique de n’importe quel univers fantastique, un nécromancien tellement consumé par les arts funèbres qu’il s’est lui-même transformé en mort-vivant.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>Sort:</strong> Les Liches ont 50 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Points de pouvoir} et connaît la plupart des sorts disponibles.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Mort-vivant}:</strong> +2 Résistance; +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}; Pas de dégats pour les @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}; gnore 1 point de malus de Blessure, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{Maladies} et aux @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.</li>\n<li><strong>Zombie:</strong> Les liches sont avant tout des nécromanciens. Elles peuvent réveiller des <em>@Compendium[swade-core-rules.swade-powers.Zombie]{zombie}</em> et de @Compendium[swade-core-rules.swade-bestiary.Skeleton]{squelettes}. Certaines liches ont constitué des armées entières de morts-vivants à leur disposition.</li>\n</ul>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "OCpsBpVAmOJRdQEx",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’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’s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.</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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’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’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’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.</p>\n<p>When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.</p>\n<p><strong>Reaction Level:</strong> How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also <em>reduces</em> the target’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 “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.</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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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’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 −2 @Compendium[swade-core-rules.swade-rules.Trait Rolls]{penalty} (−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’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’s arcane skill versus the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} means the target is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken}, and each @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} causes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound}.</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’s appropriate, such as the next full moon, when summoned again, or even a few rounds later if it’s a particularly powerful creature under the right conditions or in a location of power.</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″ (10 yards) long and 1″ (two yards) tall, of immobile material that conforms to the surface it’s cast upon. Thickness varies depending on what the wall is made of, but is usually a few inches.</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> </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’s beasts. The cost to cast is equal to the sum of their @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} (minimum 1 per creature). Controlling five @Compendium[swade-core-rules.swade-bestiary.Dog / Wolf]{wolves} (Size −1) costs 5 points (remember the minimum cost of 1), for example. Controlling a rhino (Size 5) costs 5 points.</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’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 “unnatural” 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> </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. </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} 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> </span><span class=\"fontstyle2\">sends damaging bursts of energy, streaks of holy light, or shards of matter toward one’s foes.</span></p>\n<p><span class=\"fontstyle2\">There are no @Compendium[swade-core-rules.swade-rules.Attacks]{Range} penalties, but the </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’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’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’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. </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’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 <em>burrow</em> through the ground at half his normal @Compendium[swade-core-rules.swade-rules.Movement]{Allure} (or full Pace with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}). He may not run. </p>\n<p>A <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. </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 </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’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’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’s form or produce illusionary effects. The end result is always the same, however—to misdirect incoming melee and missile @Compendium[swade-core-rules.swade-rules.Attacks]{attacks} from the recipient of the power.</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 — 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’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’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 <em>conceal, </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 </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]{Taille} 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’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. </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’s breath or a banshee’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’s being used. The latter requires the countering mage to be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} and interrupt his foe’s action.</span></p>\n<p><span class=\"fontstyle0\">In either case, </span><em><span class=\"fontstyle2\">dispelling </span></em><span class=\"fontstyle0\">an opponent’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’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> </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 & 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’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—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’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’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’s Power Points (if any, and the die doesn’t ace). With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the caster adds the points to her own. This <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’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’s emotional state and most basic surface</span> 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> . </p>\n<p> </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’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]{Allure}</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]{Peur} 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> </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]{Allure} 12″, 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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} 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]{Taille}</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’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″—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’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 <em>healing </em>roll negates any @Compendium[swade-core-rules.swade-rules.Poison]{poison} or @Compendium[swade-core-rules.swade-rules.Disease]{Maladie}. 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’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’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\"> (4″ 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. </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. </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’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″ (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} 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. </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—thoughts that aren’t consciously transmitted aren’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 </span>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} members may communicate up to 30 seconds or so of speech on a single combat turn.</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. </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’s @Compendium[swade-core-rules.swade-rules.Traits]{Smarts}. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} allows the character to gain one truthful answer from the subject. The target is aware of the mental intrusion unless the mind reader gets a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}. The GM may apply @Compendium[swade-core-rules.swade-rules.Trait Rolls]{modifiers} based on the subject’s mental @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} </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’s memories, a terrible violation in most civilized societies. The power is @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed} by a victim’s @Compendium[swade-core-rules.swade-rules.Traits]{Smarts} and requires a full minute of mental struggle. The victim must be conscious during this time, so if not restrained he can simply move out of @Compendium[swade-core-rules.swade-rules.Range]{Range}.</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 “logic” 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’s been, and what it might have been used for. The object has no sentience of its own — the caster simply sees and hears visions of the past that took place in its presence.</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 “fast forward” and “rewind” 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\">—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} (+6 with a raise).</li>\n<li><strong>Toughness (+1):</strong> <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} (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’s @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill} versus the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. With @Compendium[swade-core-rules.swade-rules.Trait Rolls]{success}, the victim automatically obeys commands that don’t directly harm himself or those he cares about.</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>’s </span><span class=\"fontstyle2\">resistance @Compendium[swade-core-rules.swade-rules.Trait Rolls]{succeeds}, he doesn’t carry out that </span><span class=\"fontstyle2\">particular command but doesn’t otherwise resist his master. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, he breaks the controller’s hold and the power ends.<br /></span></p>\n<p><span class=\"fontstyle2\">Commands are general, such as “attack that person” or “open that door.” The controller doesn’t get to dictate how many @Compendium[swade-core-rules.swade-rules.Actions]{actions} the victim uses in a turn, whether or not he uses his @Compendium[swade-core-rules.swade-edges.Sweep]{Sweep} Edge, etc.</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’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 </span>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise} on the roll, the character <span class=\"fontstyle0\">transforms into a particularly large version of its type—increase its @Compendium[swade-core-rules.swade-rules.Traits]{Strength} and @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} by one die type each.</span></p>\n<p><span class=\"fontstyle0\">Weapons and other personal effects are assumed into the animal’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 </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’s call). He gains the animal’s @Compendium[swade-core-rules.swade-rules.Traits]{Agility}, @Compendium[swade-core-rules.swade-rules.Traits]{Strength}, @Compendium[swade-core-rules.swade-rules.Traits]{Vigor}, and linked @Compendium[swade-core-rules.swade-rules.Traits]{skills} and cannot use devices that require humanoid form. He has no capacity for speech and cannot activate @Compendium[swade-core-rules.swade-rules.Powers]{powers}, though he may continue to maintain powers previously active.</p>\n<p><span class=\"fontstyle0\">A @Compendium[swade-core-rules.swade-rules.Bestiary]{creature’s} natural abilities inherent to its form are conferred, but magical ones aren’t. A @Compendium[swade-core-rules.swade-bestiary.Dragon]{dragon} can fly and breathe fire in a traditional fantasy setting, for example, so a character who </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’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’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’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 </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 </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 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 </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> <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’s a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s </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—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} 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]{Taille} but can appear differently based on the caster’s @Compendium[swade-core-rules.swade-rules.Trappings]{trappings}. It materializes anywhere in @Compendium[swade-core-rules.swade-rules.Range]{Range}</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’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’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’s @Compendium[swade-core-rules.swade-rules.Advancement]{Rank}. With the GM’s approval, the player may swap abilities. If a hero wants an attendant in the form of a @Compendium[swade-core-rules.swade-bestiary.Dog / Wolf]{wolf}, for example, the caster might exchange the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} skill for @Compendium[swade-core-rules.swade-skills.Survival]{Survival} so that the “animal” can track its foes.</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): </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]{Allure} 12</li>\n<li><strong>Mind Rider (+1):</strong> The caster can communicate and sense through the ally.</li>\n</ul>\n<h2> </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> </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\">Capacités spéciales :</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’t breathe, immune to @Compendium[swade-core-rules.swade-rules.Poison]{poison} and @Compendium[swade-core-rules.swade-rules.Disease]{Maladie}.</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]{Peur} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.</span></li>\n</ul>\n<p> </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: </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>Capacités spéciales :</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]{Peur} and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.</span></li>\n</ul>\n<p> </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’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> </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: </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\">Capacités spéciales :</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]{Peur} 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]{Taille} 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’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’re released. They can be moved up to the caster’</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’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″ (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’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 </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]{Allure}. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, she may move at full @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 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’s Requirements. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{raise}, the recipient gains the Improved version of the Edge (if there is one, and even if he doesn’t meet the @Compendium[swade-core-rules.swade-rules.Edges]{Rank Requirement}).</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’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’s choice).<br /></span></p>\n<p><span class=\"fontstyle2\">Corpses aren’t summoned by this ability, so there must actually be a supply of bodies in @Compendium[swade-core-rules.swade-rules.Range]{Range} (GM’s call).</span></p>\n<p><span class=\"fontstyle2\">An undead @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitated} by damage can’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> </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]{Taille} -1 or -2, 3 for </span><span class=\"fontstyle0\"><span class=\"fontstyle0\">@Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille}</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]{Taille}</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’t conferred to the undead form, but those inherent to the creature are, such as @Compendium[swade-core-rules.swade-edges.Improved Frenzy]{Improved Frenzy}, @Compendium[swade-core-rules.swade-rules.Reach]{Reach}, a swarm’s attack, etc.</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> </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> —</span></p>\n<p><span class=\"fontstyle0\"><strong>Capacités spéciales :</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]{Peur} 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’t breathe; immune to @Compendium[swade-core-rules.swade-rules.Disease]{Maladie} 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’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>Le roi de la jungle est un prédateur féroce, en particulier dans la savane où ses proies ne peuvent pas se cacher.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Low Light Vision)]{Vision nocturne}:</strong> ignore les malus de Pénombre et d’Obscurité. @Compendium[swade-core-rules.swade-rules.Illumination]{voir les pénalité de visibilité}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1:</strong> Un lion pèse environ 200 kg.</li>\n</ul>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "7ueziJ7U0IZiMDKm",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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’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": "Robot",
|
||
"description": "<div class=\"swade-core\">\n<p>Les caractéristiques qui suivent s’appliquent à une sentinelle mécanique de 4 m de haut comme on en trouve fréquemment dans des univers high-tech futuristes. C’est une unité de patrouille légère, avec une intelligence raisonnable et une bonne manœuvrabilité. Des robots plus imposants, mieux armés et mieux protégés existent également.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle }:</strong> +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}; ignore 1 point de malus de Blessure, ne respire pas, ne se nourrit pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{Maladies} et aux @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur }:</strong> immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Peur} et l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}, mais peut être assez intelligent pour réagir correctement aux situations qui provoquent la peur.</li>\n<li><strong>Capteurs sensoriels :</strong> ignore les malus de @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 4 (Large):</strong> Le mech mesure 4m de haut.</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’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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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> 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” (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": "Minotaure",
|
||
"description": "<div class=\"swade-core\">\n<p>Un minotaure mesure plus de 2,10 m et son énorme tête bovine est dotée de cornes. Gardien de labyrinthe dans des univers fantastiques ou espèce dans d’autres, c'est toujours un redoutable combattant.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Capacités Speciales (Resilient or Very Resilient)]{Résilient}:</strong> +1 Blessure avant @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 3:</strong> Un minotaure mesure plus de 2 m et pèse autant qu’un taureau.</li>\n</ul>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "ChMwI9Rlwklfhi8k",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’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’s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.</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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.</p>\n<p>When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.</p>\n<p><strong>Reaction Level:</strong> How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also <em>reduces</em> the target’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 “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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’s @Compendium[swade-core-rules.swade-rules.Movement]{Allure} is increased by +2 and his @Compendium[swade-core-rules.swade-rules.Movement]{Course} 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>Croisement entre l’âne et le cheval, les mules sont utilisées pour porter de lourdes charges ou tirer des chariots.</p>\n<p>Le meneur est encouragé à lui donner une personnalité, comme tout animal de compagnie.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>Entêtée:</strong> inflige -1 en @Compendium[swade-core-rules.swade-skills.Riding]{Équitation} à son cavalier.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 2:</strong> Une mule est une créature solide pesant en-viron 500 kg.</li>\n</ul>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "NSXab2mvCxWyAK18",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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>Les ogres sont parents des orques et des géants mineurs. Ils sont parfois adoptés par les clans orques qui apprécient leur sauvagerie et leur force et s’en servent comme alliés dociles contre leurs ennemis.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Résilient}:</strong> +1 Blessure avant @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 2:</strong> La plupart des ogres font dans les 2,5 m, avec une grosse bedaine et des membres massifs.</li>\n</ul>\n<p> </p>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "1cpmKIChlmWyroYY",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’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’s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.</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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.</p>\n<p>When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.</p>\n<p><strong>Reaction Level:</strong> How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also <em>reduces</em> the target’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 “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.</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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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 </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’s Range is 3/6/12, for example, a Brute’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’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>Les orques sont des humanoïdes à peau verte et à l’apparence porcine avec leurs groins et parfois même des défenses. De nature ignoble, ils sont de plus impitoyables et font rarement des prisonniers.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Infravision}:</strong> réduit de moitié les malus de @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} pour attaquer une cible chaude..</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1:</strong> Un orque est légèrement plus imposant qu’un humain.</li>\n</ul>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "NKuich6CkLMStd7t",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’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’s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.</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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.</p>\n<p>When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.</p>\n<p><strong>Reaction Level:</strong> How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also <em>reduces</em> the target’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 “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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 </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’s Range is 3/6/12, for example, a Brute’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, chef de clan",
|
||
"description": "<div class=\"swade-core\">\n<p>Le chef d’un clan orque est toujours le plus bestial et féroce du groupe. Ces chefs possèdent souvent un ou deux objets magiques dans les univers où de tels objets sont relativement communs.</p>\n<p><strong>Note:</strong></p>\n<p> Les chefs ont une @Compendium[swade-core-rules.swade-rules.Characters]{parade} de 7 lorsqu'ils manient une grande hache.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Infravision}:</strong> réduit de moitié les malus de @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} pour attaquer une cible chaude.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1:</strong>Un orque est légèrement plus imposant qu’un humain.</li>\n</ul>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "yKX6TX07XbYtN7mS",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’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’s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.</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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.</p>\n<p>When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.</p>\n<p><strong>Reaction Level:</strong> How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also <em>reduces</em> the target’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 “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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 “plates” 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 </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’s Range is 3/6/12, for example, a Brute’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’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} –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": "Oiseau de proie",
|
||
"description": "<div class=\"swade-core\">\n<p>Les aigles, faucons et autres grands oiseaux de proie entrent dans cette catégorie..</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Flight)]{vol}:</strong> Ils ont une @Compendium[swade-core-rules.swade-rules.Movement]{Allure} de 48m.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} −3 (Tres petit):</strong> Les rapaces sont légers et mesurent environ 60 cm.</li>\n</ul>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "yvAFOT58qkR6QLJP",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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": "Requin",
|
||
"description": "<div class=\"swade-core\">\n<p>Ces caractéristiques sont valables pour les requins tigres, les requins gris et autres de taille similaire.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatique}: </strong>@Compendium[swade-core-rules.swade-rules.Movement]{Allure} 10.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1: </strong>Cette créature pèse environ 250 kg.</li>\n</ul>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "J56OneQrwKg8jsXs",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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": "Requin-bouledogues",
|
||
"description": "<div class=\"swade-core\">\n<p>Ces caractéristiques sont valables pour les requins-bouledogues qui ont For d10.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatique}: </strong>@Compendium[swade-core-rules.swade-rules.Movement]{Allure} 10.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1: </strong>Cette créature pèse environ 250 kg.</li>\n</ul>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "J56OneQrwKg8jsXs",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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": "Grand Requin blanc",
|
||
"description": "<div class=\"swade-core\">\n<p>Les grands blancs font en général entre 5,5 m et 7,5 m de long.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Aquatique}: @Compendium[swade-core-rules.swade-rules.Movement]{Allure}.</strong>10</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Hardy)]{Robuste}: </strong> Pas de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure} si @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué} deux fois.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 4 (Large): </strong>Les grands blancs font en général entre 5,5 m et 7,5 m de long.</li>\n</ul>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "y4rBRNO48p80BRrE",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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": "Squelette",
|
||
"description": "<div class=\"swade-core\">\n<p>Ces morts-vivants n’ont plus que des lambeaux de peau sur les os ce qui les rend plus rapides que les zombis encore couverts de chairs putréfiées. On les rencontre parfois au sein d’armées dirigées par de vils nécromanciens.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}:</strong> Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Peur} et à l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Mort-vivant}:</strong> Résistance +2, annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué} +2, ignore 1 point de malus de Blessure, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, aux @Compendium[swade-core-rules.swade-rules.Disease]{Maladie} et aux @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’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’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’s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.</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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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": "Serpent constricteur",
|
||
"description": "<div class=\"swade-core\">\n<p>Les serpents dans le monde réel sont rarement agressifs à moins d’être acculés ou effrayés. Ils n’en demeurent pas moins iconiques des aventures de fiction.</p>\n<p>Pythons, boas constricteurs et autres serpents de plus de 5 m de long.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>Constriction: </strong>+2 à l'@Compendium[swade-core-rules.swade-rules.Traits]{Athlétisme} et à la @Compendium[swade-core-rules.swade-rules.Traits]{Force} pour les jets d'@Compendium[swade-core-rules.swade-rules.Grappling]{Empoignade}.</li>\n</ul>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "AXhDSgrpj1pBS53W",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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": "Serpent venimeux",
|
||
"description": "<div class=\"swade-core\">\n<p>Les serpents dans le monde réel sont rarement agressifs à moins d’être acculés ou effrayés. Ils n’en demeurent pas moins iconiques des aventures de fiction.</p>\n<p>Ces caractéristiques valent pour les cobras et les serpents de taille moyenne au poison extrêmement mortel.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Poison)]{Poison}: </strong> au choix du MJ (voir p. 120) pour les @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} −3 (Tres petit):</strong> La plupart des serpents venimeux mesurent entre 20 et 40cm de longueur, mais seulement quelques centimètres d'épaisseur</li>\n</ul>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "eViH6822Nim9F7Jm",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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’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": "Soldat",
|
||
"description": "<div class=\"swade-core\">\n<p>Soldats de base, miliciens ou n’importe quels fantassins ayant une formation militaire de base, ils servent bien souvent de troupes à des personnages plus puissants. N’hésitez pas à les modifier pour les adapter au rôle voulu.</p>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "DU6UW3qnUPDcdZLc",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’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’s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.</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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.</p>\n<p>When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.</p>\n<p><strong>Reaction Level:</strong> How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also <em>reduces</em> the target’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 “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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’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\"> </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": "Soldat expérimenté",
|
||
"description": "<div class=\"swade-core\">\n<p>Soldats de base, miliciens ou n’importe quels fantassins ayant une formation militaire de base, ils servent bien souvent de troupes à des personnages plus puissants. N’hésitez pas à les modifier pour les adapter au rôle voulu.</p>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "DU6UW3qnUPDcdZLc",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’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’s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.</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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.</p>\n<p>When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.</p>\n<p><strong>Reaction Level:</strong> How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also <em>reduces</em> the target’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 “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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’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\"> </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": "Araignée géante",
|
||
"description": "<div class=\"swade-core\">\n<p>Les araignées géantes font la taille de gros chiens et vivent en nid de 1d6 + 2 arachnides. Elles chassent fréquemment en groupe quand les proies viennent à manquer. </p>\n<p>Leur repaire jonché des os et trésors de leurs victimes procure souvent un riche butin aux braves s’y aventurant.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Poison)]{Poison} (−4):</strong> Généralement @Compendium[swade-core-rules.swade-rules.Poison]{modéré} ou @Compendium[swade-core-rules.swade-rules.Poison]{létal}(voir p. 120).</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} −1:</strong>De la taille d'un chien.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Wall Walker)]{Adhérence}:</strong> Les créatures bougent à leur pleinne @Compendium[swade-core-rules.swade-rules.Movement]{Allure} sur les murs et les plafonds ! Beurk !</li>\n</ul>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "rkeniIOF56bDPSa8",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’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’s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.</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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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″. 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": "Convocation d'allié: Serviteur",
|
||
"description": "<div class=\"swade-core\">\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle}:</strong> +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore 1 point de malus de Blessure, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}:</strong> Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et à l'@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’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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": "Griffes",
|
||
"type": "weapon",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p> </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: Garde du corps",
|
||
"description": "<div class=\"swade-core\">\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle}:</strong> +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore 1 point de malus de Blessure, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}:</strong> Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et à l'@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’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’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’s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.</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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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": "Armure +2",
|
||
"type": "armor",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Peau renforcée.</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": "Arme de mêlée",
|
||
"type": "weapon",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p> </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’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: Sentinelle",
|
||
"description": "<div class=\"swade-core\">\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Créature artificielle}:</strong> +2 pour annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore 1 point de malus de Blessure, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poisons}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}:</strong> Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et à l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 2:</strong> haute de 2m40 et trapue.</li>\n</ul>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "V1ntFnQcdg4Qquci",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’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’s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.</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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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": "Armure +4",
|
||
"type": "armor",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Peau pierreuse.</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": "Arme de mêlée",
|
||
"type": "weapon",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p> </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’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": "Essaim",
|
||
"description": "<div class=\"swade-core\">\n<p>Parfois les ennemis les plus mortels sont de taille très réduite. Un essaim composé de quelques dizaines à quelques milliers d'individus (fourmis, guêpes, rats, etc.) est traité comme une créature recouvrant un Gabarit @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit grand, moyen ou petit} se déplaçant puis attaquant chaque round tout ce qui s’y trouve. (sauf si @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}). Quand un essaim est @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} il disparait.</p>\n<p>Faute d'intelligence, il ne fait rien d'autre (pas de @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}, ni autres types de @Compendium[swade-core-rules.swade-rules.Test]{Test}.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>Division: </strong>certains essaims peuvent se diviser en deux essaims plus petits lorsqu’ils subissent une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure} (au choix du MJ). Réduisez le @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit} d’une taille en cas de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure}, un Petit essaim étant détruit.</li>\n<li><strong>Essaim: </strong> annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué} +2, @Compendium[swade-core-rules.swade-rules.Characters]{Parrade} +2. mmunisé aux armes perforantes ou tranchantes, subit les @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Zones d’effet} et le Piétinement (Force dégâts). Peut parfois être déjoué en s'immergeant totalement (insectes, oiseaux).</li>\n</ul>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "yZfHJAWfXLSK5Vex",
|
||
"name": "★ Notice",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Notice is a hero’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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>Les trolls des légendes sont d’effrayantes créatures carnivores habitant dans de profondes forêts, sous les ponts ou dans des cavernes cachées dans les montagnes.</p>\n<p>es jeux et les récits récents leur ont rajouté une faculté de régénération et une faiblesse au feu. Les caractéristiques ci-dessous reflètent ces deux origines.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Regeneration)]{Régénération}:</strong> @Compendium[swade-core-rules.swade-rules.Healing]{Guérison naturelle} haque round même @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} sauf pour les @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} provoquées par le feu ou cautérisées par la suite.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Résilient}: </strong>+1 @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure} avant @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1: </strong>Les trolls sont de grandes créatures élancées.</li>\n</ul>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "O4lRg1iWsDX9RcUJ",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’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’s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.</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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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 </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’s Range is 3/6/12, for example, a Brute’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’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>Les buveurs de sang des contes sont courants dans de nombreux jeux fantastiques. Voici des ca-ractéristiques pour un vampire relativement jeune. Pour des vampires plus faibles, ignorez la @Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerabilit)]{Invulnérabilité} Compétences spéciales.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Invulnérabilité}: </strong> Peut être @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué} mais pas @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessé} sauf Point faible.</li>\n<li><strong>Infection: </strong>Quiconque est tué par un vampire a 50 % de chances de devenir un vampire au bout de 1d4 jours.</li>\n<li><strong>Mort-vivant : </strong>+2 @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}; +2 annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}; ignore 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{blessure}, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, aux maladies et aux poisons.</li>\n<li><strong>Point faible (symbole religieux): </strong>Succès d'Âme contre Âme requis pour attaquer directement le porteur d’un symbole religieux.</li>\n<li><strong>Point faible (eau bénite) : </strong>+1 Fatigue si aspergé, se consume si immergé (cf. lumière du soleil).</li>\n<li><strong>Point faible (invité): </strong>ne peut pénétrer une habitation privée sans y être invité. Peuvent pénétrer les lieux publics sans problème.</li>\n<li><strong>Point faible (pieu dans le coeur): </strong> dégâts normaux pour @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées} au coeur (-4) et tombe en poussière sur Échec de @Compendium[swade-core-rules.swade-rules.Traits]{Vigeur} contre les dégâts. </li>\n<li><strong>Point faible (lumière du soleil) : </strong>subit 2d4 de dégâts par round en se consumant aux rayons du soleil. L'@Compendium[swade-core-rules.swade-powers.Armor]{Armure} protège normalement.</li>\n</ul>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "QzJLRQH42Ko7sD4P",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’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’s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.</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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.</p>\n<p>When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.</p>\n<p><strong>Reaction Level:</strong> How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also <em>reduces</em> the target’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 “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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 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>Voici les caractéristiques standards pour des vampires un peu moins forts que le légendaire Dracula, mais bien supérieurs aux buveurs de sang à peine sortis de la tombe. Le MJ peut ajouter d’autres @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} pour refléter le passé du vampire qu’il désire créer.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>Transformation:</strong> se transforme en loup ou chauve-souris sur Succès @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} -2. Reprend forme humaine sur Succès @Compendium[swade-core-rules.swade-rules.Traits]{Intellect}.</li>\n<li><strong>Charme:</strong> @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} d10, 10 cases, jusqu'à nouvelle cible. <em>@Compendium[swade-core-rules.swade-powers.Puppet]{Marionnette}</em> : sur Succès, contrôle total d'une cible ayant une attirance pour lui (selon le MJ). Ils peuvent lancer et maintenir le pouvoir indéfiniment, mais ne peuvent affecter qu'une seule cible à la fois.</li>\n<li><strong>Enfants de la nuit :</strong> peut invoquer et contrôler 1d6 loups ou 1d6 @Compendium[swade-core-rules.swade-bestiary.Swarm]{Essaim}) de rats sur Succès @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} –2. Ils arrivent de la nature environnante en 1d6 + 2 rounds.s.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Invulnerabilité}: </strong>peut être @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué} mais pas @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessé} sauf Point faible.</li>\n<li><strong>Brume:</strong> se transforme en brume ou reprend forme humaine en une action sur Succès d'@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} -2.</li>\n<li><strong>Infection : </strong>Quiconque est tué par un vampire a 50 % de chances de devenir un vampire au bout de 1d4 jours.</li>\n<li><strong>Mort-vivant : </strong>+2 @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}; +2 annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}; ignore 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{blessure}, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, aux maladies et aux poisons.</li>\n<li><strong>Point faible (symbole religieux): </strong>Succès d'Âme contre Âme requis pour attaquer directement le porteur d’un symbole religieux.</li>\n<li><strong>Point faible (eau bénite) : </strong>+1 Fatigue si aspergé, se consume si immergé (cf. lumière du soleil).</li>\n<li><strong>Point faible (invité): </strong>ne peut pénétrer une habitation privée sans y être invité. Peuvent pénétrer les lieux publics sans problème.</li>\n<li><strong>Point faible (pieu dans le coeur): </strong> dégâts normaux pour @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées} au coeur (-4) et tombe en poussière sur Échec de @Compendium[swade-core-rules.swade-rules.Traits]{Vigeur} contre les dégâts. </li>\n<li><strong>Point faible (lumière du soleil) : </strong>subit 2d4 de dégâts par round en se consumant aux rayons du soleil. L'@Compendium[swade-core-rules.swade-powers.Armor]{Armure} protège normalement.</li>\n</ul>\n</div>",
|
||
"items": [
|
||
{
|
||
|
||
"_id": "KdkbqjBMh3DyezrM",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’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’s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.</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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’t mind control. It can change someone’s attitude but not their goals. A bandit may let you keep a sentimental piece of jewelry with a good Persuasion roll but still takes all your other goods.</p>\n<p>When used to @Compendium[swade-core-rules.swade-rules.Support]{Support} allies it’s an unopposed roll. If the target is resistant, it’s an @JournalEntry[JBxsGv2wAoAmoCDe]{opposed} roll vs. the target’s @Compendium[swade-core-rules.swade-rules.Traits]{Spirit}. The GM should modify the roll as she sees fit based on roleplaying, any pertinent @Compendium[swade-core-rules.swade-rules.Edges]{Edges} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Hindrances} that affect the conversation, and the circumstances.</p>\n<p><strong>Reaction Level:</strong> How much a person is willing to cooperate depends largely on their attitude toward whoever’s talking to them. The Game Master can decide how nonplayer characters feel based on the setting, or roll on the @Compendium[swade-core-rules.swade-tables.Reaction Table]{Reaction Table} if she has no preconceived notions.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} improves the target’s attitude one level and a raise improves it two. Further increases aren’t generally possible in the same encounter—it takes individuals a little time to adjust their biases.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the target won’t change his mind this scene or until the situation changes in some important way. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} also <em>reduces</em> the target’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 “macro skill,” simulating a few hours or an evening’s time hobnobbing and socializing to gain favors or information. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking}.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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’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": "Loup-garou",
|
||
"description": "<div class=\"swade-core\">\n<p>Lorsque la lune est pleine, les humains atteints de ce mal perdent le contrôle et la rage les pousse au meurtre. Certains y prennent même du plaisir.</p>\n<p>Adaptez les Capacités spéciales selon votre vision. Par exemple, un lycanthrope ancien ou « pur-sang » ne pourrait être vulnérable qu'à l'argent ou la magie.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>Régénération rapide:</strong>@Compendium[swade-core-rules.swade-rules.Healing]{Guérison naturelle} chaque round même Incapacité sauf pour les Blessures provoquées par des objets en argent.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Peur} (−2):</strong> Les loups-garoup glacent le sang de tous ceux qui les voient.</li>\n<li><strong>Infection:</strong> un personnage tué par un loup-garou a 50 % de chance d’en devenir un. Il se transforme involontairement chaque pleine lune et ne peut contrôler sa lycanthropie qu’au bout de 1d6 ans.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Infravision}:</strong> réduit de moitié les malus de @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} pour attaquer une cible chaude.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Size)]{Taille} 1:</strong> Un loup-garou est une imposante créature.</li>\n</ul>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "98cJWO1hloAlZIfY",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’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’s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.</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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’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’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Scale} (just like when attacking). Sneaking through dry leaves might subtract 2 from the Stealth roll, for example, while spotting someone in the dark uses the @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalty (−4). Don’t apply the same modifier to both rolls, however. If Stealth is at −2 for the leaves, don’t give Notice a +2 for them as well.</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’s @Compendium[swade-core-rules.swade-skills.Notice]{Notice}, whether the guard is actively looking for trouble or not. If successful, the victim is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} to the attacker, but only until the attacker’s turn ends. With a raise, the attacker has @Compendium[swade-core-rules.swade-rules.The Drop]{The Drop} instead.</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’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’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 −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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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": "Zombi",
|
||
"description": "<div class=\"swade-core\">\n<p>Mort-vivant grognant à la recherche de bonne chair fraîche.</p>\n<p><strong>Capacités spéciales :</strong></p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Sans peur}:</strong>Immunisé à la @Compendium[swade-core-rules.swade-rules.Fear]{Peur} et à l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Undead)]{Mort-vivant}: </strong>+2 @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}; +2 annuler @Compendium[swade-core-rules.swade-rules.Damage Effects]{secoué}; ignore 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{blessure}, ne respire pas, immunisé aux @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées}, aux maladies et aux poisons.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Weakness)]{Point faible} (tête):</strong> @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaques ciblées} toucher un zombi à la tête donne le bonus habituel de +4 de dégâts.</li>\n</ul>\n</div>",
|
||
"items": [
|
||
{
|
||
"_id": "Qp2Q5ImCZepaCFRv",
|
||
"name": "★ Athletics",
|
||
"type": "skill",
|
||
"data": {
|
||
"description": "<div class=\"swade-core\">\n<p>Athletics combines an individual’s coordin­ation with learned skills such as climbing, jumping, balancing, biking, wrestling, skiing, swimming, throwing, or catching. Characters who rely on physical power more than coordination can take the @Compendium[swade-core-rules.swade-edges.Brute]{Brute} Edge to link this skill to @Compendium[swade-core-rules.swade-rules.Traits]{Strength} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Agility}.</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’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’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’s Intimidation attempts for the remainder of this encounter!</p>\n<p><strong>Networking:</strong> Intimidation can also be used as a “macro” skill to simulate several hours of working the streets. See @Compendium[swade-core-rules.swade-rules.Networking]{Networking} to see how to crack some heads for favors or information.</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’s general awareness and alertness. It’s used to sense sights, sounds, tastes, and smells, spot clues, detect ambushes, spot hidden weapons on a foe, or tell if a rival is lying, frightened, happy, etc.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} conveys basic information—the character hears movement in the forest, smells distant smoke, or senses someone isn’t being completely truthful.</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’t have a skill for an action he’s attempting, he rolls a d4 for his skill die (and a Wild Die if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Card}) and subtracts 2 from the total.</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": []
|
||
}
|
||
]
|
||
}
|
||
]
|
||
}
|