diff --git a/compendium/wfrp4e.skills.json b/compendium/wfrp4e.skills.json index 3a728b8..91d62d2 100644 --- a/compendium/wfrp4e.skills.json +++ b/compendium/wfrp4e.skills.json @@ -3,37 +3,37 @@ "entries": [ { "id": "Animal Care", - "name": "Animal Care", + "name": "Soins aux animaux", "description": "

The Animal Care Skill lets you tend and care for animals, and heal them should they fall sick or become wounded.

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Having a single Advance in Animal Care means you can keep animals healthy without needing to Test. You can also enact an Animal Care Test to identify and resolve problems with animals, such as:

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• Spotting an illness.

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• Understanding reasons for fractiousness or discomfort.

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• Determining the quality of the animal.

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• Heal Intelligence Bonus + SL Wounds (Note: an animal can only benefit from one healing roll after each encounter).

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• Staunching a Bleeding condition.

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• Preparing the animal for display.

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In combat, you may appraise an enemy animal with an Animal Care Test. If successful, you and all you inform gain +10 to hit when attacking that animal — or anyone using it as a mount — until the end of your next turn, as you point out loose tack, a limp from a niggling wound, or highlight some other weakness or vulnerability. Animal Care may only provide a maximum of +10 to hit per animal, no matter how many Tests are made to spot weaknesses.

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Animals

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Whether a creature does, or does not come under the auspices of animal care and animal training is up to your GM. While certain creatures — dog, horse, demigryph — seem obvious, others are less so. you may argue that dragon should be covered under animal training, but try telling that to the dragon…

" }, { "id": "Animal Training ( )", - "name": "Animal Training ( )", + "name": "Dressage ( )", "description": "

Animal Training represents your understanding of a particular type of animal, and your ability to train them. A successful use of the Skill allows you to identify the Trained abilities possessed by an animal belonging to your Specialization. The Animal Training Skill also allows you to undertake the Animal Training Endeavour between adventures.

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In combat, a successful Opposed Animal Training/Willpower Test allows you to intimidate a single animal belonging to your Specialization; you cause Fear in the animal targeted until the end of your next turn. When causing Fear in this way, you may subsequently use your Animal Training Skill instead of Melee when defending against your target; with your GM’s approval you may also use Animal Training to attack your target, issuing specific commands.

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Animals

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Whether a creature does, or does not come under the auspices of animal care and animal training is up to your GM. While certain creatures — dog, horse, demigryph — seem obvious, others are less so. you may argue that dragon should be covered under animal training, but try telling that to the dragon…

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Example: Facing a slavering war-hound, Ilse passes an Opposed Animal Training (Dog) roll, in the first round of combat, causing Fear in the beast, and gaining +1 Advantage. In the next round she ‘attacks’ her target with her Animal Training Skill, beating the dog’s defense. Her GM allows her to instruct the beast to flee, which it does, its tail between its legs. 

" }, { "id": "Animal Training (Demigryph)", - "name": "Animal Training (Demigryph)", + "name": "Dressage (Hippogriffe)", "description": "

Animal Training represents your understanding of demigryphs, and your ability to train them. A successful use of the Skill allows you to identify the Trained abilities possessed by a demigryph. The Animal Training Skill also allows you to undertake the Animal Training Endeavour between adventures.

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In combat, a successful Opposed Animal Training/Willpower Test allows you to intimidate a single demigryph; you cause Fear in the demigryph targeted until the end of your next turn. When causing Fear in this way, you may subsequently use your Animal Training Skill instead of Melee when defending against your target; with your GM’s approval you may also use Animal Training to attack your target, issuing specific commands.

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Animals

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Whether a creature does, or does not come under the auspices of animal care and animal training is up to your GM. While certain creatures — dog, horse, demigryph — seem obvious, others are less so. you may argue that dragon should be covered under animal training, but try telling that to the dragon…

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ExampleFacing a slavering war-hound, Ilse passes an Opposed Animal Training (Dog) roll, in the first round of combat, causing Fear in the beast, and gaining +1 Advantage. In the next round she ‘attacks’ her target with her Animal Training Skill, beating the dog’s defense. Her GM allows her to instruct the beast to flee, which it does, its tail between its legs. 

" }, { "id": "Animal Training (Dog)", - "name": "Animal Training (Dog)", + "name": "Dressage (Chien)", "description": "

Animal Training represents your understanding of dogs, and your ability to train them. A successful use of the Skill allows you to identify the Trained abilities possessed by a dog. The Animal Training Skill also allows you to undertake the Animal Training Endeavour between adventures.

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In combat, a successful Opposed Animal Training/Willpower Test allows you to intimidate a single dog; you cause Fear in the dog targeted until the end of your next turn. When causing Fear in this way, you may subsequently use your Animal Training Skill instead of Melee when defending against your target; with your GM’s approval you may also use Animal Training to attack your target, issuing specific commands.

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Animals

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Whether a creature does, or does not come under the auspices of animal care and animal training is up to your GM. While certain creatures — dog, horse, demigryph — seem obvious, others are less so. you may argue that dragon should be covered under animal training, but try telling that to the dragon…

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ExampleFacing a slavering war-hound, Ilse passes an Opposed Animal Training (Dog) roll, in the first round of combat, causing Fear in the beast, and gaining +1 Advantage. In the next round she ‘attacks’ her target with her Animal Training Skill, beating the dog’s defense. Her GM allows her to instruct the beast to flee, which it does, its tail between its legs. 

" }, { "id": "Animal Training (Horse)", - "name": "Animal Training (Horse)", + "name": "Dressage (Cheval)", "description": "

Animal Training represents your understanding of horses, and your ability to train them. A successful use of the Skill allows you to identify the Trained abilities possessed by a horse. The Animal Training Skill also allows you to undertake the Animal Training Endeavour between adventures.

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In combat, a successful Opposed Animal Training/Willpower Test allows you to intimidate a single horse; you cause Fear in the horse targeted until the end of your next turn. When causing Fear in this way, you may subsequently use your Animal Training Skill instead of Melee when defending against your target; with your GM’s approval you may also use Animal Training to attack your target, issuing specific commands.

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Animals

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Whether a creature does, or does not come under the auspices of animal care and animal training is up to your GM. While certain creatures — dog, horse, demigryph — seem obvious, others are less so. you may argue that dragon should be covered under animal training, but try telling that to the dragon…

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Example: Facing a slavering war-hound, Ilse passes an Opposed Animal Training (Dog) roll, in the first round of combat, causing Fear in the beast, and gaining +1 Advantage. In the next round she ‘attacks’ her target with her Animal Training Skill, beating the dog’s defense. Her GM allows her to instruct the beast to flee, which it does, its tail between its legs. 

" }, { "id": "Animal Training (Pegasus)", - "name": "Animal Training (Pegasus)", + "name": "Dressage (Pégase)", "description": "

Animal Training represents your understanding of pegasi, and your ability to train them. A successful use of the Skill allows you to identify the Trained abilities possessed by a pegasus. The Animal Training Skill also allows you to undertake the Animal Training Endeavour between adventures.

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In combat, a successful Opposed Animal Training/Willpower Test allows you to intimidate a single pegasus; you cause Fear in the pegasus targeted until the end of your next turn. When causing Fear in this way, you may subsequently use your Animal Training Skill instead of Melee when defending against your target; with your GM’s approval you may also use Animal Training to attack your target, issuing specific commands.

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Animals

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Whether a creature does, or does not come under the auspices of animal care and animal training is up to your GM. While certain creatures — dog, horse, demigryph — seem obvious, others are less so. you may argue that dragon should be covered under animal training, but try telling that to the dragon…

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Example: Facing a slavering war-hound, Ilse passes an Opposed Animal Training (Dog) roll, in the first round of combat, causing Fear in the beast, and gaining +1 Advantage. In the next round she ‘attacks’ her target with her Animal Training Skill, beating the dog’s defense. Her GM allows her to instruct the beast to flee, which it does, its tail between its legs. 

" }, { "id": "Animal Training (Pigeon)", - "name": "Animal Training (Pigeon)", + "name": "Dressage (Pigeon)", "description": "

Animal Training represents your understanding of pigeons, and your ability to train them. A successful use of the Skill allows you to identify the Trained abilities possessed by a pigeon. The Animal Training Skill also allows you to undertake the Animal Training Endeavour between adventures.

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In combat, a successful Opposed Animal Training/Willpower Test allows you to intimidate a single pigeon; you cause Fear in the pigeon targeted until the end of your next turn. When causing Fear in this way, you may subsequently use your Animal Training Skill instead of Melee when defending against your target; with your GM’s approval you may also use Animal Training to attack your target, issuing specific commands.

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Animals

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Whether a creature does, or does not come under the auspices of animal care and animal training is up to your GM. While certain creatures — dog, horse, demigryph — seem obvious, others are less so. you may argue that dragon should be covered under animal training, but try telling that to the dragon…

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Example: Facing a slavering war-hound, Ilse passes an Opposed Animal Training (Dog) roll, in the first round of combat, causing Fear in the beast, and gaining +1 Advantage. In the next round she ‘attacks’ her target with her Animal Training Skill, beating the dog’s defense. Her GM allows her to instruct the beast to flee, which it does, its tail between its legs. 

" }, { @@ -43,22 +43,22 @@ }, { "id": "Art (Cartogrpahy)", - "name": "Art (Cartogrpahy)", + "name": "Art (Cartographie)", "description": "

Create works of art in cartogrpahy. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

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Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work. 

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" }, { "id": "Art (Engraving)", - "name": "Art (Engraving)", + "name": "Art (Gravure)", "description": "

Create works of art in engraving. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

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Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work. 

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" }, { "id": "Art (Mosaics)", - "name": "Art (Mosaics)", + "name": "Art (Mosaïque)", "description": "

Create works of art in mosaics. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

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Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work. 

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" }, { "id": "Art (Painting)", - "name": "Art (Painting)", + "name": "Art (Peinture)", "description": "

Create works of art in paintings. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

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Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work. 

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" }, { @@ -68,167 +68,167 @@ }, { "id": "Art (Tattoo)", - "name": "Art (Tattoo)", + "name": "Art (Tattouage)", "description": "

Create works of art in tattoos. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

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Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work. 

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" }, { "id": "Art (Weaving)", - "name": "Art (Weaving)", + "name": "Art (Tissage)", "description": "

Create works of art in weaving. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

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Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work. 

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" }, { "id": "Athletics", - "name": "Athletics", + "name": "Athlétisme", "description": "

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

" }, { "id": "Bribery", - "name": "Bribery", + "name": "Subornation", "description": "

Your ability to judge how likely a person is to accept a bribe, and how best to offer the bribe so they will accept it. A successful Bribery Test tells you if a target may be bribed. If so, your GM will secretly determine the price of their cooperation using the target’s Earnings, increasing the amount according to their usual honesty and the risk involved in taking the bribe. You then guess that target amount and the GM will tell you if the price is higher, lower, or equal. Each SL from your initial Bribery Test gives you another guess. At the end of this process, you determine how much money to offer, based on what you have gleaned.

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In combat, you may use Bribery as above to try to stop the fight, but treat the Test as Hard (–20) owing to the stress of the situation. If your target is not susceptible, you cannot afford the fee, or your foes do not speak your tongue, your pathetic attempts to buy them off will be doomed to fail. Of course, if they have the advantage of numbers, what’s to prevent them from taking all of your money?

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Example: Snorri is trying to bribe his way past a city watchman; a character of the Brass Tier 2, meaning they roll 4d10 Brass for Income. The GM decides the guard can be bribed and secretly rolls 21 on the 4d10, meaning the price for bribing the guard is 21 Brass. Letting Snorri through isn’t too risky for the watchman, and he does it often, so the GM doesn’t increase the bribe required. Snorri rolls 1 SL on his Bribery Test; so, he knows the watchman is open to a bribe, and has 2 guesses as to his price. Snorri’s first guess is 15 Brass, to which his GM replies ‘higher’. His second guess is 40, to which his GM replies ‘lower’. Snorri now knows he must bribe the watchman between 15 and 40 Brass, so decides to aim high, and offers 30. Smiling, the watchman waves Snorri through.

" }, { "id": "Channelling", - "name": "Channelling", + "name": "Focalisation", "description": "

The Channeling Skill measures your ability to call upon and control the various Winds of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

" }, { "id": "Channelling ( )", - "name": "Channelling ( )", + "name": "Focalisation ( )", "description": "

The Channeling Skill measures your ability to call upon and control the various Winds of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic.

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Specializations: Aqshy, Azyr, Chamon, Dhar, Ghur, Ghyran, Hysh, Shyish, Ulgu 

" }, { "id": "Channelling (Aqshy)", - "name": "Channelling (Aqshy)", + "name": "Focalisation (Aqshy)", "description": "

The Channeling Skill measures your ability to call upon and control Aqshy, the Red Wind of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

" }, { "id": "Channelling (Azyr)", - "name": "Channelling (Azyr)", + "name": "Focalisation (Azyr)", "description": "

The Channeling Skill measures your ability to call upon and control Azyr, the Blue Wind of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

" }, { "id": "Channelling (Chamon)", - "name": "Channelling (Chamon)", + "name": "Focalisation (Chamon)", "description": "

The Channeling Skill measures your ability to call upon and control Azyr, the Yellow Wind of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

" }, { "id": "Channelling (Dhar)", - "name": "Channelling (Dhar)", + "name": "Focalisation (Dhar)", "description": "

The Channeling Skill measures your ability to call upon and control Dhar, a dangerous mixture of multiple Winds of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

" }, { "id": "Channelling (Ghur)", - "name": "Channelling (Ghur)", + "name": "Focalisation (Ghur)", "description": "

The Channeling Skill measures your ability to call upon and control Ghur, the Brown Wind of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

" }, { "id": "Channelling (Ghyran)", - "name": "Channelling (Ghyran)", + "name": "Focalisation (Ghyran)", "description": "

The Channeling Skill measures your ability to call upon and control Ghyran, the Green Wind of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

" }, { "id": "Channelling (Hysh)", - "name": "Channelling (Hysh)", + "name": "Focalisation (Hysh)", "description": "

The Channeling Skill measures your ability to call upon and control Hysh, the White Wind of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

" }, { "id": "Channelling (Shyish)", - "name": "Channelling (Shyish)", + "name": "Focalisation (Shyish)", "description": "

The Channeling Skill measures your ability to call upon and control Shyish, the Purple Wind of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

" }, { "id": "Channelling (Ulgu)", - "name": "Channelling (Ulgu)", + "name": "Focalisation (Ulgu)", "description": "

The Channeling Skill measures your ability to call upon and control Ulgu, the Grey Wind of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

" }, { "id": "Charm", - "name": "Charm", + "name": "Charme", "description": "

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

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Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

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If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

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Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

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If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

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Public Speaking

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The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

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Begging

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The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

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Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

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" }, { "id": "Charm Animal", - "name": "Charm Animal", + "name": "Emprise sur les animaux", "description": "

Your aptitude for be friending, quickly calming, or subjugating animals.

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Passing a Charm Animal Test allows you to influence the behavior of one or more animals, to a maximum of Willpower Bonus + SL. If the target animals are naturally docile, this Test may be uncontested, but it will generally be Opposed by the target’s Willpower.

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In combat, you may use Charm Animal when facing animals. If you succeed, any affected targets will not attack you this Round and you gain +1 Advantage. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which the creature’s instincts take over and you have no further influence.

" }, { "id": "Climb", - "name": "Climb", + "name": "Escalade", "description": "

The ability to ascend steep or vertical surfaces.

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If time isn’t an issue, and a climb is relatively easy, anyone with Climb Skill is automatically assumed to be able to climb any reasonably small height.

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For any other climbing, Climbing during combat. You may even find yourself climbing large opponents, though whether that is prudent is debatable.

" }, { "id": "Consume Alcohol", - "name": "Consume Alcohol", + "name": "Résistance à l'alcool", "description": "

 

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Your ability to handle alcohol without letting it cloud your judgment or render you senseless.

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After each alcoholic drink make a Consume Alcohol Test, modified by the strength of the drink. For each Test you fail, you suffer a –10 penalty to WS, BS, Ag, Dex, and Int, to a maximum of –30 per Characteristic. After you fail a number of Tests equal to your Toughness Bonus, you are Stinking Drunk. Roll on the following table to see what happens:

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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
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1d10

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Stinking Drunk

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1-2

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 Marienburgher’s Courage!’: Gain a bonus of +20 to your Cool Skill.

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3-4

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You’re My Besht Mate!’: Ignore all your existing Prejudices and Animosities.

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5-6

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 ‘Why’s Everything Wobbling!’: On your Turn, you can either Move or take an Action, but not both.

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7-8

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‘I’ll Take Yer All On!’: Gain Animosity (Everybody)!

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9-10

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 ‘How Did I Get here?’: You wake up the next day, massively hungover, with little memory of what transpired. The GM and other players with you will fill in the embarrassing gaps if you investigate. Pass a Consume Alcohol Test or also gain a Poisoned Condition.

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After not drinking for an hour, enact a Challenging (+0) Consume Alcohol Test. The effects of being drunk will wear

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off after 10–SL hours, with any Characteristic modifiers for being drunk lost over that time. After all effects wear off, enact another Challenging (+0) Consume Alcohol Test. You now gain a hangover, which is an Fatigued Condition that cannot be removed for 5–SL hours.

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You may expend 1 Resolve point to ignore the negative modifiers of being drunk until the end of the next round.

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" }, { "id": "Cool", - "name": "Cool", + "name": "Calme", "description": "

Cool allows you to remain calm under stress, resist fear when faced with horror, and stick to your convictions.

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Cool is generally used to resist other Skills — Charm, Intimidate, and similar — but you may also be required to make a Cool Test when faced with anything forcing you to do something you would rather not. Cool is also the primary Skill used to limit Psychology

" }, { "id": "Dodge", - "name": "Dodge", + "name": "Esquive", "description": "

Dodge is your ability to avoid things, through ducking, diving, and moving quickly, and is used extensively to sidestep falling rocks, incoming weapons, unexpected traps, and the like.

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In combat, Dodge is generally used to resist attacks or avoid damage. Refer to Rolling to Hit.

" }, { "id": "Drive", - "name": "Drive", + "name": "Conduite d'attelage", "description": "

 

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Drive lets you guide vehicles — most commonly simple carts and lumbering coaches, not to mention the more ‘experimental’ creations of the Imperial Engineers — along the roads of the Empire with as little incident as possible.

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Under normal circumstances, if you possess the Drive Skill, there is no need to Test. If conditions are less than ideal — perhaps the road is in poor condition, or the weather is terrible — a Drive Test will be required. If you do not possess the Drive Skill, you may be required to make a Test to carry out even basic maneuver. An Astounding Failure (-6) on a Drive Test means something bad has happened. Roll on the following table:

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1d10

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 Result

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1-2

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Snapped Harness: One horse (or equivalent) breaks free; reduce speed accordingly.

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\n

3-5

\n
\n

 Jolted Carriage: Passengers suffer 1 Wound and fragile cargos might be damaged.

\n
\n

6-8

\n
\n

Broken Wheel: Pass a Drive Test every round to avoid Crashing. Two-wheeled vehicles with a Broken Wheel Crash automatically.

\n
\n

9-10

\n
\n

 Broken Axle: The vehicle goes out of control and Crashes.

\n
\n
\n

 

\n

Crashing: Occupants of Crashing vehicles usually suffer 2d10 Wounds modified by Toughness Bonus and Armor Points

\n

unless the vehicle was moving slowly (as determined by the GM). Crashed vehicles must be repaired by someone with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). Spare wheels can be installed by anyone with a Drive Test or with an appropriate Trade Test. In combat, Drive may be used if circumstances allow — for instance, if the party is in a coach being raided by outlaws, and you wish to ram an enemy, or outrun them.

\n

 

\n

 

" }, { "id": "Endurance", - "name": "Endurance", + "name": "Résistance", "description": "

The Endurance Skill is called upon when you must endure hardship, withstand deprivation, sit without moving for long periods of time, or survive harsh environments. In particular, Endurance is Tested to resist or recover from various Conditions (see page 167) and helps you recover lost Wounds.

" }, { "id": "Entertain ()", - "name": "Entertain ()", + "name": "Divertissement ()", "description": "

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

" }, { "id": "Entertain (Comedy)", - "name": "Entertain (Comedy)", + "name": "Divertissement (Comédie)", "description": "

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

" }, { "id": "Entertain (Singing)", - "name": "Entertain (Singing)", + "name": "Divertissement (Chant)", "description": "

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

" }, { "id": "Entertain (Storytelling)", - "name": "Entertain (Storytelling)", + "name": "Divertissement (Narration)", "description": "

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

" }, { "id": "Evaluate", - "name": "Evaluate", + "name": "Evaluation", "description": "

Let's you determine the value of rare artefacts, unusual trade goods, and works of art. Everybody is assumed to know the relative worth of general items, but a successful use of the Evaluate allows you to identify the value of curious and unique items. A successful Evaluate Test may also alert you if the goods (or coins) you are studying are counterfeit — this Test will usually be Opposed by the forger’s SL on their Art or Trade Test. Your GM may apply modifiers based on just how rare or obscure the item is, or on your character’s particular expertise or background.

" }, { "id": "Gamble", - "name": "Gamble", + "name": "Pari", "description": "

Allows you to measure the likelihood that a bet will pay off, as well as successfully engage in various games of chance.

\n

To represent a gambling match, all players make a Gamble Test — applying any appropriate modifiers for familiarity with the game — and the player with the highest SL wins. On a tie, any lower scoring players drop out, and those remaining enact another Gamble Test, repeating this process until you have a winner.

\n

If you wish to influence the game through less honest mechanics, see Sleight of Hand.

" }, { "id": "Gossip", - "name": "Gossip", + "name": "Ragot", "description": "

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

" }, { "id": "Haggle", - "name": "Haggle", + "name": "Marchandage", "description": "

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

" }, { "id": "Heal", - "name": "Heal", + "name": "Guérison", "description": "

You’ve been trained to deal with injuries and diseases. A successful Heal Test allows you to do one of the following:

\n\n

A Failed Heal Test can potentially cause Wounds if your Intelligence Bonus + SL totals less than 0. On an Astounding Failure, your patient will also contract a Minor Infection.

\n

 

\n

If administering to someone who has a disease, a successful Heal Test ensures that you do not contract the disease for that day. Each SL also prevents one other character encountering the patient that day from catching the disease. For each full day the patient spends resting under your care, the duration of the disease is reduced by one, to a minimum of one. See Disease and Infection.

\n

 

\n

Certain injuries require Surgery; see the Surgery Talent for details. For more information on healing wounds, refer to Injury.

\n

 

\n

Your GM may apply modifiers to Heal Tests to reflect the virulence of the disease, the suitability of conditions and materials, or the stress of your circumstances. If healing  during combat, Tests will likely be Challenging (+0) at the very least.

" }, { "id": "Intimidate", - "name": "Intimidate", + "name": "Intimidation", "description": "

 

\n

Allows you to coerce or frighten sentient creatures. The precise manner of initiating an Intimidate Test depends on context: while it is generally accompanied by an overt threat, sometimes a subtle implication or even a look is enough. Intimidate is almost always Opposed by your target’s Cool Skill; if successful, you can intimidate a number of targets up to your Strength Bonus + SL. Each will react to Intimidate based on their individual personalities and how successful you were in menacing them, but in all cases, they will back down or move out of the way and will not speak out against you, or they will alternatively accept combat is the only way forward and prepare their weapons.

\n

 

\n

In combat, you cause Fear in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

While strength is the default stat for Intimidate tests, the GM may decree certain situations may allow you to use a different characteristic: a steely witch hunter may use Willpower to stare down an inquisitive bystander, or an academic may use Intelligence to cow a lowly student with his intimidating knowledge, for instance. 

\n

 

\n

Example: Facing a group of footpads, Svetlana the Strong rolls 4 SL on her Intimidate Test. Combined with her SB of 5, this means she can affect up to 9 targets, more than enough to impact all three footpads who now Fear Svetlana. As she has won by 3 SL, she gains +1 Advantage point until the end of her next turn. In the next round, she ‘attacks’ the footpads using her Intimidate, intending to scare them into leaving her be. However, she fails the Test, and the footpads realize they outnumber her, and are armed… 

\n

 

" }, { @@ -238,192 +238,192 @@ }, { "id": "Language ()", - "name": "Language ()", + "name": "Langue ()", "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Note: Language (Magick) is used to cast spells and may occasionally be Tested, with… unpleasant consequences if failed. See Casting and Channelling

\n

 

\n

Specialisations: Battle Tongue, Bretonnian, Classical, Guilder, Khazalid, Magick, Thief, Tilean 

" }, { "id": "Language (Albion)", - "name": "Language (Albion)", + "name": "Langue (Albionais)", "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Albion: Spoken by the folk of Albion, who hail from a far-off mist-shrouded island-realm and are rarely encountered.

" }, { "id": "Language (Battle Tongue)", - "name": "Language (Battle Tongue)", + "name": "Langue (Bataille)", "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Battle Tongue: Spoken by warriors of the Old World. It is very common amongst soldiers and mercenaries and is used for giving orders swiftly during battle. It was supposedly developed by the goddess Myrmidia when she walked the Old World as a mortal.

\n

 

\n

Options: Battle Tongue

\n

Battle tongue represents a series of simple commands and gestures that may be made in the heat of combat. Players with language (Battle Tongue) may communicate briefly with one another during combat without penalty. those without the skill cannot quickly coordinate their attacks or discuss strategy once combat begins.

" }, { "id": "Language (Bretonnian)", - "name": "Language (Bretonnian)", + "name": "Langue (Bretonnien)", "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

" }, { "id": "Language (Classical)", - "name": "Language (Classical)", + "name": "Langue (Classique)", "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Classical: Spoken by human academics of all kinds. It is the first recorded Human language of the Old World — over 3,000 years old — used in most scholarly texts of the Empire including wizard grimoires and many holy books.

" }, { "id": "Language (Elthárin)", - "name": "Language (Elthárin)", + "name": "Langue (Elthárin)", "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

ElthárinSpoken by the folk of Athel Loren, the Laurelorn, and visiting merchants from Ulthuan. Elthárin is the language of the Elves. The tonal language has many dialects, and is notoriously difficult for non-Elves to learn.

" }, { "id": "Language (Estalian)", - "name": "Language (Estalian)", + "name": "Langue (Estalien)", "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

EstalianSpoken by the folk of Estalia, people of the hot, southern-western kingdoms known for their bitter politics and worship of the goddess Myrmidia.

" }, { "id": "Language (Gospodarinyi)", - "name": "Language (Gospodarinyi)", + "name": "Langue (Gospodarin)", "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

GospodarinyiSpoken by the folk of Kislev, a hardy people from the frozen oblasts to the east of the Empire. The language is often called ‘Kislevarin’ or ‘Kislevite’ by outsiders.

" }, { "id": "Language (Grumbarth)", - "name": "Language (Grumbarth)", + "name": "Langue (Grumbarth)", "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

GrumbarthSpoken by Ogres; few others learn this simple tongue, though some mercenary commanders find it useful for communicating with any Ogres they may hire.

" }, { "id": "Language (Khazalid)", - "name": "Language (Khazalid)", + "name": "Langue (Khazalid)", "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

KhazalidSpoken by the folk of Karaz Ankor, the Dwarf kingdoms in the mountains. Tis language is also wide-spread through the Cult of Sigmar, which venerates the strong relationship Sigmar had with the Dwarfs when he was mortal.

" }, { "id": "Language (Magick)", - "name": "Language (Magick)", + "name": "Langue (Magick)", "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

MagickSpoken by wizards; a tonal language used to shape the Winds of Magic into material effects. The academic form of the language taught by the Colleges of Magic is called the Lingua Praestantia, which is quite different to the debased form of the language used by witches and the untrained. It is not a language used for communication.

" }, { "id": "Language (Mootish)", - "name": "Language (Mootish)", + "name": "Langue (Halfling)", "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

MootishSpoken by the folk of the Mootland; i.e.: the Halfling grand province in the Empire. This language is little known outside the Moot.

" }, { "id": "Language (Norse)", - "name": "Language (Norse)", + "name": "Langue (Norse)", "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

NorseSpoken by the folk of Norsca. Norse is commonly spoken across the north of the Empire in Nordland and Ostland, and is well-known in the Wasteland and Kislev, too.

" }, { "id": "Language (Queekish)", - "name": "Language (Queekish)", + "name": "Langue (Queekique)", "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

QueekishSpoken by the folk of the Under-Empire. Used by the Skaven and their many slaves. Few admit to speaking it, or even being aware of its existence.

" }, { "id": "Language (Reikspiel)", - "name": "Language (Reikspiel)", + "name": "Langue (Reikspiel)", "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

ReikspielSpoken by the folk of the Empire. Reikspiel is the primary language used in most WFRP games. It manifests in uncounted discrete dialects from across the Empire, most of which are mutually intelligible. It is the modern version of the tongue once spoken by the God-King Sigmar when he still walked as a mortal over two thousand five hundred years ago.

" }, { "id": "Language (Thieves Tongue)", - "name": "Language (Thieves Tongue)", + "name": "Langue (Langage des voleurs)", "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Thieves TongueSpoken by street folk of the Old World. Expressions of this language are highly localized and individual to each realm; e.g. Tileans sport a completely different ‘Thieves Tongue’ to folk of the Empire.

" }, { "id": "Language (Tilean)", - "name": "Language (Tilean)", + "name": "Langue (Tiléen)", "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

TileanSpoken by the folk of Tilea, who are most commonly encountered in the Empire as traders or mercenaries. The Tilean Princedoms to the south are notorious for their deadly politics and their veneration of Myrmidia.

" }, { "id": "Language (Wastelander)", - "name": "Language (Wastelander)", + "name": "Langue (Wastelander)", "description": "

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

" }, { "id": "Leadership", - "name": "Leadership", + "name": "Commandement", "description": "

A measure of your ability to lead others and command their respect. While most often associated with martial situations, a resolute leader can quickly direct a fast response to a fire or other such calamity, and nobles use the Skill frequently to command their lessers.

\n

 

\n

A successful Leadership Test allows you to issue orders to a number of targets equal to your Fellowship Bonus + SL. If the targets are your natural subordinates — a noble commanding serfs, or a sergeant commanding his troops — commands are usually unopposed. If there is no natural hierarchy in place, or the order is particularly challenging — such as ordering your soldiers to charge a Hydra head on — the Test is Opposed by your targets’ Cool.

\n

 

\n

In combat, you may use Leadership to encourage your subordinates. A successful Leadership Test confers a bonus of +10 to all Psychology Tests until the end of the next round (see page 190).

\n

 

\n

Further, Leadership can be used to transfer Advantage to allies able to hear you; following a successful Leadership Test, you may transfer an Advantage to one ally of your choice, plus a further +1 Advantage per SL scored, which can again go to any allies of your choice within earshot.

\n

 

\n

Example: Lord Ludwig von Schemp has been watching his two bodyguards discourse with some ruffians for three Rounds, using his Intuition Skill to build up 3 Advantage. Feeling it is going nowhere, he issues a peremptory order to attack the ringleader; passing his Leadership Test with 5 SL, he gives one bodyguard 2 of his Advantage, and the remaining bodyguard 1 Advantage, hoping this will bring a swift end to proceedings. 

" }, { "id": "Lore ()", - "name": "Lore ()", + "name": "Savoir ()", "description": "

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

" }, { "id": "Lore (Engineering)", - "name": "Lore (Engineering)", + "name": "Savoir (Ingénierie)", "description": "

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

" }, { "id": "Lore (Geology)", - "name": "Lore (Geology)", + "name": "Savoir (Géologie)", "description": "

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

" }, { "id": "Lore (Heraldry)", - "name": "Lore (Heraldry)", + "name": "Savoir (Généalogie)", "description": "

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

" }, { "id": "Lore (History)", - "name": "Lore (History)", + "name": "Savoir (Histoire)", "description": "

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

" }, { "id": "Lore (Law)", - "name": "Lore (Law)", + "name": "Savoir (Loi)", "description": "

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

" }, { "id": "Lore (Magick)", - "name": "Lore (Magick)", + "name": "Savoir (Magick)", "description": "

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

" }, { "id": "Lore (Metallurgy)", - "name": "Lore (Metallurgy)", + "name": "Savoir (Métallurgie)", "description": "

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

" }, { "id": "Lore (Science)", - "name": "Lore (Science)", + "name": "Savoir (Science)", "description": "

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

" }, { "id": "Lore (Theology)", - "name": "Lore (Theology)", + "name": "Savoir (Théologie)", "description": "

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

" }, { "id": "Melee ()", - "name": "Melee ()", + "name": "Corps à corps ()", "description": "

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

\n

 

\n

Specializations: Basic, Brawling, Cavalry, Fencing, Flail, Parry, Pole-Arm, Two-Handed 

" }, { "id": "Melee (Basic)", - "name": "Melee (Basic)", + "name": "Corps à corps (Base)", "description": "

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

" }, { "id": "Melee (Brawling)", - "name": "Melee (Brawling)", + "name": "Corps à corps (Bagarre)", "description": "

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

" }, { "id": "Melee (Cavalry)", - "name": "Melee (Cavalry)", + "name": "Corps à corps (Cavalerie)", "description": "

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

" }, { "id": "Melee (Fencing)", - "name": "Melee (Fencing)", + "name": "Corps à corps (Escrime)", "description": "

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

" }, { "id": "Melee (Flail)", - "name": "Melee (Flail)", + "name": "Corps à corps (Fléau)", "description": "

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

" }, { "id": "Melee (Parry)", - "name": "Melee (Parry)", + "name": "Corps à corps (Parade)", "description": "

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

" }, { "id": "Melee (Polearm)", - "name": "Melee (Polearm)", + "name": "Corps à corps (Arme d'hast)", "description": "

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

" }, { "id": "Melee (Two-Handed)", - "name": "Melee (Two-Handed)", + "name": "Melee (Arme à deux mains)", "description": "

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

" }, { @@ -433,7 +433,7 @@ }, { "id": "Outdoor Survival", - "name": "Outdoor Survival", + "name": "Survie en extérieur", "description": "

The Outdoor Survival Skill is used to survive in the wild, including the ability to fish, hunt, forage, and build fires and shelters. Experienced travelers are skilled at reading the signs of incoming inclement weather and finding the spoor of various dangerous beasts.

\n

 

\n

When camping, make an Outdoor Survival Test, modified by the harshness of conditions — for instance, a Test is Challenging (+0) if it is raining, Hard (–20) in a storm. A successful Test indicates you can provide yourself sustenance and shelter for the night. Each SL allows you to provide for one more character. If the Test is failed, you must make a Challenging (+0) Endurance Test or receive the Fatigued Condition. If you suffer an Astounding Failure, something untoward has happened, as determined by the GM; perhaps your camp is attacked in the night?

\n

 

\n

When fighting in the wilderness, you may make an Outdoor Survival Test to receive +1 Advantage, in the same way as Intuition, to a maximum number of Advantage equal to your Intelligence Bonus, as you spy out treacherous and advantageous terrain that you can best use to your advantage.

\n

 

\n

Gathering Food and Herbs

\n

Gathering food or herbs normally takes around 2 hours. Hunting and foraging parties make one assisted Outdoor Survival Test for the group, with the Difficulty determined by the circumstances.

\n\n

 

\n\n

 

\n\n

 

\n" }, { @@ -443,317 +443,317 @@ }, { "id": "Perform ()", - "name": "Perform ()", + "name": "Représentation ()", "description": "

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

\n

 

\n

Specializations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking 

" }, { "id": "Perform (Acrobatics)", - "name": "Perform (Acrobatics)", + "name": "Représentation (Acrobaties)", "description": "

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

" }, { "id": "Perform (Clowning)", - "name": "Perform (Clowning)", + "name": "Représentation (Pitreries)", "description": "

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

" }, { "id": "Perform (Dancing)", - "name": "Perform (Dancing)", + "name": "Représentation (Danser)", "description": "

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

" }, { "id": "Perform (Firebreathing)", - "name": "Perform (Firebreathing)", + "name": "Représentation (Cracheur de feu)", "description": "

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

" }, { "id": "Perform (Juggling)", - "name": "Perform (Juggling)", + "name": "Représentation (Jonglage)", "description": "

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

" }, { "id": "Perform (Miming)", - "name": "Perform (Miming)", + "name": "Représentation (Mime)", "description": "

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

" }, { "id": "Perform (Rope Walking)", - "name": "Perform (Rope Walking)", + "name": "Représentation (Funambule)", "description": "

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

" }, { "id": "Pick Lock", - "name": "Pick Lock", + "name": "Crochetage", "description": "

You know the mechanisms of locks and how to open them without their proper keys. Picking a lock is often an Extended Test, with the number of SL required to open the lock dependent on the complexity of the lock. 

\n

 

\n

Locks and Lock Picks

\n

Lock Difficulty ratings assume the use of Lock Picks. Improvised picks such as hairpins and nails can be used at –10 penalty. Each Test normally takes a Round to complete, though the GM may determine some locks are particularity stiff or rusted, and take longer. If the GM deems a lock is sufficiently simple, unskilled characters can attempt a single Very Hard (–30) Dexterity Test to pick the lock. The following provides some standard difficulties for locks typically encountered in the Old World.  

\n
\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n

Lock Type

\n
\n

 Difficulty

\n
\n

SL

\n
\n

Latch

\n
\n

Average (+20)

\n
\n

 0

\n
\n

Normal Door

\n
\n

Challenging (+0)

\n
\n

 2

\n
\n

Secure Door

\n
\n

Difficult (–10)

\n
\n

 2

\n
\n

Treasure Chest

\n
\n

Hard (–20)

\n
\n

5

\n
\n

Vault Door

\n
\n

Very Hard (–30)

\n
\n

10

\n
\n
" }, { "id": "Play ()", - "name": "Play ()", + "name": "Musicien ()", "description": "

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

" }, { "id": "Play (Bagpipe)", - "name": "Play (Bagpipe)", + "name": "Musicien (Cornemuse)", "description": "

Your ability to make music with a bagpipe, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

" }, { "id": "Play (Harpsichord)", - "name": "Play (Harpsichord)", + "name": "Musicien (Clavecin)", "description": "

Your ability to make music with a harpsichord, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

" }, { "id": "Play (Horn)", - "name": "Play (Horn)", + "name": "Musicien (Cor)", "description": "

Your ability to make music with a horn, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

" }, { "id": "Play (Lute)", - "name": "Play (Lute)", + "name": "Musicien (Luth)", "description": "

Your ability to make music with a lute, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

" }, { "id": "Play (Violin)", - "name": "Play (Violin)", + "name": "Musicien (Violon)", "description": "

Your ability to make music with a violin, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

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\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

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Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

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Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

" }, { "id": "Pray", - "name": "Pray", + "name": "Prière", "description": "

 

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Your ability to invoke, or otherwise commune with, a deity. For more information on using the Pray Skill to seek divine intervention, see Chapter 7: Religion & Belief.

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In combat, if your GM deems it appropriate considering your circumstances and faith, you may use Pray to meditate and focus your mind. Each round you spend praying in combat — and making a successful Pray Test — gives you +1 Advantage. You can gain additional Advantage this way, up to a maximum of your Fellowship Bonus.

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Further, if your enemies understand your language and recognize (and fear) your deity, the GM may allow you to use Pray in lieu of the Intimidate Skill.

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" }, { "id": "Ranged ()", - "name": "Ranged ()", + "name": "Projectiles ()", "description": "

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

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\n

 Specializations: Blackpowder, Bow, Crossbow, Engineering, Entangling, Explosives, Sling, Throwing 

" }, { "id": "Ranged (Blackpowder)", - "name": "Ranged (Blackpowder)", + "name": "Projectiles (Poudre noire)", "description": "

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

" }, { "id": "Ranged (Bow)", - "name": "Ranged (Bow)", + "name": "Projectiles (Arc)", "description": "

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

" }, { "id": "Ranged (Crossbow)", - "name": "Ranged (Crossbow)", + "name": "Projectiles (Arbalète)", "description": "

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

" }, { "id": "Ranged (Engineering)", - "name": "Ranged (Engineering)", + "name": "Projectiles (Ingénierie)", "description": "

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

" }, { "id": "Ranged (Entangling)", - "name": "Ranged (Entangling)", + "name": "Projectiles (Entraves)", "description": "

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

" }, { "id": "Ranged (Explosives)", - "name": "Ranged (Explosives)", + "name": "Projectiles (Explosifs)", "description": "

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

" }, { "id": "Ranged (Sling)", - "name": "Ranged (Sling)", + "name": "Projectiles (Fronde)", "description": "

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

" }, { "id": "Ranged (Throwing)", - "name": "Ranged (Throwing)", + "name": "Projectiles (Lancer)", "description": "

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

" }, { "id": "Research", - "name": "Research", + "name": "Recherche", "description": "

How adept you are at pulling useful and frequently obscure knowledge from libraries and other such storehouses of information. Research requires you have @Item[Read/Write].

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Simply possessing the Research Skill indicates you can find straightforward information from a clearly indexed library without a Test given enough time. If you are seeking specific, less well-known information, or you are in a rush, you will be required to make an Extended Research Test, with the Difficulty modified by the library size, and the target SL depending upon the obscurity of the topic. Research has no use in combat beyond perhaps finding you a useful manual on sword-fighting techniques.

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Research and Libraries

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Libraries of the old World vary from small personal libraries of a few dozen books to vast archives found in the universities and temples of the towns and cities. Using a Research Test in a small library, perhaps to find a specific book, only takes about 5 minutes. By comparison, research tests in large libraries can easily takes an hour or more per Test, but are far more likely to find esoteric lore.

" }, { "id": "Ride ()", - "name": "Ride ()", + "name": "Chevaucher ()", "description": "

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

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If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

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\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

" }, { "id": "Ride (Demigryph)", - "name": "Ride (Demigryph)", + "name": "Chevaucher (Hippogriffe)", "description": "

How proficient you are at riding demigryphs. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

" }, { "id": "Ride (Great Wolf)", - "name": "Ride (Great Wolf)", + "name": "Chevaucher (Grand Loup)", "description": "

How proficient you are at riding great wolves. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

" }, { "id": "Ride (Griffon)", - "name": "Ride (Griffon)", + "name": "Chevaucher (Griffon)", "description": "

How proficient you are at riding griffons. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

" }, { "id": "Ride (Horse)", - "name": "Ride (Horse)", + "name": "Chevaucher (Cheval)", "description": "

How proficient you are at riding horses. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

" }, { "id": "Ride (Pegasus)", - "name": "Ride (Pegasus)", + "name": "Chevaucher (Pégase)", "description": "

How proficient you are at riding pegasi. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

" }, { "id": "Row", - "name": "Row", + "name": "Ramer", "description": "

Your prowess at pulling an oar and moving a boat through the water. The Row Skill is typically only used when racing, navigating rapids, desperately avoiding Bog Octopuses, or similar unusual or dangerous feats. Anyone with the Skill is automatically presumed to be able to scull about a pond, or over a gentle river, without a Test. Those without the skill may have to make a Test for anything but the most basic maneuvers. 

" }, { "id": "Sail ()", - "name": "Sail ()", + "name": "Voile ()", "description": "

Your ability to operate and maneuver a sailing vessel — including knotwork, steering, gauging the wind, and more. Assuming you have enough trained crew for your vessel, you only use the Sail Skill when you must push your vessel to perform, either by racing, navigating particularly dangerous shoals, struggling against bad weather, or similar difficulties. Simply sailing with a gentle wind, or guiding a ship downriver, doesn’t require a Test for those with Sail. The skill can also be used for sailing-related activities like tying knots, or tying others up in knots. As sailing one ship is not so different to sailing another, having any Sail Specialty makes all other Sail Specialties Basic Skills for you.

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Specializations: Barge, Caravel, Cog, Frigate, Wolfship 

" }, { "id": "Sail (Barge)", - "name": "Sail (Barge)", + "name": "Voile (Chaland)", "description": "

Your ability to operate and maneuver a sailing vessel — including knotwork, steering, gauging the wind, and more. Assuming you have enough trained crew for your vessel, you only use the Sail Skill when you must push your vessel to perform, either by racing, navigating particularly dangerous shoals, struggling against bad weather, or similar difficulties. Simply sailing with a gentle wind, or guiding a ship downriver, doesn’t require a Test for those with Sail. The skill can also be used for sailing-related activities like tying knots, or tying others up in knots. As sailing one ship is not so different to sailing another, having any Sail Specialty makes all other Sail Specialties Basic Skills for you.

" }, { "id": "Sail (Caravel)", - "name": "Sail (Caravel)", + "name": "Voile (Caravelle)", "description": "

Your ability to operate and maneuver a sailing vessel — including knotwork, steering, gauging the wind, and more. Assuming you have enough trained crew for your vessel, you only use the Sail Skill when you must push your vessel to perform, either by racing, navigating particularly dangerous shoals, struggling against bad weather, or similar difficulties. Simply sailing with a gentle wind, or guiding a ship downriver, doesn’t require a Test for those with Sail. The skill can also be used for sailing-related activities like tying knots, or tying others up in knots. As sailing one ship is not so different to sailing another, having any Sail Specialty makes all other Sail Specialties Basic Skills for you.

" }, { "id": "Sail (Cog)", - "name": "Sail (Cog)", + "name": "Voile (Cogue)", "description": "

Your ability to operate and maneuver a sailing vessel — including knotwork, steering, gauging the wind, and more. Assuming you have enough trained crew for your vessel, you only use the Sail Skill when you must push your vessel to perform, either by racing, navigating particularly dangerous shoals, struggling against bad weather, or similar difficulties. Simply sailing with a gentle wind, or guiding a ship downriver, doesn’t require a Test for those with Sail. The skill can also be used for sailing-related activities like tying knots, or tying others up in knots. As sailing one ship is not so different to sailing another, having any Sail Specialty makes all other Sail Specialties Basic Skills for you.

" }, { "id": "Sail (Frigate)", - "name": "Sail (Frigate)", + "name": "Voile (Frégate)", "description": "

Your ability to operate and maneuver a sailing vessel — including knotwork, steering, gauging the wind, and more. Assuming you have enough trained crew for your vessel, you only use the Sail Skill when you must push your vessel to perform, either by racing, navigating particularly dangerous shoals, struggling against bad weather, or similar difficulties. Simply sailing with a gentle wind, or guiding a ship downriver, doesn’t require a Test for those with Sail. The skill can also be used for sailing-related activities like tying knots, or tying others up in knots. As sailing one ship is not so different to sailing another, having any Sail Specialty makes all other Sail Specialties Basic Skills for you.

" }, { "id": "Sail (Wolfship)", - "name": "Sail (Wolfship)", + "name": "Voile (Drakkar)", "description": "

Your ability to operate and maneuver a sailing vessel — including knotwork, steering, gauging the wind, and more. Assuming you have enough trained crew for your vessel, you only use the Sail Skill when you must push your vessel to perform, either by racing, navigating particularly dangerous shoals, struggling against bad weather, or similar difficulties. Simply sailing with a gentle wind, or guiding a ship downriver, doesn’t require a Test for those with Sail. The skill can also be used for sailing-related activities like tying knots, or tying others up in knots. As sailing one ship is not so different to sailing another, having any Sail Specialty makes all other Sail Specialties Basic Skills for you.

" }, { "id": "Secret Signs ()", - "name": "Secret Signs ()", + "name": "Signes secrets ()", "description": "

You’ve been taught how to use clandestine markings only intelligible to members of a select group. There are all manner of reasons why someone may want to leave a secret message: vagabonds might indicate which homeowners are likely to offer alms, thieves may want to indicate weaknesses, or likely marks, while scouts may want to warn one another about a dangerous monster’s lair nearby.

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This Skill does not usually need to be Tested — you can decipher any appropriate signs you can see if you have this Skill. But if the signs have been disturbed, worn away, or if you are pressed for time, then a Test will likely be required. Most messages are very simple, no more than three words.

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\n

Specializations: Grey Order, Guild (any one), Ranger, Scout, Thief, Vagabond 

\n

 

\n

I Saw The Sign…

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This is a list of the primary secret signs of the Old world, and those who use them. This is only a tiny sample of those most commonly used in the Reikland; there are many more than this short list suggests, and you are encouraged to create those best fitting your game.

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Secret Signs

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Used by…

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Grey Order

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 …Grey Wizards. The secretive Greys use a complex array of signs, many only perceptible to wizards. They mark the land for their wandering magisters, highlighting safe houses, places of danger, areas where wizards are unwelcome, and much more besides.

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Guilder

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…guilders. Many of the larger guilds, from masons to stevedores, have an array of marks and signs used to identify matters of importance to their members.

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Ranger

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…woodsmen and other rural folk. Ranger signs are mostly used to mark territory, point out areas of importance or danger, and indicate safe paths.

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Scout

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…scouts, particularly those employed by armies and mercenary companies. The signs are mostly used to point out foraging areas, routes for supply trains, and significant dangers ahead.

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Thief

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\n

…thieves and rogues. The various gangs and criminal outfits of the towns and cities use a variety of marks to point out bolt holes, easy marks, well-patrolled areas, and more.

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Vagabond

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…wandering vagabonds and peddlers. Vagabond signs are mostly used to identify safe places to sleep, villages to avoid, and sources of food and water.

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" }, { "id": "Secret Signs (Grey Order)", - "name": "Secret Signs (Grey Order)", + "name": "Signes secrets (Ordre Gris)", "description": "

You’ve been taught how to use clandestine markings only intelligible to members of a select group. There are all manner of reasons why someone may want to leave a secret message: vagabonds might indicate which homeowners are likely to offer alms, thieves may want to indicate weaknesses, or likely marks, while scouts may want to warn one another about a dangerous monster’s lair nearby.

\n

 

\n

This Skill does not usually need to be Tested — you can decipher any appropriate signs you can see if you have this Skill. But if the signs have been disturbed, worn away, or if you are pressed for time, then a Test will likely be required. Most messages are very simple, no more than three words.

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Grey Order: Used by Grey Wizards. The secretive Greys use a complex array of signs, many only perceptible to wizards. They mark the land for their wandering magisters, highlighting safe houses, places of danger, areas where wizards are unwelcome, and much more besides.

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" }, { "id": "Secret Signs (Guilder)", - "name": "Secret Signs (Guilder)", + "name": "Signes secrets (Guilde)", "description": "

You’ve been taught how to use clandestine markings only intelligible to members of a select group. There are all manner of reasons why someone may want to leave a secret message: vagabonds might indicate which homeowners are likely to offer alms, thieves may want to indicate weaknesses, or likely marks, while scouts may want to warn one another about a dangerous monster’s lair nearby.

\n

 

\n

This Skill does not usually need to be Tested — you can decipher any appropriate signs you can see if you have this Skill. But if the signs have been disturbed, worn away, or if you are pressed for time, then a Test will likely be required. Most messages are very simple, no more than three words.

\n

 

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Grey Order: Used by guilders. Many of the larger guilds, from masons to stevedores, have an array of marks and signs used to identify matters of importance to their members.

\n

 

" }, { "id": "Secret Signs (Ranger)", - "name": "Secret Signs (Ranger)", + "name": "Signes secrets (Ruraux)", "description": "

You’ve been taught how to use clandestine markings only intelligible to members of a select group. There are all manner of reasons why someone may want to leave a secret message: vagabonds might indicate which homeowners are likely to offer alms, thieves may want to indicate weaknesses, or likely marks, while scouts may want to warn one another about a dangerous monster’s lair nearby.

\n

 

\n

This Skill does not usually need to be Tested — you can decipher any appropriate signs you can see if you have this Skill. But if the signs have been disturbed, worn away, or if you are pressed for time, then a Test will likely be required. Most messages are very simple, no more than three words.

\n

 

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Ranger: Used by woodsmen and other rural folk. Ranger signs are mostly used to mark territory, point out areas of importance or danger, and indicate safe paths.

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" }, { "id": "Secret Signs (Scout)", - "name": "Secret Signs (Scout)", + "name": "Signes secrets (Guetteur)", "description": "

You’ve been taught how to use clandestine markings only intelligible to members of a select group. There are all manner of reasons why someone may want to leave a secret message: vagabonds might indicate which homeowners are likely to offer alms, thieves may want to indicate weaknesses, or likely marks, while scouts may want to warn one another about a dangerous monster’s lair nearby.

\n

 

\n

This Skill does not usually need to be Tested — you can decipher any appropriate signs you can see if you have this Skill. But if the signs have been disturbed, worn away, or if you are pressed for time, then a Test will likely be required. Most messages are very simple, no more than three words.

\n

 

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Scout: Used by scouts, particularly those employed by armies and mercenary companies. The signs are mostly used to point out foraging areas, routes for supply trains, and significant dangers ahead.

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" }, { "id": "Secret Signs (Thief)", - "name": "Secret Signs (Thief)", + "name": "Signes secrets (Voleur)", "description": "

You’ve been taught how to use clandestine markings only intelligible to members of a select group. There are all manner of reasons why someone may want to leave a secret message: vagabonds might indicate which homeowners are likely to offer alms, thieves may want to indicate weaknesses, or likely marks, while scouts may want to warn one another about a dangerous monster’s lair nearby.

\n

 

\n

This Skill does not usually need to be Tested — you can decipher any appropriate signs you can see if you have this Skill. But if the signs have been disturbed, worn away, or if you are pressed for time, then a Test will likely be required. Most messages are very simple, no more than three words.

\n

 

\n

Thief: Used by thieves and rogues. The various gangs and criminal outfits of the towns and cities use a variety of marks to point out bolt holes, easy marks, well-patrolled areas, and more.

\n

 

" }, { "id": "Secret Signs (Vagabond)", - "name": "Secret Signs (Vagabond)", + "name": "Signes secrets (Vagabond)", "description": "

You’ve been taught how to use clandestine markings only intelligible to members of a select group. There are all manner of reasons why someone may want to leave a secret message: vagabonds might indicate which homeowners are likely to offer alms, thieves may want to indicate weaknesses, or likely marks, while scouts may want to warn one another about a dangerous monster’s lair nearby.

\n

 

\n

This Skill does not usually need to be Tested — you can decipher any appropriate signs you can see if you have this Skill. But if the signs have been disturbed, worn away, or if you are pressed for time, then a Test will likely be required. Most messages are very simple, no more than three words.

\n

 

\n

Vagabond: Used by wandering vagabonds and peddlers. Vagabond signs are mostly used to identify safe places to sleep, villages to avoid, and sources of food and water.

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" }, { "id": "Set Trap", - "name": "Set Trap", + "name": "Piégage", "description": "

From a simple snare, or bear-trap, to more spectacular devices like Von Grizzel’s Thief-Render, players are unlikely to venture far in the Old World without encountering traps. The Set Trap Skill measures your ability to set and disarm traps of all varieties. Anyone with the skill is automatically assumed to be able to activate and disarm traps given enough time. A Test is normally only required if attempting to use the Skill swiftly or if otherwise under pressure, or if the trap is especially complex. A selection of simple traps can be found in Chapter 11: Consumers’ Guide. Setting or disarming most traps requires an Average (+20%) Set Trap Test, but more complex devices may require an extended Test, needing several SL over multiple rounds to set. 

" }, { "id": "Sleight of Hand", - "name": "Sleight of Hand", + "name": "Escamotage", "description": "

Lets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.

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You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…

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Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a Dagger seemingly appear from nowhere, surprising a superstitious foe.

" }, { "id": "Stealth ()", - "name": "Stealth ()", + "name": "Discrétion ()", "description": "

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

" }, { "id": "Stealth (Rural)", - "name": "Stealth (Rural)", + "name": "Discrétion (Rurale)", "description": "

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

" }, { "id": "Stealth (Underground)", - "name": "Stealth (Underground)", + "name": "Discrétion (Souterrains)", "description": "

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

" }, { "id": "Stealth (Urban)", - "name": "Stealth (Urban)", + "name": "Discrétion (Urbaine)", "description": "

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

" }, { "id": "Swim", - "name": "Swim", + "name": "Natation", "description": "

Your ability to swim in water without drowning. If you have the Swim Skill, you are automatically presumed to be able to swim freely without a Test. But if you find yourself in difficult currents, racing, or fleeing from an oversized shark sent by Stromfels, the God of Drowning, a Test will be required. This may be modified by the condition of the water, or how encumbered you are by clothes, armor, and other trappings.

\n

 

\n

Swim is only used in combat if you happen to be fighting in the water, where it replaces Skills like Athletics to govern Movement. If exact speeds are required, you swim at half your Movement rate, using the normal rules for moving.

" }, { "id": "Track", - "name": "Track", + "name": "Pistage", "description": "

Your ability to follow subtle trails left by others. Track is used to follow difficult trails across the wilderness. This is not a skill for following a set of footprints in the snow — a simple Perception test covers that — Track involves deeper knowledge and awareness used to recognize the subtle signs of a quarry’s passage. You can also attempt to hide your trail, in which case use your Track skill to oppose your pursuer’s Track Test.

\n

 

\n

Often an Extended Track Test is required to follow a trail, with the Difficulty modified by how fresh the tracks are, and how suitable the ground is: damp earth betrays passage better than stony ground. The GM may also use the Pursuit rules to determine if you manage to track down a fleeing quarry.

" }, { "id": "Trade ()", - "name": "Trade ()", + "name": "Métier ()", "description": "

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Trade Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Trade Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Trade Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Trade (Cook) to impress a local lord will take far less time than constructing a warship with Trade (Shipwright).

\n

 

\n

You may also make a Trade Test as a Lore Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Trade Skills have little function in combat, there are as many Trade Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Trade (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Trade Skill is also used for enacting a Crafting Endeavor.

\n

 

\n

Specialisations: Apothecary, Calligrapher, Chandler, Carpenter, Cook, Embalmer, Smith, Tanner 

" }, { "id": "Trade (Apothecary)", - "name": "Trade (Apothecary)", + "name": "Métier (Apothicaire)", "description": "

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Trade Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Trade Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Trade Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Trade (Cook) to impress a local lord will take far less time than constructing a warship with Trade (Shipwright).

\n

 

\n

You may also make a Trade Test as a Lore Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Trade Skills have little function in combat, there are as many Trade Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Trade (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Trade Skill is also used for enacting a Crafting Endeavor.

" }, { "id": "Trade (Calligrapher)", - "name": "Trade (Calligrapher)", + "name": "Métier (Calligraphie)", "description": "

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Trade Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Trade Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Trade Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Trade (Cook) to impress a local lord will take far less time than constructing a warship with Trade (Shipwright).

\n

 

\n

You may also make a Trade Test as a Lore Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Trade Skills have little function in combat, there are as many Trade Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Trade (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Trade Skill is also used for enacting a Crafting Endeavor.

" }, { "id": "Trade (Carpenter)", - "name": "Trade (Carpenter)", + "name": "Métier (Charpentier)", "description": "

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Trade Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Trade Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Trade Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Trade (Cook) to impress a local lord will take far less time than constructing a warship with Trade (Shipwright).

\n

 

\n

You may also make a Trade Test as a Lore Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Trade Skills have little function in combat, there are as many Trade Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Trade (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Trade Skill is also used for enacting a Crafting Endeavor.

" }, { "id": "Trade (Chandler)", - "name": "Trade (Chandler)", + "name": "Métier (Cirier)", "description": "

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Trade Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Trade Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Trade Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Trade (Cook) to impress a local lord will take far less time than constructing a warship with Trade (Shipwright).

\n

 

\n

You may also make a Trade Test as a Lore Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Trade Skills have little function in combat, there are as many Trade Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Trade (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Trade Skill is also used for enacting a Crafting Endeavor.

" }, { "id": "Trade (Cook)", - "name": "Trade (Cook)", + "name": "Métier (Cuisinier)", "description": "

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Trade Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Trade Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Trade Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Trade (Cook) to impress a local lord will take far less time than constructing a warship with Trade (Shipwright).

\n

 

\n

You may also make a Trade Test as a Lore Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Trade Skills have little function in combat, there are as many Trade Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Trade (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Trade Skill is also used for enacting a Crafting Endeavor.

" }, { "id": "Trade (Embalmber)", - "name": "Trade (Embalmber)", + "name": "Métier (Embaumeur)", "description": "

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Trade Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Trade Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Trade Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Trade (Cook) to impress a local lord will take far less time than constructing a warship with Trade (Shipwright).

\n

 

\n

You may also make a Trade Test as a Lore Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Trade Skills have little function in combat, there are as many Trade Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Trade (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Trade Skill is also used for enacting a Crafting Endeavor.

" }, { "id": "Trade (Smith)", - "name": "Trade (Smith)", + "name": "Métier (Forgeron)", "description": "

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Trade Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Trade Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Trade Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Trade (Cook) to impress a local lord will take far less time than constructing a warship with Trade (Shipwright).

\n

 

\n

You may also make a Trade Test as a Lore Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Trade Skills have little function in combat, there are as many Trade Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Trade (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Trade Skill is also used for enacting a Crafting Endeavor.

" }, { "id": "Trade (Tanner)", - "name": "Trade (Tanner)", + "name": "Métier (Tanneur)", "description": "

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Trade Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Trade Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Trade Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Trade (Cook) to impress a local lord will take far less time than constructing a warship with Trade (Shipwright).

\n

 

\n

You may also make a Trade Test as a Lore Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Trade Skills have little function in combat, there are as many Trade Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Trade (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Trade Skill is also used for enacting a Crafting Endeavor.

" } ] diff --git a/compendium/wfrp4e.talents.json b/compendium/wfrp4e.talents.json index 85a256b..e772be7 100644 --- a/compendium/wfrp4e.talents.json +++ b/compendium/wfrp4e.talents.json @@ -3,12 +3,12 @@ "entries": [ { "id": "Accurate Shot", - "name": "Accurate Shot", + "name": "Tir précis", "description": "

You are an exceptional shot and know where to shoot an enemy in order to inflict maximum damage. You deal your Accurate Shot level in extra Damage with all ranged weapons.

" }, { "id": "Acute Sense", - "name": "Acute Sense", + "name": "Sens Aiguisé", "description": "

One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.

" }, { @@ -18,37 +18,37 @@ }, { "id": "Alley Cat", - "name": "Alley Cat", + "name": "Chat de gouttière", "description": "You are at home in shadowy backstreets. When using Stealth (Urban), you may reverse the dice of any failed Test if this will score a Success." }, { "id": "Ambidextrous", - "name": "Ambidextrous", + "name": "Ambidextre", "description": "

You can use your off-hand far better than most folk, either by training or innate talent. You only suffer a penalty of -10 to Tests relying solely on your secondary hand, not -20. If you have this Talent twice, you suffer no penalty at all.

" }, { "id": "Animal Affinity", - "name": "Animal Affinity", + "name": "Affinité avec les animaux", "description": "Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young." }, { "id": "Arcane Magic", - "name": "Arcane Magic", + "name": "Magie des Arcanes", "description": "

 

\n

You either study one of the 8 Arcane Lores of Magic — Beasts, Death, Fire, Heavens, Metal, Shadow, Light, or Life — or practice a lesser known Lore, such as Hedgecraft or Necromancy. You may now memorize spells from your chosen Lore for the following cost in XP.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Number of Spells Currently Known

\n
\n

XP Cost for a new spell

\n
\n

Intelligence Bonus × 1 

\n
\n

100 XP

\n
\n

Intelligence Bonus × 2

\n
\n

200 XP

\n
\n

Intelligence Bonus × 3

\n
\n

300 XP

\n
\n

Intelligence Bonus × 4

\n
\n

400 XP

\n
\n
\n

 ...and so on.

\n

 

\n

So, if your Intelligence Bonus is 4, it will cost you 100 XP for the first 4 spells, then 200 XP for the next 4, and so on. Full rules for learning new spells are provided in Chapter 8: Magic. Under normal circumstances, you may not learn more than one Arcane Magic (Lore) Talent. Further, you may not learn the Bless or Invoke Talents when you have the Arcane Magic Talent. You can unlearn this Talent for 100 XP, but will immediately lose all of your spells if you do so.

\n

 

\n

 

" }, { "id": "Argumentative", - "name": "Argumentative", + "name": "Ergoteur", "description": "You are used to arguing your points and winning. If you roll a successful Charm Test to debate with an opponent, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 24 could be used for +4 SL" }, { "id": "Artistic", - "name": "Artistic", + "name": "Artiste", "description": "You have a natural talent for art, able to produce precise sketches with nothing but time and appropriate media. This ability has several in-game uses, ranging from creating Wanted Posters to sketching accurate journals, and has spot benefits as determined by the GM. Further to this, add Art (Any) to any Career you enter; if it is already in Career, you may instead purchase the Skill for 5 XP fewer per Advance." }, { "id": "Attractive", - "name": "Attractive", + "name": "Attirant", "description": "

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

" }, { @@ -68,7 +68,7 @@ }, { "id": "Berserk Charge", - "name": "Berserk Charge", + "name": "Charge Berserk", "description": "You hurl yourself at your enemies with reckless abandon, using the force of your charge to add weight to your strikes. When you Charge, you gain +1 Damage to all Melee attacks per level in this Talent." }, { @@ -78,7 +78,7 @@ }, { "id": "Bless", - "name": "Bless", + "name": "Béni", "description": "You are watched over by one of the Gods and can empower simple prayers. You can now deploy the Blessings of your deity as listed in Chapter 7: Religion and Belief. Under normal circumstances, you may only ever know one Divine Lore for the Bless Talent." }, { @@ -153,7 +153,7 @@ }, { "id": "Contortionist", - "name": "Contortionist", + "name": "Contortionniste", "description": "You can bend and manipulate your body in a myriad of seemingly unnatural ways. This allows you to squeeze through unlikely gaps and bend your body in crazy ways, giving benefits determined by the GM, possibly with a successful Agility test." }, { @@ -173,7 +173,7 @@ }, { "id": "Criminal", - "name": "Criminal", + "name": "Criminel", "description": "

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

" }, { @@ -203,7 +203,7 @@ }, { "id": "Disarm", - "name": "Disarm", + "name": "Désarmer", "description": "

You are able to disarm an opponent with a careful flick of the wrist or a well-aimed blow to the hand. For your Action, you may attempt an Opposed Melee/Melee test. If you win, your opponent loses a held weapon, which flies 1d10 feet in a random direction (with further effects as determined by the GM). If you win by 2 SL, you can determine how far the weapon is flung instead of rolling randomly; if you win by 4 SL, you can also choose the direction the weapon goes in; if you win by 6 SL or more, you can take your opponent’s weapon if you have a free hand, plucking it from the air with a flourish. Tis Talent is of no use if your opponent has no weapon, or is a larger Size than you (see page 341).

" }, { @@ -213,7 +213,7 @@ }, { "id": "Doomed", - "name": "Doomed", + "name": "Destinée", "description": "At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play." }, { @@ -248,7 +248,7 @@ }, { "id": "Fast Shot", - "name": "Fast Shot", + "name": "Tir Rapide", "description": "If you have a loaded ranged weapon, you can fire it outside the normal Initiative Order before any other combatant reacts in the following Round. You roll to hit using all the normal modifiers. Employing Fast Shot requires both your Action and Move for your upcoming turn, and these will count as having been spent when your next turn arrives. If two or more characters use Fast Shot, the character who has taken this Talent most goes first. If any characters have taken Fast Shot an equal number of times, both shots are fired simultaneously, and should both be handled at the same time" }, { @@ -293,7 +293,7 @@ }, { "id": "Frightening", - "name": "Frightening", + "name": "Effrayant", "description": "Anyone sane thinks twice before approaching you. If you wish, you have a Fear Rating of 1 . Add +1 to this number per extra time you have this Talent." }, { @@ -303,7 +303,7 @@ }, { "id": "Gregarious", - "name": "Gregarious", + "name": "Sociable", "description": "You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed." }, { @@ -328,7 +328,7 @@ }, { "id": "Holy Visions", - "name": "Holy Visions", + "name": "Visions Sacrées", "description": "You clearly see the great works of the Gods all around you. You automatically know when you enter Holy Ground, and may take an Intuition Test to receive visions (often obscure, and seen through the paradigm of your cult or individual belief-system) regarding the local area if significant events have occurred there in the past." }, { @@ -388,7 +388,7 @@ }, { "id": "Lightning Reflexes", - "name": "Lightning Reflexes", + "name": "Reflexes Foudroyants", "description": "You gain a permanent +5 bonus to your starting Agility Characteristic (this does not count towards your Advances)." }, { @@ -398,12 +398,12 @@ }, { "id": "Lip Reading", - "name": "Lip Reading", + "name": "Lire sur les Lèvres", "description": "

You can tell what people are saying by simply watching their lips; you do not need to hear what they are saying. If you have an unobstructed view of the speaker’s lower face, you can attempt a Perception Test to understand what they are saying.

" }, { "id": "Luck", - "name": "Luck", + "name": "Chanceux", "description": "

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

" }, { @@ -453,7 +453,7 @@ }, { "id": "Night Vision", - "name": "Night Vision", + "name": "Vision Nocturne", "description": "

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision. 

" }, { @@ -498,7 +498,7 @@ }, { "id": "Petty Magic", - "name": "Petty Magic", + "name": "Magie Mineure", "description": "

You have the spark to cast magic within you and have mastered techniques to control it at a basic level. When you take this Talent, you manifest, and permanently memorise, a number of spells equal to your Willpower Bonus. You can learn extra Petty spells for the following cost in XP.

\n

 

\n
\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n

No. of Petty Spells Currently Known

\n
\n

 XP Cost for a new spell

\n
\n

Up to Willpower Bonus × 1

\n
\n

50 XP

\n
\n

Up to Willpower Bonus × 2

\n
\n

100 XP

\n
\n

Up to Willpower Bonus × 3

\n
\n

150 XP

\n
\n

Up to Willpower Bonus × 4

\n
\n

200 XP

\n
\n
\n

...and so on.

\n

 

\n

So, if your Willpower Bonus is 3 and you had 3 Petty spells, it will cost you 50XP for the first learned spell, then 100 XP for the next three, and so on’.

" }, { @@ -508,12 +508,12 @@ }, { "id": "Pilot", - "name": "Pilot", + "name": "Pilote", "description": "You are skilled at leading vessels through dangerous waters. If you fail a Test to pass through dangerous waters, you may reverse the result if it will score a success; however, if you do so, you may not score more than +1 SL as you catch the incoming danger at the last moment." }, { "id": "Public Speaker", - "name": "Public Speaker", + "name": "Orateur", "description": "

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill (see page 120) when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
" }, { @@ -523,7 +523,7 @@ }, { "id": "Rapid Reload", - "name": "Rapid Reload", + "name": "Rechargement rapide", "description": "You can reload ranged weapons with practiced ease. You add SL equal to your level in Rapid Reload to any Test to reload a ranged weapon." }, { @@ -533,7 +533,7 @@ }, { "id": "Read/Write", - "name": "Read/Write", + "name": "Lire/Ecrire", "description": "You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak." }, { @@ -543,7 +543,7 @@ }, { "id": "Resistance", - "name": "Resistance", + "name": "Resistant", "description": "Your strong constitution allows you to more readily survive a specific threat. You may automatically pass the first Test to resist the specified threat, such as Magic, Poison, Disease, Mutation, every session. If SL is important, use your Toughness Bonus as SL for the Test." }, { @@ -613,12 +613,12 @@ }, { "id": "Second Sight", - "name": "Second Sight", + "name": "Seconde Vue", "description": "You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world. You now have the Sight" }, { "id": "Secret Identity", - "name": "Secret Identity", + "name": "Identité Secrête", "description": "You maintain a secret identity that allows you to appear richer, or perhaps poorer, than you actually are. With GM permission, choose any one Career. As long as you are dressed appropriately, you may use the Social Status of the chosen Career you masquerade as rather than your own for modifying Fellowship Tests, and can even ignore the Criminal Talent. However, maintaining this identity will require Entertain (Acting) rolls when you encounter those who may recognize your falsehood. You may create a new Secret Identity for each level you have in this Talent." }, { @@ -643,7 +643,7 @@ }, { "id": "Sixth Sense", - "name": "Sixth Sense", + "name": "Sixième Sens", "description": "You get a strange feeling when you are threatened, and can react accordingly. The GM may warn you if you are walking into danger; this will normally come after a secret Intuition Test on your behalf. Further, you may ignore Surprise if you pass an Intuition Test" }, { @@ -653,7 +653,7 @@ }, { "id": "Small", - "name": "Small", + "name": "Petit", "description": "

You are much shorter than most folk in the Old World. The full rules for different Sizes are found in Chapter 12: Bestiary on page 341.

" }, { @@ -837,4 +837,4 @@ "description": "You have learned magic through trial and error. Add Language (Magick) to any Career you enter; if it is already in your Career, you may purchase the Skill for 5 XP fewer per Advance. Further, you may spend 1 Resilience point to immediately cast any spell as if it were one of your Arcane Lore spells; you also instantly memorise that spell as one of your Arcane Lore spells for 0 XP. You can do this a number of times equal to your level in this Talent." } ] -} \ No newline at end of file +}