{ "label": "Acteurs (Pouvoir derrière le Trône)", "mapping": { "description": "system.details.biography.value", "items": { "path": "items", "converter": "bestiary_traits" }, "characteristics": { "path": "system.characteristics", "converter": "npc_characteristics" } }, "folder": { "Adventure": "Aventure", "Companion": "Compagnon" }, "entries": { "Albrecht Helseher": { "name": "Albrecht Helseher", "description": "" }, "Alfric ‘Half-Nose’ Anvilbreaker": { "name": "Alfric ‘Half-Nose’ Anvilbreaker", "description": "" }, "Allavandrel Fanmaris": { "name": "Allavandrel Fanmaris", "description": "" }, "Anton Hundisch": { "name": "Anton Hundisch", "description": "" }, "Antonia Fiegling": { "name": "Antonia Fiegling", "description": "" }, "Ar-Ulric Jarrick Valgeir": { "name": "Ar-Ulric Jarrick Valgeir", "description": "" }, "Boris Todbringer": { "name": "Boris Todbringer", "description": "" }, "Brunhilde Klaglich": { "name": "Brunhilde Klaglich", "description": "" }, "Bruno Hansgorp": { "name": "Bruno Hansgorp", "description": "" }, "Bruno Kohl": { "name": "Bruno Kohl", "description": "" }, "Changeling Of Tzeentch": { "name": "Changeling Of Tzeentch", "description": "
@UUID[JournalEntry.UkgMpIvYS5PjmAyX]{The Changeling}
" }, "Claus Liebnitz": { "name": "Claus Liebnitz", "description": "" }, "Dagmar Mitschuldige": { "name": "Dagmar Mitschuldige", "description": "" }, "Dieter Schmiedehammer": { "name": "Dieter Schmiedehammer", "description": "" }, "Doppelgänger": { "name": "Doppelgänger", "description": "Among the many strange creatures engendered by the Incursions of Chaos, the Doppelgängers are perhaps the strangest. These solitary creatures have the ability to change their form into the likeness of any humanoid creature between 4 and 8 feet tall — including clothing and equipment. To do this, they need only to observe their chosen victim for 1 turn, the transformation itself taking but a round to complete. Once they have assumed a Character’s identity, it is the practice of these revolting creatures to murder and eat their victims, and then assume their place. A Doppelgänger can reproduce its victim’s speech and mannerisms with about 90% accuracy. It cannot replicate special, magical, or Species-specific abilities, such as the Dwarf resistance to magic.
\nDoppelgänger appear to be unable to reproduce themselves. Therefore, they must be created purely by the forces of Chaos. They are very rare, and, unless caught in the process of transforming their appearance, are almost impossible to identify by other than magical means.
\nPhysique: The ‘natural’ form of a Doppelgängers is truly hideous. They are bipedal, humanoid creatures, averaging 6 ft in height. They appear to have no skin, and so their muscles, arteries, and some internal organs are clearly visible.
‘‘I am Ulrican down to my bones, but my time in the capital has persuaded me that our quarrel with our neighbours to the south places us all in jeopardy. We’re striving with each other over trivialities whilst the world threatens to crash down around our ears.’
Erina is a lively and ambitious young lady who is keen to make her mark as a wizard. She is of average height and has an athletic build, with the family look of auburn hair and a smattering of freckles. Serious and studious, Erina is a consummate pyromancer, having mastered the basics of the Lore of Fire at an early age. Whilst not naturally an angry person, working with Aqshy is causing Erina to grow increasingly impatient and competitive.
The Eberhauers are something of a magical family, and Erina has a number of uncles, aunts and cousins who have worked their way through one or other of the colleges of magic. Thanks to her connections and her clear talent she was apprenticed to the Bright College of Altdorf. The family have a small estate in Hochland, and consider themselves northern and Ulrican. Erina was apprenticed to the colleges of Altdorf, whilst her older sister, Janna, was trained at @UUID[Compendium.wfrp4e-middenheim.journals.PuIrlGBOjxuWpK3P.JournalEntryPage.m0gDOo9sztuTymsb]{Middenheim’s Grand Guild of Wizards}, rising to the position of Deputy High Wizard. Whilst Erina is fond of her sister, she worries that she will be forever in Janna’s shadow.
Begin with an additional [[/r 3d10]] silver shillings per secret chosen.
Erina is desperate to prove herself and driven to a life of adventure. She seeks to confront threats in a manner cooler heads find reckless.
Erina may regard @UUID[Actor.ZVVaOEUN9ArYrYnM]{Janna} as her greatest competitor, but she loves her sister and does not hesitate to defend her from any criticism or attack.
Erina sees herself as a lady of the world, familiar with the Cult of Ulric and her northern roots, but with many friends and mentors in Altdorf. She sees herself as a moderating influence between Sigmarite zealotry and Ulrican fanaticism.
Erina, having seen evidence of Skaven activity with her own eyes, is dismayed that people should be so stupid as to ignore this threat. Gain the @UUID[Compendium.wfrp4e-core.items.klCJX0mNpXYH5AIx]{Prejudice (Skaven Deniers)} Psychology Trait.
The skulls vary in appearance: some are bestial, some are merely distorted, and a few look entirely Human. They have no innate intelligence, but can be used to carry out the commands of a controlling spellcaster.
The skulls vary in appearance: some are bestial, some are merely distorted, and a few look entirely Human. They have no innate intelligence, but can be used to carry out the commands of a controlling spellcaster.
‘Why are you shaking, slim? I 'aven't even got stuck in to you yet.’
Golthog stands some 8 feet tall, towering over almost everyone. He has short dark hair greased into angry spikes which sping back into shape whenver he removes his helmet. Golthog is used to non-Ogres, and has developed a good sense of what will offend them. He is careful about what — or who — he eats, and is no longer surprised at the great amount of meat the let go to waste. He is reserved but not unfriendly, knowing that he has to be careful not to frighten anyone or out come the torches and pitchforks.
Golthog came down from the Mountains of Mourn with the rest of his tribe many years ago in the hopes of finding plentiful meals in the lowlands. While individually very dangerous his tribe was whittled down by repeated conflicts with humans and others who took umbrage with Golthog's people eating whatever they wished. In the end only Golthog remained. On one lonely night huddled in a bear cave, consuming its former occupant, the ogre decided to learn the ways of the lowlanders before some mob of local milita finally put an end to him.
Since then, Golthog has learned much and travelled extensively through the Empire. He knows which jobs suit him, and which folk he should avoid no matter how much meat or gold they offer. He is currently in Middenheim seeking employment with the famed mercenary company Baumann’s Blitztruppen as he has guessed, correctly, that they will have both a use for an ogre and the means to keep one paid and well fed.
Begin with an additional [[/r 1d10]] silver shillings per secret chosen.
Golthog heard about Baumen's Blitztruppen after an unfortunate incident in which he killed and ate one of their sergeants. While Golthog is happy to let bygones be bygones, the mercenaries are not likely to greet him warmly.
Golthog and his comrades left the mountains in disgrace. A wasting sickness stuck the tribes Rhinox, and Golthog's accidental desecration of a monument to the Great Maw was fingered as the source of this plague.
Golthog recently deserted from Arglak's Devourers, an all-ogre mercenary company who operate in Middenland. Golthog was forced to abandon the group after eating Arglak's favourite Halfling cook.
Before leaving the mountains, Golthog briefly learned the ways of the The Great Maw under Skrag the Slaughterer. Add Lore (The Great Maw) to Golthog's skill list. The ogre is still troubled by dreams of the god of gluttony, and sometimes wakes in the middle of the night, ravenous and insatiable.
Golthog strongly believes that you are what you eat. And Golthog would like to be a wizard.
If hard pressed, @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} tries to animate all the bones in the cave as Skeletons. Of course, their heads are otherwise occupied.
There between 6 and 10 Headless Skeletons in the cave. If you wish, some or all of these may be @UUID[Actor.rDpDwQSwFeUw0ajW]{Headless Skeleton Champions}, which present a better challenge to combat focused parties.
If hard pressed, @UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} tries to animate all the bones in the cave as Skeletons. Of course, their heads are otherwise occupied.
There between 6 and 10 Headless Skeletons in the cave. If you wish, some or all of these may be Headless Skeleton Champions, which present a better challenge to combat focused parties.
@UUID[Actor.r4AUsjsfOL9HW8lO]{Gräber} has animated a Zombie to help guard the cave. In life he was Kurt Schulz, a hardened warrior who had only recently declared his allegiance to Chaos. Today, he is just another Zombie, albeit a tough one.
@UUID[Actor.YTjyvukWNRORQcg6]{Kurt Schulz}
" }, "Lesser Daemon Of Tzeentch": { "name": "Lesser Daemon Of Tzeentch", "description": "" }, "Lightning": { "name": "Lightning", "description": "These vicious warhorses try to kick anybody who approaches, apart from @UUID[Actor.GPmecH5STMzLNLc8]{Hawk} and @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier}.
A purple hooded figure standing ominously behind the Characters, the Cult Magus rarely ventures out of the Purple Hand’s own quarters. Her hood, which will inevitably fall down during the fight, conceals a mutation that has turned her hair into a bevy of grasping purple-nailed fingers that disappear down her back.
All the cultists have some purple item of clothing and a purple hand tattoo hidden beneath their clothing (see The @UUID[JournalEntry.HxC5snuKA2z7PACe.JournalEntryPage.CfKue0hUolJnklbH#the-height-of-fashion]{Height of Fashion} for suggestions). Four (in front of the party) have loaded crossbows and clubs or axes hanging from their belts; of the other three, two have axes and one has a club and a barbed net intended for the errant Magister. None of the cultists wear armour.
These vicious warhorses try to kick anybody who approaches, apart from @UUID[Actor.GPmecH5STMzLNLc8]{Hawk} and @UUID[Actor.lYEKyCpaihHON6Gz]{Wasmeier}.
The following profile represents the Yellow Fang guards and cultists. The Horned Rat Companion contains @UUID[Compendium.wfrp4e-horned-rat.journals.VQnLCPCECyNBqnOL]{more information} on the cult of the Yellow Fang and rules for creating cultists in more detail.
The following profile represents the Yellow Fang guards and cultists. The Horned Rat Companion contains @UUID[Compendium.wfrp4e-horned-rat.journals.VQnLCPCECyNBqnOL]{more information} on the cult of the Yellow Fang and rules for creating cultists in more detail.