diff --git a/README.md b/README.md
index 4ef9a4c..1484964 100644
--- a/README.md
+++ b/README.md
@@ -73,6 +73,7 @@ Pour info, il existe énormément de cas particuliers dans le système de règle
* various modules and fixes -> Ashburry77
* various modules and fixes -> Bimkiz
* contributions au code et améliorations -> Pallando
+* traduction/révision des items de MsR -> MAD (Discord)
## Feedback
diff --git a/compendium/tracking.md b/compendium/tracking.md
new file mode 100644
index 0000000..391f6e5
--- /dev/null
+++ b/compendium/tracking.md
@@ -0,0 +1,4 @@
+F Cheminade -> Items UA1
+Highcrown -> Acteurs Ennemi Ombre
+KeylaKhaine -> Acteurs Mort sur le Reik
+Faytoto -> acteurs UA1
diff --git a/compendium/wfrp4e-archives1.actors.json b/compendium/wfrp4e-archives1.actors.json
new file mode 100644
index 0000000..a928437
--- /dev/null
+++ b/compendium/wfrp4e-archives1.actors.json
@@ -0,0 +1,57 @@
+{
+ "label": "CompendiumCollection",
+ "entries": {
+ "Alrik Skagsson": {
+ "name": "Alrik Skagsson",
+ "description": ""
+ },
+ "Belliquotious ‘Bella’ Lowhaven IV": {
+ "name": "Belliquotious ‘Bella’ Lowhaven IV",
+ "description": ""
+ },
+ "Gurniksson Hammerback": {
+ "name": "Gurniksson Hammerback",
+ "description": ""
+ },
+ "Karstin Largsdottir": {
+ "name": "Karstin Largsdottir",
+ "description": ""
+ },
+ "Luitpoldstrasse ‘Louis’ Lostpockets": {
+ "name": "Luitpoldstrasse ‘Louis’ Lostpockets",
+ "description": ""
+ },
+ "Misodoctakleidist ‘Doc’ Ashfield": {
+ "name": "Misodoctakleidist ‘Doc’ Ashfield",
+ "description": ""
+ },
+ "Ragni Thorisson": {
+ "name": "Ragni Thorisson",
+ "description": ""
+ },
+ "Spoondrift ‘Spoony’ Skelfsider": {
+ "name": "Spoondrift ‘Spoony’ Skelfsider",
+ "description": ""
+ },
+ "Suffonsification ‘Suffy’ Rumster LVI": {
+ "name": "Suffonsification ‘Suffy’ Rumster LVI",
+ "description": ""
+ },
+ "Thelonius Hardcastle Monkenbridge Thorncobble XII": {
+ "name": "Thelonius Hardcastle Monkenbridge Thorncobble XII",
+ "description": ""
+ },
+ "Thomasina ‘Tina’ Brambledown": {
+ "name": "Thomasina ‘Tina’ Brambledown",
+ "description": ""
+ },
+ "Thyk Hurgarsson": {
+ "name": "Thyk Hurgarsson",
+ "description": ""
+ },
+ "Volund Sliverscar": {
+ "name": "Volund Sliverscar",
+ "description": ""
+ }
+ }
+}
\ No newline at end of file
diff --git a/compendium/wfrp4e-dotr.actors.json b/compendium/wfrp4e-dotr.actors.json
new file mode 100644
index 0000000..0e245b3
--- /dev/null
+++ b/compendium/wfrp4e-dotr.actors.json
@@ -0,0 +1,708 @@
+{
+ "label": "Acteurs (Mort sur le Reik)",
+ "entries": {
+ "‘Wet’ Wilgryn Augenlos": {
+ "name": "‘Wet’ Wilgryn Augenlos",
+ "description": ""
+ },
+ "Adalia Eisen": {
+ "name": "Adalia Eisen",
+ "description": ""
+ },
+ "Agrin Losburg": {
+ "name": "Agrin Losburg",
+ "description": ""
+ },
+ "Alex Eisen": {
+ "name": "Alex Eisen",
+ "description": ""
+ },
+ "Amoeba": {
+ "name": "Amoeba",
+ "description": " Amoebae are simple, single-celled creatures that resemble formless slime or jelly. They either creep slowly or, for speedier movement, extend pseudopods that can reach up to half their length. They feed on organic material, allowing metals and minerals to pass through them. They are inexorable and without mind, simply existing to move and absorb food, whether this be leaves, dead animals, fungus or sleeping adventurers. Amoebae are drawn to warmth, which they associate with sustenance, but shy away from extremes of temperature that can damage their cell membrane. They are otherwise without senses. Rightly or wrongly, the Empire’s population of mutants are shunned from society. While some simply seek to hide themselves away, many turn to violence — either to survive, or to punish the society that abandoned them. Each one of the birdfolk has a hooked beak, clawed feet, and feathered wings. Although their bodies and faces remain human, they are covered in bright feathers. Some look like thrushes, some canaries, some parrots, and so on. Their size also varies, and a few are of human proportions, but most are the size of a Halfling. The birdfolk can speak a sort of pidgin Reikspiel, and are quite happy in their not-so-gilded cage. A hundred and twenty years ago, Brunhilde was a scout for Dagmar von Wittgenstein’s expedition to find the warpstone meteorite. After finding what he sought, Dagmar murdered his whole party, stabbing Brunhilde repeatedly while she slept and burying the rest alive in the nearby cavern. Since then Brunhilde has haunted the area around @UUID[Scene.yP2ara84Sj86X6ZE]{The Devil's Bowl}, yearning for a proper burial for herself and her companions. She will tell the tale of Dagmar’s betrayal — of how he led them into the lush hills to find a meteorite that he calculated had landed here, and of how he changed when he found it, becoming first secretive and then murderous. Brutagh was once a woodcutter, but thanks to prolonged exposure to warpstone, little of his humanity remains. He is now completely insane, apart from rare moments of lucidity when he becomes melancholic, his eyes fill with tears, and he rambles about his life in the forest. Most of the time, though, he prowls the caves, venturing out only to find food. Until he attacks, Brutagh should never be fully visible: he should remain a shadowy, indistinct figure, only ever glimpsed briefly. Brutagh’s body, arms and head are covered in a hard, green carapace that confers 2 AP to these areas. He has an extremely long neck that he can snake around corners. Suckers on his hands and feet allow him to cling to passage roofs and walls. These unfortunates have suffered terribly under the experiments arranged by @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} and administered by @UUID[Actor.vgazeY44kVGP4tmW]{Jean Rousseaux}. Each Beggar already has 4 Corruption points, and you should make one or two rolls on the @Table[mutatephys]{table} to determine what mutations they bear. Even brief physical contact counts as a @Corruption[minor]{Minor Exposure to Corruption}. Crot and his followers have been drawn to this area by the traces of warpstone that remain here. Their instincts tell them that a large piece of warpstone was here, but has been removed. They have been watching the adventurers since they arrived, and when they enter the caves, the Skaven see a chance to capture and question them. Crot stands 6 ft tall — huge for a Skaven — and is covered in dirty grey fur. He has a prehensile tail that he can use to attack in any direction. He is cunning and utterly ruthless. Crot speaks Reikspiel in a very clipped, squeaky fashion, repeating some words in pairs and running others together. Rightly or wrongly, the Empire’s population of mutants are shunned from society. While some simply seek to hide themselves away, many turn to violence — either to survive, or to punish the society that abandoned them. Hegel was Captain of the Guard before his unfortunate death three months ago. He has not been allowed to rest in peace, however, for @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} (who does not entirely trust @UUID[Actor.OF35NiRpF5Nmbl2z]{Lieutenant Doppler}) reanimated Hegel using magic and a sprinkling of warpstone dust. Now Hegel is little more than a skeleton rattling around inside his armour, but he is absolutely loyal to Lady Margritte, knowing that his continued existence relies on her powers. One of the Wizard Dagmar's final experiments, this unfortunate creature has guarded its long dead creator’s home for centuries. Preserved by foul sorcery and the occasional foolhardy rat, the Ghoul is ravenous for a more substantial meal. Giant Leeches hunt in marshes and near rivers, and typically grow to between one and three feet in length. They can detect vibrations, heat, and light with sensory organs on their heads. They are aggressively predatory when not satiated. The Analgesic Saliva of a Giant Leech may be harvested (carefully) from a living specimen. Turned into a @UUID[JournalEntry.JhZ4qkEf569rEcsY.JournalEntryPage.uxIVUGe1gSkqbo8m#poultices]{Poultice} it grants +1 SL to any Heal Test made to treat a critical wound. Chameleoleeches have glands near their heads that secrete a powerful @UUID[Compendium.wfrp4e-dotr.items.rYgOZSGFwF3a7GBu]{Hallucinogen}. This only affects sentient mammals, who are plagued by hallucinations of their greatest desires. Some find these delusions addictive. These creatures have the @UUID[Compendium.wfrp4e-core.items.sJ3yX1kvzu2hgNq5]{Amphibious} and @UUID[Compendium.wfrp4e-core.items.rOV2s6PQBBrhpMOv]{Arboreal} Traits rather than Aquatic. They conceal themselves among the hanging vines and foliage of wetlands areas, waiting to drop onto a passing source of body heat. The Goblins of the Twisted Maw are originally from @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{The Grey Mountains}, but this group left the tribe a few years ago rather than submit to a dominant tribe of orcs. Ever since, they have been hiding in the forest, competing with mutants and Beastmen for food and territory. They regard @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen} with mixed feelings: contempt because she is a Human, fear because of her magical powers, and jealousy because of her house and possessions, and her freedom to do as she pleases. In her absence, they have been exploring her house and enjoying themselves in the surrounds. Though not himself a relic of the Time of Three Emperors, ‘Graf ’ Orlok, as he styles himself, claims a noble lineage dating far beyond his own 257 years and to that time of strife and war in the Empire. Orlok has left behind the trappings of his unlife in the mountains - a crumbling castle, a handful of bumbling servants, and the quotidian fears of rural peasants - in hope of finding new stimulation to relieve the boredom of his long, long years. Should the Character’s happen to disturb Orlok by night he will prove a fearsome foe indeed, though promises of a suitably entertaining distraction or willing service might stay his fangs for a little while. Still, the graf is a creature of animal need, and before long he will seek blood from any suitable source. A little (very little) brighter than the average Goblin, Gutbag has been inspired by his acquaintance with @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka Herzen}, and has decided to become a wizard himself. He has no idea how to achieve this, but until he has a better idea he is copying her in as many ways as he can, even wearing her clothes, jewellery, and perfume. One of these strange habits must surely be the source of her power, after all. Gutbag presents a comical sight. He wears a red ball gown of Etelka’s that is at least two feet too long for him, and it drags on the ground and constantly threatens to trip him. His head is adorned with a glittering tiara. When confronting the adventurers, he waves his arms theatrically, chanting gibberish at the top of his voice. When nothing happens after a Round of chanting, he shrugs fatalistically, draws his sword, and charges. If things go badly he will try to flee, begging for mercy if caught and blaming his actions on the society that raised him. ‘We wus forced inta this ya know! We wus a nice ‘n’ peaceful tribe, nevva did any ’arm, didn’t caws no trubble. But we wus picked on and forced outta da mountains by erm... trolls. Yeah! Big trolls it wus... Hey, if ya let us go, I wun’ caws no more trubble.’ Lashworms are small, carnivorous creatures that live in fissures, which they disguise with debris, leaving only a hair-like ‘trigger’ outside. A Hard (-20) Perception Test is required to see the Lashworm’s lair, and a Difficult (-10) Lore (Beasts) Test is required to identify it as the lair of a Lashworm. This test may be modified at your discretion if the Character has encountered Lashworms before. When the ‘trigger’ senses any movement within 5 yd, a thin, saw-toothed organ whips out, grasping a shred of its victim’s flesh, then retracting into the crevice almost instantly. Characters must make a Difficult (-10) Cool Test or gain a @Condition[Surprised] condition. The Lashworm will spend the next 4 hours digesting this meal, and will not attack again in that time. Lashworms are incredibly fast, and always attack first, even if their target is aware of their presence. The Daemonette is 5 ft tall, and has white skin with deep-green, saucer-like eyes. Its face and figure resemble those of a Human woman, except that its arms end in powerful, crab-like claws. It will try to distract the adventurers with conversation as it edges close enough to cast @UUID[Compendium.wfrp4e-core.items.2fBaYkBsPZzxNSNj]{Acquiescence}. It asks why the adventurers are not dancing, or pleasuring themselves in some other way. Why do they look so unhappy? If attacked, the Daemonette will fight, taking great pleasure in the battle so long as it appears to be winning. The Daemonette has no wish to have its soul thrown back to the Realm of Chaos in shame, and will vanish in a puff of pink smoke if reduced to 5 Wounds or less. The maw gapes wide, revealing bright-green teeth and an interior filled with a sickly green ichor. Characters who have been dragged 6 yd will be within biting range: roll to hit as normal. Any Character reduced to 0 Wounds is swallowed in the following Round. The cats vary greatly, but each has at least one visible mutation. Some have long ears or long tails, some are strangely coloured (bright blue, red and yellow stripes), others have human-like hands, or long fangs, or multiple limbs or eyes. You should feel free to describe any kind of mutation that comes to mind. These cats have been thoroughly spoilt by Lady Ingrid. The other residents of the castle try to avoid them, as they can be quite vicious. The creatures are dreaded by the servants of the castle, whom they have been known to attack, and more than one of the beasts has developed a taste for blood that goes beyond mice and small birds. Naiads are beautiful and elusive nature spirits that inhabit some rivers of the Old World. They usually appear as slender, elfin-looking women with pale, blue-tinged flesh and white or blue hair and eyes — but they are natural shapeshifters and can assume a terrifying war-form. Naiads prefer seclusion and defend their territory ferociously from perceived threats. They are inscrutable creatures, with deep passions that are quick to rise without warning. A tentacle can only be severed by damage of 6 Wounds or more, delivered in a single blow by an edged weapon. All other damage is instantly regenerated. All the Purple Hand cultists have some item of clothing that is purple: a tunic, cloak, belt, or something else. After three or four cultist encounters, begin making secret Challenging (+0) Intelligence Tests for the adventurers to spot this purple theme. Also, every cultist has a small purple tattoo of an open hand, somewhere on their bodies. Although the cultists have a variety of occupations which provide them with suitable cover stories, they all have a number of Skills in common, that are listed below. In addition, they have whatever non-combat Skills are consistent with their cover and the situation in which they are encountered. The Reik Eel is found in river Reik and its many tributaries. It commonly grows up to 12–15 feet in length and has a ridge down the length of its green-grey back. Some can grow to truly terrifying sizes, and there are tales — only a little exhaggerated, of Reik Eels swallowing entire row boats. Reik Eels of size Enormous will typically @UUID[Compendium.wfrp4e-core.items.KynNUYYKzTMeHrKl]{Constrict} their victims before attempting to drag them beneath the water to drown. Trolls are described in general terms @UUID[Compendium.wfrp4e-core.actors.7qslmdLa7so3BmFk]{here}. The following description and rules can be used for River Trolls. River Trolls are rare in the Empire, but not unknown. They are most common in the remote headwaters of the Empire’s great rivers, and a few are known to dwell in mountains lakes, but from time to time a River Troll will appear unexpectedly in a more populous area, lying in wait for passers-by under a bridge or in a bankside cave. A River Troll somewhat resembles the bottom of the river, if that riverbed is particularly coated in sediment, slime, rotting vegetation, fish carcasses, and other detritus. Its smell has been compared (unfavourably) to that of a rubbish-strewn mud-flat at low tide. @UUID[Actor.wXB3Bam0z0kp45Ht]{Etelka’s} black cat, Shadow, accompanies her wherever she goes. Although Shadow appears intelligent, with a disconcertingly knowing look in her eyes, she is an ordinary black cat.The Boat Attackers
\nThe Skaven
\nCrot Scaback – Skaven Champion
\nThe Boat Attackers
\nChameleoleeches
Tree Leeches
Goblin Leader
\n
‘Of course I'll go in first. Can't be any worse than Castle Wittgenstein...’
\nSigrid has long, dark hair, and a perpetually serious expression. In those moments when she forgets her worries, however, something of the starry-eyed initiate of Rhya returns. She is wary of most people these days, and of the Empire's nobility in particular, whom she now suspects all harbour some secret corruption. Her loyalty, though rarely given, is almost unshakeable, and Rhya will go to great lengths to protect those who are important to her.
\nSigrid is a determined woman who protects the outlaws under her command. While the outlaws often attack guard patrols, she is against a direct assault on the castle, knowing that it will only end in defeat. She will help the adventurers reach the castle, but will not allow her followers to risk a direct assault unless the adventurers clear the way — for example, by infiltrating the castle through the secret cave and lowering ropes from the walls, or opening the main gates.
\nSigrid made her home in Wittgendorf, and would have been happy to live out her life there were it not for the Wittgenstein's kidnapping of her husband. She was devoted to Brandt, having left the priesthood to marry him, and swore to rescue him. She opposed the castle and its wardens long before the Characters arrived, and quite likely played an instrumental part in overthrowing the Wittgensteins for good.
\nCastle Wittgenstein was a dangerous place, and it is quite possible that one of the existing Characters met their end their. If this is the case, Sigrid would make an excellent player character, especially if her allegiance was gained before the assault on the castle. Her husband will pass away from the effects of exposure to warpstone after a brief reunion, and Sigrid's surviving bandits will return to what is left of their lives in Wittgendorf. This leaves Sigrid with little tying her to the sullen village, and good reason to join the Characters as they depart. Especially so, in fact, if they reveal to Sigrid that this is not the first time they have opposed the terrible machinations of the Ruinous Powers.
\nBegin with an additional [[/r 1d10]] silver shillings per secret chosen.
\n@UUID[Actor.VdK2FAqQTqT0Y19Q]{Crot} and his followers have been drawn to this area by the traces of warpstone that remain here. Their instincts tell them that a large piece of warpstone was here, but has been removed. They have been watching the adventurers since they arrived, and when they enter the caves, the Skaven see a chance to capture and question them.
Because of the way they died, these skeletons are not Unstable, and can move around freely. If the Characters flee, the skeletons will follow them until they are destroyed or the Characters are dead.
@UUID[Actor.dEVeJ9SMkWL55IHn]{Corrobreth} has trained Skysoarer to act as a scout, flying in an indicated direction and swooping to mark the positions of any people or creatures that he sees larger than the raven himself. When not acting as a scout for Corrobreth, Skysoarer usually sits on his shoulder.
All 10’ 5” of Slagdarg is bright green, with orange hairs growing out of his muscular arms. The heads of some of his previous victims hang from a large belt around his waist. He likes to keep his victims alive as long as possible but always asks the same two questions: ‘Where did you hide the money?’ and ‘Who are your accomplices?’ Regardless of what his victim may or may not have done — evading taxes or accidentally walking in front of @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte’s} coach — he always asks these same questions, and failing to answer is a good reason for turning the rack another notch. Slagdarg is not very bright, even for an ogre, and will think nothing of adventurers wandering around his dungeon. However, he will be alert to any ‘funny business,’ such as releasing prisoners, and will attempt to prevent it. He only got this job because the previous torturer accidentally flayed a visiting cousin of @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte}, so until he knows who the adventurers are, he will use violence as a last resort.
Although the mottled, grey-green Stirpike has almost been wiped out in Stirland, it is still found in some lakes and rivers elsewhere in the Empire. It is one of the largest freshwater predators in the Old World, capable of reaching lengths of some 20 feet and weights in excess of 4,000 pounds. It eats anything foolish enough to cross its path, but its primary diet is a mixture of fish, eels, and leeches. Immature Stirpikes, called Pickerels, are believed to have various medicinal qualities, and are much sought after.
Rightly or wrongly, the Empire’s population of mutants are shunned from society. While some simply seek to hide themselves away, many turn to violence — either to survive, or to punish the society that abandoned them.
These unfortunates have suffered terribly under the experiments arranged by @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} and administered by @UUID[Actor.vgazeY44kVGP4tmW]{Jean Rousseaux}. Each Beggar already has 4 Corruption points, and you should make one or two rolls on the @Table[mutatephys]{table} to determine what mutations they bear. Even brief physical contact counts as a @Corruption[minor]{Minor Exposure to Corruption}.
Carrion are seldom seen in the Old World, although some accompanied the armies of Nekehara in their ancient campaigns of conquest and a few can be found in the remoter parts of the Worlds Edge Mountains. These great undead birds are powerful fighters, even though they are too small to carry a human-sized rider.
The monster stands 8 ft tall, and its body is a patchwork of scars. It has dead-white skin with green discolouration on the cheeks and lower jaw.
Ulfhednar leads a band of mutants and Beastmen in the Great Forest. Having heard of the family’s reputation, he has journeyed to @UUID[JournalEntry.musGjY0nSDY6gPY4.JournalEntryPage.idS4ciy1UHxTFFfU]{Castle Wittgenstein} to gain @UUID[Actor.ySbdLyidudlMwGhU]{Lady Ingrid’s} support. Ulfhednar hopes to use the castle as a training ground for Chaos troops, and as a base from which his forces could strike at the Empire’s heartlands. So far, Lady Ingrid has not shown much interest in his scheme, but if she were removed, Ulfhednar thinks @UUID[Actor.fmUd7AtbJckbiWo6]{Lady Margritte} may be more amenable. A follower of Tzeentch, Ulfhednar does not understand why a castle full of mutants would not willingly join his cause.
Rightly or wrongly, the Empire’s population of mutants are shunned from society. While some simply seek to hide themselves away, many turn to violence — either to survive, or to punish the society that abandoned them.
Communément appelé Agurk, les habitants du Moot appellent cette herbe L'Herbe à Frissons. Aussi connu comme Zitterwort dans l'Empire, Trema en Tilée et Gysenblat en Norsca. Les Elfes l'appelle Echryddeillen. Elle pousse dans les vastes prairie dont le sol est bien drainé mais pas trop sabloneux. Pour la préparer, cueillez les feuilles, enlevez la tige, et suspendez les près du feu pour les faire sécher pendant au moins une semaine. Cette herbe est très utile pour améliorer la circulation sanguine et se débarasser d'un gros rhume. Ne l'utilisez pas pour soigner la fièvre, car elle peut avoir l'effet inverse. Pour l'utiliser, ajouter quelques feuilles à un bol d'eau bouillante, laissez infuser une à deux minutes jusqu'à légère coloration, alors seulement le patient peut inhaler les vapeurs pendant trois à quatre minutes. Le patient devrait alors commencer à trembler. Installez le confortablement et surveillez le trois ou quatre heures. Si les tremblements n'ont pas totalement disparu, vous pouvez administrer un léger sédatif. Attention de bien jeter l'infusion car si elle est bu, elle peut provoquer des convulsions mortelles.
" - }, - { - "id": "Alfunas", - "name": "Alfunas", - "description": "Alfunas est le nom elfique de cette plante et est devenu son nom commun dans tout l'Empire car les Elfes de Bois en ont le quasi monopole de la culture. Dans le Moot nous l'appelons ‘Bonewort’; les Bretonies l'appelle Ossefeuille et les Tiléens Ossoripa; certains érudits l'appellent Folium Emendata.
\nAfin que l'emplatre soit le plus efficace possible, il est conseillé de le laisser reposer au moins deux semaines dans un bocal couvert, entreposé dans un endroit frais et sec. Ne surtout pas le laisser trop sécher : quand la surface de l'emplatre laisse apparaître de petites fissures, bien fermer le bocal avec de la cire ou avec un bouchon en liège.
" - }, - { - "id": "Ammo", - "name": "Munition", - "description": "Munitions par défaut d'une arme présente sur un véhicule
" - }, - { - "id": "Analgesic Saliva", - "name": "Salive Analgésique", - "description": "La morsure de la créature ne fait pas souffrir, ce qui lui permet d'enlacer ses victimes endormies sans se faire remarquer. Cet effet disparait 10-Bonus d'Endurance rounds après que la créature se soit détachée.
" - }, - { - "id": "Anticoagulant Saliva", - "name": "Salive Anticoagulante", - "description": "La victime mordue par la créature gagne une condition @Condition[Hémorragique].
" - }, - { - "id": "Aquatic", - "name": "Aquatique", - "description": "La créature peut respirer et se déplace à sa vitesse maximum sous l'eau. Elle ne peut se déplacer sur terre.
" - }, - { - "id": "Armour Plating (Bronze)", - "name": "Coque renforcée (Bronze)", - "description": "Une fine couche de bronze ajoute 1 points d'armure à la coque d'un bateau, mais elle augmente son poids et requiert un entretien régulier. Celui ci consiste à sortir le bateau entièrement de l'eau et à gratter la coque.
\nBronze: 1 PA; doit être grattée au moins une fois tous les trois mois sinon l'oxidation est telle que la surface se recouvre d'algues, ce qui augmente la friction et réduit la manoeuvrabilité (M -1, Test de Maniement de Bateau -10). Cela n'affecte pas la valeur d'armure.
\n\n" - }, - { - "id": "Armour Plating (Iron)", - "name": "Coque renforcée (Fer)", - "description": "Note pour Foundry: Cette plaque représente 3 mètres de longeur d'armure. Ne pas oublier de modifier le prix et l'encombrement en fonction du nombre de plaques à utiliser pour couvrir la coque.
\n
Une fine couche de fer ajoute 1 à 2 points d'armure à la coque d'un bateau, mais elle augmente son poids et requiert un entretien régulier. Celui ci consiste à sortir le bateau entièrement de l'eau et à gratter la coque.
\nFer: 2 PA; doit être grattée au moins une fois par mois ou des tâches de rouille apparaissent, ce qui augmente la friction et réduit la manoeuvrabilité (M -1, Test de Navigation -10). Si la maintenance n'est pas réalisée, la couche de fer a rouillé et ne protège plus.
\n\n" - }, - { - "id": "Armoured Walls (Fishing Skiff)", - "name": "Murs renforcés (Petit bateau de pêche)", - "description": "Note pour Foundry: Cette plaque représente 3 mètres de longeur d'armure. Ne pas oublier de modifier le prix et l'encombrement en fonction du nombre de plaques à utiliser pour couvrir la coque.
\n
Les murs de la cabine ou autre structure sur le bateau sont renforcés avec des feuilles de fer. Tous les personnages ou PNJ protégés derrière sont considérés comme @JournalEntry[Difficulté de combat]{couverture totale} et les attaques à distance contre eux sont Très Difficile.
" - }, - { - "id": "Armoured Walls (Large Barge)", - "name": "Murs renforcés (Grande barge)", - "description": "Les murs de la cabine ou autre structure sur le bateau sont renforcés avec des feuilles de fer. Tous les personnages ou PNJ protégés derrière sont considérés comme @JournalEntry[Difficulté de combat]{couverture totale} et les attaques à distance contre eux sont Très Difficile.
" - }, - { - "id": "Armoured Walls (Row Boat)", - "name": "Murs renforcés (Barque)", - "description": "Les murs de la cabine ou autre structure sur le bateau sont renforcés avec des feuilles de fer. Tous les personnages ou PNJ protégés derrière sont considérés comme @JournalEntry[Difficulté de combat]{couverture totale} et les attaques à distance contre eux sont Très Difficile.
" - }, - { - "id": "Armoured Walls (Typical Barge or Patrol Boat)", - "name": "Murs renforcés (Barge standard ou Bateau de Patrouille)", - "description": "Les murs de la cabine ou autre structure sur le bateau sont renforcés avec des feuilles de fer. Tous les personnages ou PNJ protégés derrière sont considérés comme @JournalEntry[Difficulté de combat]{couverture totale} et les attaques à distance contre eux sont Très Difficile.
" - }, - { - "id": "Attach and Feed", - "name": "Piquer, s'attacher et aspirer", - "description": "Si la créature réussit son attaque de morsure, elle s'attache à la victime avec une force surprenante. Alors elle commence à aspirer le sang, causant une perte de 1 Blessure automatique par round tant qu'elle est attachée. Les victimes réduites à zero Blessure gagne la condition @Condition[Inconsciente] par manque de sang.
\nLa créature se détache seulement quand elle s'est suffisament nourrie, c'est à dire quand elle a extrait son Bonus Endurance en Blessure sur la victime. A ce moment là, elle se retire pour digérer.
\nLa créature peut être arrachée grâce à un jet opposé de Force, qui même réussi infligera un point de blessure à la victime. Si la créature posséde un trait Effrayé, ce qui peut l'effrayer la fera lâcher immédiatement sa proie.
" - }, - { - "id": "Ball (Cannon)", - "name": "Boulet de Canon", - "description": "" - }, - { - "id": "Ballista", - "name": "Balliste", - "description": "Les balistes sont des arbalètes géantes qui tirent des projectiles à tête de fer de la taille de piquets de clôture. Elles peuvent embrocher une personne ou une créature comme un poulet, ou faire un joli trou dans la coque d'un bateau. Les balistes sont normalement montées sur des pivots, ce qui leur permet d'avoir un large arc de tir.
" - }, - { - "id": "Barrakul", - "name": "Barrakul", - "description": "", - "gmdescription": "L’épée, que le MJ peut choisir de considérer comme une Arme simple ou une zweihänder en fonction des compétences du groupe, est en parfait état. Son nom, Barrakul (« Espoir des montagnes »), est inscrit en runes naines le long de sa lame. Il s’agit sans aucun doute de la création d’un forgeron des runes d’une grande compétence. Lorsqu’elle est maniée au combat, la lame brille, visible un instant et disparaissant l’instant d’après, et seule la lueur rouge de ses runes est constante. Les armures magiques sont inutiles contre cette lame, vous pouvez donc ignorer les PA des armures ou boucliers non magiques. Elle la qualité Incassable, mais gagne le défaut Inoffensive si elle est brandie contre un nain." - }, - { - "id": "Beast Tongue", - "name": "Langage des Hommes-Bêtes", - "description": "Vous pouvez parler et comprendre la Langue des Hommes-Bêtes, même si vous n'avez pas la compétence adéquate.
" - }, - { - "id": "Bension of Tzeentch", - "name": "Bénédiction de Tzeentch", - "description": "Vous faites appel à la faveur de Tzeentch et obtenez un bonus temporaire de +10 à l'une des Caractéristiques suivantes: Capacité de Combats, Endurance, Agilité ou Force Mentale.
" - }, - { - "id": "Bestial Rage", - "name": "Rage Bestiale", - "description": "Vous invoquez la fureur de la bête, obtenant temporairement le Trait @Compendium[wfrp4e-core.items.fjd1u9VAgiYzhBRp]{Rage} .
" - }, - { - "id": "Blood Drain", - "name": "Drain de sang", - "description": "Si la sangsue causse une blessure, elle s'attache à sa victime, lui infligeant 1 @Condition[Hémorragique] jusqu'à ce qu'elle soit tuée ou gorgée de sang. Pour voir si elle est gorgée de sang, lancez un 1d10 à chaque Round : si le résultat est un 9 ou un 10, elle tombe, sinon elle continue à se nourrir. Le feu ou des substances irritantes (sel, acide, etc.) lui fera relâcher son emprise et la sangsue tentera de s'enfuir. Le simple fait de l'arracher de la victime provoque 1 condition @Condition[Hémorragique].
" - }, - { - "id": "Broad Rudder (Fishing Skiff)", - "name": "Grand Gouvernail (Petit bateau de pêche)", - "description": "Un gouvernail plus grand améliore la direction, mais nécessite un barreur plus fort en raison de la résistance accrue à l'eau. Chaque Test de Maniement de Bateau doit être accompagné d'un Test de Force; si le Test de Force est réussi, les DR peuvent être ajoutés à ceux du Test de Maniement de Bateau. Il n'y a pas de pénalité pour un échec ordinaire à ce test de force. Cependant, un échec critique ou un échec stupéfiants entraînent un brusque mouvement de rotation du gouvernail qui envoie le malheureux personnage la tête la première dans l'eau!
" - }, - { - "id": "Broad Rudder (Large Barge)", - "name": "Grand Gouvernail (Grande Barge)", - "description": "Un gouvernail plus grand améliore la direction, mais nécessite un barreur plus fort en raison de la résistance accrue à l'eau. Chaque Test de Maniement de Bateau doit être accompagné d'un Test de Force; si le Test de Force est réussi, les DR peuvent être ajoutés à ceux du Test de Maniement de Bateau. Il n'y a pas de pénalité pour un échec ordinaire à ce test de force. Cependant, un échec critique ou un échec stupéfiants entraînent un brusque mouvement de rotation du gouvernail qui envoie le malheureux personnage la tête la première dans l'eau!
" - }, - { - "id": "Broad Rudder (Row Boat)", - "name": "Grand Gouvernail (Barque)", - "description": "Un gouvernail plus grand améliore la direction, mais nécessite un barreur plus fort en raison de la résistance accrue à l'eau. Chaque Test de Maniement de Bateau doit être accompagné d'un Test de Force; si le Test de Force est réussi, les DR peuvent être ajoutés à ceux du Test de Maniement de Bateau. Il n'y a pas de pénalité pour un échec ordinaire à ce test de force. Cependant, un échec critique ou un échec stupéfiants entraînent un brusque mouvement de rotation du gouvernail qui envoie le malheureux personnage la tête la première dans l'eau!
" - }, - { - "id": "Broad Rudder (Typical Barge or Patrol Boat)", - "name": "Grand Gouvernail (Barge standard ou Bateau de Patrouille)", - "description": "Un gouvernail plus grand améliore la direction, mais nécessite un barreur plus fort en raison de la résistance accrue à l'eau. Chaque Test de Maniement de Bateau doit être accompagné d'un Test de Force; si le Test de Force est réussi, les DR peuvent être ajoutés à ceux du Test de Maniement de Bateau. Il n'y a pas de pénalité pour un échec ordinaire à ce test de force. Cependant, un échec critique ou un échec stupéfiants entraînent un brusque mouvement de rotation du gouvernail qui envoie le malheureux personnage la tête la première dans l'eau!
" - }, - { - "id": "Cannon (Medium)", - "name": "Canon (Moyen)", - "description": "Les canons sont difficiles à trouver, dangereux à utiliser et terrifiants pour quiconque les charge. Les plus gros canons sont réservés aux forteresses, mais ceux de petite et moyenne taille peuvent être montés sur des bateaux. La Patrouille Fluviale a tendance à voir d'un mauvais oeil les navires non militaires qui sont armés de canons, et les aventuriers trouvés en possession de canons devront prouver qu'ils ne sont pas des pirates.
\nLes canons peuvent tirer trois types de munitions:
\n@Item[Ball (Cannon)]{Ball}
\n@Item[Chain Shot (Cannon)]{Chain Shot}
\n@Item[Grapeshot (Cannon)]{Grapeshot}
\nLe canon peut être monté à l'avant d'un bateau, ou à l'arrière, ou sur un ou deux côtés. Contrairement à une @Item[Ballista]{ballista}, un canon ne peut pas pivoter et ne peut tirer que droit devant, derrière ou par le travers, selon son emplacement.
" - }, - { - "id": "Cannon (Small)", - "name": "Canon (Petit)", - "description": "Les canons sont difficiles à trouver, dangereux à utiliser et terrifiants pour quiconque les charge. Les plus gros canons sont réservés aux forteresses, mais ceux de petite et moyenne taille peuvent être montés sur des bateaux. La Patrouille Fluviale a tendance à voir d'un mauvais oeil les navires non militaires qui sont armés de canons, et les aventuriers trouvés en possession de canons devront prouver qu'ils ne sont pas des pirates.
\nLes canons peuvent tirer trois types de munitions:
\n@Item[Ball (Cannon)]{Ball}
\n@Item[Chain Shot (Cannon)]{Chain Shot}
\n@Item[Grapeshot (Cannon)]{Grapeshot}
\nLe canon peut être monté à l'avant d'un bateau, ou à l'arrière, ou sur un ou deux côtés. Contrairement à une @Item[Ballista]{ballista}, un canon ne peut pas pivoter et ne peut tirer que droit devant, derrière ou par le travers, selon son emplacement.
" - }, - { - "id": "Capricious", - "name": "Inconstant", - "description": "L'humeur de la créature varie d'un extrème à l'autre. Quand un personnage réalise u n jet de Sociabilité en intéraction avec la créature, tirez un jet sur la table suivante:
\n[[/r 1d10]] | \nResultat | \n
1 | \nSoustraire 2 au DR | \n
2-3 | \nSoustraire 1 au DR | \n
4-7 | \nPas de modificateur au DR | \n
8-9 | \nAjouter 1 au DR | \n
10 | \nAjouter 2 au DR | \n
Les catapultes sont des armes à tir indirect qui lancent des roches, des bombes ou des engins incendiaires en arc de cercle, les faisant s'écraser sur la tête de leurs cibles. Elles sont simples à construire mais difficiles à diriger, surtout contre une cible qui bouge. Les catapultes sont difficiles à manipuler, car il faut deux ou trois actions pour les déplacer, selon leur taille.
" - }, - { - "id": "Catapult (Small)", - "name": "Catapulte (Petite)", - "description": "Les catapultes sont des armes à tir indirect qui lancent des roches, des bombes ou des engins incendiaires en arc de cercle, les faisant s'écraser sur la tête de leurs cibles. Elles sont simples à construire mais difficiles à diriger, surtout contre une cible qui bouge. Les catapultes sont difficiles à manipuler, car il faut deux ou trois actions pour les déplacer, selon leur taille.
" - }, - { - "id": "Cavity Worms", - "name": "Vers des Creux", - "description": "Le vers des creux est un dangereux parasite qui infeste l'eau sale et les denrées alimentaires avariées. D'une longueur d'environ un 2cm et de quelques millimètres large, le vers a une peau marbrée vert-brun qui forme un étrange motif de crâne près de sa tête. Les mères racontent des contes de vers des creux pour effrayer leurs enfants et les inciter à se laver la bouche. C'est pourquoi la plupart des habitants du Vieux Monde considère ces créatures comme une simple légende. Ils ont tort de le croire.
\nUne fois ingéré, le Vers de Creux s'enfonce dans les tissus mous de la bouche ou de la gorge. Il sécrète un liquide anesthésiant qui engourdit instantanément la zone affectée. Chaque jour, la victime peut effectuer un Test de Perception pour remarquer la présence du ver. Un Médecin ou un autre Personnage qualifié peut faire un Test de Guérison Accessible (+10) pour éliminer le vers; les Personnages non qualifiés font un Test de Dextérité standard. Les Personnages qui essaient de se soigner eux-même ont besoin d'un miroir et souffrent d'une pénalité de -10%. En cas d'échec au Test, le personnage obtient un @Condition[Hémorragique]. Une fois installé dans la bouche de la victime, le Vers de creux se nourrit de la respiration de sa victime : l'essence de son esprit. Tant que ce parasite reste, l'hôte est soumis à une pénalité de -10% à tous ses Tests.
\nAu bout d'une semaine, le parasite commence son chemin vers le cerveau de la victime. Chaque jour, la victime peut effectuer un Test de Perception Accessible (+20) pour remarquer une petite quantité de sang s'écoulant de sa bouche. L'élimination du Vers de Creux à ce stade, nécessite un Test de Chirurgie Complexe (-10).
\nSi le Vers de Creux n'est pas enlevé dans les trois jours suivants, il n'est plus possible de l'enlever sans tuer l'hôte. Alors que le vers s'enfonce dans le cerveau et se prépare à pondre ses oeufs, la victime doit effectuer un Test de Résistance chaque jour. Chaque jour où le Test échoue, lancez 1d10, ajoutez le nombre de degrés d'échec, et consultez le tableau @Table[cavityworms]
\nLes oeufs du Vers de Creux éclosent 1d10 jours après avoir été pondus, sortant des narines de la victime pour trouver un nouvel hôte. Pour ceux qui survivent à ce processus, toutes les pénalités sont permanentes et ne peuvent enlevées que par des moyens magiques ou miraculeux.
" - }, - { - "id": "Chain Shot (Cannon)", - "name": "Boulets enchainés (Canon)", - "description": "Le projectile est constitué d'une paire de boulets de fer reliés par une chaîne. Tiré par un canon, il tourne en rond dans l'air s'enroulant violemment autour des cibles résistantes. Un canon chargé de boulet enchainés n'obtient pas de nouvelles qualités mais cause des dommages doubles par rapport à la normale sur les mâts et le gréement. La chaine a été développée pour détruire rapidement les voiles d'un navire ennemi, le laissant immobilisé.
" - }, - { - "id": "Chosen of Tzeentch (Warrior)", - "name": "Choisi de Tzeentch (Guerrier)", - "description": "@JournalEntry[Warrior of Tzeentch]{Warrior of Tzeentch}
" - }, - { - "id": "Climb", - "name": "Escalade", - "description": "Vos ongles de doigts et d'orteils deviennent des courtes griffes, pas assez longues pour servir d'armes mais suffisantes pour rendre l'escalade beaucoup plus facile. Lorsque vous êtes pieds nus et sans gants, vous obtenez le Talent @Compendium[wfrp4e-core.items.MGEPI4jNhymNIRVz]{Grimpeur} Grimpeur pour la durée du sort.
" - }, - { - "id": "Closed Rowlock", - "name": "Dame de nage fermée", - "description": "Une dame de nage est une sorte de support qui maintient la rame sur un bateau à rames. La plupart sont soit des butées en bois en forme de C intégrées dans le bastingage, soit des fixations en fer en forme de U qui pivotent avec le mouvement de la rame. Dans les deux cas, une rame peut se détacher de son pivot en cas d'échec à un Test de Rame, et le rameur doit prendre une action pour remettre la rame avant de reprendre la route. Les dames de nage fermées permettent de résoudre ce problème. La rame peut être enfilée par un trou dans le bastingage ou attachée à un pivot standard avec des lanières de cuir, mais dans les deux cas, elle ne peut physiquement pas en sortir.
" - }, - { - "id": "Creeping", - "name": "Rampant", - "description": "Cette créature est tenace, mais lente. Elle ne peut pas courrir.
" - }, - { - "id": "Engulf", - "name": "Engloutir", - "description": "Si la créature est de taille suffisante, toute attaque réussie l'engloutie, même si elle ne cause aucun dégâts; cela inflige un état Empêtré. Au début de chaque Round, les victimes englouties obtiennent un État Empêtré par Round, et perdent automatiquement 1 Point de Blessure car de puissantes enzymes commencent à la digérer. Si la créature n'est pas de taille suffisante pour engloutir complètement une victime, elle peut être encore assez grande pour immobiliser l'emplacement touché. La créature ne peut plus attaquer les victimes complètement englouties, mais elle peut toujours en attaquer d'autres si elles sont suffisamment proches.
" - }, - { - "id": "Enrage Beast", - "name": "Enragez les Bêtes", - "description": "Vos yeux brillent d'une lumière malsaine alors que vous inspirez la peur à un seul animal ordinaire dans un rayon de 12 mètres. L'animal ciblé a droit à un Test de Force Mentale pour résister à ce sort. En cas d'échec au Test, il se comporte de manière étrange. Lancez 1d10 sur le tableau @Table[enrage-beast]{Enrage Beast Table} pour voir ce qu'il fait.
" - }, - { - "id": "Eyes of the Beast", - "name": "Eyes of the Beast", - "description": "Vos yeux brillent d'une lumière verte impie, vous permettant de voir comme si vous aviez le Trait @Compendium[wfrp4e-core.items.FmHDbCOy3pH8yKhm]{Night Vision} Vision Nocturne . Si vous avez déjà la Vision Nocturne, la portée de votre vue nocturne double.
" - }, - { - "id": "Favoured of Tzeentch", - "name": "Favori de Tzeentch", - "description": "@JournalEntry[Warrior of Tzeentch]{Warrior of Tzeentch}
" - }, - { - "id": "Flying Jib (Fishing Skiff)", - "name": "Foc Volant (Petit bateau de pêche)", - "description": "Un foc volant est une voile additionnelle et nécessite l'ajout d'un mât de proue au bateau, ce qui augmente sa longueur de 10 %. Gonflé par le vent arrière, le foc volant donne au bateau un mouvement supplémentaire de +5% par rapport à la valeur indiquée dans le tableau des vents @Table[wind]{wind table}. Il n'a aucun effet en cas de vent latéral et double la pénalité de mouvement pour un vent de face.
" - }, - { - "id": "Flying Jib (Large Barge)", - "name": "Foc Volant (Grande Barge)", - "description": "Un foc volant est une voile additionnelle et nécessite l'ajout d'un mât de proue au bateau, ce qui augmente sa longueur de 10 %. Gonflé par le vent arrière, le foc volant donne au bateau un mouvement supplémentaire de +5% par rapport à la valeur indiquée dans le tableau des vents @Table[wind]{wind table}. Il n'a aucun effet en cas de vent latéral et double la pénalité de mouvement pour un vent de face.
" - }, - { - "id": "Flying Jib (Row Boat)", - "name": "Foc Volant (Barque)", - "description": "Un foc volant est une voile additionnelle et nécessite l'ajout d'un mât de proue au bateau, ce qui augmente sa longueur de 10 %. Gonflé par le vent arrière, le foc volant donne au bateau un mouvement supplémentaire de +5% par rapport à la valeur indiquée dans le tableau des vents @Table[wind]{wind table}. Il n'a aucun effet en cas de vent latéral et double la pénalité de mouvement pour un vent de face.
" - }, - { - "id": "Flying Jib (Typical Barge or Patrol Boat)", - "name": "Foc Volant (Barge standard ou Bateau de Patrouille)", - "description": "Un foc volant est une voile additionnelle et nécessite l'ajout d'un mât de proue au bateau, ce qui augmente sa longueur de 10 %. Gonflé par le vent arrière, le foc volant donne au bateau un mouvement supplémentaire de +5% par rapport à la valeur indiquée dans le tableau des vents @Table[wind]{wind table}. Il n'a aucun effet en cas de vent latéral et double la pénalité de mouvement pour un vent de face.
" - }, - { - "id": "Fore-and-Aft Rudder (Fishing Skiff)", - "name": "Gouvernail supplémentaire à l'avant (Petit bateau de pêche)", - "description": "Pour une manoeuvrabilité maximale, un second gouvernail peut être ajouté à l'avant du bateau. Cela réduit le score de mouvement du bateau de 1, mais si utilisé par un membre d'équipage formé aux deux gouvernails, tous les Tests de Maniement de Bateau reçoivent un bonus de +20%.
" - }, - { - "id": "Fore-and-Aft Rudder (Large Barge)", - "name": "Gouvernail supplémentaire à l'avant (Grande Barge)", - "description": "Pour une manoeuvrabilité maximale, un second gouvernail peut être ajouté à l'avant du bateau. Cela réduit le score de mouvement du bateau de 1, mais si utilisé par un membre d'équipage formé aux deux gouvernails, tous les Tests de Maniement de Bateau reçoivent un bonus de +20%.
" - }, - { - "id": "Fore-and-Aft Rudder (Row Boat)", - "name": "Gouvernail supplémentaire à l'avant (Barque)", - "description": "Pour une manoeuvrabilité maximale, un second gouvernail peut être ajouté à l'avant du bateau. Cela réduit le score de mouvement du bateau de 1, mais si utilisé par un membre d'équipage formé aux deux gouvernails, tous les Tests de Maniement de Bateau reçoivent un bonus de +20%.
" - }, - { - "id": "Fore-and-Aft Rudder (Typical Barge or Patrol Boat)", - "name": "Gouvernail supplémentaire à l'avant (Barge standard ou Bateau de Patrouille)", - "description": "Pour une manoeuvrabilité maximale, un second gouvernail peut être ajouté à l'avant du bateau. Cela réduit le score de mouvement du bateau de 1, mais si utilisé par un membre d'équipage formé aux deux gouvernails, tous les Tests de Maniement de Bateau reçoivent un bonus de +20%.
" - }, - { - "id": "Gesundheit", - "name": "Gesundheit", - "description": "Gesundheit, signifie communément ‘Bonne Santé’ en Reikspiel, et un nom si simple me laisse penser que cette plante est connue depuis très longtemps. Les Elfes l'appellent Leoleghas, et en Bretonnie elle est connue comme la Feuille de Blessure. Dans le Moot, nous l'appelons ‘Soigne Tout’.
\nC'est une herbe très simple à utiliser : il suffit de frotter les feuilles pour qu'elles libèrent leur sève, et de créer un cataplasme. Certains l'accompagnent avec d'autres herbes curatives selon la nature de la blessure ou la source de l'infection, mais je n'ai jamais trouvé cela nécessaire.
" - }, - { - "id": "Gift of the Beast", - "name": "Don de la Bête", - "description": "Vous appelez les Faveurs de Tzeentch and vous recevez une Mutation temporaire: consultez la Table @Table[giftofthebeast].
" - }, - { - "id": "Grapeshot (Cannon)", - "name": "Grapeshot (Cannon)", - "description": "" - }, - { - "id": "Graveroot", - "name": "Graveroot", - "description": "Also known as Grabwort, Dead Man’s Finger, Ghostbane and Morr’s Root, Graveroot is attracted to shady, sheltered locations with slightly damp soil. It flourishes especially in graveyards, which, together with its well-known magical properties, has led some people to theorise that it somehow feeds on the magical energies of the bodies buried beneath it. The root, when dried and grated, may be used in a number of preparations and magical spells concerning the Undead, and it actually seems to affect them as poison would affect a living creature. An infusion of the root seems to have no particular effect on a living patient, except to cause vomiting at higher concentrations. Less well known is the fact that a hot poultice made from both the leaves and root of this plant speeds the healing of infected wounds caused by undead creatures.
" - }, - { - "id": "Gun Ports (Large)", - "name": "Gun Ports (Large)", - "description": "Cut into a boat’s @Item[Raised Gunwales (Large Barge)] or the walls of a superstructure, gun ports are closable hatches that allow a missile weapon to be fired from behind cover. Large gun ports can accommodate cannon, ballistae, and other crew-served weapons, while small gun ports are intended for single-user guns, bows, and crossbows.
\nOpening or closing a gun port counts as a single action.
" - }, - { - "id": "Gun Ports (Small)", - "name": "Gun Ports (Small)", - "description": "Cut into a boat’s @Item[Raised Gunwales (Fishing Skiff)] or the walls of a superstructure, gun ports are closable hatches that allow a missile weapon to be fired from behind cover. Large gun ports can accommodate cannon, ballistae, and other crew-served weapons, while small gun ports are intended for single-user guns, bows, and crossbows.
\nOpening or closing a gun port counts as a single action.
" - }, - { - "id": "Hallucinogen", - "name": "Hallucinogen", - "description": "The creature exudes a hallucinogenic musk. Victims within 2 yards (more, at the GM’s discretion, if the victim is downwind) must pass an Average (+20) Willpower Test or succumb, gaining one @Condition[Stunned] Condition for each level of failure.
" - }, - { - "id": "Hull", - "name": "Hull", - "description": "The boat is holed and begins to ship water. It sinks in a number of minutes equal to the boat’s Toughness (see @JournalEntry[Boat Damage]{Holed}). The water may ruin the cargo, if any.
" - }, - { - "id": "Initiate of the Mysteries", - "name": "Initié des Mystères", - "description": "@JournalEntry[Warrior of Tzeentch]{Guerrier de Tzeentch}
" - }, - { - "id": "Invisible", - "name": "Invisible", - "description": "A Character with the @Compendium[wfrp4e-core.items.OEjUvJKi0xmBwbS2]{Second Sight} Talent can see the ghost as a faint, smoke-like swirl in the air, and may attack with no penalties to hit. Attacks by other Characters suffer a -40 penalty to hit, reduced to -30 if a Character with Second Sight is directing the attacks.
" - }, - { - "id": "Juck", - "name": "Juck", - "description": "Also known as Nettlesap, Klosaft, Itching Weed and by several other names with the same meaning, this plant is well-known to children who live in rural areas, and use it for all kinds of practical jokes. Growing in woodlands and flowering before the trees put on enough leaf to block sunlight from the forest floor, the sap of this plant can also be used to help restore feeling to the skin in cases of numbness caused by cold or injury. On one occasion, I used it in a concentrated form — boiled until it reached the consistency of hot custard — as a treatment for frostbite, and was able to restore feeling to a foot which otherwise might have had to be amputated. Because of the itching it causes, you may sometimes need to administer a mild sedative to the patient, especially if you use Juck repeatedly, or over a large area such as an entire leg.
" - }, - { - "id": "Lice", - "name": "Poux", - "description": "Bien qu’il s’agisse d’un problème très courant et relativement bénin dans le Vieux Monde, les infestations de poux peuvent être très perturbantes. Ces petits insectes, qui vivent dans et autour des cheveux, provoquent des démangeaisons et des irritations de la peau au niveau de la tête et du haut du ou. Si les mêmes vêtements sont portés pendant plusieurs semaines, les poux de corps peuvent également devenir problématiques. Parmi les traitements efficaces, on trouve l’utilisation d’un peigne très fin pour enlever les poux et leurs lentes, le rasage de la tête ou encore l’utilisation d’un savon de soude caustique très rugueux.
", - "durationValue": "jusqu'au traitement", - "contraction": "sur un échec à un Test de Résistance Accessible (+20) après un contact rapproché avec une personne infectée.", - "incubationValue": "1d10+5", - "incubationUnit": "heures", - "symptoms": "démangeaisons fréquentes, honte." - }, - { - "id": "Luxury Cabin", - "name": "Cabines de Luxe", - "description": "Les nantis de l’Empire aiment voyager confortablement, et les cabines que l’on peut trouver sur le bateau d’un noble sont très différentes de celles d’un navire de commerce ou d’un navire à passagers. Pour le prix indiqué ci-dessus et à condition de disposer d’un espace équivalent à celui occupé par deux cabines ordinaires, vous pourrez naviguer sur les rivières de l’Empire confortablement et avec classe. À la discrétion du MJ, tous les Tests de Sociabilité réalisés par le propriétaire d’une cabine de luxe bénéficient d’un bonus de +10, à condition qu’ils soient réalisés à l’intérieur de la cabine en question.
" - }, - { - "id": "Mage-Leaf", - "name": "Feuille de Mage", - "description": "Au départ, je n’étais pas sûre de traiter de cette herbe, étant donné qu’elle n’a propriété médicinale. Cependant, ses effets magiques sont assez connus pour que je mentionne ses différents noms à travers les régions, cela évitera à mes lecteurs de croire qu’il existe plusieurs plantes avec les mêmes propriétés. Les elfes l’appellent daionillyseiwyn, ce qui, si j’en crois mes recherches, veut dire « la bonne plante ». En Norsca, elle s’appelle troldblat, en Bretonnie la feuille sorcière, en Tilée folimaggi (une version abâtardie de l’appellation classique folia magii) et enfin, draodill en Albion, ce qu’on pourrait traduire par « La feuille des Druides ».
", - "gmdescription": "Emplacement: Collines
Saison: Printemps
Préparations: Cru
La feuille de mage se mange fraîche, et garde ses pouvoirs pendant une semaine après sa récolte. Comme son nom le suggère, elle est utilisée exclusivement par les lanceurs de sorts. Une dose donne au lanceur un bonus de +10 à son prochain Test d’Incantation, mais pour chaque nouvelle dose prise, il faut lancer [[/r 1d10]]. Si le résultat est inférieur ou égal au nombre de doses déjà prises ce jour-là, la plante ne fait pas effet.
" - }, - { - "id": "Magical", - "name": "Magical", - "description": "For a price, some Wizards will enchant a boat so that a wind blows constantly into its sails, or the water moves constantly under its hull, increasing its M score by up to 3 points and/or making it immune to weather and other factors that normally impede a boat’s Movement. These enchantments are normally temporary and always fantastically expensive, and it is left up to you to decide whether or not the Characters can have access to them at any time.
\nOn very rare occasions, normally tied to the main plot of an adventure, a group of Characters might be loaned a magical boat by an Elf or Dwarf ruler, or perhaps by the head of one of the Colleges of Magic — but they will never be sold or given one outright.
\nThat said, though, it can be fun for Players to experiment with spells and see how they can use them to improve their vessel’s performance, sturdiness, and other features, and this should be encouraged, especially between adventures. Success can bring some small temporary benefits, and failure should be entertaining as well as frustrating.
" - }, - { - "id": "Mortar", - "name": "Mortar", - "description": "A mortar is the blackpowder equivalent of a catapult, firing a heavy ball or a bomb in a high arc. On the battlefield, they are used mainly in sieges, throwing explosives over castle walls to wreak damage in the courtyard. They are rarely seen on boats, except those employed as floating siege batteries by the navies of the Old World’s wealthier nations. As with cannon, possession of a mortar is sufficient to arouse deep suspicions on the part of the authorities.
\nLike @Item[Catapult]{medium catapults}, mortars require 3 actions to move them, making them awkward to aim precisely.
" - }, - { - "id": "Musket Rests", - "name": "Musket Rests", - "description": "Forked poles set up along a boat’s rail support the barrel of a blackpowder longarm, such as a blunderbuss, a Hochland long rifle, a repeater handgun, or a volley gun. This makes the weapon easier to aim (+10 to hit) but requires an action to place the weapon in the rest after reloading.
\n\n" - }, - { - "id": "Oars", - "name": "Oars", - "description": "Foundry Note: In the book these are classified as Weapons, but since they do not act as weapons themselves, they are classified here as Superstructure
\n
The oars are splintered, and rowers take one hit for +5 Damage from flying splinters. Until the oars are replaced, the boat can only drift. Optionally, an oar Critical Hit only destroys one oar, according to the direction from which the attack came. Given a couple of turns to improvise a mount — a Difficult (–10) Trade (Boatbuilding or Carpentry) Test — the surviving oar can be fixed to the rear of the boat and used to stern-scull at half the normal speed. Steering while stern-sculling requires a successful Challenging (+0) Boat Handling Test.
" - }, - { - "id": "Potion of Flight", - "name": "Potion of Flight", - "description": "When drunk, this potion affects the drinker as a @Compendium[wfrp4e-core.items.9wmmln3DunIqGXM2]{Flight} Spell. The effect lasts for 20 Rounds, minus the drinker’s Toughness bonus.
" - }, - { - "id": "Racing Hull", - "name": "Racing Hull", - "description": "Wealthy nobles are addicted to contests and wagering, as everyone knows. In an effort to outdo their fellows, some wealthy boat.isOwners have sunk immense sums into research and craftsmanship, in search of the perfect hull shape for speed. A racing hull is as smooth as glass and cunningly shaped to reduce drag to a bare minimum, allowing the boat to travel at up to twice its normal Movement rate.
\nA boat with a racing hull is tricky to control, though, and requires a Difficult (−10) Boat Handling Test every hour. On a Marginal (−1 SL) or Normal Failure, Movement cannot exceed the normal rate; on an Impressive Failure (−4 SL), Movement is half normal; and on an Astounding Failure (−6 SL or less), the hull is damaged and the boat cannot exceed half normal Movement until it is repaired at a cost equal to half the cost of the hull, as above.
\nNormal repairs to a racing hull cost twice the @JournalEntry[Repairing Boats]{normal rate given}, and require finer craftsmanship: all relevant Tests are one step more difficult than usual.
\n\n" - }, - { - "id": "Racing Rig (Fishing Skiff)", - "name": "Racing Rig (Fishing Skiff)", - "description": "Foundry Note: Encumbrance and Price reflects 10 ft. of length. Modify this item according to the ship it's being applied to.
\n
As well as developing racing hulls (see above), the wealthy boat.isOwners of the Empire — or rather, the talented boat-builders in their employ — have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%
\nA racing rig includes a @Item[Flying Jib (Fishing Skiff)]{flying jib}, and the advantages of the two do not stack.
\nThis speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of −10 to all Boat Handling Tests. In addition, all hits to the rigging cause double normal Damage.
" - }, - { - "id": "Racing Rig (Large Barge)", - "name": "Racing Rig (Large Barge)", - "description": "As well as developing racing hulls (see above), the wealthy boat.isOwners of the Empire — or rather, the talented boat-builders in their employ — have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%
\nA racing rig includes a @Item[Flying Jib (Large Barge)]{flying jib}, and the advantages of the two do not stack.
\nThis speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of −10 to all Boat Handling Tests. In addition, all hits to the rigging cause double normal Damage.
" - }, - { - "id": "Racing Rig (Row Boat)", - "name": "Racing Rig (Row Boat)", - "description": "As well as developing racing hulls (see above), the wealthy boat.isOwners of the Empire — or rather, the talented boat-builders in their employ — have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%
\nA racing rig includes a @Item[Flying Jib (Row Boat)]{flying jib}, and the advantages of the two do not stack.
\nThis speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of −10 to all Boat Handling Tests. In addition, all hits to the rigging cause double normal Damage.
" - }, - { - "id": "Racing Rig (Typical Barge or Patrol Boat)", - "name": "Racing Rig (Typical Barge or Patrol Boat)", - "description": "As well as developing racing hulls (see above), the wealthy boat.isOwners of the Empire — or rather, the talented boat-builders in their employ — have developed a system of sails and rigging designed for speed, at the expense of some sturdiness. A racing rig allows a boat an extra +10% Movement over the amount given in the @Table[wind]{wind table}, but only in a tailwind or a sidewind. In a headwind, the Movement penalty is reduced by -5%
\nA racing rig includes a @Item[Flying Jib (Typical Barge or Patrol Boat)]{flying jib}, and the advantages of the two do not stack.
\nThis speed comes at a cost, though. The complex racing rig requires an expert crew, imposing a penalty of −10 to all Boat Handling Tests. In addition, all hits to the rigging cause double normal Damage.
" - }, - { - "id": "Raised Gunwales (Fishing Skiff)", - "name": "Raised Gunwales (Fishing Skiff)", - "description": "The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @JournalEntry[Combat Difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.
" - }, - { - "id": "Raised Gunwales (Large Barge)", - "name": "Raised Gunwales (Large Barge)", - "description": "The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @JournalEntry[Combat Difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.
" - }, - { - "id": "Raised Gunwales (Row Boat)", - "name": "Raised Gunwales (Row Boat)", - "description": "The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @JournalEntry[Combat Difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.
" - }, - { - "id": "Raised Gunwales (Typical Barge or Patrol Boat)", - "name": "Raised Gunwales (Typical Barge or Patrol Boat)", - "description": "The hull extends upward to about waist height on a Human character. As well as blocking high waves from washing onto the deck and potentially swamping the boat, gunwales offer @JournalEntry[Combat Difficulty]{medium cover} to anyone crouching on the deck; ranged attacks against them are Hard.
" - }, - { - "id": "Ram (Large River Boat)", - "name": "Ram (Large River Boat)", - "description": "A metal ram can be fitted to the front of a boat, ensuring that in any head-on collision, the other vessel takes all the damage. It also gives the boat 5 AP at the front. Possession of a ram is taken by the River Patrol and other authorities as evidence of the crew’s intent to ram and sink other vessels, and anyone with a ram on their boat had better be able to produce a letter of authorization from a local noble or some other power unless they want to be taken for pirates.
" - }, - { - "id": "Ram (Medium River Boat)", - "name": "Ram (Medium River Boat)", - "description": "A metal ram can be fitted to the front of a boat, ensuring that in any head-on collision, the other vessel takes all the damage. It also gives the boat 5 AP at the front. Possession of a ram is taken by the River Patrol and other authorities as evidence of the crew’s intent to ram and sink other vessels, and anyone with a ram on their boat had better be able to produce a letter of authorization from a local noble or some other power unless they want to be taken for pirates.
" - }, - { - "id": "Ram (Small River Boat)", - "name": "Ram (Small River Boat)", - "description": "A metal ram can be fitted to the front of a boat, ensuring that in any head-on collision, the other vessel takes all the damage. It also gives the boat 5 AP at the front. Possession of a ram is taken by the River Patrol and other authorities as evidence of the crew’s intent to ram and sink other vessels, and anyone with a ram on their boat had better be able to produce a letter of authorization from a local noble or some other power unless they want to be taken for pirates.
" - }, - { - "id": "Reikworms", - "name": "Reikworms", - "description": "Any body of water can carry the Reikworm, and different healers have all kinds of bizarre methods that supposedly keep them at bay, including swirling water around the mouth six times before swallowing it (a common superstition in Ostermark), or never drinking untested water when Morrsleib is visible (Nordland).
\nWhen the tiny larva of the Reikworm enters the body, it burrows deep into the guts of its host, where it feeds and grows. Soon, the host’s immune system is diminished, decreasing resistance to other diseases.
\nAfter three months, the worm has grown to four feet in length and is ready to start the next phase of its life cycle. The first visible sign of the parasite is a massive blister that forms on the surface of the skin. After a week, the blister bursts, causing an intense burning pain. Commonly, sufferers plunge their hot wounds into cooling water for relief. If this happens, the mature Reikworm emerges and spits forth a new batch of young as a sickly yellowish fluid, which soon disperse in the water, ready to infect new hosts. After this, the worm dies.
\nFor every full 30 days of infection, the Character suffers a –5 penalty to all Endurance Tests to resist disease. This penalty is reduced by 1 point per day after the worm dies.
\nTo determine where the worm surfaces, roll for @Table[hitloc]{Hit Location} as in normal combat. When the blister forms, the patient suffers a –5% penalty to all Agility Tests due to the constant irritation; further, if the blister is in a visible location, the Character also suffers a –10 penalty to Fellowship Tests.
\nOn the seventh day after the blister appears, the sufferer must make an Endurance Test every hour. On the first failure — or on the last hour of the day if all Tests are passed — the blister bursts wetly, inflicting 1 Wound and causing one @Condition[Stunned] Condition owing to the almost unbearable burning sensation that results. This persists until the wound receives medical attention but may be allayed temporarily if the site of the blister is immersed in water.
\nThere is no known treatment for infestation with Reikworms, other than to let the cycle run its course. Some physicians have tried to cut it out of a patient once the blister forms and the parasite’s location becomes apparent, but this approach usually does more harm than good, and the patient takes longer to recover from it.
" - }, - { - "id": "Rigging", - "name": "Rigging", - "description": "The sail is brought down, dragging ropes and tackle with it. All personnel on deck must make an Initiative Test or suffer one hit for +5 Damage and gain one @Condition[Entangled] Condition. Until the rigging is repaired, the boat can only drift.
" - }, - { - "id": "Ring of Protection against Undead", - "name": "Ring of Protection against Undead", - "description": "The wearer of the Ring of Protection against Undead takes half normal damage from all attacks by enemies with the @Compendium[wfrp4e-core.items.PFTD9gDvRWW9uh5g]{Undead} Creature Trait that do not also have the @Compendium[wfrp4e-core.items.tNWrJUOArwfWXsPw]{Ethereal} Creature Trait, and gains a bonus of + 10 to all tests for all spells, Skills, and Traits pertaining to such creatures.
" - }, - { - "id": "Ring of Protection from Fire", - "name": "Ring of Protection from Fire", - "description": "" - }, - { - "id": "Rotgut", - "name": "Rotgut", - "description": null - }, - { - "id": "Rotting Flesh", - "name": "Rotting Flesh", - "description": "Anyone viewing a guard’s uncovered face or body must make a Fear Test or be rooted to the spot. In addition, they all stink of decay and uncleanliness: the stench requires anyone within 2 yds to make a successful Challenging (+0) Endurance Test, or fight with a penalty of -10 to WS.
" - }, - { - "id": "Schlafenkraut", - "name": "Schlafenkraut", - "description": "Known in the Moot as Dreamleaf, in Tilea as Dormifolio, and to the Elves as Paraudiel, this plant grows in open grasslands, and is especially prolific when the last snows of winter are melting. It also grows well in open marshy areas and beside streams whose banks are not too high. It is a very good sedative and sleeping-draught, and may combine with other preparations, with no fear of ill effects. The dried leaves are steeped in water which has boiled and been left to stand for a minute or so — if the water is boiling when the leaves are put in, they will scald and the resulting infusion will be unpleasantly bitter as well as less effective. The leaves can also be added to tea or mulled wine; a little honey will soften any sharpness that it adds to their flavour.
" - }, - { - "id": "Sign of the Beast", - "name": "Sign of the Beast", - "description": "Your face shifts subtly, displaying the mark of Tzeentch and the signs of bestial nature; Beastmen of Tzeentch know you as a friend and ally. Gain +20 to all Fellowship Tests when dealing with such creatures. Any followers or creatures of Khorne or Slaanesh suffer @Compendium[wfrp4e-core.items.0VpT5yubw4UL7j6f]{Animosity} toward you, while those of Nurgle regard you with @Compendium[wfrp4e-core.items.aE3pyW20Orvdjzj0]{Hatred}.
" - }, - { - "id": "Slave to Chaos", - "name": "Slave to Chaos", - "description": "You send your consciousness into another living creature, which can attempt a Willpower Test to resist your intrusion. On a failed Test, you take control of the subject’s actions for the duration of the spell. If you command the subject to act in a suicidal way, the target receives another Willpower Test to break the effect. While in possession of another body, your own body lies in a deep sleep. When the spell ends, the subject must make a Challenging (–10%) Willpower Test or gain one mutation from the Tzeentch column of the @Table[expandedmutatephys]
" - }, - { - "id": "Slowmind", - "name": "Slowmind", - "description": "I know that there are those who regard this plant as nothing more than a poison, but I have found it useful in extreme cases of nervous hysteria where the patient must be kept still to avoid self-inflicted injuries, and also in cases where the pain of a wound or infection makes it impossible for the patient to fall into a healing sleep. Provided the dosage is strictly controlled and the patient’s temperature and breathing are constantly watched, I believe there is no significant risk. The root of this plant, which grows in marshy areas and is often found together with water-lilies, is first soaked in salt water for three days and nights to leach out any impurities, then dried on a pan in front of the fire for two days, or until it sounds woody when tapped with a fork. Then, it is finely grated — mixed with a little nutmeg if available — tied in a cloth bag and hung in the chimney to smoke for two weeks. The powder is then boiled for two days in water with a little vinegar, strained and added in small quantities to a sweet tea or mulled wine.
" - }, - { - "id": "Smoothing", - "name": "Smoothing", - "description": "Less radical than a racing hull is the process of smoothing a boat’s hull with sand and abrasive rocks, to remove any irregularities that might cause unnecessary drag. Initial smoothing of a hull takes at least a week at a boatyard and gives the boat M +1.
\n@JournalEntry[Repairing Boats]{Repairing} a smoothed hull costs 50% more than normal; cheaper repairs lose all the benefits of the smoothing.
\n\n" - }, - { - "id": "Speckled Rustwort", - "name": "Speckled Rustwort", - "description": "Foundry Note: Encumbrance and Price reflects 10 ft. of length. Modify this item according to the ship it's being applied to.
\n
This herb is unusual among those used to treat poxes, in that it must be eaten; most are applied to the rash in a salve or poultice. Many have tried to do the same with Speckled Restwort, but it has no effect at all when applied externally.
\nSome find the taste of the leaves bitter, and it is permissible to add a spoonful of honey to a dose, especially in the case of children. Avoid overdosing, though, as it can lead to constipation.
" - }, - { - "id": "Spellwort", - "name": "Spellwort", - "description": "Spellwort is the name by which this plant is known in the Moot. Other names include Unzauber, Wizard’s Bane, Feuille Contraire and Witch-Hunter’s Friend. It is similar in appearance to Mage-Leaf, and someone without the proper herbal training may easily mistake the two. Made into a tea, the dried leaves can help a patient resist any kind of ailment that comes from a magical cause. It is as well to store dried Spellwort away from ingredients such as @Item[Graveroot]{Graveroot} and @Item[Mage-Leaf]{Mage-Leaf}, since I have found that their magical properties are sometimes diminished by sitting too close to Spellwort for a time.
" - }, - { - "id": "Spiderleaf", - "name": "Spiderleaf", - "description": "This herb gets its name from the shape and arrangement of its long, narrow leaves, which look as though a spider has been impaled on the main stem with its legs in the air. All across the Old World, it is known by the same name in the local language. There are even some healers — mostly Human — in remote areas who wrap the leaves in cobwebs before applying them to a wound, thinking that some magical sympathy between the spider-shaped plant and the webs of an actual spider will make the treatment more effective. It does not seem to do so.
" - }, - { - "id": "Spoons", - "name": "Spoons", - "description": "Standard oars have long, narrow blades, which are good for most purposes. Spoons, as their name suggests, have a shorter, wider, curved blade that can exert more pressure on the water — but they require strength to operate properly. When using spoons, a rower may make a Strength Test when speed is required, and if successful may add his or her Strength Bonus in yards to the boat’s Movement for that round.
" - }, - { - "id": "Steam", - "name": "Steam", - "description": "The Dwarf Engineers’ Guild and the Imperial Engineers’ School have both been developing steam engines, and one could be adapted to drive a boat. Of course, a steam engine is large and heavy, and will take up a considerable amount of space that could otherwise be devoted to cargo and/or passengers: about half of a boat’s carrying capacity seems about right. This includes storage for enough coal to keep the boat running for a week, or enough wood to keep it running for two days.
\nA boat powered by a steam engine can maintain its standard Movement rate for as long as the fuel holds out, regardless of wind direction. It requires tending by a qualified engineer, with Trade (Engineer) Tests made in place of Boat Handling Tests. Steam engines can be unreliable, though, and despite their size and bulk their mechanisms are easily upset. Whenever a double is rolled on a failed Trade (Engineer) Test, or the result is an Astounding Failure, or the boat takes a Critical Hull Hit, roll on the @Table[steam-engine] table
" - }, - { - "id": "Steering", - "name": "Steering", - "description": "The rudder is splintered, and the helmsman takes one hit for +5 Damage from flying splinters. Until the rudder is repaired, all Tests to steer the boat are Very Hard (–30).
" - }, - { - "id": "Stripped (Fishing Skiff)", - "name": "Stripped (Fishing Skiff)", - "description": "A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.
" - }, - { - "id": "Stripped (Large Barge)", - "name": "Stripped (Large Barge)", - "description": "A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.
" - }, - { - "id": "Stripped (Row Boat)", - "name": "Stripped (Row Boat)", - "description": "A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.
" - }, - { - "id": "Stripped (Typical Barge or Patrol Boat)", - "name": "Stripped (Typical Barge or Patrol Boat)", - "description": "A boat can be stripped of all cabins and superstructures, either to lighten it or to maximize cargo space. Stripping a standard boat costs the indicated amount; building a stripped boat costs 75% of the normal price. Weight is reduced as shown above, and cargo space is increased by 75% over the normal capacity.
" - }, - { - "id": "Subvert Strength", - "name": "Subvert Strength", - "description": "Your hand glows with queer blue spots. The next non-magical, inanimate object you touch loses its hardness, becoming soft and malleable. Steel bends; glass folds; rock becomes putty. If you cast this spell on a weapon, it bends or even breaks if used in combat. Armour affected by this spell ceases to offer protection, losing all armour points in the affected location (and if it takes a hit, armour there is destroyed). You may only affect an object of up to two cubic yards. You can shape this material as you like, though the GM may require an appropriate Trade Test.
" - }, - { - "id": "Superstructure", - "name": "Superstructure", - "description": "The cabin, if any, is hit, and all characters inside must make an Initiative Test or take one hit for +5 Damage from flying splinters. The boat is not affected otherwise.
" - }, - { - "id": "Swivel Gun", - "name": "Swivel Gun", - "description": "A swivel gun is similar to a blunderbuss, but larger. Because of its weight, it is normally mounted on a swivel or tripod, although some Ogre mercenaries have been known to use them hand-held.
" - }, - { - "id": "Tarrabeth", - "name": "Tarrabeth", - "description": "Tarrabeth is an elven name, and the herb is found mostly in the deep forests where the Wood Elves live. There are few other names for the herb, although I have heard it called Emperor’s Wort in some cities, often by Humans who came by the herb dishonestly and use a Human name in order to avoid the wrath of the authorities. For the best effect, the leaves should be boiled until they completely disintegrate; the mixture is then strained, boiled down to the consistency of melted cheese, and left to cool.
" - }, - { - "id": "The Gripe", - "name": "The Gripe", - "description": "The patient is seized by the sharp abdominal pains that give the disease its name. They strike without pattern or warning, and may be accompanied by Fever, Flux, and Vomiting.
\nAlmost every herbalist and rural crone in the Empire claims to have an infallible cure; they all take the form of a broth or tea, and while ingredients vary, none seems to be more effective than any other. The only real treatment for this disease is liquids to replace those lost, and time.
" - }, - { - "id": "Transformation of the Beast", - "name": "Transformation of the Beast", - "description": "You channel the power of Tzeentch, and your body transforms into that of a @Compendium[wfrp4e-core.bestiary.R37OtN5gmPWCYOP3]{Gor}. You gain the following temporary benefits:
\nCharacteristics: use your own characteristic or that of a Gor, whichever is better.
\nTraits: gain @Compendium[wfrp4e-core.items.VUJUZVN3VYhOaPjj]{Armour 1}, @Compendium[wfrp4e-core.items.fjd1u9VAgiYzhBRp]{Fury}, and @Compendium[wfrp4e-core.items.BqPZn6q3VHn9HUrW]{Horns +6}
\nSkills: gain Beast Tongue but lose the ability to speak intelligibly in any other language.
" - }, - { - "id": "Tremor", - "name": "Tremor", - "description": "Your foot transforms briefly into a great hoof wreathed in purple flame. The ground shakes as you stamp; all creatures within a radius equal to your Willpower Bonus in yards (except you) must make an Agility Test or fall down, gaining a @Condition[Prone] Condition.
" - }, - { - "id": "Trinkwort", - "name": "Trinkwort", - "description": "According to Halfling tradition, the knowledge of this plant was given to us by the goddess Esmeralda herself, after her first husband Bibogenitus brought the knowledge of brewing and winemaking to the Moot. We know it as Sober-root, and the Elves call it Corrylliamid. It is found in the deepest forest, often growing between the roots of the lornalim tree, or next to ancient oaks. The root is peeled and roasted in a slow oven until it is as soft as a well-cooked parsnip, and then eaten.
" - }, - { - "id": "Valerian", - "name": "Valerian", - "description": "Valerian is called Strong Tea in the Moot; this confuses some outside visitors, but any Halfling knows from the context of the conversation whether this or some other kind of tea is meant. The Elves call it Taillegas and the Bretonnians Thé de Médecin.
\nIt is important to air-dry the leaves in a cool, dry place. Before brewing, they should be inspected carefully for any trace of limp-rot, a fungus which is particularly attracted to these leaves. Even a slight infestation can make the tea ineffective; a serious amount can turn it poisonous.
" - }, - { - "id": "Vanera", - "name": "Vanera", - "description": "Some herbalists in the Empire and Tilea believe that the name of this plant comes from the Human goddess Verena. I don’t believe this myself, since it is also known by this name in Norsca and Kislev, where Ulric is far more commonly worshipped than Verena. It grows on the south side of chalk hills, where there is plenty of sun and not too much wind. The leaves are picked, cleaned, soaked in salt water for two weeks, and then boiled and served like spinach. A little butter and black pepper helps their flavour enormously. I personally don’t use it for convalescents, because the headache that occurs when the herb wears off can often undo any good that the patient received from the herb’s stimulant effect. However, I will prescribe it for those on watch, or required to search all night for missing travellers, or anyone else who needs to stay awake when they should be asleep, and who doesn’t mind paying the price later.
" - }, - { - "id": "Vigwort", - "name": "Vigwort", - "description": "Aussi connue sous le nome de Fidget, Jumpweed, et Folia Vitae, cette plante poursse dans les zones ensoleillées, surtout dans les jachères après des pâturages. La racine est séchée, rapée, et laissée marinée dans du vinaigre dilué pendant 10 jours. La mixtures est alors bouillie, filtrée et laissée à reposer dans une pièce froide et sombre pendant 4 autres jours. Adoucie avec du miel et ajoutée à du thé ou du vin chaud, cette préparation permet de soulager temporairement les maux de têtes, somnolence ou léthargie. Elle doit cependant être utilisée que pour des résultats à courts-termes, car lorsque les effets prennent fin, le patient peut se retrouver dans un état pire qu'avant.
" - }, - { - "id": "Volley Gun", - "name": "Volley Gun", - "description": "The volley gun looks similar to a repeating handgun, but all the barrels are set to fire at once. There are normally seven barrels: one in the middle, with six more clustered around it in a hexagonal shape. While deadly to those in front of it, a volley gun can also be dangerous to an inexperienced user. Every time it is fired, the user must make an Average (+20) Endurance Test, suffering 1 Wound for each level of Failure as the weapon kicks violently against the shoulder. On an Astounding Failure, the user takes a Critical Hit to the shoulder: use the @Table[critarm]{Arm Critical Wound Table}, adjusting details as necessary to reflect a shoulder hit.
" - }, - { - "id": "Wand of Jet", - "name": "Baguette de Jet", - "description": "" - }, - { - "id": "Wand of Onyx", - "name": "Baguette d'Onyx", - "description": "Cette baguette polie de minéral noir agit comme une réserve de pouvoir. Une fois par jour, le porteur de la baguette, lorsqu'il incante un sort de 5NI ou moins, peut considérer que le sort a été Incanté avec un réussite critiqueavec @JournalEntry[Magic Rules]{Puissance Totale}. Lancez [[/r 1d100]]. Si le résultat est moins que NI du sort, la baguette se brise et est détruite, blessant les personnages dans un rayon de 2 mètres de [[/r 1d10]] Blessures.
" - }, - { - "id": "Warrior of Tzeentch", - "name": "Guerrier de Tzeentch", - "description": "@JournalEntry[Warrior of Tzeentch]{Guerrier de Tzeentch}
" - }, - { - "id": "Water Brakes (Fishing Skiff)", - "name": "Frein Aquatique (Bateau de Pêche)", - "description": "Cet appareil consist en deux larges volets en bois qui peuvent être dépliées depuis les flancs du navire. En remontant le courant, ouvrir les freins réduit le Mouvement de 1 ou 2 points, selon leur degré d'ouverture partiel ou total. En descendant le courant, les volets amplifient la prise au courant et augmente le Mouvement de manière identique.
" - }, - { - "id": "Water Brakes (Large Barge)", - "name": "Frein Aquatique (Grande Barge)", - "description": "Cet appareil consist en deux larges volets en bois qui peuvent être dépliées depuis les flancs du navire. En remontant le courant, ouvrir les freins réduit le Mouvement de 1 ou 2 points, selon leur degré d'ouverture partiel ou total. En descendant le courant, les volets amplifient la prise au courant et augmente le Mouvement de manière identique.
" - }, - { - "id": "Water Brakes (Row Boat)", - "name": "Frein Aquatique (Barque)", - "description": "Cet appareil consist en deux larges volets en bois qui peuvent être dépliées depuis les flancs du navire. En remontant le courant, ouvrir les freins réduit le Mouvement de 1 ou 2 points, selon leur degré d'ouverture partiel ou total. En descendant le courant, les volets amplifient la prise au courant et augmente le Mouvement de manière identique.
" - }, - { - "id": "Water Brakes (Typical Barge or Patrol Boat)", - "name": "Frein Aquatique (Barge typique ou Navire de Patrouille)", - "description": "Cet appareil consist en deux larges volets en bois qui peuvent être dépliées depuis les flancs du navire. En remontant le courant, ouvrir les freins réduit le Mouvement de 1 ou 2 points, selon leur degré d'ouverture partiel ou total. En descendant le courant, les volets amplifient la prise au courant et augmente le Mouvement de manière identique.
" - }, - { - "id": "Wilful Corruption", - "name": "Corruption Volontaire", - "description": "Les Favoris de Tzeentch sont des maîtres de Magie, et gagnent ainsi un contrôle limité sur les terribles cadeaux que leur Seigneur leur octroie. Lorsque vous gagnez une muttion, vous jetez deux fois les dés et vous choisissez le résultat qui a votre préférence.
" - }, - { - "id": "Zone of Sanctuary", - "name": "Zone de Sanctuaire", - "description": "Vous appelez la grâce divine de Sigmar pour juger les corrompus afin de les bannir hors de votre vue. Les personnages dans l'aire d'effet du Miracle gagnent un bonus de +20 pour résister à la Peur et à la Terreur. Aucune créature mort-vivante ou Démoniaque ne peut entrer dans cette zone ou ne peut attaquer quelqu'un dans la zone. Ces créatures dans la portée du Miracle lorsqu'il est incanté doivent quitter la zone. Ce Miracle est centré sur le Personnage qui l'a invoqué, qui ne peut rien faire aucune autre action que déclamer des litanies contres la corruption pendant la durée du Miracle.
" - } - ] -} \ No newline at end of file diff --git a/compendium/wfrp4e-eis.actors.json b/compendium/wfrp4e-eis.actors.json new file mode 100644 index 0000000..0c30867 --- /dev/null +++ b/compendium/wfrp4e-eis.actors.json @@ -0,0 +1,623 @@ +{ + "label": "Acteurs (Ennemi dans l'Ombre)", + "mapping": { + "description": "system.details.biography.value", + "items": { + "path": "items", + "converter": "bestiary_traits" + }, + "characteristics": { + "path": "system.characteristics", + "converter": "npc_characteristics" + } + }, + "entries": { + "'Crusher' Braugen": { + "name": "'Crusher' Braugen", + "description": "" + }, + "'Granny' Haller": { + "name": "'Granny' Haller", + "description": "" + }, + "Adolphus Kuftsos": { + "name": "Adolphus Kuftsos", + "description": "" + }, + "Albert Pförtner": { + "name": "Albert Pförtner", + "description": "" + }, + "Aleanora ‘Al’ Shortbottom": { + "name": "Aleanora ‘Al’ Shortbottom", + "description": "" + }, + "Alette Zimmermann": { + "name": "Alette Zimmermann", + "description": "" + }, + "Amadeus von Drakensberg": { + "name": "Amadeus von Drakensberg", + "description": "" + }, + "Amoeba": { + "name": "Amoeba", + "description": "Amoebae are formless masses of jelly-like slime. Commonly called ‘jellies’ or ‘blobs’, Amoebae are normally found in the sewers, swamplands, and riverlands of the Old World, feeding on anything organic they encounter, be it flora or fauna. They are drawn to body heat and disturbances in the water when hunting, and can send out tentacle-like pseudopods to drag opponents into their bodies for digestion.
They are completely mindless, simply following their instincts wherever that leads them.
Organic material is digested once absorbed into an Amoeba’s body. Tough to digest material, such as bone and cartilage, can float inside their bodies for days, and sometimes weeks, betraying any recent victims. Amoebae cannot digest metals or minerals, which pass through their bodies unaffected.
It is recommended to use the supplied Characteristics for any Amoeba encountered in the sewers to ensure it’s not a particularly dangerous opponent. If you feel the party could do with facing a greater threat, use some of the Optional Traits or the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits}.
@UUID[JournalEntry.IjGUv51IPhj79Wxt.JournalEntryPage.E8nLFVw3Mmc024dc]{The Boatman Inn}
The two nobles are accompanied by four bodyguards. Hulking brutes, each is over 6ft tall and heavily muscled. They rarely speak, content to lurk near their masters, ever-ready to intervene should anyone dare to talk to or even lay hands upon the pampered jewels of the Reikland’s nobility. If pressed to talk, their growling accents are typical of the lowest of low-lifes from @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb]{Altdorf ’s East End}.
@UUID[Actor.rYlDGJx20M72PydJ]{Bengt}, @UUID[Actor.r5NgPWpDHpjRkGQM]{Gurt}, and @UUID[Actor.BLrqbYcSiVvWnmws]{Willie}, the three thugs hired by Adolphus, do occasional work on the @UUID[JournalEntry.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck} wharves as labourers. They are not particularly bright or loyal, and each has a rough lowerclass Reiklander accent. If captured by the Characters, they can be persuaded to reveal @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus’s} plan with an Easy (+40) Intimidate or Bribery Test. If one of them is hurt during a fight, have Adolphus make a Challenging (+0) Leadership Test. If failed, all three thugs take a @Condition[Broken] Condition.
Blackie, @UUID[Actor.ND2uvL1HRLr0ggfw]{Gustav’s} pet crow, sits on a beam above the bar and can often be heard mimicking Gustav. The voice is spot on, but where Gustav is unstoppable, Blackie is incomprehensible: ‘Well, welcome, leaving so soon, how nice to see you, would you like a road to travel or have you just arrived? Oh! Of course, you have! Have a chicken to drink!’ Blackie can continue like this for a long time, and is almost as unrelenting as Gustav.
Horrors of Tzeentch are the gibbering, mutable scions of the Changer of Ways. Many-limbed monstrosities, their form seems to writhe and change as arms, legs, and tentacles burst forth, snaking through the air, seeking prey to drag into their gaping maws. Creatures of pure magic, the air around them crackles and warps with unholy arcane energies.
@UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horrors} revel in change and in magic. When summoned, they giggle and gambol their way through the world, frolicking and capering with glee. Their cheerfully antic disposition means they are often known as ‘Squealers’ or ‘Whirling Destroyers’. As creatures of raw Chaos, they are drawn to one another, amplifying one another’s power, and conjuring fearsome bolts of magical flame to wreak havoc on those foolish enough to draw close.
Should a @UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horror} receive a blow sufficient enough to destroy its material manifestation, it explosively splits into two Blue Horrors, rather than being banished to the Realms of Chaos. In stark contrast to their giggling pink precursor, Blue Horrors appear sullen and malicious, their faces distorted into grimaces and sneers. Instead of laughter, their eldritch throats spew grumbling, muttered curses.
If a group of nine, or a multiple of nine, creatures have the trait, then all the creatures pool their resources together and instead cast the Spell. Nine, of course, is Tzeentch’s sacred number.
The following Characteristics describe common farm animals of the Reikland. If you feel an animal is not enough of a challenge, or are presenting the same encounter for a second time, use the listed Optional Traits, or the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits}.
Although this is the first Chapter where the Characters definitely face the Watch, it’s possible a confrontation with Bögenhafen’s finest will happen earlier. Patrols in the town usually consist of a @UUID[Actor.opX8C6mLOuvFvV0B]{sergeant} leading three @UUID[Actor.nCzNGuS22drsDAIe]{watchmen} and a @UUID[Actor.4RZRWe2dSK8hA9OZ]{recruit}. By comparison, at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.HlvtyG6davRZ3Xlk]{Schaffenfest}, a patrol is usually a watchman leading three fresh recruits drafted in to help during the fair.
Although this is the first Chapter where the Characters definitely face the Watch, it’s possible a confrontation with Bögenhafen’s finest will happen earlier. Patrols in the town usually consist of a @UUID[Actor.opX8C6mLOuvFvV0B]{sergeant} leading three @UUID[Actor.nCzNGuS22drsDAIe]{watchmen} and a @UUID[Actor.4RZRWe2dSK8hA9OZ]{recruit}. By comparison, at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.HlvtyG6davRZ3Xlk]{Schaffenfest}, a patrol is usually a watchman leading three fresh recruits drafted in to help during the fair.
Although this is the first Chapter where the Characters definitely face the Watch, it’s possible a confrontation with Bögenhafen’s finest will happen earlier. Patrols in the town usually consist of a @UUID[Actor.opX8C6mLOuvFvV0B]{sergeant} leading three @UUID[Actor.nCzNGuS22drsDAIe]{watchmen} and a @UUID[Actor.4RZRWe2dSK8hA9OZ]{recruit}. By comparison, at the @UUID[JournalEntry.ro7SIltM899Ogrk8.JournalEntryPage.HlvtyG6davRZ3Xlk]{Schaffenfest}, a patrol is usually a watchman leading three fresh recruits drafted in to help during the fair.
@UUID[JournalEntry.fLREtWAYHixfuvg3.JournalEntryPage.32bDNS8jRG1id9bO]{4. The Dungeons}
The Carnivorous Snapper is a bipedal reptile, about 10 feet long from nose to tail and standing about 5-ft high, although in combat it can rear to a height of 7 ft. Most of its weight is distributed around its hind legs, and it has a heavy tail that it uses for balance while running. Its forelimbs are small and almost useless. Its body is mottled, ranging from dark green to dark brown on the back and with a paler, buff-coloured belly.
The outlaws captured this creature in the forest a few weeks ago, and have been keeping it as a kind of pet, feeding it scraps of game, and using it to scare prisoners.
" + }, + "Cart": { + "name": "Cart" + }, + "Chair": { + "name": "Chair" + }, + "Chaos Fury": { + "name": "Chaos Fury", + "description": "In many ways Chaos Furies are considered the least of Daemons. They serve no particular Chaos god, and are atavistic manifestations of Chaos in its undivided form, primal and without distinctive personality. Their relative weakness, as well as the fact that no Chaos power would seek recompense should they be mistreated, means that they are often summoned by novice Daemonologists seeking a pliable and useful servant.
\nFor all their lack of power Furies are still stronger than most mortal humans, and capable of speeding flight on their leathern wings. In appearance they are mutable, as all servants of Chaos, but they tend to manifest along a rough outline not wholly unlike a winged Beastman. Furies are often further characterised by long canine snouts, short sharp horns, burning-yellow eyes, and a hide patched in dark fur and red reptilian scales.
\nFuries are weak-willed and cowardly by nature. A Daemonologist may easily bind one in order to deliver simple messages or prey upon isolated targets. However, tasked with anything too onerous, complex, or dangerous, they tend to grow resentful and uncooperative.
The following Characteristics describe common farm animals of the Reikland. If you feel an animal is not enough of a challenge, or are presenting the same encounter for a second time, use the listed Optional Traits, or the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits}.
@UUID[JournalEntry.IjGUv51IPhj79Wxt.JournalEntryPage.E8nLFVw3Mmc024dc]{The Boatman Inn}
The Characters are not the only people in the inn. Dockworkers are a famously tough bunch, but they aren’t foolish.
So long as the toffs are not too annoying, and confine their attentions to strangers, the regulars avoid trouble and may even enjoy a laugh at the expense of some out-of-town idiot who catches a well-deserved soaking or worse.
Sooner or later, though — which is to say, whenever you feel the adventurers might need some help or, more likely, that they are about to react with lethal violence rather than healthy brawling — a few of the regulars might step in. They will fight to subdue, intending to throw the toffs, their bodyguards, the Characters, and any other strangers out of the inn so they can get back to their drinking in peace.
However, if anyone draws a weapon, they will respond with daggers, broken bottles, and whatever else comes to hand.
The regulars are an assortment of Boatmen, Riverwomen, and Stevedores, mostly Altdorfers, but with some from all the corners of the Empire, so accents are as varied as you wish.
@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}
Halflings, and many Humans in remote communities, breed large dogs to pull two-wheeled carts and carriages. A few Halflings have tried riding dogs but that rarely turns out well for the dog. Halflings may be short, but they are rarely light.
@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}
Ponies are a small breed of horse no more than 15 hands (about five feet) high at the shoulder; donkeys are tough, resilient, and notoriously stubborn cousins of horses; mules are sterile crossbreeds of horses and donkeys. If anything, mules are even more awkward than their donkey relatives, but make up for it by being seemingly tireless.
All three animals are used as mounts by the rural lower classes. They can be hitched to small, two-wheeled carts, or loaded with goods and led by a person on foot. It is not uncommon to hitch teams of up to twenty mules to a medium or large wagon.
Donkeys and mules often have the Stubborn trait, which increases their WP score by +20 and requires an Opposed Ride or Drive/Willpower Test whenever the rider or driver needs to bring the creature under control. If the test is a failure, the animal stops dead and refuses to go further. It can be induced to go forward by a successful Ride Test opposed by the creature’s Willpower, or an opposed Charm Animal Test if someone is leading it by the bridle. In either case, it does not go faster than half Walking speed.
@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}
These medium-sized horses are popular with farmers who can afford them and value their versatility. They pull ploughs or carts — a pair can handle all but the heaviest wagons — and make reasonably docile mounts for trips into town on market days.
@UUID[JournalEntry.2JX9k58tn9lJfkqS.JournalEntryPage.CfHPEuCzlIow7PAV]{The Mayhem Mystery Tour}
Knud’s Mutant brigands are a disturbing bunch, all the more horrifying as the vestigial remains of their humanity are plain to see. This one has the legs of a goat, and speaks with a surprisingly refined Reiklander accent.
*2 Wounds Remaining
@UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.67GdZ4epIhCwPcOT]{The Steinhäger Offices}
@UUID[Actor.FF4U0ls9YObaK0q5]{Schutz} is accompanied by Fang, a large black dog with sharp teeth. However, for all Fang is a Telland Pit Bull, one of the fiercer breeds of @UUID[Compendium.wfrp4e-core.actors.R1iWvfV9EvgIc8bJ]{Dog}, she is much less intimidating than she looks. Ruled by her stomach, she befriends any Character who offers her food or who passes an Average (+20) Charm Animal Test. She is a good girl.
@UUID[JournalEntry.IjGUv51IPhj79Wxt.JournalEntryPage.E8nLFVw3Mmc024dc]{The Boatman Inn}
The two nobles are accompanied by four bodyguards. Hulking brutes, each is over 6ft tall and heavily muscled. They rarely speak, content to lurk near their masters, ever-ready to intervene should anyone dare to talk to or even lay hands upon the pampered jewels of the Reikland’s nobility. If pressed to talk, their growling accents are typical of the lowest of low-lifes from @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb]{Altdorf ’s East End}.
@UUID[JournalEntry.aI05RCFli7s2SPP2.JournalEntryPage.uWlg0JgRwaUQNInI#warehouse-17]{Warehouse 17}
Big Georg is in his 50s, 6’5” tall, and has a snow-white beard. He lives alone with his two dogs, and for the last three years has barely said more than, ‘Oi!’ when an idiot pokes a nose into his warehouse when they shouldn’t.
The following Characteristics describe common farm animals of the Reikland. If you feel an animal is not enough of a challenge, or are presenting the same encounter for a second time, use the listed Optional Traits, or the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits}.
@UUID[JournalEntry.IjGUv51IPhj79Wxt.JournalEntryPage.E8nLFVw3Mmc024dc]{The Boatman Inn}
The two nobles are accompanied by four bodyguards. Hulking brutes, each is over 6ft tall and heavily muscled. They rarely speak, content to lurk near their masters, ever-ready to intervene should anyone dare to talk to or even lay hands upon the pampered jewels of the Reikland’s nobility. If pressed to talk, their growling accents are typical of the lowest of low-lifes from @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb]{Altdorf ’s East End}.
Great Cats live in forest and mountain areas away from Humans. They are slender, rangy creatures, about the size of a large Hunting Dog, standing about 2 ft at the shoulder and measuring almost 6 ft from nose to tail. Their fur is mottled with black and brown stripes, providing them with near-perfect camouflage in a shadowed forest. They feed on Deer, Giant Rats, and small game of various kinds.
A gift of Tzeentch, the Guardian Daemon is one of the Lord of Change’s Heralds, an expendable slave to darkness that exists only to further the Great Plan of the Chaos God of Change. It shimmers and crackles with magic, its many-limbed form shifting and warping from one moment to the next. This recently summoned Daemon has orders to keep anyone from entering the @UUID[JournalEntry.qxnXlkXKtBuIHNfu.JournalEntryPage.0ZrNDqAfjPTAPgN1#hidden-temple]{Hidden Temple} except for senior members of the Ordo Septenarius. Although it has been in the material plane for a very short while, it has already decided that it enjoys the simple pleasures of breathing, feeling, and eating. Because of this, it will do whatever it can to avoid death whilst fulfilling the duties it has been commanded to perform.
If it talks, the Guardian Daemon’s voice comes in giggling fragments as a hundred mouths open across its body to offer sweet temptations. The largest mouth in its head is only used for snarling and eating, and has whip-like tongues that lash out at any who draw too close.
@UUID[Actor.rYlDGJx20M72PydJ]{Bengt}, @UUID[Actor.r5NgPWpDHpjRkGQM]{Gurt}, and @UUID[Actor.BLrqbYcSiVvWnmws]{Willie}, the three thugs hired by Adolphus, do occasional work on the @UUID[JournalEntry.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck} wharves as labourers. They are not particularly bright or loyal, and each has a rough lowerclass Reiklander accent. If captured by the Characters, they can be persuaded to reveal @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus’s} plan with an Easy (+40) Intimidate or Bribery Test. If one of them is hurt during a fight, have Adolphus make a Challenging (+0) Leadership Test. If failed, all three thugs take a @Condition[Broken] Condition.
‘Nothing ventured, nothing gained.’
Like many Halflings, Harbull has a child-like cheerfulness and insatiable curiosity, especially by Human standards. ‘How does that work?’ is his favourite question, rather than the more typical, ‘What’s for dinner?’ However, his sunny disposition changes when confronted by Human prejudices about Halflings — in particular, in relation to food and cooking. He’s of medium height, and medium stoutness for a Halfling (so still very broad), with light-brown curly hair and dark-brown eyes.
Born in Barliton on the border of Mootland to a chef and a herbalist, there was always uncertainty around Harbull’s future career. Whilst he begrudgingly admits that he loves his food, he much prefers others to cook. This oft-repeated distinction sat poorly with his parents, so Harbull eventually left home to seek his own way in life. Wherever Harbull travelled, he found ready employment, though his odd jobs always turned, inevitably, to cooking. Frustrated, he travelled on, and eventually met his current companions at The Travellers’ Rest coaching inn. Harbull quickly hit things off with Werner, and the group decided to try their luck travelling together, following a handbill calling for ‘adventurers’. (@UUID[JournalEntry.fCNnElQzxwEOeJWJ.JournalEntryPage.6h30hMoewtibNM1R]{Handout 1: Wanted! Bold Adventurers!} from Enemy in Shadows.)
Harbull resents cooking because it was the only work his mother could find, despite being a skilled artist. He assumes that most Halfling cooks have given up on some dream or other. Gain the Psychology Trait.
Harbull has trouble telling Humans apart, regardless of how different they look from each other.
Harbull left home (and changed his Clan name of Stoutheart to Furfoot) because he accidentally maimed his father during a fight over his future career. If other Halflings discovered this, Harbull would be shunned.
Harbull sees Malmir as a kindred spirit, both being travellers in foreign lands. Harbull follows him around constantly, chirpily offering advice at every turn, certain in the knowledge that Malmir both appreciates this input and benefits from it tremendously.
Begin with an additional [[/r 1d10]] brass pennies per secret chosen.
" + }, + "Heavy Draught Horse": { + "name": "Heavy Draught Horse", + "description": "@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}
These are the largest horses in the Empire, and probably the largest in the Old World. Large draught horses can weigh more than a ton and pull almost anything. They can be ridden, but few are trained to accept a rider. Although most nobles would deny it, draught horses are the original breeding stock used to produce heavy warhorses.
@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}
The largest warhorses, sometimes called ‘destriers’, are ridden by armoured knights and other heavy cavalry. These are rarely used for travelling, because it makes no sense to use such an expensive and battle-hardened animal for trivial tasks. While not as fast as their smaller counterparts, they are well trained and their charge is almost unstoppable.
‘Whatever comes downstream, you deals with it. Then you don’t worry no more. ’Less’n you’re daft.’
Although very sociable, Johann prefers his own company. He says little unless absolutely sure of his facts, and prefers to reach his own conclusions. Johann often takes some time to mull over a new concept, but once he’s thought about things for a while he generally arrives at the right idea. He is of medium build, around 5’ 10” tall, but obviously healthy and strong as befits someone with a hard, physical job. He has mid-brown hair and a moustache which gives him a slightly sad air, and light-blue eyes that sometimes go a little distant when he is thinking.
Johann has been travelling up and down the River Reik and its many tributaries for as long as he can remember. His family was killed by bandits when he was young, so he has grown used to relying on his own skills. A boatman’s lot has suited Johann’s temperament, with its outdoor life, a chance to watch the world float by, and no one to rely on beyond himself. Given the opportunities for money-making are somewhat limited, and since Johann has never owned anything larger than a two-man rowing boat, he was forced to hire out his services to other barge owners. Most of his work consists of ferrying passengers and small cargoes up and down the Reik. Suffering from a mid-decade crisis, he has started to re-examine his life, and has decided that he’s had enough of making money for other people. To that end, he’s sold his rowing boat to his old employer, and fallen in with a group of vagabonds headed for Altdorf.
Johann accidently killed his old employer and burned the boat to cover his tracks. He’s now on the run, wanted for murder in Delberz, Middenland.
Johann is deeply superstitious about witches. He’s got his eye on Wanda and Malmir. Gain the Psychology Trait.
Johann admires Harbull’s self-confidence. He watches him closely to learn his ways. Gain the Psychology Trait.
Johann remembers Kristen from a few years back when she left his ferry without paying. She doesn’t seem to remember him. He’s planning to get revenge on her, claiming back at least 2 shillings for the trouble she landed him in with his old boss, Travis Binckel.
Begin with an additional [[/r 1d10]] brass pennies per secret chosen.
" + }, + "Johann (Mutant Brigand)": { + "name": "Johann (Mutant Brigand)", + "description": "@UUID[JournalEntry.2JX9k58tn9lJfkqS.JournalEntryPage.CfHPEuCzlIow7PAV]{The Mayhem Mystery Tour}
Knud’s Mutant brigands are a disturbing bunch, all the more horrifying as the vestigial remains of their humanity are plain to see. This one has a distinctively pointed head, and emits a near-constant, pain-laced groan.
@UUID[JournalEntry.8nRRXBpv18FDsG8d.JournalEntryPage.itIjEiNtkkGBZRql]{A Friend In Need}
Johann is not evil by nature, nor controlled by a necromancer, so he has a Fellowship score.
@UUID[JournalEntry.aI05RCFli7s2SPP2.JournalEntryPage.uWlg0JgRwaUQNInI#warehouse-17]{Warehouse 17}
" + }, + "Kasper Lauengram": { + "name": "Kasper Lauengram", + "description": "" + }, + "Keiti Ouala": { + "name": "Keiti Ouala", + "description": "" + }, + "Khornate Beastmen": { + "name": "Khornate Beastmen", + "description": "Normally savage creatures, the three Khornate Beastmen have been cowed. They are now terrified of fire, and will do anything to stay away from a flame, even something as innocuous as a candle. A live goat is thrown into their cage at feeding time, which is always a crowd-pleasing event.
\nThese Beastmen all bear the mark of the Blood God somewhere on their bodies. One has a massive chest scar in the form of the skull-rune, another’s face has been warped into the same symbol, and the third has the design picked out in yellow fur on its dark-red back. All have wickedly sharp horns, long fangs, and clawed hands and feet. Unlike Urzo, these three are still full of blood-lust, and their ferocity is no act. They will happily destroy anyone or anything they can reach. Luckily, they can only reach a couple of feet beyond the bars of their cage.
‘Never look a gift horse in the mouth, not that I have much choice with horses, at my lofty height.’
For Kirsten, though, ‘gift horses’ are anything, horse-shaped or otherwise, that can be purloined. She’s not completely dishonest: it’s more that she doesn’t have any kind of conscience about other people’s things remaining with other people. Kirsten is short, wiry and has brown hair and mischievous pale-blue eyes. She insists on the extra inch over five feet being counted, and is about nine feet tall — if self-confidence is being measured. She is a natural rogue with a cheeky, even dangerous, sense of humour. Practical jokes, quips and blowing raspberries are all in her armoury. This even extends to authority figures when she really should know better.
Brought up in the seedier part of Delbren in Middenland, Kirsten is the youngest of a very large, very poor family. The exact number of siblings varies depending on who is listening, and the chances of a free meal or drink from her audience. Kirsten was always quick-witted, and she soon learnt that life was a battle against hunger and the rich, unless some disease took you. Her parents left her to fend for herself, and fending meant breaking the rules. Soon shopkeepers and stallholders wouldn’t let her within snatching distance of their wares. She really crossed the line when she booby-trapped a chair under the backside of the master of the Merchants’ Guild. After that, and the manhunt that followed, Kirsten realised life might be more pleasant and longer elsewhere. She helped herself to a pile of fliers someone had ‘left lying around’, and headed towards Altdorf. By strange coincidence, she learned (by asking an intelligent-looking stranger) that the leaflets she was carrying began with the words: ‘Wanted! Bold adventurers!’ She could do ‘bold’.
Kirsten discovered her real father is Graf Ardez of Delbren, who recently reached out to her. Kirsten hates authority so much that she refused to accept her noble blood and went on the run. Gain the Psychology Trait.
Kirsten picked the pockets of one of companions before they agreed to travel together — tell the GM which Character. The first time that Character attempts to pay for something, the GM should inform them that they are missing a number of pennies equal to whatever Kirsten gained from taking this secret.
Kirsten is terrified of being on her own, and always concocts excuses to be with people. Gain the Psychology Trait (being alone causes in Kirsten).
After many encounters with corrupt priests in her youth, Kirsten is an avowed atheist. She doesn’t believe any of the gods — barring the Chaos Gods — are real. She believes the rare blessed priest is just a self-deluding Wizard.
Begin with an additional [[/r 1d10]] brass pennies per secret chosen.
" + }, + "Klaus Schattiger": { + "name": "Klaus Schattiger", + "description": "" + }, + "Knud Cratinx": { + "name": "Knud Cratinx", + "description": "In poor lighting, Knud can almost pass for Human. However, in the cold light of day, the stain of his corruption is plain to see — thick, dark-green scales cover every inch of his skin. Knud’s voice is similarly afflicted, taking on an inhuman sibilance as his forked tongue flickers between his crooked yellowed teeth. He speaks with a strong, lisping Altdorf accent, though only to insult, threaten, or intimidate, activities he enjoys immensely.
@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}
These horses are used by light and medium cavalry, as well as by certain nobles who find normal riding horses too tame for their tastes. These animals are trained for war, and the more expensive and highly trained examples will have additional Traits. These are sometimes referred to as ‘hobbies’ by traditionalists.
‘So much to see. So much to do. So many new leaves to turn over!’
Malmir always found woodland life claustrophobic, and his kithband too detached from the world around them. He knows little of Human society, but what he has encountered fascinates him. He is eager to see more of the Empire, with its cities, towns, villages, and hamlets, and yes, the vast forests and swift-flowing rivers if he must. Though he’d never admit it, he thinks that once you’ve seen one tree, you’ve pretty much seen them all. Like most Wood Elves, Malmir is slender and tall. He has shiny chestnut-brown hair and eye-catching emerald-green eyes.
From an early age, Malmir showed an unseemly interest in life beyond the Laurelorn forest. Although he readily adopted the customs and behaviour of polite Elven society, his mind was fixated on the Empire’s Humans. Their strange cities of stone and deadwood and their obsession with all matters material were so… different. Eventually, his home forest began to seem boringly familiar. Despite the hardship he knew it would cause, Malmir’s will was steadfast. His kinfolk, one by one, turned their backs on him. Like all Elves who forsake their home for a life of adventure, Malmir no longer exists to his people. The last words he heard in his mother tongue came from the Priestess of Liadriel: ‘Go then, Malmir. Return not, unless in dire need. But think on this: if ever one of the Chaos-touched should find their way here by your direction, we shall not rest until you are brought to justice!’ He has set his heart on seeing Altdorf, the city of gold. And so it is that he now finds himself at The Traveller’s Rest, in the company of his new companions.
Malmir didn’t just leave his home to see the wider world — he did so because on nights when Morrsleib waxed, he saw not his own face in reflections, but another’s. He set out to find this person, and now travels with them on the road to Altdorf.
Malmir stole a momento from his people, before he left. Now, they want it back, and are in hot pursuit. Discuss with your GM as to what this momento may be.
Malmir hates the Wood Elves of the Laurelorn, who he thinks have failed as custodians of the Old World. Gain the Psychology Trait.
Malmir is not Eonir, as he claims. He is actually a High Elf who fled from his duties in Altdorf. The suggested background and name for Malmir is all an act. With the GM, come up with an alternative past that justifies his skill set.
Begin with an additional [[/r 1d10]] brass pennies per secret chosen.
" + }, + "Maria Braund": { + "name": "Maria Braund", + "description": "" + }, + "Marie Schutz": { + "name": "Marie Schutz", + "description": "" + }, + "Max Ernst": { + "name": "Max Ernst", + "description": "" + }, + "Medium Wagon": { + "name": "Medium Wagon" + }, + "Megret See": { + "name": "Megret See", + "description": "" + }, + "Mikael (Mutant Brigand)": { + "name": "Mikael (Mutant Brigand)", + "description": "@UUID[JournalEntry.2JX9k58tn9lJfkqS.JournalEntryPage.CfHPEuCzlIow7PAV]{The Mayhem Mystery Tour}
Knud’s Mutant brigands are a disturbing bunch, all the more horrifying as the vestigial remains of their humanity are plain to see. This one bears the head of a vicious dog, and is capable only of animalistic barks, yelps, and whines.
*1 Wound Remaining
@UUID[JournalEntry.IjGUv51IPhj79Wxt.JournalEntryPage.E8nLFVw3Mmc024dc]{The Boatman Inn}
The two nobles are accompanied by four bodyguards. Hulking brutes, each is over 6ft tall and heavily muscled. They rarely speak, content to lurk near their masters, ever-ready to intervene should anyone dare to talk to or even lay hands upon the pampered jewels of the Reikland’s nobility. If pressed to talk, their growling accents are typical of the lowest of low-lifes from @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb]{Altdorf ’s East End}.
@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}
Ponies are a small breed of horse no more than 15 hands (about five feet) high at the shoulder; donkeys are tough, resilient, and notoriously stubborn cousins of horses; mules are sterile crossbreeds of horses and donkeys. If anything, mules are even more awkward than their donkey relatives, but make up for it by being seemingly tireless.
All three animals are used as mounts by the rural lower classes. They can be hitched to small, two-wheeled carts, or loaded with goods and led by a person on foot. It is not uncommon to hitch teams of up to twenty mules to a medium or large wagon.
Donkeys and mules often have the Stubborn trait, which increases their WP score by +20 and requires an Opposed Ride or Drive/Willpower Test whenever the rider or driver needs to bring the creature under control. If the test is a failure, the animal stops dead and refuses to go further. It can be induced to go forward by a successful Ride Test opposed by the creature’s Willpower, or an opposed Charm Animal Test if someone is leading it by the bridle. In either case, it does not go faster than half Walking speed.
@UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.bJXsdQq1rSN5tfqd#key-scene:-the-runaway-goblin]{Key Scene: The Runaway Goblin}
The three-legged Goblin in the @UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.bJXsdQq1rSN5tfqd#doctor-malthusiuss-zoocopeia]{Zoocopeia} is a rare creature. Whether it’s because Greenskins cull their own numbers, or they are simply more resistant to the depredations of Chaos, it is not common to find them mutated. Captured by mercenaries in the Grey Mountains, this Goblin is stunted, confused, and miserable, and wants only one thing: to be away from @UUID[Actor.hbVvPCmCGOAshxs9]{Grunni} at any cost. Whenever the Dwarf is close, it flinches and its eyes widen in terror.
@UUID[Actor.kQyaJB0lSLQ2NLu8]{Doctor Malthusius} knows that keeping a Mutant is illegal (or, at least, was — news from Altdorf suggests this has changed), but he has never let the legality of a situation get between him and a heavy bag of coins. Should he be confronted about this, he will claim he thought the creature was some form of Lesser Goblin, a little known species with three legs rather than two. He will feign shock and horror should anyone claim the Goblin is actually a Mutant.
@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}
Oxen are slow, but immensely tough, bovines. Farmers commonly use them to pull carts and wagons, and some merchants prefer them for pulling heavy cargo wagons.
Horrors of Tzeentch are the gibbering, mutable scions of the Changer of Ways. Many-limbed monstrosities, their form seems to writhe and change as arms, legs, and tentacles burst forth, snaking through the air, seeking prey to drag into their gaping maws. Creatures of pure magic, the air around them crackles and warps with unholy arcane energies.
Pink Horrors revel in change and in magic. When summoned, they giggle and gambol their way through the world, frolicking and capering with glee. Their cheerfully antic disposition means they are often known as ‘Squealers’ or ‘Whirling Destroyers’. As creatures of raw Chaos, they are drawn to one another, amplifying one another’s power, and conjuring fearsome bolts of magical flame to wreak havoc on those foolish enough to draw close.
Should a Pink Horror receive a blow sufficient enough to destroy its material manifestation, it explosively splits into two @UUID[Actor.cLOGeMqUty61nYB9]{Blue Horrors}, rather than being banished to the Realms of Chaos. In stark contrast to their giggling pink precursor, Blue Horrors appear sullen and malicious, their faces distorted into grimaces and sneers. Instead of laughter, their eldritch throats spew grumbling, muttered curses.
If a group of nine, or a multiple of nine, creatures have the trait, then all the creatures pool their resources together and instead cast the Spell. Nine, of course, is Tzeentch’s sacred number.
@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}
Ponies are a small breed of horse no more than 15 hands (about five feet) high at the shoulder; donkeys are tough, resilient, and notoriously stubborn cousins of horses; mules are sterile crossbreeds of horses and donkeys. If anything, mules are even more awkward than their donkey relatives, but make up for it by being seemingly tireless.
All three animals are used as mounts by the rural lower classes. They can be hitched to small, two-wheeled carts, or loaded with goods and led by a person on foot. It is not uncommon to hitch teams of up to twenty mules to a medium or large wagon.
Note that Rassarak cannot use missile weapons effectively due to his blindness.
\nRassarak is a pure-white Skaven, a Clanrat who has been blind from birth. His hearing, smell and whiskers have become incredibly sensitive to compensate for his loss of vision. He can ‘watch’ spectators with uncanny and alarming accuracy. He is chafing at his imprisonment, but is patiently waiting for the right opportunity to escape.
@UUID[JournalEntry.GHueUtHKzlhvsd8L.JournalEntryPage.8GLdbAcRWwY522rP]{Mounts and Vehicles}
This profile represents the most common riding horse available in the Empire. Estalian and Arabyan purebloods are rarer, better-looking, much more expensive, and also have the Fast Trait. Often a noble will have a ‘palfrey’ as an everyday riding horse, reserving a heavy warhorse for use in battle.
Rolf was once an average man, of average height and build, but now he bears the mark of a hideous mutation that has left his face a grotesque, festering ruin, the skin having sloughed fromhis pus-riddled visage. He is dressed in dirty, tattered rags that are stained with his previous meals and his own blood. Thanks to his Mutation, Rolf ’s vocal cords have atrophied and rotted, leaving him incapable of uttering anything more than a low, menacing growl
@UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.KrRntV6J4kytBcjR#random-events]{Random Events}
" + }, + "Schaffenfest Peasant": { + "name": "Schaffenfest Peasant", + "description": "@UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.KrRntV6J4kytBcjR#random-events]{Random Events}
" + }, + "Schaffenfest Rogue": { + "name": "Schaffenfest Rogue", + "description": "@UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.KrRntV6J4kytBcjR#random-events]{Random Events}
" + }, + "Schaffenfest Warrior": { + "name": "Schaffenfest Warrior", + "description": "@UUID[JournalEntry.MB5a0zBGJcZhEYUI.JournalEntryPage.KrRntV6J4kytBcjR#random-events]{Random Events}
" + }, + "Sheep (Hugeltal Longwool)": { + "name": "Sheep (Hugeltal Longwool)", + "description": "The following Characteristics describe common farm animals of the Reikland. If you feel an animal is not enough of a challenge, or are presenting the same encounter for a second time, use the listed Optional Traits, or the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits}.
@UUID[Actor.LG5qATEIFPE9bezB]{Teugen} first made contact with the Daemon he calls Gideon eight years ago in Nuln. Gideon was instructed to make a pact with Teugen by its master, a Greater Daemon of Tzeentch with long-reaching plans for the Empire. In return for Teugen’s soul, Gideon was to grant great wealth and prosperity for seven years.
\nTo entice Teugen to make the deal, Gideon told him that if could persuade seven others to participate in a ritual before the seven years passed, Gideon would take those souls instead of Teugen’s. This would bring the pact to an end, freeing Teugen from the bargain. After much debate, Teugen eventually agreed.
However, unknown to Teugen, not only will he never be able to reclaim his soul — Gideon lied about that — but the ritual to swap seven souls for his own actually opens a gateway into the Realm of Chaos — Gideon lied about that, too!
Gideon is a master illusionist and can take other forms. Its natural form appears like a @UUID[Actor.iDy8SDTwJSlCzZMl]{Pink Horror of Tzeentch} with a constant ripple of magic surrounding it — a multi-armed, pink-fleshed Daemon, with a gaping, fang-filled maw and evershifting tentacles. However, Gideon is not like most Daemons of Tzeentch. It is not a crazed, gibbering creature of unrestrained magic. Gideon is much more cunning. It was spun from the greed of others by its master for a specific purpose. Gideon is ambitious, clever, and resourceful, and it works towards its master’s goals with a singular purpose that would terrify Teugen if only he understood.
\nIn the early months in Nuln, the Daemon most commonly wore the flesh of Nina Dietrich, a famous actress of the @UUID[Scene.g07sPqjuua3lSWLk]{Staatsoper Theatre}, and a favourite of Teugen. That was before the deal was struck, before Teugen was offered the world and more as the Daemon whispered sweet promises in his ear. After the deal, the daemon took on the persona of Gideon, a distant cousin of Teugen’s. He appears as a tall, slim, impeccably dressed Human man with dark hair and a handsome face dominated by intense eyes. The character the Daemon projects as Gideon is sardonic, and it feigns a quirky, ironic sense of humour. While it seldom, if ever, actually laughs, there is always a wry, faintly supercilious smile playing about its lips.
\nFor all it knows it shouldn’t, the Daemon is thoroughly enjoying its sojourn in the Mortal Realm. Lately, Gideon has taken to appearing as a child when around Teugen, and chewing a great deal of garlic, as it knows both irritate the man immensely. Over the years, the Daemon’s pretence of amusement at the greed and gullibility of mortals has become quite real, and is exceeded only by its relish at the thought of its imminent triumph when Teugen’s ritual — the one the fool thinks will save his soul — actually opens a Chaos Gate in the heart of the Reikland. Its master will be so pleased.
@UUID[JournalEntry.2JX9k58tn9lJfkqS.JournalEntryPage.CfHPEuCzlIow7PAV]{The Mayhem Mystery Tour}
Knud’s Mutant brigands are a disturbing bunch, all the more horrifying as the vestigial remains of their humanity are plain to see. This one has a tiny head, speaking (and often giggling) with the high-pitched, lisping voice of a child.
The ‘farmyard’ collection of a goat-headed, a cow-headed, and two chicken-headed Beastmen is the menagerie’s ‘comedy item’. However, all four are more dangerous than they appear due to their venomous spittle. Each Beastman can spit poison up to 3 yards, using their BS score. Those struck must make a Challenging (+0) Endurance Test or receive a @Condition[Poisoned] Condition.
\nThe workers are always careful to keep the paying public at a safe distance, and to have buckets of water to wash anyone unlucky enough to be spat upon.
The Imperial Beast is about the size of a Halfling and bears an assortment of animal features. His most notable feature, however, is his fur which is pure metallic gold! Wolfgang occasionally jokes that the Beastman will finally pay his way when he’s dead. He knows that the creature is a real marvel and too valuable an attraction to simply kill for his pelt. The pelt itself confers immunity from some forms of threat such as acid, electricity, and fire.
\nIf the Imperial Beast were killed, his pelt would be worth a minimum of [[/r 2d100]] gold crowns, as its fur could be spun into fine gold thread and made into superlative cloth of gold. However, anyone wearing such a garment would suffer Minor exposure to corruption every hour that they wore it.
\nAlternatively, the pelt could be melted down to make coinage, although it will only yield enough gold to make [[/r 10d10]] gold crowns. Anyone involved in this smelting process would suffer @Corruption[moderate]{Moderate exposure} to Corruption. Anyone handling ingots or coins made from the pelt would suffer @Corruption[minor]{Minor exposure}, but gloves would provide adequate protection. There is no way of removing the taint of Chaos from the gold. If it is smelted with gold from another source all the castings will carry the taint.
The Twins occupy about one third of cage 4, with the Imperial Beast in the remaining section. The Twins are tiny Beastmen less than a foot tall, but they are fierce out of all proportion to their size and will hurl themselves at the bars of their cage, snarling and snapping at anything that moves.
@UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.qekbEPjyKirEPlD7#hired-muscle]{Hired Muscle}
There are various thugs in @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen} that may accost the Characters. Most are stevedores in the employ of @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} or hired muscle supporting one of the other influential NPCs. In most cases the thugs are grim, brutal, and speak with a lower-class accent.
Character Profiles are supplied here for typical thugs and for their brutish bosses. If your Players do not have many (or any) combat-capable Characters, you should stick to using the basic thugs. However, if you feel the party needs more of a challenge, throw in a thug boss or two, and maybe even add some of the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits} to personalise the group.
@UUID[JournalEntry.abUCs0O1oBGNonyi.JournalEntryPage.qekbEPjyKirEPlD7#hired-muscle]{Hired Muscle}
There are various thugs in @UUID[JournalEntry.ro7SIltM899Ogrk8]{Bögenhafen} that may accost the Characters. Most are stevedores in the employ of @UUID[Actor.LG5qATEIFPE9bezB]{Teugen} or hired muscle supporting one of the other influential NPCs. In most cases the thugs are grim, brutal, and speak with a lower-class accent.
Character Profiles are supplied here for typical thugs and for their brutish bosses. If your Players do not have many (or any) combat-capable Characters, you should stick to using the basic thugs. However, if you feel the party needs more of a challenge, throw in a thug boss or two, and maybe even add some of the @UUID[Compendium.wfrp4e-core.journals.3ZynTGhFpgwv6l1n.JournalEntryPage.UyUu4g8GQRp16paM#generic-creature-traits]{Generic Creature Traits} to personalise the group.
The largest Beastman is also the most passive. Rather old for a Beastman, Urzo actually looks a little tatty, and has been ill for some time. Wolfgang suspects that Urzo needs something extra in his diet, but has yet to work out that this ‘extra’ is human flesh!
\nUrzo is a massive creature almost the size of an Ogre. His goatlike head is armed with impressive horns; together with his hoofed legs they give him a daemonic appearance that makes him quite a money-spinner. His skin is covered in horny plates like those of an armadillo, and his hands are large enough to crush a human skull. Despite this, Urzo is a docile beast, used to being in a moving cage and being fed regularly. When faced with a crowd, he will rattle the cage bars in a most convincing manner, snarl, growl, and reach out between the bars as if to tear an unwary yokel limb from limb, but this is an act.
\nWhile he could be dangerous — if roused — Urzo has been with Wolfgang long enough to know what is expected, and that acting fierce (within bounds) results in bigger rations. He thinks of the menagerie staff as sources of food, and has a [[/r 1d4]]{25%} chance of going into a Frenzy if anyone attacks them.
‘I understand you’re a very important person, but I’m a fully licensed Wizard, don’t you know! I don’t have to stand here and listen to your nonsense. There’s nothing you can do to make me. So, piss off!’
Wanda is not one to suffer fools gladly, and prefers to trust her instincts and first assumptions about people. She is also prone to impatience with those who aren’t as clever as she is, which is sadly most of the Empire. Nevertheless, she is kind towards those less fortunate than herself, and has a soft spot for the downtrodden and oppressed. She is just shy of athletic, is of average height, and has shoulder-length blonde hair. Her sharp, blue eyes seem to measure everyone she sees.
Born into a middle-class family in the market town of Delberz in Middenland, Wanda was always a wilful child. During one of her many tantrums, her parents were horrified to note that every lock in the house flew open, and people up and down her street fell instantly asleep! Fearful of what might happen to her, her parents were only too eager for Heironymus Blitzen, a well-known local Wizard, to take her as his apprentice. Wanda had a natural talent, proved to be a quick learner, and was not to be put off by the mundane chores Blitzen assigned her. After a few years, Heironymus told her that the time had come for her to return to the world, and put her skills into practice. To that end he would teach her three spells to aid her on her adventures. When she had, ‘seen the truth of our Old World’, and learned enough, she could return to him. To that end, she’s not sure if her new travelling companions are aware of what they’ve gotten themselves involved with.
Wanda hasn’t technically been given permission from her master to travel on her own. Indeed, his exact words were: ‘Wanda, don’t be ridiculous! An average apprentice takes at least ten years to master Channelling Azyr!’ She was having none of that!
Wanda harbours a secret fascination with Chaos, and wants to learn more about it in order to combat it. Devise a Fascination (Chaos) Psychology Trait with your GM and give it to Wanda.
Wanda finds most Humans endlessly dull. Elves, on the other hand, with their secrets, and their magic, are just so fascinating.
Wanda finds it particularly difficult to deal with anyone she views as a bit dull and dim-witted, which she often judges to be anyone failing to live up to her rather inflated standards. Gain the Psychology Trait.
Begin with an additional [[/r 1d10]] brass pennies per secret chosen.
" + }, + "Werner Murrmann": { + "name": "Werner Murrmann", + "description": "‘If you think your life is boring, have you tried drilling holes in wood all day?’
Werner has short dark-brown hair and intense dark-blue eyes. He is a trusting, scrupulously honest individual, always prepared to give people the benefit of the doubt. A lover of strong Reikland ales, Werner is slow to anger but terribly hot-headed once roused, the glare of his dark-blue eyes giving others pause for thought. Being twice the height of Harbull with a strong, muscular build, he and the stout-ish Halfling make an odd-looking couple. But despite their physical differences, the two have become fast friends. However, the young man’s infectious personality has made him a good travelling companion with all members of the group.
Werner was raised at his parents’ coaching inn, The Travellers’ Rest, near the village of Mittelmund. But the boring, easy life of an innkeeper’s son — doing odd jobs about the place, helping the coachmen, working behind the bar, mending the odd broken table — has made Werner grow tired of hearing about other people’s adventures. Since his parents can now afford help running the inn, he has been on the look-out for likely travelling companions. As chance would have it, an assortment of odd individuals have recently arrived, and with the flash of Werner’s easy smile, a pact was made. Now, the motley crew has set off for Altdorf: the Empire’s glittering capital!
Werner is in love with one of his travelling companions, and has decided to follow them wherever they’re going. You should discuss this secret with the GM, and perhaps with the subject of your adoration as well.
Werner’s parents were overbearing and never allowed him to leave. So he slipped away in the night with his new-found friends. A bounty has since been posted for his supposed ‘kidnappers’. Werner dreams of acquiring sufficient wealth to escape his parents’ grasp.
Werner’s life has been rather sheltered, and he is deathly afraid of what lurks in the Empire’s forests. Gain the Afraid (Deep Forests) Psychology Trait (deep forests cause Fear 0 to Werner).
Werner was too afraid to visit the Doomsayer on his 10th birthday and fled, meaning he hasn’t been Doomed — he isn’t technically an adult in the eyes of the law. This is a deep taboo in the Empire, and would cause untold trouble should it be uncovered. Lose the Doomed talent.
Begin with an additional [[/r 1d10]] brass pennies per secret chosen.
" + }, + "Wilhelm Kind": { + "name": "Wilhelm Kind", + "description": "" + }, + "Willie": { + "name": "Willie", + "description": "@UUID[Actor.rYlDGJx20M72PydJ]{Bengt}, @UUID[Actor.r5NgPWpDHpjRkGQM]{Gurt}, and @UUID[Actor.BLrqbYcSiVvWnmws]{Willie}, the three thugs hired by Adolphus, do occasional work on the @UUID[JournalEntry.tT80gcSmeK5oO5C2.JournalEntryPage.l2kZtajL8d3RlPqO]{Weissbruck} wharves as labourers. They are not particularly bright or loyal, and each has a rough lowerclass Reiklander accent. If captured by the Characters, they can be persuaded to reveal @UUID[Actor.echM0Sjy5xpt5KAQ]{Adolphus’s} plan with an Easy (+40) Intimidate or Bribery Test. If one of them is hurt during a fight, have Adolphus make a Challenging (+0) Leadership Test. If failed, all three thugs take a @Condition[Broken] Condition.
@UUID[JournalEntry.aI05RCFli7s2SPP2.JournalEntryPage.uWlg0JgRwaUQNInI#warehouse-17]{Warehouse 17}
" + } + } +} \ No newline at end of file diff --git a/compendium/wfrp4e-ua1.actors.json b/compendium/wfrp4e-ua1.actors.json new file mode 100644 index 0000000..8025914 --- /dev/null +++ b/compendium/wfrp4e-ua1.actors.json @@ -0,0 +1,237 @@ +{ + "label": "Acteurs (Aventures à Ubersreik I)", + "entries": { + "Alexander Grün": { + "name": "Alexander Grün", + "description": "" + }, + "Alexandra Giliani": { + "name": "Alexandra Giliani", + "description": "" + }, + "Andreas Wagenknecht": { + "name": "Andreas Wagenknecht", + "description": "" + }, + "Annika Passerine": { + "name": "Annika Passerine", + "description": "" + }, + "Bruno Bäcker": { + "name": "Bruno Bäcker", + "description": "" + }, + "Carolus Entschlafen": { + "name": "Carolus Entschlafen", + "description": "" + }, + "Concerned Citizens": { + "name": "Citoyens engagés", + "description": "S'il y a une chose que les gens de l'Empire apprécient plus que tout, c'est un bouc émissaire. Et s'il y a une chose sur laquelle les répurgateurs peuvent toujours compter, c'est une foule de \"citoyens engagés\" prête à faire le sale boulot. Ni les gens d'Ubersreik, ni @UUID[Actor.wNq1O1IoZ9CMdKGM]{Ursula Marbad} ne dérogent à la règle.
The four Dwarfs have travelled from Karak Norn to Altdorf in the hope of winning a building contract. Their failure to do so has them heading back to their home and clan in shame. They are drowning their sorrows here tonight.
\nThe Dwarfs are wearing dusty travelling gear and muddy work boots. Two of them look like brothers, with long lank dark hair and drooping beards. The third is a rather dissolute and inebriated individual, with oily matted brown hair and terrible personal hygiene. The fourth Dwarf seems to be the leader of the group. He has wiry red hair and sprouting eyebrows in urgent need of pruning. His woolly beard has many white patches.
The Wolves ridden by the Twisted Maw are hulking brutes, specially bred for riding and warfare. The Wolves constantly snarl and whine through their sharp yellowed teeth. No furrier would pay for their slate-grey pelts, for their dirty fur is coarse and home to lice. Their emaciated frames are patched with old wounds, scars, bloody scabs, and patches of mange.
The leader of the raiding party is a minor lieutenant of @UUID[Compendium.wfrp4e-dotr.actors.5WdFdIexAZYHMCN0]{Gutbug}, tribal chief of the Twisted Maw. Gutbug has tasked Gobrat with raising funds through robbery and plunder, and the coach has proved rich pickings.
Gobrat is taller and skinnier than the other Goblins in the raiding party. His right hand bears a peculiar malformation in that the nail on his index finger grows hard and horny as a result — explaining his name. Much of Gobrat’s nose was bitten off in a squabble during his youth, and he wears a rusty metal prosthetic to compensate for the loss. His rawhide armour is patched with scraps of chainmail, and his proudest possession is his helmet. The helmet was taken from a dying Dwarf miner, and lined with wolf fur until it balanced properly upon his narrow skull.
When the Altdorf State Army swept into Ubersreik, they put all of the Watch that refused to surrender to the sword, except for those lucky few who were stationed in @UUID[JournalEntry.TSyoR9nSk7cehypG.JournalEntryPage.tCh9vROs0eeTuEwA]{Magnus's Tower}. Those ‘Loyalists’ left in the Tower — little more than burghers conscripted into a militia — are still there, living under an uneasy stalemate. The Altdorfers can’t hope to storm the Tower, given its incredible defenses, but the Loyalists also can’t leave. The whole thing has turned into a political nightmare for both sides, as local sympathies are very much with those stuck inside the Tower.
The maddened villagers attack with tools and sticks they have scavenged. They are heedless of their own safety and determined to kill any perceived threat to the village or die in the attempt. They ignore any attempts at communication, screaming defiance as they charge. ‘We see you, daemons!’ or ‘We won’t listen to your lies! Morr take you!’ or, ‘More spawn of darkness! Quick, bring them down!’
Maria Melone was just a simple farm girl from Wissenland who liked baking pies and cooking in the style of her Bretonnian mother. A travelling noble from Ubersreik — @UUID[Compendium.wfrp4e-rnhd.actors.b3Y1LZUKkptLu0sc]{Heinrich von Bruner} — discovered her extraordinary cooking talents whilst passing through her village. With the shake of a hand, and the payment of a few crowns, Melone found herself in the back of a coach heading to the @UUID[JournalEntry.TSyoR9nSk7cehypG.JournalEntryPage.U5fSG8wDw2ZCLIWG]{Bruner Palace} in Ubersreik. Thereafter, Melone worked as the von Bruners' personal cook, until a few months ago when von Bruner entertained a curious visitor from Sylvannia. This visitor, in turn, took an interest in the quaint Wissenlander and gave her a gift that led to her current state. The visitor — capricious and distractible like all his ilk — discarded the newly enthralled Melone a few days later, and she has since hunted through the poorer districts of Ubersreik, ultimately finding shelter in the basement of the Spittlefeld Tenement Building.
Melone is a whip-thin woman in her early 20s, 5’4”, with shoulder-length, straight, chestnut-brown hair. She is dressed in expensive blue servant’s clothes turned to rags, blackened by dried blood and filth. The rags are still emblazoned with the von Bruner insignia — a clue for canny adventurers looking to track down where Melone came from.
The Beast of the Ortschlamm is an ancient Basilisk that lairs in the swamp. It has been here for millennia. A foul creature of Chaos long ago bound by the Fimir, its presence in the swamp has turned the stagnant waters toxic and makes the place inimical to most forms of life. Like other Basilisks, it is a large reptilian creature with eight legs. Whilst it is still a powerful foe, the Basilisk has withered with age and its eyes are clouded and dim. Its relative infirmity is reflected in its profile, which is much weaker than that of a healthy specimen.
Aside from Rolf these thuggish Ubersreikers have rather stereotypical Voberglander looks, with lank brown hair, and impressive handlebar moustaches. They all carry hand weapons and wear worn, tough leathers. Once they have lost half of their collective wounds or more they retreat, spitting curses and making threatening promises of revenge. Lorbeer does not fight, though if she is attacked she defends herself (use the same profile; she is tough and mean for all her small size). It is important that both Rolf and Lorbeer survive this encounter.
The tribe of the Twisted Maw used to range @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.w0YfGxsBuLoODCgc]{The Grey Mountains}, but were driven out by an Orc tribe. This particular group is a splinter of the main tribe who have followed their leader: @UUID[Actor.1aHdXQFcFsa8gbWd]{Gobrat}.
Goblins of the Twisted Maw are typical of Goblins who haunt the Grey Mountains. They are skinny and small, with oily olive-green skin. Their faces are swathed about in hoods that do little to hide the assortment of warts and carbuncles that flourish around their fang-filled maws, curved noses and red, beady eyes. The Goblins wear an assortment of filthy rawhide, tatty pelts, and carry shields decorated with snarling sets of filthy pointed teeth.
Some necromancers find it useful to raise very simple souls — rats and other vermin — to scour battlefields, act as spies, and to harass their enemies. In ones and twos, these creatures are little more than nuisances. But when they gather in swarms, they are terrifying to behold
The three Ungors are rather a rangy and mangy specimens. They resemble fauns: from the waist down they appear like goats, with cloven hooves and shaggy brown fur. Their chests are naked, and each of their staring ribs can be counted. Their heads bear short, sharp horns, and straggly growths of hair sprout from their chins. Their mouths drool, crammed with the sharp teeth of carnivores, but there’s a glimmer of intelligence to their caprine predatory eyes.
@UUID[JournalEntry.d8nvgs2H5MmtKhdM.JournalEntryPage.L5gV9pgaWXB3floP#the-circle-of-unmarred-flesh]{The Circle of Unmarred Flesh} is an illegal pugilists’ club, made up of members of Altdorf ’s State Army. The Circle is styled as an ‘Unberogen Warrior Lodge’, though it bears no resemblance to them — there’s no evidence they ever existed. However, this lie grants the cult leaders the cover they need, because very few cultists even know they’re in a cult. Whilst their actions — the pursuit of perfect control over their warrior minds — venerates Slaanesh, they remain blissfully unaware.
The cultists in Ubersreik were recruited by Corporal @UUID[Actor.jXKDSrWjfW61Nfpa]{Tylo Vielfrass}, and now follow Sergeant @UUID[Actor.LhI9XQo9pkV9eJ2d]{Orban Geldrecht}, as he appeared to be Vielfrass’s right-hand man. All of them, including Geldrecht, are ignorant of their true allegiance.
The Pike inhabiting the lakes and waterways of the Empire are known to grow to titanic proportions, and fishermen tell tales of beasts that reach 20 feet in length. These giants are known as Stirpike. By and large they have been fished out of the great rivers and are rarely encountered in any but the most remote waterways.
\nThis specimen is a smaller beast, barely ten feet long from chin to tail. Nevertheless it is a dangerous predator. It is ravenous and fights purely to secure a meal for itself.