From 34d0d869ba1f2d8edaf37e47313c7ac99258304b Mon Sep 17 00:00:00 2001 From: LeRatierBretonnien Date: Sun, 26 Apr 2020 18:38:43 +0200 Subject: [PATCH] Enhance auto-translate, add shield management and minor fixes --- README.md | 12 +- addon-register.js | 78 ++++++++++++ babele-register.js | 126 ++++++++++--------- compendium/eis.eisactors.json | 13 -- compendium/wfrp4e.psychologies.json | 15 +++ compendium/wfrp4e.skills.json | 84 +++++++++++-- compendium/wfrp4e.traits.json | 15 +++ fr.json | 18 ++- module.json | 10 +- packs/npc-ubersreik.db | 186 ++++++++++++++++++++++++++++ packs/plats-dauberges.db | 8 +- 11 files changed, 465 insertions(+), 100 deletions(-) create mode 100644 addon-register.js delete mode 100644 compendium/eis.eisactors.json create mode 100644 packs/npc-ubersreik.db diff --git a/README.md b/README.md index c2f7c48..d6fcfd1 100644 --- a/README.md +++ b/README.md @@ -28,21 +28,13 @@ Pour contribuer, vous pouvez me joindre sur le Discord de FoundryVTT ou sur Face ## Statut -**Au 20/04/2020** - -**IMPORTANT** : Pour l'instant, il existe un problème avec les Créatures et leur Traits, je suis au courant :). Nous travaillons dessus, pour plus d'infos, contactez moi sur le Discord de Foundry. - -L'ensemble des textes a été traduits, et les liens automatiques avec les tables, personnages et états sont fonctionnels. -Pour que tout fonctionne, les versions suivantes sont nécesssaires à ce stade : +**Au 23/04/2020** * Foundry v0.5.5+ * Warhammer v4 système v1.2.4+ -* Babele v1.9+ +* Babele v1.12+ * Warhammer v4 traduction FR v0.53+ -En dessous de ces releases, des défaut peuvent apparaître, notamment concernant la gestion de certains talents, des sorts, de certaines compétences spécialisées. -Je n'assurerais pas de support sur ces anciennes versions, désolé, les tickets associés seront donc fermés, avec un petit commentaire explicatif. - Pour info, il existe énormément de cas particuliers dans le système de règles, donc il est possble qu'il reste des défauts, soit dans le module de traduction, soit dans le système lui-même. Pournous remonter des bugs, assurez vous d'être dans les versions cités ci-dessus. Merci :) ! diff --git a/addon-register.js b/addon-register.js new file mode 100644 index 0000000..9a6264d --- /dev/null +++ b/addon-register.js @@ -0,0 +1,78 @@ + +/************************************************************************************/ +/* Manages /auberge command */ +const _manage_inn_roll = async (content, msg) => { + // Split input into arguments + let command = content.split(" ").map(function(item) { + return item.trim(); + }) + + if (command[0] == "/auberge" && command[1] ) + { + msg["type"] = 0; + msg["rollMode"] = "gmroll"; + var compendium = game.packs.find(p => p.collection === 'WH4-fr-translation.plats-dauberges'); + let rollList = []; + await compendium.getIndex().then(index => rollList = index); + //console.log("Got compendium...", rollList.length); + for (var i=0; i< rollList.length; i++) { + var rollTab = rollList[i]; + if ( rollTab.name.toLowerCase().includes(command[1].toLowerCase()) ) { + let my_rollTable; + await compendium.getEntity(rollTab._id).then(mytab => my_rollTable = mytab); + var result = my_rollTable.roll(); + console.log("RES: ", result[0], result[1] ); + msg.content = my_rollTable.name + " : " + result[1].text; + //my_rollTable.draw(); + ChatMessage.create(msg); + return false; + } + } + } + if ( content.includes("/auberge") ) { + msg["type"] = 0; + msg["rollMode"] = "gmroll"; + msg["content"] = "Syntaxe : /auberge MOT_CLE, avec MOT_CLE parmi:
BoissonsBase, BoissonsFortes, Desserts, PlatsCommuns, PlatsExcellents, PlatsMaritimes, PlatsMédiocres, PlatsQualité, PlatsRivières
Des raccourcis sont possibles avec une partie du nom : /auberge Base (correspond à BoissonBase) ou /auberge Mari (correspond à PlatsMaritimes), etc." + ChatMessage.create(msg); + return false; + } +} + +/************************************************************************************/ +/* Hook for specific command */ +Hooks.on("chatMessage", (html, content, msg) => { + + if ( content.includes("/auberge") ) { + return _manage_inn_roll( content, msg ); + } +} ); + +/************************************************************************************/ +/* Additionnal hooks ready */ +Hooks.once('ready', () => { + + game.packs.forEach((pack, idx) => { + if(!pack.translated && pack.entity === 'Actor') { + let translations = { + "label": pack.metadata.name, + "mapping": { + "name": "name", + "description": "details.biography.value", + "items": { + "path": "items", + "converter": "bestiary_traits" + }, + "characteristics": { + "path": "data.characteristics", + "converter": "npc_characteristics" + } + }, + "entries": [ + ] + }; + console.log("Actor compendium has been replaced !!!!"); + game.packs[idx] = new TranslatedCompendium(pack, translations); + } + }); + +} ); diff --git a/babele-register.js b/babele-register.js index cadafbc..76192e3 100644 --- a/babele-register.js +++ b/babele-register.js @@ -1,3 +1,5 @@ +/************************************************************************************/ +/* Override some methods of the WFRP4 actor class, mainly to compute spells/weapons */ class ActorWfrp4e_fr extends ActorWfrp4e { /** @@ -143,48 +145,14 @@ class ActorWfrp4e_fr extends ActorWfrp4e { //console.log("calculateSpellAttributes -> " + formula ); return formula.capitalize(); } - } -Hooks.on("chatMessage", async (html, content, msg) => { - // Split input into arguments - let command = content.split(" ").map(function(item) { - return item.trim(); - }) - - if (command[0] == "/auberge") - { - msg["type"] = 0; - msg["rollMode"] = "gmroll"; - var compendium = game.packs.find(p => p.collection === 'WH4-fr-translation.plats-dauberges'); - let rollList = []; - await compendium.getIndex().then(index => rollList = index); - //console.log("Got compendium...", rollList.length); - for (var i=0; i< rollList.length; i++) { - var rollTab = rollList[i]; - if ( rollTab.name.toLowerCase().includes(command[1].toLowerCase()) ) { - let my_rollTable; - await compendium.getEntity(rollTab._id).then(mytab => my_rollTable = mytab); - var result = my_rollTable.roll(); - console.log("RES: ", result[0], result[1] ); - msg.content = my_rollTable.name + " : " + result[1].text; - //my_rollTable.draw(); - ChatMessage.create(msg); - return false; - } - } - msg["content"] = "Syntaxe : /auberge MOT_CLE, avec MOT_CLE parmi:
BoissonsBase, BoissonsFortes, Desserts, PlatsCommuns, PlatsExcellents, PlatsMaritimes, PlatsMédiocres, PlatsQualité, PlatsRivières
Des raccourcis sont possibles avec une partie du nom : /auberge Base (correspond à BoissonBase) ou /auberge Mari (correspond à PlatsMaritimes), etc." - ChatMessage.create(msg); - return false; - } -} ); - -var __mywait = ms => new Promise((r, j)=>setTimeout(r, ms)) - +/************************************************************************************/ Hooks.once('init', () => { - + // Replace to manage specific bonuses/char. computations - CONFIG.Actor.entityClass = ActorWfrp4e_fr; + CONFIG.Actor.entityClass = ActorWfrp4e_fr; + WFRP4E.talentBonuses = { "perspicace": "int", "affable": "fel", @@ -346,7 +314,7 @@ Hooks.once('init', () => { } skills_list[i] = transl; } - return skills_list; + return skills_list; }, "career_talents": (talents_list) => { var compendium = game.packs.find(p => p.collection === 'wfrp4e.talents'); @@ -387,30 +355,72 @@ Hooks.once('init', () => { return chars; }, "bestiary_traits": (beast_traits, translations) => { - var compendium = game.packs.find(p => p.collection === 'wfrp4e.traits'); + var fulltraits = game.packs.find(p => p.collection === 'wfrp4e.traits'); + var fullskills = game.packs.find(p => p.collection === 'wfrp4e.skills'); + var fulltalents = game.packs.find(p => p.collection === 'wfrp4e.talents'); + var fullcareers = game.packs.find(p => p.collection === 'wfrp4e.careers'); + var fulltrappings = game.packs.find(p => p.collection === 'wfrp4e.trappings'); + for (let trait_en of beast_traits) { - var nbt = ""; var special = ""; + var nbt = ""; var name_en = trait_en.name.trim(); // strip \r in some traits name - if ( name_en.includes("Tentacles") ) { // Process specific Tentacles case - var re = /(.d*)x Tentacles/i; - var res = re.exec( name_en ); - nbt = res[1] + "x "; - name_en = "Tentacles"; - } else if ( name_en.includes("(") && name_en.includes(")") ) { // Then process specific traits name with (xxxx) inside - var re = /(.*) \((.*)\)/i; + + if ( trait_en.type == "trait") { + if ( name_en.includes("Tentacles") ) { // Process specific Tentacles case + var re = /(.d*)x Tentacles/i; var res = re.exec( name_en ); - name_en = res[1]; // Get the root traits name - special = " (" + res[2] + ")"; // And the special keyword - } - var trait_fr = compendium.translate( { name: name_en } ); - //console.log(">>>>> Trait ?", name_en, nbt, trait_fr.name); - trait_en.name = nbt + trait_fr.name + special; - trait_en.data.description.value = trait_fr.data.description.value; - if ( isNaN(trait_en.data.specification.value) ) { // This is a string, so translate it - //console.log("Translating : ", trait_en.data.specification.value); - trait_en.data.specification.value = game.i18n.localize( trait_en.data.specification.value.trim() ); + nbt = res[1] + "x "; + name_en = "Tentacles"; + } else if ( name_en.includes("(") && name_en.includes(")") ) { // Then process specific traits name with (xxxx) inside + var re = /(.*) \((.*)\)/i; + var res = re.exec( name_en ); + name_en = res[1]; // Get the root traits name + special = " (" + game.i18n.localize( res[2].trim() ) + ")"; // And the special keyword + } + var trait_fr = fulltraits.translate( { name: name_en } ); + console.log(">>>>> Trait ?", name_en, nbt, trait_fr.name, special); + trait_en.name = nbt + trait_fr.name + special; + if ( trait_en.data.description && trait_en.data.description.value ) + trait_en.data.description.value = trait_fr.data.description.value; + if ( isNaN(trait_en.data.specification.value) ) { // This is a string, so translate it + //console.log("Translating : ", trait_en.data.specification.value); + trait_en.data.specification.value = game.i18n.localize( trait_en.data.specification.value.trim() ); + } + } else if ( trait_en.type == "skill") { + if ( name_en.includes("(") && name_en.includes(")") ) { // Then process specific skills name with (xxxx) inside + var re = /(.*) +\((.*)\)/i; + var res = re.exec( name_en ); + name_en = res[1].trim(); // Get the root skill name + special = " (" + game.i18n.localize( res[2].trim() ) + ")"; // And the special keyword + } + var trait_fr = fullskills.translate( { name: name_en } ); + console.log(">>>>> Skill ?", name_en, special, trait_fr.name); + trait_en.name = trait_fr.name + special; + trait_en.data.description.value = trait_fr.data.description.value; + + + } else if ( trait_en.type == "talent") { + if ( name_en.includes("(") && name_en.includes(")") ) { // Then process specific skills name with (xxxx) inside + var re = /(.*) +\((.*)\)/i; + var res = re.exec( name_en ); + name_en = res[1].trim(); // Get the root talent name, no parenthesis this time... + special = " (" + game.i18n.localize( res[2].trim() ) + ")"; // And the special keyword + } + var trait_fr = fulltalents.translate( { name: name_en } ); + console.log(">>>>> Talent ?", name_en, special, trait_fr.name); + trait_en.name = trait_fr.name + special; + trait_en.data.description.value = trait_fr.data.description.value; + } else if ( trait_en.type == "career") { + var career_fr = fullcareers.translate( trait_en ); + console.log(">>>>> Career ?", name_en, career_fr.name); + trait_en = career_fr; + } else if ( trait_en.type == "trapping" || trait_en.type == "weapon" || trait_en.type == "armour" || trait_en.type == "container" || trait_en.type == "money") { + var trapping_fr = fulltrappings.translate( trait_en ); + console.log(">>>>> Trapping ?", name_en, trapping_fr.name); + trait_en.name = trapping_fr.name; + trait_en.data.description = trapping_fr.data.description; } } return beast_traits; diff --git a/compendium/eis.eisactors.json b/compendium/eis.eisactors.json deleted file mode 100644 index 3be5adb..0000000 --- a/compendium/eis.eisactors.json +++ /dev/null @@ -1,13 +0,0 @@ -{ - "label": "PNJ Ennemi Intérieur", - "mapping": { - "name": "name", - "description": "details.biography.value", - "characteristics": { - "path": "data.characteristics", - "converter": "npc_characteristics" - } - }, - "entries": [ - ] -} diff --git a/compendium/wfrp4e.psychologies.json b/compendium/wfrp4e.psychologies.json index 4df7b7b..4360748 100644 --- a/compendium/wfrp4e.psychologies.json +++ b/compendium/wfrp4e.psychologies.json @@ -16,6 +16,11 @@ "name": "Peur (X)", "description": "

La Peur représente une aversion extrême pour quelque chose. Les créatures qui causent la Peur a un Indice de Peur; cette valeur représente le DR que vous devez atteindre lorsque vous effectuez votre Test étendu de Calme pour vaincre cette Peur. Vous pouvez effectuer ce Test à la fin de chaque round jusqu'à ce que votre DR devienne supérieur ou égal à l'Indice de Peur de la créature. Tant que ce n'est pas le cas, vous êtes sujet à la Peur.

\n

Lorsque vous êtes sous le coup de la Peur,

" }, + { + "id": "Fear", + "name": "Peur", + "description": "

La Peur représente une aversion extrême pour quelque chose. Les créatures qui causent la Peur a un Indice de Peur; cette valeur représente le DR que vous devez atteindre lorsque vous effectuez votre Test étendu de Calme pour vaincre cette Peur. Vous pouvez effectuer ce Test à la fin de chaque round jusqu'à ce que votre DR devienne supérieur ou égal à l'Indice de Peur de la créature. Tant que ce n'est pas le cas, vous êtes sujet à la Peur.

\n

Lorsque vous êtes sous le coup de la Peur,

" + }, { "id": "Frenzy", "name": "Frénésie", @@ -26,6 +31,11 @@ "name": "Haine (Cible)", "description": "

Vous ressentez une profonde haine pour la Cible, qui représente en général un groupe de personnes ou de créatures, comme les « hochlanders », les « pieuvres des tourbières » ou les « esclavagistes ». Vous n'interagirez jamais avec des personnes que vous haïssez à ce point.

Lorsque vous rencontrez ceux qui vous provoquent la Haine, vous devez effectuer un Test de Psychologie. Sur un échec, vous ressentez de la Haine. À la fin de chaque round qui suivra, vous pourrez tenter un autre Test de Psychologie afin, de mettre fin à votre État de Haine. Si vous ne le faites pas, les effets de la Haine se dissiperont d'eux-mêmes lorsque tous les membres du groupe concerné dans votre Ligne de Vue seront, morts ou auront disparu, ou que vous gagniez l'État Inconscient

\n

Tant que vous ressentez de la Haine, vous devez faire tout ce qui est en votre pouvoir pour détruire le groupe haï, et ce, le plus rapidement et de manière la plus violente possible.

\n" }, + { + "id": "Hatred", + "name": "Haine", + "description": "

Vous ressentez une profonde haine pour la Cible, qui représente en général un groupe de personnes ou de créatures, comme les « hochlanders », les « pieuvres des tourbières » ou les « esclavagistes ». Vous n'interagirez jamais avec des personnes que vous haïssez à ce point.

Lorsque vous rencontrez ceux qui vous provoquent la Haine, vous devez effectuer un Test de Psychologie. Sur un échec, vous ressentez de la Haine. À la fin de chaque round qui suivra, vous pourrez tenter un autre Test de Psychologie afin, de mettre fin à votre État de Haine. Si vous ne le faites pas, les effets de la Haine se dissiperont d'eux-mêmes lorsque tous les membres du groupe concerné dans votre Ligne de Vue seront, morts ou auront disparu, ou que vous gagniez l'État Inconscient

\n

Tant que vous ressentez de la Haine, vous devez faire tout ce qui est en votre pouvoir pour détruire le groupe haï, et ce, le plus rapidement et de manière la plus violente possible.

\n" + }, { "id": "Phobia (Target)", "name": "Phobie (Cible)", @@ -41,6 +51,11 @@ "name": "Terreur (X)", "description": "

Certaines créatures sont si profondément perturbantes qu'elles parviennent à provoquer une terreur glaçante auprès de leurs adversaires. Lorsque vous rencontrez pour la première fois une créature qui inspire la Terreur, effectuez un Test de Psychologie.

\n

Une fois ce test de Psychologie effectué, la créature cause la @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Fear}, avec un Indice de Peur équivalent à son Indice de Terreur.

" }, + { + "id": "Terror", + "name": "Terreur", + "description": "

Certaines créatures sont si profondément perturbantes qu'elles parviennent à provoquer une terreur glaçante auprès de leurs adversaires. Lorsque vous rencontrez pour la première fois une créature qui inspire la Terreur, effectuez un Test de Psychologie.

\n

Une fois ce test de Psychologie effectué, la créature cause la @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Fear}, avec un Indice de Peur équivalent à son Indice de Terreur.

" + }, { "id": "Trauma", "name": "Traumatisme", diff --git a/compendium/wfrp4e.skills.json b/compendium/wfrp4e.skills.json index 2e26b9f..a1a0236 100644 --- a/compendium/wfrp4e.skills.json +++ b/compendium/wfrp4e.skills.json @@ -7,8 +7,13 @@ "description": "

La Compétence Soin aux animaux vous permet de vous occuper des animaux et de les soigner quand ils tombent malades ou sont blessés

\n

Posséder une seule Augmentation en Soin aux animaux signifie que vous pouvez garder les animaux en bonne santé sans avoir besoin de faire de Test. Vous pouvez également effectuer un Test de Soin aux animaux pour identifier et résoudre des problèmes avec les animaux tels que :

\n

 

\n

• Déceler une maladie.

\n

• Comprendre les raisons de la désobéissance ou de l'inconfort.

\n

• Déterminer les caractéristiques de l'animal.

\n

• Guérir un nombre de blessures égal au Bonus d'Intelligence + DR (Remarque : un animal ne peut bénéficier que d'un lancer de Guérison après chaque rencontre).

\n

• Stopper un Etat Hémorragique.

\n

• Préparer l'animal pour une démonstration.

\n

 

\n

En combat, vous pouvez évaluer un animal ennemi avec Test de Soin aux animaux. Sur un succès, vous, et tous ceux que vous en informez, gagnez +10 pour toucher lorsque vous attaquez cet animal — ou quiconque l'utilise comme monture — jusqu'à la fin de votre prochain tour, car vous remarquez un harnachement détaché, une boiterie causée par une blessure mineure, ou mettez en lumière n'importe quelle autre faiblesse ou vulnérabilité. Soin aux animaux ne peut fournir qu'un maximum de +10 pour toucher par animal, quel que soit le nombre de Tests effectués pour déceler une faiblesse.

\n

 

\n

Animaux

\n

C'est au MJ de décider si Soin aux animaux et Dressage fonctionnent ou non avec une créature. Alors que pour certaines - chien, cheval, hippogriffe - la réponse semble évidente, pour d'autres, ça l'est beaucoup moins. Vous pouvez débattre sur le fait qu'un dragon pourrait ou non bénéficier de Dressage, mais essayez d'expliquer ça au dragon en question...

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

Dressage représente votre compréhension d'un type particulier d'animal, et votre capacité à l'entraîner. Une utilisation réussie de cette Compétence vous permet d'identifier les capacités Entraînées possédées par un animal appartenant à votre Spécialisation. La Compétence Dressage permet aussi d'entreprendre l'Activité Dressage entre deux aventures.

\n

 

\n

En combat, un Test opposé de Dressage/Force Mentale réussi vous permet d'intimider un seul animal appartenant à votre Spécialisation ; vous instillez la peur chez l'animal ciblé jusqu'à la fin de votre prochain tour. Quand vous insufflez la peur de cette façon, vous pouvez par la suite utiliser votre compétence Dressage au lieu de Corps à corps quand vous vous défendez contre votre cible ; avec l'accord du MJ, vous pouvez aussi utiliser Dressage pour attaquer votre cible, en donnant des instructions spécifiques.

\n

 

\n

Animaux

\n

C'est au MJ de décider si Soin aux animaux et Dressage fonctionnent ou non avec une créature. Alors que pour certaines - chien, cheval, hippogriffe - la réponse semble évidente, pour d'autres, ça l'est beaucoup moins. Vous pouvez débattre sur le fait qu'un dragon pourrait ou non bénéficier de Dressage, mais essayez d'expliquer ça au dragon en question...

\n

 

\n

Exemple: Affrontant un chein de guerre affamé, Ilse réussi un Test opposé de Dressage (Chien) au premier round de combat, en faisant peur à la bête et gagnant +1 Avantage. Pendant le round suivant, elle ‘attaque’ sa cible avec sa Compétence Dressage, contournant la défense du chien. Son MJ lui permet d'ordonner à la bête de fuir, ce qu'elle fait, la queue entre les jambes. 

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

Dressage représente votre compréhension d'un type particulier d'animal, et votre capacité à l'entraîner. Une utilisation réussie de cette Compétence vous permet d'identifier les capacités Entraînées possédées par un animal appartenant à votre Spécialisation. La Compétence Dressage permet aussi d'entreprendre l'Activité Dressage entre deux aventures.

\n

 

\n

En combat, un Test opposé de Dressage/Force Mentale réussi vous permet d'intimider un seul animal appartenant à votre Spécialisation ; vous instillez la peur chez l'animal ciblé jusqu'à la fin de votre prochain tour. Quand vous insufflez la peur de cette façon, vous pouvez par la suite utiliser votre compétence Dressage au lieu de Corps à corps quand vous vous défendez contre votre cible ; avec l'accord du MJ, vous pouvez aussi utiliser Dressage pour attaquer votre cible, en donnant des instructions spécifiques.

\n

 

\n

Animaux

\n

C'est au MJ de décider si Soin aux animaux et Dressage fonctionnent ou non avec une créature. Alors que pour certaines - chien, cheval, hippogriffe - la réponse semble évidente, pour d'autres, ça l'est beaucoup moins. Vous pouvez débattre sur le fait qu'un dragon pourrait ou non bénéficier de Dressage, mais essayez d'expliquer ça au dragon en question...

\n

 

\n

Exemple: Affrontant un chein de guerre affamé, Ilse réussi un Test opposé de Dressage (Chien) au premier round de combat, en faisant peur à la bête et gagnant +1 Avantage. Pendant le round suivant, elle ‘attaque’ sa cible avec sa Compétence Dressage, contournant la défense du chien. Son MJ lui permet d'ordonner à la bête de fuir, ce qu'elle fait, la queue entre les jambes. 

" }, { @@ -37,8 +42,13 @@ "description": "

Dressage représente votre compréhension d'un pigeon, et votre capacité à l'entraîner. Une utilisation réussie de cette Compétence vous permet d'identifier les capacités Entraînées possédées par un pigeon. La Compétence Dressage permet aussi d'entreprendre l'Activité Dressage entre deux aventures.

\n

 

\n

En combat, un Test opposé de Dressage/Force Mentale réussi vous permet d'intimider un seul pigeon; vous instillez la peur chez le pigeon ciblé jusqu'à la fin de votre prochain tour. Quand vous insufflez la peur de cette façon, vous pouvez par la suite utiliser votre compétence Dressage au lieu de Corps à corps quand vous vous défendez contre votre cible ; avec l'accord du MJ, vous pouvez aussi utiliser Dressage pour attaquer votre cible, en donnant des instructions spécifiques.

\n

 

\n

Animaux

\n

C'est au MJ de décider si Soin aux animaux et Dressage fonctionnent ou non avec une créature. Alors que pour certaines - chien, cheval, hippogriffe - la réponse semble évidente, pour d'autres, ça l'est beaucoup moins. Vous pouvez débattre sur le fait qu'un dragon pourrait ou non bénéficier de Dressage, mais essayez d'expliquer ça au dragon en question...

\n

 

\n

Example: Affrontant un chein de guerre affamé, Ilse réussi un Test opposé de Dressage (Chien) au premier round de combat, en faisant peur à la bête et gagnant +1 Avantage. Pendant le round suivant, elle ‘attaque’ sa cible avec sa Compétence Dressage, contournant la défense du chien. Son MJ lui permet d'ordonner à la bête de fuir, ce qu'elle fait, la queue entre les jambes. 

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

Créez des œuvres d'art avec le moyen d'expression de votre choix. Ne pas avoir accès aux Outils de la profession appropriés entraînera une pénalité à vos Tests. Le DR obtenu détermine la qualité de l'œuvre finale. Un Test étendu peut être nécessaire pour la réalisation d'une œuvre d'art complexe ou de grande taille. La Compétence Art est peu utilisée en combat, mais les bustes de marbre peuvent faire de formidables armes improvisées.

\n

 

\n

Spécialisations : Cartographie, Gravure, Mosaïque, Peinture, Sculpture, Tatouage, Tissage 

\n

 

\n

Exemple : Irina a reçu une commande pour peindre le portrait d'un noble local, dont son groupe cherche à obtenir les faveurs. Son MJ décide que cela nécessite un total de 10 DR à un Test étendu d'Art, et chaque Test représente une semaine de travail.

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

Créez des œuvres d'art avec le moyen d'expression de votre choix. Ne pas avoir accès aux Outils de la profession appropriés entraînera une pénalité à vos Tests. Le DR obtenu détermine la qualité de l'œuvre finale. Un Test étendu peut être nécessaire pour la réalisation d'une œuvre d'art complexe ou de grande taille. La Compétence Art est peu utilisée en combat, mais les bustes de marbre peuvent faire de formidables armes improvisées.

\n

 

\n

Spécialisations : Cartographie, Gravure, Mosaïque, Peinture, Sculpture, Tatouage, Tissage 

\n

 

\n

Exemple : Irina a reçu une commande pour peindre le portrait d'un noble local, dont son groupe cherche à obtenir les faveurs. Son MJ décide que cela nécessite un total de 10 DR à un Test étendu d'Art, et chaque Test représente une semaine de travail.

" }, { @@ -92,8 +102,8 @@ "description": "

La Compétence Focalisation mesure votre capacité à faire appel et à contrôler les différents Vents de la Magie. Elle est uniquement utilisée avec les règles sur la magie. Focalisation est une Compétence très particulière, en cela qu'elle est à la fois Groupée, permettant les Spécialisations, mais aussi non Groupée pour ceux qui ne sont pas correctement formés à focaliser la magie. 

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

La Compétence Focalisation mesure votre capacité à faire appel et à contrôler les différents Vents de la Magie. Elle est uniquement utilisée avec les règles sur la magie. Focalisation est une Compétence très particulière, en cela qu'elle est à la fois Groupée, permettant les Spécialisations, mais aussi non Groupée pour ceux qui ne sont pas correctement formés à focaliser la magie.

\n

 

\n

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

" }, { @@ -181,6 +191,11 @@ "name": "Résistance", "description": "

La Compétence Résistance est sollicitée quand vous devez supporter des conditions difficiles, faire face à la privation, attendre sans bouger pendant une longue période de temps, ou survivre dans des environnements hostiles. Plus spécifiquement, les Tests de Résistance servent à résister ou à vous remettre de différents Etats (voir page 167) et vous aident à récupérer vos Points de Blessure perdus.

" }, + { + "id": "Entertain", + "name": "Divertissement", + "description": "

Cette Compétence vous permet de ravir les foules par la parole, peut-être en chantant, en jouant la comédie ou en faisant quelques blagues. Une utilisation réussie de la Compétence Divertissement signifie que vous avez assez amusé les spectateurs alentour pour qu'ils vous écoutent ; le DR indique à quel point vous avez réussi.

\n

En combat, il est peu probable que Divertissement soit d'une grande utilité, bien que vous puissiez trouver une façon intéressante d'utiliser Divertissement(Comédie) pour troubler ou leurrer vos adversaires.

\n

 

\n

Spécialisations: Chant, Comédie, Interprétation, Narration 

" + }, { "id": "Entertain ()", "name": "Divertissement ()", @@ -236,6 +251,11 @@ "name": "Intuition", "description": "

La Compétence Intuition vous permet de percevoir ce qui vous entoure, de remarquer quand quelque chose ne va pas, et de ressentir quand des gens vous cachent quelque chose. Une utilisation réussie de la Compétence Intuition vous donne des renseignements subtils et implicites concernant votre environnement, déterminés par votre MJ. Cela peut être une information, comme savoir si quelqu'un est convaincu de la véracité de ses propos quelle est l'attitude fénérale envers le noble local, ou est-ce que les intentions des gens du coin, si serviables sont aussi pures qu'elles le paraissent. Si quelqu'un essaye activement de dissimuler ses intentions, il peut résister à votre Intuition avec Calme ou Divertissement (Comédie).

\n

 

\n

En combat, un Test d'Intuition réussi peut être utilisé pour vous donner +1 Avantage puisque vous évaluez l'environnement et vos adversaires. Vous pouvez continuer à renforcer votre Avantage lors des tours suivants à condition que vous ne soyez pas interrompu (en étant attaqué par exemple) ; de cette façon vous pouvez gagner un maxumim d'Avantages égal à votre Bonus d'Intelligence.

" }, + { + "id": "Language", + "name": "Langue", + "description": "

La Compétence Langue indique votre aisance avec différentes langues. Tous les Personnages sont considérés comme capables de parler le « reikspiel » - la langue de l'Empire - et leur langue maternelle (si votre Personnage en possède une différente du reikspiel), sans avoir besoin de faire de Test. Si votre partie ne se déroule pas dans l'Empire, remplacez le reikspiel par la langue locale.

\n

 

\n

Si vous possédez l'une de ces Compétences, vous êtes généralement capable de vous faire comprendre dans cette langue, ou de comprendre des concepts simples. Vous serez amené à faire un Test de votre Compétence de Langue quand un concept particulièrement difficile doit être transmis, ou qu'un dialecte ou vocabulaire obscur est utilisé.

\n

 

\n

Remarque: Langue (Magick) est utilisée pour lancer des Sorts et peut, de temps à autre, nécessiter un Test avec... des conséquences fâcheuses en cas d'échec. Référez-vous au Chapitre 8 : Magie pour plus d'information à ce sujet.

\n

 

\n

Spécialisations : bataille, bretonnien, classique, guilde, khazalid, Magick, voleur, tiléen 

" + }, { "id": "Language ()", "name": "Langue ()", @@ -331,6 +351,11 @@ "name": "Commandement", "description": "

Il s'agit d'une indication de votre capacité à diriger les autres et à vous faire respecter. Le plus souvent associée à des situations martiales, un meneur déterminé peut toutefois réagir rapidement lors d'un incendie ou autre catastrophe, et les nobles utilisent fréquemment la Compétence pour commander leurs subordonnés.

\n

 

\n

Un Test de Commandement réussi vous permet de donner des ordres à un nombre de cibles égal à votre Bonus de Sociablilité + DR. Si les cibles sont vos subordonnés directs - un noble commandant un serf ou un sergent dirigeant ses troupes - les ordres ne rencontrent aucune opposition. S'il n'y a pas de hiérarchie en place, ou que l'ordre est particulièrement exigeant - comme ordonner à vos soldats de charger la tête d'une hydre - le Test est opposé au Calme de vos cibles.

\n

 

\n

En combat, vous pouvez utiliser Commandement pour encourager vos subalternes. Un Test de Commandement réussi confère un bonus de +10 à tous les Tests de Psychologie jusqu'à la fin du prochain round (voir page 190).

\n

 

\n

Par ailleurs, Commandement peut être utilisé pour transférer un Avantage à des alliés capables de vous entendre ; après un Test de Commandement réussi, vous pouvez transférer un Avantage à un allié de votre choix, et +1 Avantage par DR obtenu, qui peut de nouveau être alloué aux alliés de votre choix à portée de voix.

\n

 

\n

Exemple : Lord Ludwig von Schemp a regardé ses deux gardes du corps discuter avec des voyous pendant trois rounds, utilisant sa Compétence Intuition pour cumuler 3 Avantages. Sentant que la situation ne va nulle part, il lance un ordre péremptoire pour attaquer le chef de file ; réussissant son Test avec 5 DR, il donne 2 Avantages à l'un de ses gardes du corps et 1 Avantage à l'autre, espérant que cela mette rapidement fin à l'affaire. 

" }, + { + "id": "Lore", + "name": "Savoir", + "description": "

Posséder une Compétence Savoir signifie que vous avez officiellement étudié, ou avez appris d'une façon ou d'une autre, une branche de connaissances avancées. Vous possédez des données approfondies dans une spécialisation et n'avez donc pas besoin d'effectuer de Test pour que le MJ vous donne les éléments d'information utiles. Si vous cherchez des informations spécifiques moins connues, vous aurez besoin d'effectuer un Test de Savoir, modifié selon la nature obscure de l'information, où les DR indiqueront combien de détails vous vous souvenez.

\n

 

\n

En combat, un Test de Savoir réussi peut éventuellement vous accorder +1 Avantage (avec l'accord de votre MJ). Par exemple, Savoir (Géologie) peut vous donner un Avantage si vous combattez dans une caverne, ou Savoir (Ingénierie) peut vous aider si vous combattez un ennemi armé d'un appareil mécanique complexe. Vous pouvez continuer à renforcer votre Avantage lors des tours ultérieurs, à condition que les circonstances le permettent (déterminé par le MJ) et que vous ne soyez pas interrompu ; de cette façon, vous pouvez gagner un maximum d'Avantages, égal à votre Bonus d'intelligenece.

\n

 

\n

Spécialisations: Généalogie, Géologie, Histoire, Ingénieurie, Loi, Magick, Métallurgie, Science, Théologie 

" + }, { "id": "Lore ()", "name": "Savoir ()", @@ -381,6 +406,11 @@ "name": "Savoir (Théologie)", "description": "

Posséder une Compétence Savoir signifie que vous avez officiellement étudié, ou avez appris d'une façon ou d'une autre, une branche de connaissances avancées. Vous possédez des données approfondies dans une spécialisation et n'avez donc pas besoin d'effectuer de Test pour que le MJ vous donne les éléments d'information utiles. Si vous cherchez des informations spécifiques moins connues, vous aurez besoin d'effectuer un Test de Savoir, modifié selon la nature obscure de l'information, où les DR indiqueront combien de détails vous vous souvenez.

\n

 

\n

En combat, un Test de Savoir réussi peut éventuellement vous accorder +1 Avantage (avec l'accord de votre MJ). Par exemple, Savoir (Géologie) peut vous donner un Avantage si vous combattez dans une caverne, ou Savoir (Ingénierie) peut vous aider si vous combattez un ennemi armé d'un appareil mécanique complexe. Vous pouvez continuer à renforcer votre Avantage lors des tours ultérieurs, à condition que les circonstances le permettent (déterminé par le MJ) et que vous ne soyez pas interrompu ; de cette façon, vous pouvez gagner un maximum d'Avantages, égal à votre Bonus d'intelligenece.

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

La Compétence Corps à corps représente l'entraînement spécifique que vous avez reçu avec un seul type d'armes de combat rapproché. Chaque Spécialisation de Corps à corps indique un entraînement à une classe d'arme spécifique. Si vous n'avez pas la Spécialisation appropriée pour une arme que vous souhaitez utiliser, référez-vous au Chapitre 11 : Guide de l'équipement pour consulter les statistiques de l'arme et savoir quelles pénalités vous subirez. Voir Chapitre 5 : Règles pour plus d'informations sur les combats et l'utilisation de la Compétence Corps à corps.

\n

 

\n

Spécialisations : Arme d'hast, Arme à deux mains, Bagarre, Base, Cavalerie, Escrime, Fléau, Parade. 

" + }, { "id": "Melee ()", "name": "Corps à corps ()", @@ -418,7 +448,7 @@ }, { "id": "Melee (Polearm)", - "name": "Corps à corps (Arme d'hast)", + "name": "Corps à corps (Armes d'hast)", "description": "

La Compétence Corps à corps représente l'entraînement spécifique que vous avez reçu avec un seul type d'armes de combat rapproché. Chaque Spécialisation de Corps à corps indique un entraînement à une classe d'arme spécifique. Si vous n'avez pas la Spécialisation appropriée pour une arme que vous souhaitez utiliser, référez-vous auChapitre 11 : Guide de l'équipement pour consulter les statistiques de l'arme et savoir quelles pénalités vous subirez. Voir Chapitre 5 : Règles pour plus d'informations sur les combats et l'utilisation de la Compétence Corps à corps.

" }, { @@ -441,6 +471,11 @@ "name": "Perception", "description": "

Il s'agit de votre capacité à percevoir des choses avec vos sens - la vue, l'odorat, l'ouïe, le toucher et le goût, et tout autre sens comme des sens magiques ou non humains. Votre MJ peut vous demander d'effectuer un Test de Perception pour détecter quelque chose, comme un mouvement derrière la ligne des arbres, la présence d'un piège ou quelqu'un qui vous suit, modifié par la facilité à le remarquer. La Perception est aussi utilisée pour résister aux tentatives pour dissimuler des choses par le biais de Compétences telles qu'Escamotage ou Discrétion. La Perception a de nombreuses utilités en combat, le plus souvent pour remarquer des détails importants, au-delà de ce qui est évident dans l'environnement alentour et vos adversaires, comme déterminé par le MJ. 

" }, + { + "id": "Perform", + "name": "Représentation", + "description": "

Vous avez appris un art physiquement exigeant, probablement pour gagner votre vie, peut-être en tant que saltimbanque ou membre d'un carnaval itinérant. Une utilisation réussie de la Compétence Représentation vous permet de divertir tous les spectateurs suffisamment proches pour vous voir et vous entendre ; le DR indique à quel point vous avez réussi.

\n

 

\n

En combat, certaines spécialisations physiques de Représentation peuvent vous donner un Avantage au combat. Avec l'accord de votre MJ, Représentation (Acrobaties) peut être utilisée à la place d'Esquive. D'autres Compétences Représentation peuvent être directement utilisées comme arme si vous possédez l'équipement approprié, comme avec Représentation (Cracheur de feu) !

\n

 

\n

Spécialisations : Acrobaties, Cracheur de feu, Danser, Funambule, Jonglage, Mime, Pitreries 

" + }, { "id": "Perform ()", "name": "Représentation ()", @@ -486,6 +521,11 @@ "name": "Crochetage", "description": "

Vous connaissez les mécanismes de verrouillage et comment les ouvrir sans avoir besoin de vos propres clefs. Crocheter une serrure demande souvent un Test étendu, dont le nombre de DR nécessaire pour ouvrir la serrure dépend de sa complexité. 

\n

 

\n

Serrures et Outils de crochetage

\n

Les Niveaux de Difficulté supposent l'utilisation d'outils de crochetage. Des crochets improvisés, comme des épingles à cheveux ou des clous, peuvent être utilisés avec une pénalité de -10. Chaque Test demande normalement un round complet, bien que le MJ puisse décider que certaines serrures sont particulièrement grippées ou rouillées, et demandent plus de temps. Si le MJ estime qu'une serrure est suffisamment simple, les Personnages non spécialisés peuvent tenter un seul Test de Dextérité Très difficile (-30) pour crocherter la serrure. Le tableau suivant indique les difficultés standard des serrures les plus fréquentes dans le Vieux Monde. 

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

Type de serrure

\n
\n

 Difficulté

\n
\n

DR

\n
\n

Loquet

\n
\n

Accessible (+20)

\n
\n

 0

\n
\n

Porte classique

\n
\n

Intermédiaire (+0)

\n
\n

 2

\n
\n

Porte sécurisée

\n
\n

Complexe (–10)

\n
\n

 2

\n
\n

Coffre au trésor

\n
\n

Difficile (–20)

\n
\n

5

\n
\n

Porte blindée

\n
\n

Très difficile (–30)

\n
\n

10

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

Il s'agit de votre capacité à jouer d'un instrument de musique, assez bien, nous l'espérons, pour impressionner les autres. Un Test de Musicien réussi vous permet de divertir les personnes suffisamment proches pour vous voir et vous entendre ; le DR indique la qualité du morceau joué. 

\n

 

\n

Spécialisations : Clavecin, Cor, Cornemuse, Luth, Violon 

\n

 

\n

Le Vieux Monde est une scène...

\n

Bien qu'il puisse y avoir des recoupements entre les Compétences Divertissement, Représentations et Musicien, chacun représente un groupe de Compétence distinctes.

\n

 

\n

Divertissement est une Compétence de Base utilisant la Sociabilité. Elle représente des Compétences de divertissement que tout le monde peut tenter, même sans entraînement, comme chanter ou raconter des histoires.

\n

Resprésentation est une Compétence Avancée utilisant l'Agilité. Les Spécialisations de Représentation nécessitent de l'entraînement, et reposent sur la vitesse et la coordination.

\n

Musicien est aussi une Compétence Avancée, utilisant la Dextérité. Elle représente la formation à des instruments de musique particuliers, pour lesquels un apprentissage et de la pratique sont nécessaires pour en jouer correctement.

\n

 

\n

Vous devez choisir avec soin pour déterminer si votre Spécialisation choisie appartient à Divertissement, Représentation, ou Musicien ; considérez comment le Personnage effectuera physiquement la Compétence, et si un débutant peut réussir avec succès. Après tout, quelqu'un sans entraînement musical peut vraisemblablement très bien chanter, mais jouer d'une cornemuse...

" + }, { "id": "Play ()", "name": "Musicien ()", @@ -521,6 +561,11 @@ "name": "Prière", "description": "

Il s'agit de votre capacité à invoquer ou à communiquer avec une divinité. Pour plus d'information sur l'utilisation de la Compétence Prière dans l'espoir d'une intervention divine, voir le Chapitre 7 : Religion et Croyances.

\n

 

\n

En combat, si votre MJ estime que c'est approprié compte tenu de votre situation et de votre foi, vous pouvez utiliser Prière pour méditer et vous concentrer. Chaque round que vous passez à prier en combat - réussissant un Test de Prière - vous gagnez +1 Avantage. De cette façon, vous pouvez gagner des Avantage supplémentaires, jusqu'à un maximum égal à votre Bonus de Sociabilité.

\n

 

\n

De plus, si vos ennemis comprennent votre langue et connaissent (ou craignent) votre divinité, le MJ peut vous permettre d'utiliser Prière au lieu de la Compétence Intimidation.

\n

 

\n

 

" }, + { + "id": "Ranged", + "name": "Projectiles", + "description": "

Bien que tout le monde puisse lancer une simple pierre en utilisant la Capacité de Tir, il faut de l'entraînement et de la pratique pour utiliser des armes comme des arcs et des pistolets. Chaque Spécialisation de Projectiles représente un groupe particulier d'armes à distance. Si vous ne possédez pas la Spécialisation Projectiles pour une arme dont vous souhaitez user, référez-vous au Chapitre 11 : Guide de l'équipement pour voir quelles pénalités vous subirez en l'utilisant. Voir le Chapitre 5 : Règles pour plus de détails sur le combat à distance.

\n

 

\n

 Exemples de Spécialisations : Arbalète, Arc, Entraves, Explosifs, Fronde, Ingénierie, Lancer, Poudre noire 

" + }, { "id": "Ranged ()", "name": "Projectiles ()", @@ -571,6 +616,11 @@ "name": "Recherche", "description": "

Il s'agit de votre habilité à dénicher les connaissances utiles et souvent obscures des bibliothèques et autres mines d'informations. Recherche nécessite de posséder le Talent @Item[Lire/Ecrire].

\n

 

\n

Le simple fait de posséder la Compétence Recherche indique que vous pouvez trouver des informations simples dans une bibliothèque clairement indexée sans Test en disposant d'assez de temps. Si vous recherchez une information spécifique moins bien connue, ou si vous êtes pressé, vous devrez effectuer un Test de Recherche Etendu, dont la difficulté est modifiée par la taille de la bibliothèque, et le DR cible dépend de l'obscurité du sujet.

\n

 

\n

Recherche et Bibliothèques

\n

Les bibliothèques du Vieux Monde vont de petites unités personnelles comprenant quelques diszaines de livres à de vastes archives dans les universités et les temples des villes et des cités.

\n

\n

Effectuer un Test de Recherche dans une petite bibliothèque, peut-être pour trouver un livre en particulier, prendra seulement environ 5 minutes. En comparaison, les Tests de Recherche dans de grandes bibliothèques peuvent facilement prendre une heure ou plus par Test, mais sont plus susceptibles de mener à la découverte de connaissances ésotériques.

" }, + { + "id": "Ride", + "name": "Chevaucher", + "description": "

C'est la façon dont vous maîtrisez le fait de chevaucher un groupe particulier d'animaux ; Chevaucher (Cheval), par exemple, vous permettra de monter des chevaux, des mules, des ânes et autres animaux similaires. Vous aurez besoin de faire un Test uniquement lorsque vous voudrez effectuer quelque chose d'inhabituel, comme une course, du dressage, traverser un terrain dangereux ou charger en combat. Autrement, si vous possédez la Compétence, vous êtes considéré comme capable de chevaucher sans avoir besoin de Test.

\n

 

\n

Si vous êtes monté sur un destrier, vous vous déplacez en utilisant les statistiques de Mouvement du destrier ; si vous voulez courir, sauter, ou bondir, vous utilisez votre compétence Chevaucher, et pas Athlétisme. Un Test de Chevaucher étendu peut être nécessaire si vous vous rendez quelque part, le DR cible dépendant de la longueur du voyage, et le nombre de Tests indiquant combien de temps vous mettez à arriver. Un Test de Chevaucher peut être modifié par les conditions environnementales et le tempérament de la monture. Pour plus d'information sur les montures, voir le Chapitre 12 : Bestiaire. Le Compétence Chevaucher peut être activement utilisée en combat. Voir Chapitre 5 : Règles pour plus d'informations sur le combat monté.

\n

 

\n

Spécialisations : Cheval, Grand Loup, Griffon, Hippogriffe, Pégase 

" + }, { "id": "Ride ()", "name": "Chevaucher ()", @@ -606,6 +656,11 @@ "name": "Ramer", "description": "

Il s'agit de votre adresse à manier une pagaie et à diriger un bateau sur l'eau. La Compétence Ramer est généralement utilisée lors des courses-poursuites, pour traverser des rapides, éviter désespérément des pieuvres des tourbières, ou pour des prouesses inhabituelles, ou dangereuses, similaires. Quiconque possède la Compétence est automatiquement considéré comme capable de filer habilement sur un étang ou une rivière calme sans Test. Ceux qui ne possèdent pas la Compétence peuvent devoir effectuer un Test, sauf pour les manœuvres de base. 

" }, + { + "id": "Sail", + "name": "Voile", + "description": "

C'est votre capacité à piloter et manœuvrer un voilier - y compris gérer les nœuds, le gouvernail, la mesure du vent, etc. En partant du principe que vous disposez d'un équipage suffisamment entraîné sur votre vaisseau, vous utilisez uniquement la Compétence Voile quand vous devez pousser votre vaisseau pour effectuer une course-poursuite, naviguer sur des hauts-fonds particulièrement dangereux, lutter contre de mauvaises conditions météo, ou lors de difficultés similaires. Naviguer simplement par vent calme ou guider un bateau dans le sens du courant ne nécessite pas de Test pour ceux qui possèdent Voile. La Compétence peut aussi être utilisée pour des activités liées à la voile, comme faire des nœuds ou les utiliser pour ligoter des peronnes. Comme tous les bateaux à voile sont peu ou prou identiques à diriger, possèder une Spécialisation fait que les autres sont de Base pour vous.

\n

 

\n

Spécialisations : Caravelle, Chaland, Cogue, Drakkar, Frégate 

" + }, { "id": "Sail ()", "name": "Voile ()", @@ -636,6 +691,11 @@ "name": "Voile (Drakkar)", "description": "

C'est votre capacité à piloter et manœuvrer un voilier - y compris gérer les nœuds, le gouvernail, la mesure du vent, etc. En partant du principe que vous disposez d'un équipage suffisamment entraîné sur votre vaisseau, vous utilisez uniquement la Compétence Voile quand vous devez pousser votre vaisseau pour effectuer une course-poursuite, naviguer sur des hauts-fonds particulièrement dangereux, lutter contre de mauvaises conditions météo, ou lors de difficultés similaires. Naviguer simplement par vent calme ou guider un bateau dans le sens du courant ne nécessite pas de Test pour ceux qui possèdent Voile. La Compétence peut aussi être utilisée pour des activités liées à la voile, comme faire des nœuds ou les utiliser pour ligoter des peronnes. Comme tous les bateaux à voile sont peu ou prou identiques à diriger, possèder une Spécialisation fait que les autres sont de Base pour vous.

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

Vous avez été formé à utiliser des marques clandestines intelligibles pour les membres d'un groupe sélectionné. Les raisons pour lesquelles quelqu'un peut vouloir délivrer un message secret sont nombreuses : les vagabonds peuvent indiquer quels propriétaires sont susceptibles d'offrir la charité, les voleurs peuvent vouloir indiquer des failles, ou des cibles potentielles, alors que les guetteurs peuvent vouloir alerter les autres sur l'emplacement proche d'un monstre dangereux.

\n

 

\n

Cette Compétence ne nécessite généralement pas de Test - vous pouvez déchiffrer n'importe quels signes appropriés que vous pouvez voir si vous possédez cette Compétence. Mais si les signes ont été modifiés, effacés, ou si vous êtes pressé par le temps, un Test sera probablement nécessaire. La plupart des messages sont très simples, et ne comptent pas plus de trois mots.

\n

 

\n

Spécialisations : Ordre Gris, Guildes (au choix), Ruraux, Eclaireurs, Voleurs, Vagabonds 

\n

 

\n

J'ai vu le signe…

\n

Voici une liste des principaux signes secrets du Vieux Monde, et de ceux qui les utilisent. Il s'agit juste d'un petit échantillon des plus communément utilisés au Reikland, et cette liste est loin d'être exhaustive. Nous vous encourageons a créer ceux qui correspondent le mieux à votre partie.

\n

 

\n

 

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

Signes secrets

\n
\n

Utilisés par…

\n
\n

Ordre Gris

\n
\n

 …les mystérieux Sorciers gris utilisent un ensemble complexe de signes, dont beaucoup ne sont perceptibles que par les sorciers. Ils marquent la région pour leurs Magisters errants, indiquant les maisons sûres, les endroits dangereux, les régions où ils ne sont pas les bienvenus, et bien plus encore.

\n
\n

Guilde

\n
\n

…les guildes. Beaucoup de grandes guildes, de celle des maçons aux débardeurs, utilisent un ensemble de marques et de signes pour identifier ce qui est important pour leurs membres.

\n
\n

Ruraux

\n
\n

…les hommes des bois et autres peuples des campagnes. Les signes des Eclaireurs sont le plus souvent utilisés pour marquer un territoire, pour signaler une zone importante ou dangereuse, et baliser les chemins sûrs.

\n
\n

Guetteur

\n
\n

…les éclaireurs, en particuliers ceux engagés par les compagnies militaires et mercenaires. Les signes sont le plus souvent utilisés pour signaler des zones de ravitaillement, les itinéraires pour les convois de nourriture, et les dangers notables en amont.

\n
\n

Voleur

\n
\n

…les voleurs et les roublards. Les différents gangs et organisations criminelles des villes et cités utilisent une multitude de marques pour signaler des refuges, des cibles faciles, des zones souvent patrouillées, etc.

\n
\n

Vagabond

\n
\n

…les vagabonds et les colporteurs. Les signes des vagabonds sont le plus souvent utilisés pour identifier les endroits sûrs où dormir, les villages à éviter, et les sources de nourriture et d'eau.

\n
\n
\n

 

" + }, { "id": "Secret Signs ()", "name": "Signes secrets ()", @@ -681,6 +741,11 @@ "name": "Escamotage", "description": "

Cette Compétence vous permet de faire les poches d'escamoter des objets et d'effectuer de petits tours de prestidigitation, ainsi que de tricher aux jeux de hasard. Cette Compétence est en général opposée à la Compétence Perception de votre cible ; une réussite signifie que vous avez pris l'objet, fait les poches, ou échangé les cartes, tandis qu'un Succès Minime peut suggérer que vos mauvais coups ont rendu votre adversaire méfiant.

\n

Vous pouvez aussi utiliser Escamotage pour « aider » votre Compétence Pari quand vous jouez à un jeu de hasard approprié. Avant chaque round (ou équivalent, en fonction du jeu en question), vous pouvez tenter un Test d'Escamotage (qui sera opposé si les autres se méfient). Sur un succès, vous pouvez inverser votre Test de Pari pour le tound s'il est réussi. Sur un échec, vos adversaires peuvent ne pas être franchement ravis...

\n

Escamotage et combat se mélangent rarement, bien que des Joueurs inventifs puissent être capables de créer une diversion spectaculaire avec l'accord du MJ, peut-être même gagner un Avantage en faisant surgir une dague de nulle part, surprenant un ennemi superstitieux.

" }, + { + "id": "Stealth", + "name": "Discrétion", + "description": "

Cette Compétence vous permet de vous glisser sournoisement et de vous dissimuler dans les ombres plus facilement que la plupart des gens. Discrétion est généralement opposée à la Compétence Perception de votre adversaire, et les Tests seront modifiés en fonction de l'obscurité ou de la façon dont votre itinéraire est dissimulé, ainsi que par le soin que vous avez mis à vous habiller ou non en conséquence. Un Echec Impressionnant à un Test de Discrétion attirera probablement et immédiatement l'attention des ennemis que vous essayiez en premier lieu d'éviter.

\n

 

\n

Discrétion a beaucoup d'applications potentielles en combat, la plupart utiles pour se dissimuler lors de la préparation d'une Embuscade, ou pour vous glisser derrière un adversaire afin de la prendre à revers. Voir le Chapitre 5 : Règles pour plus d'informations sur les conséquences de cette action. Bien sûr, vous pouvez aussi utiliser la Compétence pour fuir un conflit sans être vu...

\n

 

\n

Spécialisations : Rurale, Souterrains, Urbaine 

\n

 

\n

Option : Filature

\n

La Filature est le fait de suivre quelqu'un discrètement. Cela nécessite un Test Combiné de Perception et Discrétion (voir page 155). Si la cible essaye activement de brouiller les pistes, le Test est opposé à la Compétence Discrétion de la cible.

\n

 

\n

Si vous réussissez le Test de Perception et échouez au Test de Discrétion, vous suivez la cible, mais vous êtes repéré. Si vous échouez au Test de Perception, mais réussissez le Test de Discrétion, vous perdez votre cible, mais vous passez inaperçu.

" + }, { "id": "Stealth ()", "name": "Discrétion ()", @@ -711,6 +776,11 @@ "name": "Pistage", "description": "

Vous êtes capable de suivre des traces subtiles laissées par d'autres. Pistage est utilisé pour suivre des traces difficiles dans la nature. Il ne s'agit pas d'une Compétence pour traquer un ensemble d'empreintes de pieds dans la neige, car un simple test de Perception suffit pour cela. Pistage implisque des connaissances et une sensibilisation plus profonde permettant de reconnaître les signes subtils du passage d'une proie. Vous pouvez aussi tenter de dissimuler vos traces, auquel cas votre Compétence Pistage est opposée au Test de Pistage de votre poursuivant.

\n

 

\n

Un Test étendu de Pistage est souvent nécessaire pour suivre une piste, dont la Difficulté est modifiée par la fraîcheur des traces, et par l'état du terrain : une terre humide trahit mieux le passage qu'un sol pierreux. Le MJ peut aussi utiliser les règles de Poursuite pour déterminer si vous réussissez à traquer une proie en fuite (voir page 166).

" }, + { + "id": "Trade", + "name": "Métier", + "description": "

Beaucoup de gens au Reikland embrassent une profession ; même les aventuriers ont souvent une Carrière plus fiable ou plus respectable sur laquelle compter entre deux épisodes palpitants. La Compétence Métier représente votre capacité à créer quelque chose ou à fournir un service, ainsi que votre connaissance du savoir essentiel entourant votre profession.

\n

 

\n

Posséder la Compétence est suffisant pour effectuer automatiquement les tâches associées à votre profession, en partant du principe que vous possédez les ressources et des outils adaptés. Vous avez besoin d'effectuer un Test de Métier uniquement si vous cherchez à créer quelque chose rapidement, que les conditions sont défavorables ou que vous cherchez à inventer ou créer un objet de grande qualité.

\n

 

\n

Les Tests de Métier de ce type sont souvent des Tests étendus, dont le DR et le temps nécessaires dépendent de la portée ou de l'ampleur de ce qui est produit ; un repas rapide avec Métier (Cuisinier) pour impressionner un seigneur local prendra bien moins de temps que la construction d'un navire de guerre avec Métier (Charpentier de marine).

\n

 

\n

Vous pouvez aussi effectuer un Test de Métier comme une Compétence Savoir pour déterminer une information importante concernant la profession en question. Dans de telles circonstances, le MJ peut préférer utiliser l'Int plutôt que la Dex comme Caractéristique de base, bien que cela soit souvent ignoré pour simplifer.

\n

 

\n

Bien que beaucoup de Compétences Métier aient peu d'utilité en combat, il y a autant de Compétences Métier que de professions, et certaines peuvent être utilisées en fonction des circonstances. Par exemple, réussir un Test de Métier (Apothicaire) peut être utile si vous combattez dans une échoppe d'Apothicaire, car vous identifiez des substances âcres à jeter sur vos ennemis.

\n

 

\n

La Compétence Métier est aussi utilisée pour effectuer une Activité Artisanat (voir page 196).

\n

 

\n

Spécialisations: Apothicaire, Calligraphe, Cirier, Charpentier, Cuisinier, Embaumeur, Forgeron, Tanneur 

" + }, { "id": "Trade ()", "name": "Métier ()", diff --git a/compendium/wfrp4e.traits.json b/compendium/wfrp4e.traits.json index f18e12b..cfc56f7 100644 --- a/compendium/wfrp4e.traits.json +++ b/compendium/wfrp4e.traits.json @@ -286,6 +286,11 @@ "name": "A distance (Portée)", "description": "La créature possède une arme à distance. L'arme cause (X) Dégâts et la distance en mètres est indiquée entre parenthèses." }, + { + "id": "Ranged Weapon", + "name": "A distance", + "description": "La créature possède une arme à distance. L'arme cause (X) Dégâts et la distance en mètres est indiquée entre parenthèses." + }, { "id": "Ranged", "name": "A distance", @@ -416,6 +421,11 @@ "name": "Protection", "description": "Parce qu'elles sont magiques, bénéficient d'un talisman particulier ou sont juste chanceuses, certaines créatures semblent éviter les coups. Lancer 1d10 après chaque coup reçu. En cas de résultat supérieur ou égal, le coup est ignoré même s’il s’agit d’un Critique." }, + { + "id": "Hand Weapon", + "name": "Arme", + "description": "La créature porte une arme de Corps à corps, ou utilise ses dents, griffes ou similaires en combat.\n \n L'arme inflige (X) Dégâts qui incluent déjà son bonus de Force. En général, le nombre de Dégâts est égal à 4 + son bonus de Force (représentant une Arme de poing). " + }, { "id": "Weapon", "name": "Arme", @@ -430,6 +440,11 @@ "id": "Any Creature Trait", "name": "N'importe quel Trait", "description": "

Ajouter n'importe quel Trait de votre choix

" + }, + { + "id": "Addict", + "name": "Dépendant", + "description": "Dépendant à la substance concernée" } ] } diff --git a/fr.json b/fr.json index 7517cce..6ac3a87 100644 --- a/fr.json +++ b/fr.json @@ -339,7 +339,7 @@ "CHAT.DamageAppliedError" : "Aucune valeur de dégât. Assurez-vous que l'attaquant utilise un objet capable de causer des dégâts, comme une arme.", "CHAT.DamageAppliedErrorTiring" : "Impossible d'automatiser les dommages (probablement dû à l'Etat Fatigué)", "CHAT.DamageApplied" : "Dommages appliqués", - "CHAT.DamageShield" : "Dommages de Bouclier", + "CHAT.DamageShield" : "PA de Bouclier", "CHAT.CriticalsNullified" : "Critiques annulés", "CHAT.DamageAP" : "1 PA endommagé sur", "CHAT.ScatterNote" : "Note: La distance ne peut pas dépasser la moitié de la distance entre vous et la cible", @@ -672,7 +672,11 @@ "Engineering": "Ingénierie", "Entangling": "Entraves", "Sling": "Fronde", - + "Knives" : "Couteaux", + "Alcohol": "Alcool", + "Classical": "Classique", + "Storytelling": "Raconter", + "Petty": "Mineure", "Beasts": "Bêtes", "Death": "Mort", @@ -788,7 +792,8 @@ "Moderate": "Modéré", "Greenskins": "Peaux vertes", "Elves": "Elfes", - + "Rich folks": "Gens riches", + "NAME.BP" : "Sous de Cuivre", "NAME.SS" : "Pistole d'Argent", "NAME.GC" : "Couronne d'Or", @@ -882,7 +887,7 @@ "PROPERTY.Precise": "Pointue", "PROPERTY.Pummel": "Assomante", "PROPERTY.Repeater": "Répétition", - "PROPERTY.Shield": "Bouclier", + "PROPERTY.Shield": "Protectrice", "PROPERTY.TrapBlade": "Piège-Lame", "PROPERTY.Unbreakable": "Incassable", "PROPERTY.Wrap": "Enroulement", @@ -933,5 +938,8 @@ "character": "PJ", "npc": "PNJ", - "creature": "Créature" + "creature": "Créature", + + "OPPOSED.DefenderWins" : "{defender} gagne contre {attacker} par {SL} DR", + "OPPOSED.AttackerWins" : "{attacker} gagne contre {defender} par {SL} DR" } diff --git a/module.json b/module.json index c493e57..15f8f1a 100644 --- a/module.json +++ b/module.json @@ -2,14 +2,18 @@ "name": "WH4-fr-translation", "title": "Traduction du module WH4 en Français.", "description": "La traduction du module WH4.", - "version": "0.60", + "version": "0.61", "minimumCoreVersion" : "0.5.1", "compatibleCoreVersion": "0.5.5", "author": "LeRatierBretonnien", - "esmodules": ["babele-register.js"], + "esmodules": [ + "babele-register.js", + "addon-register.js" + ], "scripts": [ ], "styles": [], - "packs": [ { + "packs": [ + { "label": "Plats d'Auberges", "entity": "RollTable", "name": "plats-dauberges", diff --git a/packs/npc-ubersreik.db b/packs/npc-ubersreik.db new file mode 100644 index 0000000..bdeef49 --- /dev/null +++ b/packs/npc-ubersreik.db @@ -0,0 +1,186 @@ +{"_id":"1CiFRwOUwdEFwGx8","name":"Salundra von Drakenburg","permission":{"ccmcRWkXSxnKOv0b":3},"type":"character","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":49,"advances":5},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":35,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":36,"advances":0},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":43,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":27,"advances":5},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":33,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":23,"advances":5},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":42,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":40,"advances":6},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":28,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":12,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":"0","max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":"0"},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"fate":{"type":"Number","label":"Fate","value":3},"fortune":{"type":"Number","label":"Fortune","value":4},"resilience":{"type":"Number","label":"Resilience","value":3},"resolve":{"type":"Number","label":"Resolve","value":3}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Female"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"experience":{"type":"Number","label":"Experience","total":2200,"spent":2200,"current":0},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"name":"","short-term":"","long-term":""},"biography":{"type":"String","label":"Biography","value":""},"gmnotes":{"type":"String","label":"GM Notes","value":""},"motivation":{"type":"String","label":"Motivation","value":""},"class":{"type":"String","label":"Class","value":""},"career":{"type":"String","label":"Career","value":""},"careerlevel":{"type":"String","label":"Career Level","value":""},"status":{"type":"String","standing":"","tier":0},"age":{"type":"String","label":"Age","value":"23"},"height":{"type":"String","label":"Height","value":"6'2\""},"weight":{"type":"String","label":"Weight","value":"Slender"},"haircolour":{"type":"String","label":"Hair Colour","value":"Dark Brown"},"eyecolour":{"type":"String","label":"Eye Colour","value":"Olive"},"distinguishingmark":{"type":"String","label":"Distinguishing Mark","value":""},"starsign":{"type":"String","label":"Star Sign","value":""}}},"folder":"dZ6oGBZwQQd6K6YB","sort":600000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":"-10 Stealth","oppose":null},"img":"worlds/talesoldworld/userdata/Tokens/Soldier_Noble_Salundra%20von%20Drakenburg.png","token":{"flags":{},"name":"Salundra von Drakenburg","displayName":20,"img":"worlds/talesoldworld/userdata/Tokens/Soldier_Noble_Salundra von Drakenburg.png","width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"1CiFRwOUwdEFwGx8","actorLink":true,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","flags":{"_sheetTab":"description"},"name":"Art","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1100001},{"_id":"LGHozP5gmQ8cuDQV","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300001},{"_id":"d3VZwO4Y5JH5DXdT","flags":{"_sheetTab":"details"},"name":"Bribery","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400001},{"_id":"exLrBrn2mjb6x2Cq","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

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

\n

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

\n

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

\n

 

\n

Public Speaking

\n

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

\n

 

\n

Begging

\n

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

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"4IGdIhnwTaZijzg7","flags":{"_sheetTab":"details"},"name":"Charm Animal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"sRuMlaPU5xdIrwhd","flags":{"_sheetTab":"description"},"name":"Climb","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500001},{"_id":"R2ytluHiEFF2KQ5e","flags":{"_sheetTab":"description"},"name":"Consume Alcohol","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

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

\n

 

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

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

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

\n
\n

3-4

\n
\n

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

\n
\n

5-6

\n
\n

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

\n
\n

7-8

\n
\n

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

\n
\n

9-10

\n
\n

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

\n
\n
\n

 

\n

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

\n

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

\n

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

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":700001},{"_id":"pxNjTxsp1Kp0SmQe","flags":{"_sheetTab":"description"},"name":"Cool","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600001},{"_id":"1jCxbFAUuFuAPLJl","flags":{"_sheetTab":"description"},"name":"Dodge","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":800001},{"_id":"iYan4z52v7HYM9u9","flags":{"_sheetTab":"details"},"name":"Drive","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

 

\n

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

\n

 

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

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

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

\n
\n

3-5

\n
\n

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

\n
\n

6-8

\n
\n

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

\n
\n

9-10

\n
\n

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

\n
\n
\n

 

\n

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

\n

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

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"CcNJsS4jSwB6Ug1J","flags":{"_sheetTab":"details"},"name":"Endurance","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":900001},{"_id":"0CwV96kTDRF0jUhk","flags":{"_sheetTab":"description"},"name":"Entertain","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"7pQo66cESWttzIlb","flags":{"_sheetTab":"details"},"name":"Gamble","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1000001},{"_id":"RLQHm1s4IuY9RSr2","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

 

\n

Half-Heard Whispers

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1200001},{"_id":"pKLMbmG3Ivt6mzMf","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"I0yPc4PH5erWJLmu","flags":{"_sheetTab":"description"},"name":"Intimidate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

 

\n

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

\n

 

\n

Alternative Characteristics For Intimidate

\n

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

\n

 

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1300001},{"_id":"cYtU0ORRFCOpQLWz","flags":{"_sheetTab":"details"},"name":"Intuition","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).

\n

 

\n

In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"oMaJZ5cvCJeOUq9H","flags":{"_sheetTab":"description"},"name":"Leadership","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":27},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400001},{"_id":"zZUX7wO4rOo8k9F0","flags":{"_sheetTab":"details"},"name":"Navigation","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.

\n

 

\n

If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"os4NKy5Oy6sRt1eh","flags":{},"name":"Outdoor Survival","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

Gathering Food and Herbs

\n

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

\n\n

 

\n\n

 

\n\n

 

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"Fs06sr7y9JKpVQmB","flags":{"_sheetTab":"description"},"name":"Perception","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"MeXCAQ3wqJzX07X7","flags":{"_sheetTab":"description"},"name":"Ride","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"KL4pCOqma5E7fLG4","flags":{"_sheetTab":"details"},"name":"Row","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"McTtmZu3Ac8Lh48W","flags":{},"name":"Stealth","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"0MYOJFx3vkYA95B4","flags":{"_sheetTab":"description"},"name":"Brass Penny","type":"money","img":"systems/wfrp4e/icons/currency/brasspenny.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}}},{"_id":"Ggx0bRaCuq8MbF0g","flags":{"_sheetTab":"description"},"name":"Gold Crown","type":"money","img":"systems/wfrp4e/icons/currency/goldcrown.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}}},{"_id":"KB8HgDz56dh2w7w1","flags":{"_sheetTab":"description"},"name":"Silver Shilling","type":"money","img":"systems/wfrp4e/icons/currency/silvershilling.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}}},{"_id":"Wy80vWfUoq8ZGnAK","flags":{"_sheetTab":"details"},"name":"Scion","type":"career","img":"systems/wfrp4e/icons/careers/noble-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Noble"},"class":{"type":"String","label":"Class","value":"Courtier"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":"1"},"status":{"tier":"g","standing":1},"characteristics":["ws","i","dex"],"skills":["Bribery","Consume Alcohol","Gamble","Intimidate","Leadership","Lore (Heraldry)","Melee (Fencing)","Play (Any)"],"talents":["Etiquette (Nobles)","Luck","Noble Blood","Read/Write"],"trappings":["Courtly Garb","Foil or Hand Mirror","Jewelry worth 3d10 GC","Personal Servant"],"incomeSkill":[4],"source":{"type":"String","label":"Source"}},"sort":100001},{"_id":"HcbsVaudJVEYIPAG","flags":{},"name":"Officer","type":"career","img":"systems/wfrp4e/icons/careers/soldier-04.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Soldier"},"class":{"type":"String","label":"Class","value":"Warrior"},"current":{"type":"Boolean","value":true},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"4"},"status":{"tier":"g","standing":1},"characteristics":["ws","bs","t","i","wp","fel"],"skills":["Athletics","Climb","Cool","Dodge","Endurance","Language (Battle)","Melee (Basic)","Play (Harpsichord)","Consume Alcohol","Gamble","Gossip","Melee (Fencing)","Ranged (Any)","Outdoor Survival","Heal","Intuition","Leadership","Perception","Lore (Warfare)","Navigation"],"talents":["Inspiring","Public Speaker","Seasoned Traveller","Stout-hearted"],"trappings":["Letter of Commission","Light Warhorse with Saddle and Tack","Map","Orders","Unit of Soldiers","Quality Uniform","Symbol of Rank"],"incomeSkill":[6],"source":{"type":"String","label":"Source"}},"sort":200001},{"_id":"za24aeB9qOdoMfdd","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":13},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500001},{"_id":"qICMo1sbSM9k6325","flags":{"_sheetTab":"details"},"name":"Melee (Fencing)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600001},{"_id":"5ZQrcRxhl8cqErFM","flags":{},"name":"Play (Harpsichord)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

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

\n

 

\n

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

\n

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

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700001},{"_id":"qI3dxHHGxMKdPcCD","flags":{},"name":"Language (Battle)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800001},{"_id":"gOlrKs3MCS8cp4yD","flags":{},"name":"Lore (Warfare)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900001},{"_id":"DlmvUU94nAAUkhJe","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":18},"total":{"type":"Number","label":"Total"}},"sort":2000001},{"_id":"mkNkfqCOO1A7WES1","flags":{},"name":"Animal Care","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

 

\n

• Spotting an illness.

\n

• Understanding reasons for fractiousness or discomfort.

\n

• Determining the quality of the animal.

\n

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

\n

• Staunching a Bleeding condition.

\n

• Preparing the animal for display.

\n

 

\n

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

\n

 

\n

Animals

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2400001},{"_id":"FOTg8AwyCkFXt0bs","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2500001},{"_id":"zNZ8PuBsHf5SS0IZ","flags":{"_sheetTab":"description"},"name":"Lore (Heraldry)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":7},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2600001},{"_id":"grLr8xfIQLrjITJJ","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2700001},{"_id":"Q499javgOndCbYgm","flags":{"_sheetTab":"description"},"name":"Luck","type":"talent","img":"systems/wfrp4e/icons/talents/luck.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2800001},{"_id":"4BaOZFaCfVM2P4ZG","flags":{"_sheetTab":"details"},"name":"Noble Blood","type":"talent","img":"systems/wfrp4e/icons/talents/noble-blood.png","data":{"description":{"type":"String","label":"Description","value":"You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Any Test influenced by your Status"},"source":{"type":"String","label":"Source"}},"sort":2900001},{"_id":"L4xth6AmKbgG9vSl","flags":{"_sheetTab":"description"},"name":"Read/Write","type":"talent","img":"systems/wfrp4e/icons/talents/readwrite.png","data":{"description":{"type":"String","label":"Description","value":"You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":3000001},{"_id":"EC9lATMN6TCRDgYu","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":3100001},{"_id":"9nve3Ph76nMfbfqw","flags":{},"name":"Very Resilient","type":"talent","img":"systems/wfrp4e/icons/talents/very-resilient.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Toughness Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":3200001},{"_id":"SikbnFitD32v0VHL","flags":{},"name":"Warrior Born","type":"talent","img":"systems/wfrp4e/icons/talents/warrior-born.png","data":{"description":{"type":"String","label":"Description","value":"

You gain a permanent +5 bonus to your starting Weapon Skill Characteristic (doesn't count as Advances).

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":3300001},{"_id":"9RUIQ0RbnN10bfay","flags":{"_sheetTab":"details"},"name":"Leather Leggings","type":"armour","img":"systems/wfrp4e/icons/equipment/armour/leather-leggings.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"14","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"armorType":{"type":"String","label":"Armour Type","value":"softLeather"},"penalty":{"type":"String","label":"Penalty","value":""},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"maxAP":{"head":0,"lArm":0,"rArm":0,"lLeg":1,"rLeg":1,"body":0},"currentAP":{"head":-1,"lArm":-1,"rArm":-1,"lLeg":-1,"rLeg":-1,"body":-1},"source":{"type":"String","label":"Source"}},"sort":3400001},{"_id":"te6VM5U2WQSjWhUK","flags":{"_sheetTab":"details"},"name":"Leather Skullcap","type":"armour","img":"systems/wfrp4e/icons/equipment/armour/leather-skullcap.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"8","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"armorType":{"type":"String","label":"Armour Type","value":"softLeather"},"penalty":{"type":"String","label":"Penalty","value":""},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":"Partial"},"special":{"type":"String","label":"Special","value":""},"maxAP":{"head":1,"lArm":0,"rArm":0,"lLeg":0,"rLeg":0,"body":0},"currentAP":{"head":-1,"lArm":-1,"rArm":-1,"lLeg":-1,"rLeg":-1,"body":-1},"source":{"type":"String","label":"Source"}},"sort":3500001},{"_id":"iG5lrquBu4GP3SCi","flags":{"_sheetTab":"details"},"name":"Leather Jack","type":"armour","img":"systems/wfrp4e/icons/equipment/armour/leather-jack.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"12","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"armorType":{"type":"String","label":"Armour Type","value":"softLeather"},"penalty":{"type":"String","label":"Penalty","value":""},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"maxAP":{"head":0,"lArm":1,"rArm":1,"lLeg":0,"rLeg":0,"body":1},"currentAP":{"head":-1,"lArm":-1,"rArm":-1,"lLeg":-1,"rLeg":-1,"body":-1},"source":{"type":"String","label":"Source"}},"sort":3600001},{"_id":"NR9m5jMGXcxcrvGx","flags":{"_sheetTab":"details"},"name":"Plate Breastplate","type":"armour","img":"systems/wfrp4e/icons/equipment/armour/plate-breastplate.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":3},"price":{"type":"String","label":"Price","gc":"10","ss":"0","bp":"0"},"availability":{"type":"String","label":"Availability","value":"scarce"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"armorType":{"type":"String","label":"Armour Type","value":"plate"},"penalty":{"type":"String","label":"Penalty","value":""},"qualities":{"type":"String","label":"Qualities","value":"Impenetrable"},"flaws":{"type":"String","label":"Flaws","value":"Weakpoints"},"special":{"type":"String","label":"Special","value":""},"maxAP":{"head":0,"lArm":0,"rArm":0,"lLeg":0,"rLeg":0,"body":2},"currentAP":{"head":-1,"lArm":-1,"rArm":-1,"lLeg":-1,"rLeg":-1,"body":-1},"source":{"type":"String","label":"Source"}},"sort":3700001},{"_id":"ITMqyBUnccOFLs4h","flags":{"_sheetTab":"description"},"name":"Fabulous Hat","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/hat.png","data":{"description":{"type":"String","label":"Description","value":"

Fine quality hats are status symbols in the Empire’s towns and cities. The more flamboyant the hat, the better.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"4","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":3800001},{"_id":"fMzBhhyAQqEtAXYj","flags":{"_sheetTab":"details"},"name":"Clothing","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/clothing.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"6","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":3900001},{"_id":"qudOjeFgBnijmVsH","flags":{"_sheetTab":"description"},"name":"Uniform","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/uniform.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"1","ss":"2","bp":"0"},"availability":{"type":"String","label":"Availability","value":"scarce"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":4000001},{"_id":"2MVtHLLcEK8Pf4gR","flags":{"_sheetTab":"details"},"name":"Sword","type":"weapon","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"1","ss":"0","bp":"0","value":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+4","meleeValue":"SB+4","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"average"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":4100001},{"_id":"vRRgIVIht3YGJy3m","flags":{},"name":"Dagger","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/dagger2.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"16","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"vshort"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":4300001}]} +{"_id":"1FilD8VJOz3QU2OT","name":"Roland","permission":{"0wQcTp2jw73WfawY":3},"type":"character","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":37,"advances":0},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":30,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":31,"advances":0},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":32,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":37,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":25,"advances":5},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":28,"advances":2},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":39,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":30,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":41,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":14,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":"0","max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":"1"},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"fate":{"type":"Number","label":"Fate","value":3},"fortune":{"type":"Number","label":"Fortune","value":3},"resilience":{"type":"Number","label":"Resilience","value":3},"resolve":{"type":"Number","label":"Resolve","value":3}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"experience":{"type":"Number","label":"Experience","total":505,"spent":255,"current":220},"personal-ambitions":{"short-term":"Change career.","long-term":"Own my own ship or business or the likes. Be the captain of my own fate."},"party-ambitions":{"name":"","short-term":"","long-term":""},"biography":{"type":"String","label":"Biography","value":"

You are a drunk. You must pass a Cool Test not to drink when the option arises.

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"motivation":{"type":"String","label":"Motivation","value":"POWER: Regain resolve when you exert and extend your reach"},"class":{"type":"String","label":"Class","value":""},"career":{"type":"String","label":"Career","value":""},"careerlevel":{"type":"String","label":"Career Level","value":""},"status":{"type":"String","standing":"","tier":0},"age":{"type":"String","label":"Age","value":"26"},"height":{"type":"String","label":"Height","value":"180 cm"},"weight":{"type":"String","label":"Weight","value":"76 kg"},"haircolour":{"type":"String","label":"Hair Colour","value":"Brown (bleached)"},"eyecolour":{"type":"String","label":"Eye Colour","value":"Blue/green"},"distinguishingmark":{"type":"String","label":"Distinguishing Mark","value":"Bloody scab on right cheek bone"},"starsign":{"type":"String","label":"Star Sign","value":""}}},"folder":"dZ6oGBZwQQd6K6YB","sort":300000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":false,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":"","careerTalents":[{"_id":"O2tjDe8idEPGbUNV","flags":{},"name":"Fisherman","type":"talent","img":"systems/wfrp4e/icons/talents/fisherman.png","data":{"description":{"type":"String","label":"Description","value":"You are a very capable fisherman and know all the best ways to land fiseed yourself and a number of others equal to your level in Fisherman, assuming you choose to spend at least an hour or so with a line and bait. You may secure more fish in addition to this using the normal rules for foraging "},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Any Test involving fishing"},"source":{"type":"String","label":"Source"}},"sort":3700000,"numMax":3,"cost":200,"career":true},{"_id":"ktDLKWsu5vU5vUKW","flags":{},"name":"Gregarious","type":"talent","img":"systems/wfrp4e/icons/talents/gregarious.png","data":{"description":{"type":"String","label":"Description","value":"You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Gossip Tests with travelers"},"source":{"type":"String","label":"Source"}},"sort":1500000,"numMax":4,"cost":200,"career":true}],"talentTests":[{"talentName":"Gregarious","test":"Gossip Tests with travelers","SL":1},{"talentName":"Fisherman","test":"Any Test involving fishing","SL":1}]},"img":"worlds/talesoldworld/userdata/Tokens/Roland_RoundToken.png","token":{"flags":{},"name":"Roland","displayName":20,"img":"worlds/talesoldworld/userdata/Tokens/Roland_RoundToken.png","width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"1FilD8VJOz3QU2OT","actorLink":true,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","flags":{"_sheetTab":"description"},"name":"Art","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"LGHozP5gmQ8cuDQV","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"d3VZwO4Y5JH5DXdT","flags":{"_sheetTab":"details"},"name":"Bribery","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"exLrBrn2mjb6x2Cq","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

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

\n

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

\n

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

\n

 

\n

Public Speaking

\n

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

\n

 

\n

Begging

\n

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

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"4IGdIhnwTaZijzg7","flags":{"_sheetTab":"details"},"name":"Charm Animal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"sRuMlaPU5xdIrwhd","flags":{"_sheetTab":"description"},"name":"Climb","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"R2ytluHiEFF2KQ5e","flags":{"_sheetTab":"description"},"name":"Consume Alcohol","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

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

\n

 

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

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

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

\n
\n

3-4

\n
\n

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

\n
\n

5-6

\n
\n

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

\n
\n

7-8

\n
\n

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

\n
\n

9-10

\n
\n

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

\n
\n
\n

 

\n

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

\n

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

\n

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

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"pxNjTxsp1Kp0SmQe","flags":{"_sheetTab":"description"},"name":"Cool","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"1jCxbFAUuFuAPLJl","flags":{"_sheetTab":"description"},"name":"Dodge","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"iYan4z52v7HYM9u9","flags":{"_sheetTab":"details"},"name":"Drive","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

 

\n

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

\n

 

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

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

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

\n
\n

3-5

\n
\n

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

\n
\n

6-8

\n
\n

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

\n
\n

9-10

\n
\n

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

\n
\n
\n

 

\n

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

\n

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

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"CcNJsS4jSwB6Ug1J","flags":{"_sheetTab":"details"},"name":"Endurance","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"0CwV96kTDRF0jUhk","flags":{"_sheetTab":"description"},"name":"Entertain","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"7pQo66cESWttzIlb","flags":{"_sheetTab":"details"},"name":"Gamble","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"RLQHm1s4IuY9RSr2","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

 

\n

Half-Heard Whispers

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"pKLMbmG3Ivt6mzMf","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"I0yPc4PH5erWJLmu","flags":{"_sheetTab":"description"},"name":"Intimidate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

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\n

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

\n

 

\n

Alternative Characteristics For Intimidate

\n

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

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\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"cYtU0ORRFCOpQLWz","flags":{"_sheetTab":"details"},"name":"Intuition","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).

\n

 

\n

In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"oMaJZ5cvCJeOUq9H","flags":{"_sheetTab":"description"},"name":"Leadership","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"F8NfBZdVSEIGCMtu","flags":{"_sheetTab":"details"},"name":"Melee","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"zZUX7wO4rOo8k9F0","flags":{"_sheetTab":"details"},"name":"Navigation","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.

\n

 

\n

If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"os4NKy5Oy6sRt1eh","flags":{},"name":"Outdoor Survival","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

Gathering Food and Herbs

\n

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

\n\n

 

\n\n

 

\n\n

 

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"Fs06sr7y9JKpVQmB","flags":{"_sheetTab":"description"},"name":"Perception","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"MeXCAQ3wqJzX07X7","flags":{"_sheetTab":"description"},"name":"Ride","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"KL4pCOqma5E7fLG4","flags":{"_sheetTab":"details"},"name":"Row","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":3200000},{"_id":"McTtmZu3Ac8Lh48W","flags":{},"name":"Stealth","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"0MYOJFx3vkYA95B4","flags":{"_sheetTab":"description"},"name":"Denar / Brass Penny","type":"money","img":"systems/wfrp4e/icons/currency/brasspenny.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":22},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"Ggx0bRaCuq8MbF0g","flags":{"_sheetTab":"description"},"name":"Gold Crown","type":"money","img":"systems/wfrp4e/icons/currency/goldcrown.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}}},{"_id":"KB8HgDz56dh2w7w1","flags":{"_sheetTab":"description"},"name":"Silver Shilling","type":"money","img":"systems/wfrp4e/icons/currency/silvershilling.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}},"sort":3800000},{"_id":"Nb1nTVriSUfJvpAA","flags":{},"name":"Greenfish","type":"career","img":"systems/wfrp4e/icons/careers/riverwoman-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Riverwoman"},"class":{"type":"String","label":"Class","value":"Riverfolk"},"current":{"type":"Boolean","value":true},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":2},"characteristics":["t","ag","dex"],"skills":["Athletics","Consume Alcohol","Dodge","Endurance","Gossip","Outdoor Survival","Row","Swim"],"talents":["Fisherman","Gregarious","Strider (Marshes)","Strong Swimmer"],"trappings":["Bucket","Fishing Rod and Bait","Leather Leggings"],"incomeSkill":[3],"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"GZqMeCntnzF3KxPR","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"Di9Iz4jwGs4ynUQY","flags":{"_sheetTab":"description"},"name":"Swim","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"ktDLKWsu5vU5vUKW","flags":{},"name":"Gregarious","type":"talent","img":"systems/wfrp4e/icons/talents/gregarious.png","data":{"description":{"type":"String","label":"Description","value":"You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Gossip Tests with travelers"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"LzThzmLxU1g0PjJ7","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"

At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

\n

 

\n

- \"A true haunting comes in threes\"

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"80RJl4hUrFI0VoCz","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"kTREU20mDxKmkBDo","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"CVLbzDn4E00NosKU","flags":{},"name":"Suave","type":"talent","img":"systems/wfrp4e/icons/talents/suave.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"9JZIO85ZKZKm8WVM","flags":{},"name":"Pure Soul","type":"talent","img":"systems/wfrp4e/icons/talents/pure-soul.png","data":{"description":{"type":"String","label":"Description","value":"Your soul is pure, quite resistant to the depredations of Chaos. You may gain extra Corruption points equal to your level of Pure Soul before having to Test to see if you become corrupt."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"XUs3BpZLxZVgmKBC","flags":{},"name":"Bucket","type":"trapping","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"0","bp":"0"},"availability":{"type":"String","label":"Availability","value":"None"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""}},"sort":2200000},{"_id":"2e2Ep22V7S5v0l1k","flags":{},"name":"Fishing rod & bait","type":"trapping","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"0","bp":"0"},"availability":{"type":"String","label":"Availability","value":"None"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""}},"sort":2300000},{"_id":"eBtzf8H3ppDmk03t","flags":{"_sheetTab":"details"},"name":"Cloak","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/cloak.png","data":{"description":{"type":"String","label":"Description","value":"

Protects wearer against the elements. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"10","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"9UhXmeHOtmbjwaoa","flags":{"_sheetTab":"details"},"name":"Clothing","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/clothing.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"6","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"USy37J7jHTDiOM3S","flags":{},"name":"Dagger","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/dagger2.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"16","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"vshort"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":2700000},{"_id":"wQomqGo5V2H2K6mL","flags":{"_sheetTab":"description"},"name":"Pouch","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/pouch.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"","ss":"0","bp":"4"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":1},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":2800000},{"_id":"pU2eV6agpQxsURZQ","flags":{"_sheetTab":"details"},"name":"Sling Bag","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/sling-bag.png","data":{"description":{"type":"String","label":"Description","value":"

Counts as ‘worn’ when slung over your shoulder.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"","ss":"1","bp":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":2},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":2900000},{"_id":"jvlUllrEs41ec3GJ","flags":{},"name":"Flask of Spirits","type":"trapping","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"0","bp":"0"},"availability":{"type":"String","label":"Availability","value":""},"location":{"type":"Number","label":"Location","value":"pU2eV6agpQxsURZQ"},"trappingType":{"type":"String","label":"Trapping Type","value":"foodAndDrink"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":3000000},{"_id":"36Htk28RQXAcTWX0","flags":{"_sheetTab":"details"},"name":"Leather Leggings","type":"armour","img":"systems/wfrp4e/icons/equipment/armour/leather-leggings.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"14","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"armorType":{"type":"String","label":"Armour Type","value":"softLeather"},"penalty":{"type":"String","label":"Penalty","value":""},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"maxAP":{"head":0,"lArm":0,"rArm":0,"lLeg":1,"rLeg":1,"body":0},"currentAP":{"head":-1,"lArm":-1,"rArm":-1,"lLeg":-1,"rLeg":-1,"body":-1},"source":{"type":"String","label":"Source"}},"sort":3100000},{"_id":"h27zWN23WGlhXp3l","flags":{"_sheetTab":"description"},"name":"Prejudice (Nobility)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group.

Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":100001},{"_id":"KGfmWCyF0nYJfCrl","flags":{},"name":"New Injury","type":"injury","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"location":{"value":"","type":"String","label":"Location"},"penalty":{"value":"","type":"String","label":"Penalty"},"duration":{"label":"Duration","value":"","type":"String"}},"sort":3300000},{"_id":"zNxVdtGj3JdHTmcI","flags":{},"name":"Fear (2)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear,

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":3400000},{"_id":"mTfBiyhcFuEFC6Q6","flags":{},"name":"Leather Jerkin","type":"armour","img":"systems/wfrp4e/icons/equipment/armour/leather-jerkin.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"10","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"armorType":{"type":"String","label":"Armour Type","value":"softLeather"},"penalty":{"type":"String","label":"Penalty","value":""},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"maxAP":{"head":0,"lArm":0,"rArm":0,"lLeg":0,"rLeg":0,"body":1},"currentAP":{"head":-1,"lArm":-1,"rArm":-1,"lLeg":-1,"rLeg":-1,"body":-1},"source":{"type":"String","label":"Source"}},"sort":3500000},{"_id":"XOpHN6gk7CfHWgqD","flags":{"_sheetTab":"details"},"name":"Hand Weapon","type":"weapon","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"1","ss":"0","bp":"0","value":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+4","meleeValue":"SB+4","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"average"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":3600000},{"_id":"O2tjDe8idEPGbUNV","flags":{},"name":"Fisherman","type":"talent","img":"systems/wfrp4e/icons/talents/fisherman.png","data":{"description":{"type":"String","label":"Description","value":"You are a very capable fisherman and know all the best ways to land fiseed yourself and a number of others equal to your level in Fisherman, assuming you choose to spend at least an hour or so with a line and bait. You may secure more fish in addition to this using the normal rules for foraging "},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Any Test involving fishing"},"source":{"type":"String","label":"Source"}},"sort":3700000}]} +{"_id":"8gk1rD34NADXB6pt","name":"Siegfried","permission":{"3tiGSLVyQypk3YyR":3},"type":"character","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":35,"advances":1},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":30,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":39,"advances":1},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":37,"advances":3},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":33,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":33,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":33,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":24,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":27,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":34,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":14,"max":14},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":"0","max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":"1"},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"fate":{"type":"Number","label":"Fate","value":3},"fortune":{"type":"Number","label":"Fortune","value":2},"resilience":{"type":"Number","label":"Resilience","value":3},"resolve":{"type":"Number","label":"Resolve","value":3}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"experience":{"type":"Number","label":"Experience","total":380,"spent":160,"current":80},"personal-ambitions":{"short-term":"Befriend a member of law enforcement","long-term":"Become the next Duke of Ubersreik"},"party-ambitions":{"name":"","short-term":"","long-term":""},"biography":{"type":"String","label":"Biography","value":"

Strictures

\n

Obey your orders.

\n

Aid Dwarf-folk, never do them harm.

\n

Promote the unity of the Empire. 

\n

Bear true allegiance to the imperial throne.

\n

Root out Greenskins, Chaos worshippers, and foul witches without mercy.

\n

---

\n

Animosity (anyone laughing at me)

\n

Guilt (Babies)

\n

Fear (Rats)

\n

Nemesis (Baker's Daughter)

\n

 

\n

Heske Glazer, Tower of Vane West of Ubersreik and marshes

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"motivation":{"type":"String","label":"Motivation","value":"I am a follower of Sigmar, and gain resolve whenever I follow the strictures"},"class":{"type":"String","label":"Class","value":""},"career":{"type":"String","label":"Career","value":""},"careerlevel":{"type":"String","label":"Career Level","value":""},"status":{"type":"String","standing":"","tier":0},"age":{"type":"String","label":"Age","value":"31"},"height":{"type":"String","label":"Height","value":""},"weight":{"type":"String","label":"Weight","value":""},"haircolour":{"type":"String","label":"Hair Colour","value":""},"eyecolour":{"type":"String","label":"Eye Colour","value":""},"distinguishingmark":{"type":"String","label":"Distinguishing Mark","value":"Pox marks in head"},"starsign":{"type":"String","label":"Star Sign","value":""}}},"folder":"dZ6oGBZwQQd6K6YB","sort":400000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/Tokens/Sigfried_RoundToken.png","token":{"flags":{},"name":"Sigfried","displayName":20,"img":"worlds/talesoldworld/userdata/Tokens/Sigfried_RoundToken.png","width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"8gk1rD34NADXB6pt","actorLink":true,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","flags":{"_sheetTab":"description"},"name":"Art","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"LGHozP5gmQ8cuDQV","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"d3VZwO4Y5JH5DXdT","flags":{"_sheetTab":"details"},"name":"Bribery","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"exLrBrn2mjb6x2Cq","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

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

\n

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

\n

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

\n

 

\n

Public Speaking

\n

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

\n

 

\n

Begging

\n

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

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"4IGdIhnwTaZijzg7","flags":{"_sheetTab":"details"},"name":"Charm Animal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"sRuMlaPU5xdIrwhd","flags":{"_sheetTab":"description"},"name":"Climb","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"R2ytluHiEFF2KQ5e","flags":{"_sheetTab":"description"},"name":"Consume Alcohol","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

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

\n

 

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

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

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

\n
\n

3-4

\n
\n

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

\n
\n

5-6

\n
\n

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

\n
\n

7-8

\n
\n

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

\n
\n

9-10

\n
\n

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

\n
\n
\n

 

\n

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

\n

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

\n

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

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pxNjTxsp1Kp0SmQe","flags":{"_sheetTab":"description"},"name":"Cool","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"1jCxbFAUuFuAPLJl","flags":{"_sheetTab":"description"},"name":"Dodge","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"iYan4z52v7HYM9u9","flags":{"_sheetTab":"details"},"name":"Drive","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

 

\n

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

\n

 

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

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

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

\n
\n

3-5

\n
\n

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

\n
\n

6-8

\n
\n

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

\n
\n

9-10

\n
\n

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

\n
\n
\n

 

\n

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

\n

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

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"CcNJsS4jSwB6Ug1J","flags":{"_sheetTab":"details"},"name":"Endurance","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"0CwV96kTDRF0jUhk","flags":{"_sheetTab":"description"},"name":"Entertain","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"7pQo66cESWttzIlb","flags":{"_sheetTab":"details"},"name":"Gamble","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"RLQHm1s4IuY9RSr2","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

 

\n

Half-Heard Whispers

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"pKLMbmG3Ivt6mzMf","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"I0yPc4PH5erWJLmu","flags":{"_sheetTab":"description"},"name":"Intimidate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

 

\n

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

\n

 

\n

Alternative Characteristics For Intimidate

\n

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

\n

 

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"cYtU0ORRFCOpQLWz","flags":{"_sheetTab":"details"},"name":"Intuition","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).

\n

 

\n

In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"oMaJZ5cvCJeOUq9H","flags":{"_sheetTab":"description"},"name":"Leadership","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"F8NfBZdVSEIGCMtu","flags":{"_sheetTab":"details"},"name":"Melee","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"zZUX7wO4rOo8k9F0","flags":{"_sheetTab":"details"},"name":"Navigation","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.

\n

 

\n

If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"os4NKy5Oy6sRt1eh","flags":{},"name":"Outdoor Survival","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

Gathering Food and Herbs

\n

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

\n\n

 

\n\n

 

\n\n

 

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"Fs06sr7y9JKpVQmB","flags":{"_sheetTab":"description"},"name":"Perception","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"MeXCAQ3wqJzX07X7","flags":{"_sheetTab":"description"},"name":"Ride","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"KL4pCOqma5E7fLG4","flags":{"_sheetTab":"details"},"name":"Row","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"McTtmZu3Ac8Lh48W","flags":{},"name":"Stealth","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"0MYOJFx3vkYA95B4","flags":{"_sheetTab":"description"},"name":"Brass Penny","type":"money","img":"systems/wfrp4e/icons/currency/brasspenny.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":18},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}},"sort":2900000},{"_id":"Ggx0bRaCuq8MbF0g","flags":{"_sheetTab":"description"},"name":"Gold Crown","type":"money","img":"systems/wfrp4e/icons/currency/goldcrown.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}}},{"_id":"KB8HgDz56dh2w7w1","flags":{"_sheetTab":"description"},"name":"Silver Shilling","type":"money","img":"systems/wfrp4e/icons/currency/silvershilling.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}},"sort":3000000},{"_id":"7dtkrgTV8wY5coWe","flags":{},"name":"Thug","type":"career","img":"systems/wfrp4e/icons/careers/racketeer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Racketeer"},"class":{"type":"String","label":"Class","value":"Rogues"},"current":{"type":"Boolean","value":true},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ws","s","t"],"skills":["Consume Alcohol","Cool","Dodge","Endurance","Intimidate","Lore (Reikland)","Melee (Brawling)","Stealth (Urban)"],"talents":["Criminal","Etiquette (Criminals)","Menacing","Strike Mighty Blow"],"trappings":["Knuckledusters","Leather Jack"],"incomeSkill":[4],"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"PAy9AqeFrQyvpJTl","flags":{"_sheetTab":"details"},"name":"Melee (Brawling)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"FGvxE38XplOqn6yf","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"UHhhbzIBc9GadCiN","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"6PRFD1YVEWb2XlKz","flags":{"_sheetTab":"description"},"name":"Criminal","type":"talent","img":"systems/wfrp4e/icons/talents/criminal.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"none"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"vE3KMRyLmOcMLg9L","flags":{},"name":"Menacing","type":"talent","img":"systems/wfrp4e/icons/talents/menacing.png","data":{"description":{"type":"String","label":"Description","value":"You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Intimidate"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mOR6ePrmTdBXwjCF","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"n79mEvZXEp1dMBAR","flags":{},"name":"Suave","type":"talent","img":"systems/wfrp4e/icons/talents/suave.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"5dADevvuq51Yl1Hx","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"oYaqpKMoFnbzKeWk","flags":{"_sheetTab":"description"},"name":"Read/Write","type":"talent","img":"systems/wfrp4e/icons/talents/readwrite.png","data":{"description":{"type":"String","label":"Description","value":"You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"ehGDKDNbZuRCtzmd","flags":{},"name":"Strong Legs","type":"talent","img":"systems/wfrp4e/icons/talents/strong-legs.png","data":{"description":{"type":"String","label":"Description","value":"You have strong legs able to carry you great distances when you jump. Add your Strong Legs level to your SL in any Athletics Tests involving Leaping"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"fLQ6uTizcQvvU2gU","flags":{"_sheetTab":"details"},"name":"Knuckledusters","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/knuckledusters.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"2","bp":"6"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"personal"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"brawling"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"CozX2m1sSX4B0Qro","flags":{"_sheetTab":"details"},"name":"Clothing","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/clothing.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"6","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"yFhhVsojKI5ZalER","flags":{"_sheetTab":"description"},"name":"Pouch","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/pouch.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"","ss":"0","bp":"4"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":1},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"9bcFiMJPWG4KxKT7","flags":{"_sheetTab":"description"},"name":"Candle","type":"trapping","img":"systems/wfrp4e/icons/equipment/miscellaneous_trappings/candle-dozen.png","data":{"description":{"type":"String","label":"Description","value":"

Provides illumination for 10 yards when lit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":2},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"1","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"PK9EBikkG2Ex6sMU","flags":{"_sheetTab":"details"},"name":"Match","type":"trapping","img":"systems/wfrp4e/icons/equipment/miscellaneous_trappings/match.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":10},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"0","bp":"1"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"s73W4JqzEET7JNi5","flags":{"_sheetTab":"description"},"name":"Hood","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/hood.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"5","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2700000},{"_id":"m34AeOBGwiSAdcfg","flags":{"_sheetTab":"details"},"name":"Sling Bag","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/sling-bag.png","data":{"description":{"type":"String","label":"Description","value":"

Counts as ‘worn’ when slung over your shoulder.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"","ss":"1","bp":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":2},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":2800000},{"_id":"DasUatZjI9FFG8cT","flags":{"_sheetTab":"details"},"name":"Leather Jack","type":"armour","img":"systems/wfrp4e/icons/equipment/armour/leather-jack.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"12","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"armorType":{"type":"String","label":"Armour Type","value":"softLeather"},"penalty":{"type":"String","label":"Penalty","value":""},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"maxAP":{"head":0,"lArm":1,"rArm":1,"lLeg":0,"rLeg":0,"body":1},"currentAP":{"head":-1,"lArm":-1,"rArm":-1,"lLeg":-1,"rLeg":-1,"body":-1},"source":{"type":"String","label":"Source"}},"sort":3100000},{"_id":"6uiV0pZW2A6dp1HA","flags":{"_sheetTab":"description"},"name":"Stealth (Urban)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

Options: Shadowing

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":9},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":3200000},{"_id":"ZLSzMsGeKqA8XcHR","flags":{},"name":"Phobia (Rats)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

A phobia reflects a specific fear; it may be towards a type of creature, or towards a particular object or circumstance, such as Phobia (Insects), Phobia (Books), or Phobia (Confined Spaces).

\n\n

Example: Doktor Johannsen is a renowned antiquarian. Despite his many adventures and tales of derring-do, he suffers from Phobia (Snakes); no matter this aversion, he seems to encounter them with alarming regularity.

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"jN7mRzrptBNveyLp","flags":{},"name":"Animosity (Target who ridules me or Sigmar)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

When subject to Animosity,

Animosity is over-ridden by @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Fear} and @Compendium[wfrp4e.psychologies.meMkLEwdJIDLxM0B]{Terror}.

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":3300000},{"_id":"EDvTNOATb9FRRba7","flags":{},"name":"Dagger","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/dagger2.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"16","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"vshort"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":3400000},{"_id":"XSF9Vs5UDEny3gR6","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":3500000},{"_id":"subeXli9rggavgFu","flags":{"_sheetTab":"details"},"name":"Hand Weapon","type":"weapon","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"1","ss":"0","bp":"0","value":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+4","meleeValue":"SB+4","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"average"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":3600000}]} +{"_id":"9WATuUNdeAtNGB6Q","name":"Eisfange - Wolfhound","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":70,"advances":0},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":0,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":40,"advances":0},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":40,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":50,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":35,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":0,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":25,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":40,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":20,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":16,"max":16},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Wolf"},"gender":{"type":"String","label":"Gender","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"5","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"}},"excludedTraits":[]},"folder":"BeaMqdD5vMcOd3o3","sort":1200000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/White_wolf.png","token":{"flags":{},"name":"Eisfange - Wolfhound","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/White_wolf.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"9WATuUNdeAtNGB6Q","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"HPNo14LCRl5WCMEL","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"1","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"9ZxxYkI1gu1cXLAD","flags":{"_sheetTab":"details"},"name":"Bite","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"PhHFijqQbxe4oHQ4","flags":{"_sheetTab":"details"},"name":"Blessed","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is Blessed and can enact Blessings; the relevant deity is indicated in brackets."},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"Ulric","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"CLIVPALf6ja5bUiX","flags":{"_sheetTab":"description"},"name":"Die Hard","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

No matter how hard the creature is hit, it gets back up. All Critical Wounds not resulting in death can be healed; just attach the requisite body parts to the correct places, perhaps with staples or large spikes to hold them in place, and it’s good to go. Even ‘death’ may be ‘healed’ if the appropriate parts, such as a lost head, are attached to the body. If death occurs and all parts are in place, it may attempt a Challenging (+0) Endurance Test requiring an SL of 6 at the start of every round for Toughness Bonus Rounds after death. If a Test is successful, the creature chokes back to life with 1 Wound.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"5R7yVPWgJSX4cvPz","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"PGvHu32pQr2pdYHC","flags":{},"name":"Tracker","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"BYSubxORCURvxiGE","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"CgVfCS7xG6RtFyJp","flags":{"_sheetTab":"details"},"name":"Blessing of Battle","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 WS.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Myrmidia, Sigmar, Taal, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Myrmidia, Sigmar, Taal, Ulric"}},"sort":100000},{"_id":"T5IIcjnWvL1xWVmF","flags":{"_sheetTab":"description"},"name":"Blessing of Courage","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Willpower.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Morr, Myrmidia, Sigmar, Ulric, Verena"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Morr, Myrmidia, Sigmar, Ulric, Verena"}},"sort":400000},{"_id":"vk5Nnaw0LsWW719P","flags":{"_sheetTab":"description"},"name":"Blessing of Hardiness","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Toughness.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Sigmar, Taal, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Sigmar, Taal, Ulric"}},"sort":800000},{"_id":"U9h2O2YHwxQWlCsF","flags":{"_sheetTab":"description"},"name":"Blessing of Might","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Strength.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Sigmar, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Sigmar, Ulric"}},"sort":1000000},{"_id":"HmmmFJHwvzTSlhGP","flags":{"_sheetTab":"description"},"name":"Blessing of Savagery","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

When your target next inflicts a Critical Wound, roll twice and choose the best result.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Taal, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Taal, Ulric"}},"sort":1400000},{"_id":"Rr5BoWfrZlTUqj2Z","flags":{"_sheetTab":"details"},"name":"Blessing of Tenacity","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target may remove 1 condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Morr, Shallya, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"value":"Manann, Morr, Shallya, Ulric"}},"sort":1500000},{"_id":"4WRn2E99x9TdHYMG","flags":{},"name":"Pray","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000}]} +{"_id":"B3t75zTQ1ZD5RLSm","name":"Gunnar Hrolfsson","permission":{"default":0},"type":"character","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":35,"advances":10},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":26,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":33,"advances":5},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":46,"advances":5},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":34,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":23,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":38,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":28,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":47,"advances":5},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":18,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":18,"max":18},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":"0","max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":"0"},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"fate":{"type":"Number","label":"Fate","value":1},"fortune":{"type":"Number","label":"Fortune","value":1},"resilience":{"type":"Number","label":"Resilience","value":3},"resolve":{"type":"Number","label":"Resolve","value":3}},"details":{"species":{"type":"String","label":"Species","value":"Dwarf"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"3","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"experience":{"type":"Number","label":"Experience","total":2200,"spent":2300},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"name":"","short-term":"","long-term":""},"biography":{"type":"String","label":"Biography","value":""},"gmnotes":{"type":"String","label":"GM Notes","value":""},"motivation":{"type":"String","label":"Motivation","value":""},"class":{"type":"String","label":"Class","value":""},"career":{"type":"String","label":"Career","value":""},"careerlevel":{"type":"String","label":"Career Level","value":""},"status":{"type":"String","standing":"","tier":0},"age":{"type":"String","label":"Age","value":"59"},"height":{"type":"String","label":"Height","value":"4'8\""},"weight":{"type":"String","label":"Weight","value":"Heavy"},"haircolour":{"type":"String","label":"Hair Colour","value":"Dyed Orange"},"eyecolour":{"type":"String","label":"Eye Colour","value":"Amber"},"distinguishingmark":{"type":"String","label":"Distinguishing Mark","value":""},"starsign":{"type":"String","label":"Star Sign","value":""}}},"folder":"dZ6oGBZwQQd6K6YB","sort":700000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":false,"modifier":"","careerTalents":[{"_id":"7jLn1kKcMeHBZgUn","flags":{"_sheetTab":"details"},"name":"Fearless (Everything)","type":"talent","img":"systems/wfrp4e/icons/talents/fearless.png","data":{"description":{"type":"String","label":"Description","value":"

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Cool to oppose your Enemy's Intimidate, Fear, and Terror"},"source":{"type":"String","label":"Source"}},"sort":1600000,"numMax":5,"cost":200,"career":true}],"talentTests":[{"talentName":"Fearless (Everything)","test":"Cool to oppose your Enemy's Intimidate, Fear, and Terror","SL":1},{"talentName":"Artistic","test":"Art (Any)","SL":1},{"talentName":"Craftsman","test":"Trade (any one)","SL":1},{"talentName":"Night Vision","test":"Perception tests in low-light conditions","SL":1}]},"img":"worlds/talesoldworld/userdata/Tokens/Dwarf%20Slayer_Gunnar%20Hrolfsson.png","token":{"flags":{},"name":"Gunnar Hrolfsson","displayName":20,"img":"worlds/talesoldworld/userdata/Tokens/Dwarf Slayer_Gunnar Hrolfsson.png","width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"B3t75zTQ1ZD5RLSm","actorLink":true,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","flags":{"_sheetTab":"description"},"name":"Art","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"LGHozP5gmQ8cuDQV","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"d3VZwO4Y5JH5DXdT","flags":{"_sheetTab":"details"},"name":"Bribery","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"exLrBrn2mjb6x2Cq","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

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

\n

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

\n

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

\n

 

\n

Public Speaking

\n

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

\n

 

\n

Begging

\n

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

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"4IGdIhnwTaZijzg7","flags":{"_sheetTab":"details"},"name":"Charm Animal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"sRuMlaPU5xdIrwhd","flags":{"_sheetTab":"description"},"name":"Climb","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"R2ytluHiEFF2KQ5e","flags":{"_sheetTab":"description"},"name":"Consume Alcohol","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

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

\n

 

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

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

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

\n
\n

3-4

\n
\n

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

\n
\n

5-6

\n
\n

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

\n
\n

7-8

\n
\n

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

\n
\n

9-10

\n
\n

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

\n
\n
\n

 

\n

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

\n

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

\n

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

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":12},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"pxNjTxsp1Kp0SmQe","flags":{"_sheetTab":"description"},"name":"Cool","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":15},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"1jCxbFAUuFuAPLJl","flags":{"_sheetTab":"description"},"name":"Dodge","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"iYan4z52v7HYM9u9","flags":{"_sheetTab":"details"},"name":"Drive","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

 

\n

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

\n

 

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

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

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

\n
\n

3-5

\n
\n

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

\n
\n

6-8

\n
\n

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

\n
\n

9-10

\n
\n

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

\n
\n
\n

 

\n

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

\n

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

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"CcNJsS4jSwB6Ug1J","flags":{"_sheetTab":"details"},"name":"Endurance","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":12},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"0CwV96kTDRF0jUhk","flags":{"_sheetTab":"description"},"name":"Entertain","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"7pQo66cESWttzIlb","flags":{"_sheetTab":"details"},"name":"Gamble","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"RLQHm1s4IuY9RSr2","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

 

\n

Half-Heard Whispers

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pKLMbmG3Ivt6mzMf","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"I0yPc4PH5erWJLmu","flags":{"_sheetTab":"description"},"name":"Intimidate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

 

\n

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

\n

 

\n

Alternative Characteristics For Intimidate

\n

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

\n

 

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"cYtU0ORRFCOpQLWz","flags":{"_sheetTab":"details"},"name":"Intuition","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).

\n

 

\n

In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"oMaJZ5cvCJeOUq9H","flags":{"_sheetTab":"description"},"name":"Leadership","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"zZUX7wO4rOo8k9F0","flags":{"_sheetTab":"details"},"name":"Navigation","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.

\n

 

\n

If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"os4NKy5Oy6sRt1eh","flags":{},"name":"Outdoor Survival","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

Gathering Food and Herbs

\n

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

\n\n

 

\n\n

 

\n\n

 

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"Fs06sr7y9JKpVQmB","flags":{"_sheetTab":"description"},"name":"Perception","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"MeXCAQ3wqJzX07X7","flags":{"_sheetTab":"description"},"name":"Ride","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"KL4pCOqma5E7fLG4","flags":{"_sheetTab":"details"},"name":"Row","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"McTtmZu3Ac8Lh48W","flags":{},"name":"Stealth","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"0MYOJFx3vkYA95B4","flags":{"_sheetTab":"description"},"name":"Brass Penny","type":"money","img":"systems/wfrp4e/icons/currency/brasspenny.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}}},{"_id":"Ggx0bRaCuq8MbF0g","flags":{"_sheetTab":"description"},"name":"Gold Crown","type":"money","img":"systems/wfrp4e/icons/currency/goldcrown.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}}},{"_id":"KB8HgDz56dh2w7w1","flags":{"_sheetTab":"description"},"name":"Silver Shilling","type":"money","img":"systems/wfrp4e/icons/currency/silvershilling.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}}},{"_id":"s2PafFDRCY8C5S49","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":15},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"DJPi4UAQGwIYtBwH","flags":{},"name":"Apprentice Artisan","type":"career","img":"systems/wfrp4e/icons/careers/artisan-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Artisan"},"class":{"type":"String","label":"Class","value":"Burgher"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"1"},"status":{"tier":"b","standing":2},"characteristics":["s","t","dex"],"skills":["Athletics","Cool","Consume Alcohol","Dodge","Endurance","Evaluate","Stealth (Urban)","Trade (Any)"],"talents":["Artistic","Craftsman (any)","Strong Back","Very Strong"],"trappings":["Chalk","Leather Jerkin","d10 rags"],"incomeSkill":[7],"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"dyVqsRprf6FmC23K","flags":{},"name":"Troll Slayer","type":"career","img":"systems/wfrp4e/icons/careers/slayer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Slayer"},"class":{"type":"String","label":"Class","value":"Warrior"},"current":{"type":"Boolean","value":true},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"1"},"status":{"tier":"b","standing":2},"characteristics":["ws","wp","s"],"skills":["Consume Alcohol","Cool","Dodge","Endurance","Gamble","Heal","Lore (Trolls)","Melee (Basic)"],"talents":["Dual Wielder","Fearless (Everything)","Frenzy","Slayer"],"trappings":["Axe","Flask of Spirits","Shame","Tattoos"],"incomeSkill":[7],"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"wi8YEF3sY0oRxtrU","flags":{"_sheetTab":"details"},"name":"Heal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n\n

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"eNkGD0awxGPKJHWj","flags":{},"name":"Lore (Trolls)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"siUryV5SUoe3gM5Z","flags":{"_sheetTab":"description"},"name":"Evaluate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"6ZzFqX4lzlPOIktf","flags":{},"name":"Trade (Jewelrer)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"i0ILpI7idCfdc02d","flags":{},"name":"Lore (Giants)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":7},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"313NJMHONxgPMJUf","flags":{"_sheetTab":"description"},"name":"Language (Battle Tongue)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

Options: Battle Tongue

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"7jLn1kKcMeHBZgUn","flags":{"_sheetTab":"details"},"name":"Fearless (Everything)","type":"talent","img":"systems/wfrp4e/icons/talents/fearless.png","data":{"description":{"type":"String","label":"Description","value":"

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Cool to oppose your Enemy's Intimidate, Fear, and Terror"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"Dpz2LeQlUFDXt6Wd","flags":{},"name":"Artistic","type":"talent","img":"systems/wfrp4e/icons/talents/artistic.png","data":{"description":{"type":"String","label":"Description","value":"You have a natural talent for art, able to produce precise sketches with nothing but time and appropriate media. This ability has several in-game uses, ranging from creating Wanted Posters to sketching accurate journals, and has spot benefits as determined by the GM. Further to this, add Art (Any) to any Career you enter; if it is already in Career, you may instead purchase the Skill for 5 XP fewer per Advance."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"dex"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Art (Any)"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"VavA6MM7DXl1kuX9","flags":{},"name":"Craftsman","type":"talent","img":"systems/wfrp4e/icons/talents/craftsman.png","data":{"description":{"type":"String","label":"Description","value":"You have true creative talent. Add the associated Trade Skill to any Career you enter. If the Trade Skill is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"dex"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Trade (any one)"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"znYfLmLB4XqzXMgf","flags":{"_sheetTab":"details"},"name":"Magic Resistance","type":"talent","img":"systems/wfrp4e/icons/talents/magic-resistance.png","data":{"description":{"type":"String","label":"Description","value":"You are resistant to magic. The SL of any spell affecting you is reduced by 2 The SL of a spell is only modified by the highest Magic Resistance Talent within the target area. Further, you may never learn the Arcane Magic, Bless, Invoke, Petty Magic, or Witch! Talents"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"IeX6glHwhhEGXS00","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"talent","img":"systems/wfrp4e/icons/talents/night-vision.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perception tests in low-light conditions"},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"l0YlQvWx4g9NiPzw","flags":{},"name":"Resolute","type":"talent","img":"systems/wfrp4e/icons/talents/resolute.png","data":{"description":{"type":"String","label":"Description","value":"You launch into attacks with grim determination. Add your level of Resolute to your Strength Bonus when you Charge."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"fZsPKLFOANH6OOgK","flags":{},"name":"Sturdy","type":"talent","img":"systems/wfrp4e/icons/talents/sturdy.png","data":{"description":{"type":"String","label":"Description","value":"You have a brawny physique, or are very used to carrying things. Increase the number of Encumbrance Points you can carry by your Sturdy level x 2"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Strength Tests when lifting"},"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"LZB1iLuofX2FPWat","flags":{"_sheetTab":"details"},"name":"Axe","type":"weapon","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"1","ss":"0","bp":"0","value":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+4","meleeValue":"SB+4","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"average"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"0snreYKqpxSr14K7","flags":{},"name":"Dagger","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/dagger2.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"16","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"vshort"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":false,"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"C4N17wiktfEFm74X","flags":{},"name":"Grease","type":"trapping","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"0","bp":"0"},"availability":{"type":"String","label":"Availability","value":"None"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""}},"sort":2500000},{"_id":"xLU6TyyjzY8JmODE","flags":{},"name":"Flask of Spirits","type":"trapping","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"0","bp":"0"},"availability":{"type":"String","label":"Availability","value":""},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"foodAndDrink"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"FWhDUnBDI52Nhcjd","flags":{"_sheetTab":"details"},"name":"Pants","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/clothing.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"6","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2700000}]} +{"_id":"EfEPVO3X5wGl8DVe","name":"The Teufel Terror - Wily River Troll","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":60,"advances":0},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":35,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":55,"advances":0},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":45,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":20,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":15,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":15,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":30,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":40,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":5,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":38,"max":38},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Troll"},"gender":{"type":"String","label":"Gender","value":""},"size":{"type":"String","label":"Size","value":"lrg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"biography":{"value":""}},"excludedTraits":["kllGOg9q8O5hM8eX"]},"folder":"Tt3dvJqWNM7hW4Jk","sort":100000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":false,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Wily%20River%20Troll_Teufel%20Terror.png","token":{"flags":{},"name":"The Teufel Terror","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Wily%20River%20Troll_Teufel%20Terror.png","width":2,"height":2,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"EfEPVO3X5wGl8DVe","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"UMRAzqXE0dxS8JQr","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"2","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"Mq3d1cWa9PWk799g","flags":{"_sheetTab":"details"},"name":"Bite","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"X6DQY1adCUyVn3uI","flags":{},"name":"Amphibious","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is at home in water. It can add its Agility Bonus to the SL of all Swim Tests and move at full Movement through water. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"VSAwfasIGpiZnfs4","flags":{"_sheetTab":"description"},"name":"Die Hard","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

No matter how hard the creature is hit, it gets back up. All Critical Wounds not resulting in death can be healed; just attach the requisite body parts to the correct places, perhaps with staples or large spikes to hold them in place, and it’s good to go. Even ‘death’ may be ‘healed’ if the appropriate parts, such as a lost head, are attached to the body. If death occurs and all parts are in place, it may attempt a Challenging (+0) Endurance Test requiring an SL of 6 at the start of every round for Toughness Bonus Rounds after death. If a Test is successful, the creature chokes back to life with 1 Wound.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"QqfYQtlmXE1L8vsf","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"gE9uCZvcSlvIEcyN","flags":{},"name":"Painless","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"ZDV0gBMu6LomCfi8","flags":{},"name":"Regenerate","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"6iL1xVzcraCAraFa","flags":{"_sheetTab":"description"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

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

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

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

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"Large","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"kxk5NLzfRU4hNkhM","flags":{"_sheetTab":"details"},"name":"Vomit","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature can spew a stream of corrosive corruption, dowsing its opponents in foul, semi-digested filth.

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"bs","bonusCharacteristic":"t","defaultDifficulty":"challenging"},"specification":{"value":"+4","type":"String","label":"Specification"}},"sort":100001},{"_id":"kllGOg9q8O5hM8eX","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"4","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"Z8YlCV13TyUFqKdM","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"kdghMk80lzxOI85R","flags":{},"name":"Fear (1)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear,

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"Iq6gpRoJbwRCeVsp","flags":{},"name":"Fear (1)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear,

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"klcD7jS3pf4ZGpz1","flags":{"_sheetTab":"details"},"name":"Anchor","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/war-pick.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":3},"price":{"type":"String","label":"Price","gc":"0","ss":"9","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+5","meleeValue":"SB+5","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"long"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":true},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":"Damaging, Impale"},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"OIHKTf4FDQoxvKdx","flags":{},"name":"Elite","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is a hard-nosed veteran. It receives +20 to Weapon Skill, Ballistic Skill, and Willpower. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"tJqmzIdJfJTDvxCS","flags":{"_sheetTab":"details"},"name":"Rock","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/rock.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"","ss":"","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"+SB+0","meleeValue":"","rangedValue":"+SB+0"},"reach":{"type":"String","label":"Reach","value":""},"range":{"type":"String","label":"Range","value":"SBx3"},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"throwing"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"Tq43tGINJZDLbEMw","flags":{"_sheetTab":"details"},"name":"Chain","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/bolas.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"","ss":"10","bp":"0"},"availability":{"type":"String","label":"Availability","value":"rare"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"+SB","meleeValue":"","rangedValue":"+SB"},"reach":{"type":"String","label":"Reach","value":""},"range":{"type":"String","label":"Range","value":"SBx3"},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"throwing"},"qualities":{"type":"String","label":"Qualities","value":"Entangle"},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"83QuCb4IcAxmEtIE","flags":{"_sheetTab":"details"},"name":"Wooden Post","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/javelin.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"","ss":"10","bp":"6"},"availability":{"type":"String","label":"Availability","value":"scarce"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"+SB+3","meleeValue":"","rangedValue":"+SB+3"},"reach":{"type":"String","label":"Reach","value":""},"range":{"type":"String","label":"Range","value":"SBx3"},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"throwing"},"qualities":{"type":"String","label":"Qualities","value":"Impale"},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"YZWdRsWuPjcwwrAf","flags":{"_sheetTab":"description"},"name":"Ranged (Throwing)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000}]} +{"_id":"GvQEJ53jNugMZyyn","name":"Sgt Rudi Klumpenklug","permission":{"default":0},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":32,"advances":15},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":36,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":33,"advances":15},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":30,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":30,"advances":15},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":29,"advances":10},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":30,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":34,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":36,"advances":15},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":24,"advances":15}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":18,"max":18},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":200001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/SergeantRudiKumpenklug.png","token":{"flags":{},"name":"Sgt Rudi Klumpenklug","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/SergeantRudiKumpenklug.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"GvQEJ53jNugMZyyn","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","flags":{"_sheetTab":"description"},"name":"Art","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"LGHozP5gmQ8cuDQV","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"d3VZwO4Y5JH5DXdT","flags":{"_sheetTab":"details"},"name":"Bribery","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"exLrBrn2mjb6x2Cq","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

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

\n

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

\n

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

\n

 

\n

Public Speaking

\n

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

\n

 

\n

Begging

\n

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

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"4IGdIhnwTaZijzg7","flags":{"_sheetTab":"details"},"name":"Charm Animal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"sRuMlaPU5xdIrwhd","flags":{"_sheetTab":"description"},"name":"Climb","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"R2ytluHiEFF2KQ5e","flags":{"_sheetTab":"description"},"name":"Consume Alcohol","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

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

\n

 

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

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

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

\n
\n

3-4

\n
\n

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

\n
\n

5-6

\n
\n

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

\n
\n

7-8

\n
\n

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

\n
\n

9-10

\n
\n

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

\n
\n
\n

 

\n

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

\n

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

\n

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

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pxNjTxsp1Kp0SmQe","flags":{"_sheetTab":"description"},"name":"Cool","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"1jCxbFAUuFuAPLJl","flags":{"_sheetTab":"description"},"name":"Dodge","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"iYan4z52v7HYM9u9","flags":{"_sheetTab":"details"},"name":"Drive","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

 

\n

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

\n

 

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

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

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

\n
\n

3-5

\n
\n

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

\n
\n

6-8

\n
\n

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

\n
\n

9-10

\n
\n

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

\n
\n
\n

 

\n

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

\n

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

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"CcNJsS4jSwB6Ug1J","flags":{"_sheetTab":"details"},"name":"Endurance","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"0CwV96kTDRF0jUhk","flags":{"_sheetTab":"description"},"name":"Entertain","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"7pQo66cESWttzIlb","flags":{"_sheetTab":"details"},"name":"Gamble","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"RLQHm1s4IuY9RSr2","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

 

\n

Half-Heard Whispers

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pKLMbmG3Ivt6mzMf","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"I0yPc4PH5erWJLmu","flags":{"_sheetTab":"description"},"name":"Intimidate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

In combat, you cause @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Fear} in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

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

\n

 

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"cYtU0ORRFCOpQLWz","flags":{"_sheetTab":"details"},"name":"Intuition","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).

\n

 

\n

In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"oMaJZ5cvCJeOUq9H","flags":{"_sheetTab":"description"},"name":"Leadership","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"F8NfBZdVSEIGCMtu","flags":{"_sheetTab":"details"},"name":"Melee","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"zZUX7wO4rOo8k9F0","flags":{"_sheetTab":"details"},"name":"Navigation","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.

\n

 

\n

If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"os4NKy5Oy6sRt1eh","flags":{},"name":"Outdoor Survival","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

Gathering Food and Herbs

\n

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

\n\n

 

\n\n

 

\n\n

 

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"Fs06sr7y9JKpVQmB","flags":{"_sheetTab":"description"},"name":"Perception","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"MeXCAQ3wqJzX07X7","flags":{"_sheetTab":"description"},"name":"Ride","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"KL4pCOqma5E7fLG4","flags":{"_sheetTab":"details"},"name":"Row","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"McTtmZu3Ac8Lh48W","flags":{},"name":"Stealth","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"0MYOJFx3vkYA95B4","flags":{"_sheetTab":"description"},"name":"Brass Penny","type":"money","img":"systems/wfrp4e/icons/currency/brasspenny.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}}},{"_id":"Ggx0bRaCuq8MbF0g","flags":{"_sheetTab":"description"},"name":"Gold Crown","type":"money","img":"systems/wfrp4e/icons/currency/goldcrown.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}}},{"_id":"KB8HgDz56dh2w7w1","flags":{"_sheetTab":"description"},"name":"Silver Shilling","type":"money","img":"systems/wfrp4e/icons/currency/silvershilling.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}}},{"_id":"nIWiNKwWXKsyEFxh","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"dkWs1BhrLWU9EGM6","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"SW4jdqcQcTYGh0yk","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"jopuyZXb6wJjU845","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"sM2DBdrEfO9yjB9P","flags":{"_sheetTab":"details"},"name":"Attractive","type":"talent","img":"systems/wfrp4e/icons/talents/attractive.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Tests to influence those attracted to you"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"RByHIk06mHOPsOao","flags":{"_sheetTab":"details"},"name":"Perfect Pitch","type":"talent","img":"systems/wfrp4e/icons/talents/perfect-pitch.png","data":{"description":{"type":"String","label":"Description","value":"You have perfect pitch, able to replicate notes perfectly and identify them without even making a Test. Further, add Entertain (Sing) to any Career you enter; if it is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Entertain (Sing), Language (Tonal Languages, such as Elthárin, Cathayan, and Magick)"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"SQRkkredGO8mxMOO","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"talent","img":"systems/wfrp4e/icons/talents/night-vision.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perception tests in low-light conditions"},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"UyyPiEcejVRZM4Ni","flags":{},"name":"Watch Recruit","type":"career","img":"systems/wfrp4e/icons/careers/watchman-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Watchman"},"class":{"type":"String","label":"Class","value":"Burgher"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":"1"},"status":{"tier":"b","standing":3},"characteristics":["ws","s","fel"],"skills":["Athletics","Climb","Consume Alcohol","Dodge","Endurance","Gamble","Melee (Any)","Perception"],"talents":["Drilled","Hardy","Strike to Stun","Tenacious"],"trappings":["Hand Weapon","Leather Jack","Uniform"],"incomeSkill":[7],"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"3xeYW7GZkCoMtyyc","flags":{},"name":"Watch Sergeant","type":"career","img":"systems/wfrp4e/icons/careers/watchman-03.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Watchman"},"class":{"type":"String","label":"Class","value":"Burgher"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":"3"},"status":{"tier":"s","standing":3},"characteristics":["ws","s","i","wp","fel"],"skills":["Athletics","Climb","Consume Alcohol","Dodge","Endurance","Gamble","Melee (Any)","Perception","Charm","Cool","Gossip","Intimidate","Intuition","Lore (Local)","Entertain (Storytelling)","Haggle","Leadership","Lore (Law)"],"talents":["Disarm","Etiquette (Soldiers)","Fearless (Criminals)","Nose for Trouble"],"trappings":["Breastplate","Helm","Symbol of Rank"],"incomeSkill":[7],"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"qYaajesUUeexcXvq","flags":{},"name":"Watchman","type":"career","img":"systems/wfrp4e/icons/careers/watchman-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Watchman"},"class":{"type":"String","label":"Class","value":"Burgher"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":"2"},"status":{"tier":"s","standing":1},"characteristics":["ws","s","wp","fel"],"skills":["Athletics","Climb","Consume Alcohol","Dodge","Endurance","Gamble","Melee (Any)","Perception","Charm","Cool","Gossip","Intimidate","Intuition","Lore (Local)"],"talents":["Break and Enter","Criminal","Night Vision","Sprinter"],"trappings":["Lantern and Pole","Lamp Oil","Copper Badge"],"incomeSkill":[7],"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"aZV6MNhxYCHbFcNq","flags":{"_sheetTab":"details"},"name":"Melee (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"9BTxUcEI8yeL57BA","flags":{"_sheetTab":"description"},"name":"Drilled","type":"talent","img":"systems/wfrp4e/icons/talents/drilled.png","data":{"description":{"type":"String","label":"Description","value":"

You have been trained to fight shoulder-to-shoulder with other soldiers. If an enemy causes you to lose Advantage when standing beside an active ally with the Drilled Talent, you may keep 1 lost Advantage for each time you’ve taken the Drilled Talent.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ws"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Melee Tests when beside an ally with Drilled"},"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"7jF9J1E8eBIy9XFG","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"vvvLqMHewCqC4bgt","flags":{"_sheetTab":"description"},"name":"Strike to Stun","type":"talent","img":"systems/wfrp4e/icons/talents/strike-to-stun.png","data":{"description":{"type":"String","label":"Description","value":"

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Melee Tests when Striking to Stun"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"xPuC3hgIovEGzrYA","flags":{},"name":"Tenacious","type":"talent","img":"systems/wfrp4e/icons/talents/tenacious.png","data":{"description":{"type":"String","label":"Description","value":"You never give up, no matter how impossible your travails appear. You can double the length of time successful Endurance Tests allow you to endure a hardship. This includes enduring prolonged riding, exposure, rituals, and similar adversities"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Endurance Tests for enduring hardships"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"n606MNxnvyUlk0G5","flags":{},"name":"Lore (Local)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"i0461Pm8n0o0Uzog","flags":{"_sheetTab":"description"},"name":"Break and Enter","type":"talent","img":"systems/wfrp4e/icons/talents/break-and-enter.png","data":{"description":{"type":"String","label":"Description","value":"You are an expert at quickly breaking down doors and forcing entry. You may add +1 Damage for each level in this Talent when determining damage against inanimate objects such as windows, chests, doors, and similar."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Melee when forcing or breaking inanimate objects"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"oMhc5lssTX5a6j52","flags":{"_sheetTab":"description"},"name":"Criminal","type":"talent","img":"systems/wfrp4e/icons/talents/criminal.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"none"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"TcU3oMxhVznAnsiL","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"talent","img":"systems/wfrp4e/icons/talents/night-vision.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perception tests in low-light conditions"},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"zrQ9vXX3Vpva2zbz","flags":{},"name":"Sprinter","type":"talent","img":"systems/wfrp4e/icons/talents/sprinter.png","data":{"description":{"type":"String","label":"Description","value":"You are a swift runner. Your Movement Attribute counts as 1 higher when Running."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Athletics Tests concerning Running"},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"PqwT2QtoAQCM40h5","flags":{},"name":"Swindler","type":"career","img":"systems/wfrp4e/icons/careers/charlatan-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Charlatan"},"class":{"type":"String","label":"Class","value":"Rogues"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["i","ag","fel"],"skills":["Bribery","Consume Alcohol","Charm","Entertain (Storytelling)","Gamble","Gossip","Haggle","Sleight of Hand"],"talents":["Cardsharp","Diceman","Etiquette (Any)","Luck"],"trappings":["Backpack","2 Sets of Clothing","Deck of Cards","Dice"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"DssrY2Q6oJ45WJaK","flags":{},"name":"Charlatan","type":"career","img":"systems/wfrp4e/icons/careers/charlatan-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Charlatan"},"class":{"type":"String","label":"Class","value":"Rogues"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":"2"},"status":{"tier":"b","standing":5},"characteristics":["i","ag","wp","fel"],"skills":["Bribery","Consume Alcohol","Charm","Entertain (Storytelling)","Gamble","Gossip","Haggle","Sleight of Hand","Cool","Dodge","Entertain (Acting)","Evaluate","Intuition","Perception"],"talents":["Blather","Criminal","Fast Hands","Secret Identity"],"trappings":["1 Forged Document","2 Sets of Quality Clothing","Selection of Colored Powders and Water","Selection of Trinkets and Charms"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"UmiI50ITst0FtcX8","flags":{"_sheetTab":"description"},"name":"Entertain (Storytelling)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"ApJbp7BlUMYpN6gn","flags":{"_sheetTab":"details"},"name":"Sleight of Hand","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"}},"sort":100001},{"_id":"6W2HKhPkGJcivhYU","flags":{},"name":"Cardsharp","type":"talent","img":"systems/wfrp4e/icons/talents/cardsharp.png","data":{"description":{"type":"String","label":"Description","value":"You are used to playing, and winning, at cards, although your methods may involve a little cheating. When you successfully use Gamble or Sleight of Hand when playing cards, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 28 could be used for +8 SL. If you play a real card game to represent what is happening in-game, you may receive an extra number of cards per deal equal to your level in Cardsharp, then discard down to the appropriate hand-size before each round of play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Gamble and Sleight of Hand when playing card games"},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"HEwG1q0Qhn4mbSTq","flags":{},"name":"Diceman","type":"talent","img":"systems/wfrp4e/icons/talents/diceman.png","data":{"description":{"type":"String","label":"Description","value":"You are a dicing master, and all claims you cheat are clearly wrong. When you successfully use Gamble or Sleight of Hand when playing with dice, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 06 could be used for +6 SL. If you play any real-life dice games to represent in-game dice games, always roll extra dice equal to your Diceman level and choose the best results."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Gamble and Sleight of Hand when playing dice games"},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"LzPWECtgHdzEFNxZ","flags":{"_sheetTab":"description"},"name":"Etiquette (Any)","type":"talent","img":"systems/wfrp4e/icons/talents/etiquette.png","data":{"description":{"type":"String","label":"Description","value":"

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm and Gossip (Social Group)"},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"0yHzCd3hwqPkiGbO","flags":{"_sheetTab":"description"},"name":"Luck","type":"talent","img":"systems/wfrp4e/icons/talents/luck.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2700000},{"_id":"22gmO37svLbCBCkR","flags":{"_sheetTab":"description"},"name":"Entertain (Acting)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2800000},{"_id":"iwby2ifhn3B9rBiB","flags":{"_sheetTab":"description"},"name":"Evaluate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2900000},{"_id":"0wvvJ0QOGiYY9e3m","flags":{"_sheetTab":"description"},"name":"Blather","type":"talent","img":"systems/wfrp4e/icons/talents/blather.png","data":{"description":{"type":"String","label":"Description","value":"

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm to Blather"},"source":{"type":"String","label":"Source"}},"sort":3000000},{"_id":"fXXIBaxvOi9pgpbB","flags":{"_sheetTab":"description"},"name":"Criminal","type":"talent","img":"systems/wfrp4e/icons/talents/criminal.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

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

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"none"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":3100000},{"_id":"u1JCzb0We1zDsIrq","flags":{},"name":"Fast Hands","type":"talent","img":"systems/wfrp4e/icons/talents/fast-hands.png","data":{"description":{"type":"String","label":"Description","value":"You can move your hands with surprising dexterity. Bystanders get no passive Perception Tests to spot your use of the Sleight of Hand Skill, instead they only get to Oppose your Sleight of Hand Tests if they actively suspect and are looking for your movements. Further, attempts to use Melee (Brawling) to simply touch an opponent gain a bonus of +10 � your level in Fast Hands."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"dex"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Sleight of Hand, Melee (Brawling) to touch an opponent"},"source":{"type":"String","label":"Source"}},"sort":3200000},{"_id":"PDSEq8UVMIxSNWBt","flags":{},"name":"Secret Identity","type":"talent","img":"systems/wfrp4e/icons/talents/secret-identity.png","data":{"description":{"type":"String","label":"Description","value":"You maintain a secret identity that allows you to appear richer, or perhaps poorer, than you actually are. With GM permission, choose any one Career. As long as you are dressed appropriately, you may use the Social Status of the chosen Career you masquerade as rather than your own for modifying Fellowship Tests, and can even ignore the Criminal Talent. However, maintaining this identity will require Entertain (Acting) rolls when you encounter those who may recognize your falsehood. You may create a new Secret Identity for each level you have in this Talent."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Entertain (Acting) Tests to support your secret identities"},"source":{"type":"String","label":"Source"}},"sort":3300000},{"_id":"vqdzWgQJdlM8NFbg","flags":{},"name":"Cardsharp","type":"talent","img":"systems/wfrp4e/icons/talents/cardsharp.png","data":{"description":{"type":"String","label":"Description","value":"You are used to playing, and winning, at cards, although your methods may involve a little cheating. When you successfully use Gamble or Sleight of Hand when playing cards, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 28 could be used for +8 SL. If you play a real card game to represent what is happening in-game, you may receive an extra number of cards per deal equal to your level in Cardsharp, then discard down to the appropriate hand-size before each round of play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Gamble and Sleight of Hand when playing card games"},"source":{"type":"String","label":"Source"}},"sort":3400000},{"_id":"80FsJY2p26gzrdoW","flags":{},"name":"Diceman","type":"talent","img":"systems/wfrp4e/icons/talents/diceman.png","data":{"description":{"type":"String","label":"Description","value":"You are a dicing master, and all claims you cheat are clearly wrong. When you successfully use Gamble or Sleight of Hand when playing with dice, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 06 could be used for +6 SL. If you play any real-life dice games to represent in-game dice games, always roll extra dice equal to your Diceman level and choose the best results."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Gamble and Sleight of Hand when playing dice games"},"source":{"type":"String","label":"Source"}},"sort":3500000},{"_id":"v7FkqJTNXYhyBGq4","flags":{"_sheetTab":"description"},"name":"Etiquette (Any)","type":"talent","img":"systems/wfrp4e/icons/talents/etiquette.png","data":{"description":{"type":"String","label":"Description","value":"

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm and Gossip (Social Group)"},"source":{"type":"String","label":"Source"}},"sort":3600000},{"_id":"UsvXD2cf8vR7dLvL","flags":{"_sheetTab":"description"},"name":"Luck","type":"talent","img":"systems/wfrp4e/icons/talents/luck.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":3700000},{"_id":"Oe0BhBKEBAsLfT7a","flags":{},"name":"Cardsharp","type":"talent","img":"systems/wfrp4e/icons/talents/cardsharp.png","data":{"description":{"type":"String","label":"Description","value":"You are used to playing, and winning, at cards, although your methods may involve a little cheating. When you successfully use Gamble or Sleight of Hand when playing cards, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 28 could be used for +8 SL. If you play a real card game to represent what is happening in-game, you may receive an extra number of cards per deal equal to your level in Cardsharp, then discard down to the appropriate hand-size before each round of play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Gamble and Sleight of Hand when playing card games"},"source":{"type":"String","label":"Source"}},"sort":3800000},{"_id":"iHhM8BD38PHQTnuX","flags":{},"name":"Diceman","type":"talent","img":"systems/wfrp4e/icons/talents/diceman.png","data":{"description":{"type":"String","label":"Description","value":"You are a dicing master, and all claims you cheat are clearly wrong. When you successfully use Gamble or Sleight of Hand when playing with dice, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 06 could be used for +6 SL. If you play any real-life dice games to represent in-game dice games, always roll extra dice equal to your Diceman level and choose the best results."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Gamble and Sleight of Hand when playing dice games"},"source":{"type":"String","label":"Source"}},"sort":3900000},{"_id":"yzAhR5EPqmx9Zp1v","flags":{"_sheetTab":"description"},"name":"Etiquette (Any)","type":"talent","img":"systems/wfrp4e/icons/talents/etiquette.png","data":{"description":{"type":"String","label":"Description","value":"

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm and Gossip (Social Group)"},"source":{"type":"String","label":"Source"}},"sort":4000000},{"_id":"FRXwGXgEI5SASVBV","flags":{"_sheetTab":"description"},"name":"Luck","type":"talent","img":"systems/wfrp4e/icons/talents/luck.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":4100000},{"_id":"Et6Ew47hqlLKPgqs","flags":{"_sheetTab":"description"},"name":"Lore (Law)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":15},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":4200000},{"_id":"SUKPMgrdjISUKQfp","flags":{"_sheetTab":"description"},"name":"Disarm","type":"talent","img":"systems/wfrp4e/icons/talents/disarm.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Melee Tests concerning this Talent"},"source":{"type":"String","label":"Source"}},"sort":4300000},{"_id":"rx1aXJwZm6iwglLi","flags":{"_sheetTab":"description"},"name":"Etiquette (Soldiers)","type":"talent","img":"systems/wfrp4e/icons/talents/etiquette.png","data":{"description":{"type":"String","label":"Description","value":"

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm and Gossip (Social Group)"},"source":{"type":"String","label":"Source"}},"sort":4400000},{"_id":"bSsDy7wujQLATf8z","flags":{"_sheetTab":"details"},"name":"Fearless (Criminals)","type":"talent","img":"systems/wfrp4e/icons/talents/fearless.png","data":{"description":{"type":"String","label":"Description","value":"

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Cool to oppose your Enemy's Intimidate, Fear, and Terror"},"source":{"type":"String","label":"Source"}},"sort":4500000},{"_id":"QQvQDD2ZMf1uT4oV","flags":{"_sheetTab":"description"},"name":"Nose for Trouble","type":"talent","img":"systems/wfrp4e/icons/talents/nose-for-trouble.png","data":{"description":{"type":"String","label":"Description","value":"

You are used to getting into, and preferably out of, trouble. You may attempt an Intuition Test to spot those seeking to cause trouble or seeking to cause you harm, even if normally you would not be allowed a Test (because of Talents or a Spell, for example). This Test will likely be Opposed if others are hiding, and the GM may prefer to take this Test on your behalf in secret so you do not know the results should you fail. If any troublemakers you spot start combat, you may ignore any Surprised Condition they would normally inflict.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Any Test to spot Troublemakers"},"source":{"type":"String","label":"Source"}},"sort":4600000}]} +{"_id":"Gy7GqmGMAOxMYvmp","name":"Shifting Grasp Mutant Cultist","permission":{"default":0},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"s":{"type":"Number","label":"Strength","abrev":"S","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":30,"advances":0,"value":30,"bonus":3,"cost":25}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":12,"max":12},"advantage":{"type":"Number","label":"Advantage","value":"0","max":3},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":6,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":8,"run":16},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":"3WFAdT67UwX6dQFL","sort":600000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"defensive":0,"talentTests":[],"modifier":"","_sheetTab":"talents"},"img":"worlds/talesoldworld/userdata/tokens/Mutant_Cultist_Group.png","token":{"flags":{},"name":"Shifting Grasp Mutant Cultist (Copy) (Copy) (Copy)","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Mutant_Cultist_Group.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"Gy7GqmGMAOxMYvmp","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"wEy7BcZ3kyKWwfai","flags":{"_sheetTab":"details"},"name":"Corruption","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets."},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"Minor","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"ojQwDWCPMlUZEqY0","flags":{},"name":"Mutation","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table\r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"rQubc6qI2fyo6VXt","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000}]} +{"_id":"Ilqt33OV2DelCOhE","name":"Shifting Grasp Mutant Cultist","permission":{"default":0},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":30,"advances":0},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":30,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":30,"advances":0},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":30,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":30,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":30,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":30,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":30,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":30,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":30,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":12,"max":12},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":"3WFAdT67UwX6dQFL","sort":200000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Mutant_Cultist_1.png","token":{"flags":{},"name":"Shifting Grasp Mutant Cultist","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Mutant_Cultist_1.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"Ilqt33OV2DelCOhE","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"wEy7BcZ3kyKWwfai","flags":{"_sheetTab":"description"},"name":"Corruption","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets."},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"Minor","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"ojQwDWCPMlUZEqY0","flags":{},"name":"Mutation","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table\r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"rQubc6qI2fyo6VXt","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000}]} +{"_id":"KZJd7f6Qh8L2s72E","name":"Hybrid Wolfman","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":79,"advances":0,"value":70,"bonus":7,"cost":25},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":33,"advances":0,"value":0,"bonus":0,"cost":25},"s":{"type":"Number","label":"Strength","abrev":"S","initial":78,"advances":0,"value":40,"bonus":4,"cost":25},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":76,"advances":0,"value":40,"bonus":4,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":56,"advances":0,"value":50,"bonus":5,"cost":25},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":45,"advances":0,"value":35,"bonus":3,"cost":25},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":39,"advances":0,"value":0,"bonus":0,"cost":25},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":22,"advances":0,"value":25,"bonus":2,"cost":25},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":33,"advances":0,"value":40,"bonus":4,"cost":25},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":21,"advances":0,"value":20,"bonus":2,"cost":25}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":24,"max":24},"advantage":{"type":"Number","label":"Advantage","value":"0","max":5},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":8,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Wolf"},"gender":{"type":"String","label":"Gender","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"5","walk":10,"run":20},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"}},"excludedTraits":[]},"folder":"BeaMqdD5vMcOd3o3","sort":1300000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"defensive":0,"talentTests":[],"modifier":"","_sheetTab":"notes"},"img":"worlds/talesoldworld/userdata/tokens/WolfMan.png","token":{"flags":{},"name":"Hybrid Wolfman","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/WolfMan.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"KZJd7f6Qh8L2s72E","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"HPNo14LCRl5WCMEL","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"2","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"9ZxxYkI1gu1cXLAD","flags":{"_sheetTab":"details"},"name":"Bite","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"PhHFijqQbxe4oHQ4","flags":{"_sheetTab":"description"},"name":"Blessed","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is Blessed and can enact Blessings; the relevant deity is indicated in brackets."},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"Ulric","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"CLIVPALf6ja5bUiX","flags":{"_sheetTab":"description"},"name":"Die Hard","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

No matter how hard the creature is hit, it gets back up. All Critical Wounds not resulting in death can be healed; just attach the requisite body parts to the correct places, perhaps with staples or large spikes to hold them in place, and it’s good to go. Even ‘death’ may be ‘healed’ if the appropriate parts, such as a lost head, are attached to the body. If death occurs and all parts are in place, it may attempt a Challenging (+0) Endurance Test requiring an SL of 6 at the start of every round for Toughness Bonus Rounds after death. If a Test is successful, the creature chokes back to life with 1 Wound.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"5R7yVPWgJSX4cvPz","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"PGvHu32pQr2pdYHC","flags":{},"name":"Tracker","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"BYSubxORCURvxiGE","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"5","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"CgVfCS7xG6RtFyJp","flags":{"_sheetTab":"details"},"name":"Blessing of Battle","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 WS.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Myrmidia, Sigmar, Taal, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Myrmidia, Sigmar, Taal, Ulric"}},"sort":100000},{"_id":"T5IIcjnWvL1xWVmF","flags":{"_sheetTab":"description"},"name":"Blessing of Courage","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Willpower.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Morr, Myrmidia, Sigmar, Ulric, Verena"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Morr, Myrmidia, Sigmar, Ulric, Verena"}},"sort":400000},{"_id":"vk5Nnaw0LsWW719P","flags":{"_sheetTab":"description"},"name":"Blessing of Hardiness","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Toughness.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Sigmar, Taal, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Sigmar, Taal, Ulric"}},"sort":800000},{"_id":"U9h2O2YHwxQWlCsF","flags":{"_sheetTab":"description"},"name":"Blessing of Might","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Strength.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Sigmar, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Sigmar, Ulric"}},"sort":1000000},{"_id":"HmmmFJHwvzTSlhGP","flags":{"_sheetTab":"description"},"name":"Blessing of Savagery","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

When your target next inflicts a Critical Wound, roll twice and choose the best result.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Taal, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Taal, Ulric"}},"sort":1400000},{"_id":"Rr5BoWfrZlTUqj2Z","flags":{"_sheetTab":"details"},"name":"Blessing of Tenacity","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target may remove 1 condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Morr, Shallya, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"value":"Manann, Morr, Shallya, Ulric"}},"sort":1500000},{"_id":"8Czj59GgEUtBuCxu","flags":{"_sheetTab":"description"},"name":"Fear","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"2","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"gvBVuAXXdCxINGUQ","flags":{"_sheetTab":"details"},"name":"Melee (Flail)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"XbFiWvssA5kc8VhA","flags":{"_sheetTab":"details"},"name":"Melee (Parry)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"Cwanx0r85Kn7kixf","flags":{},"name":"Pray","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"pCJjZMsPLhVIaJH1","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

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

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

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@JournalEntry[fdQ7verGzWPHWMly]{Heske's Dragonglass}

\n

When young, Heske Glazer worked the fields of the Lady’s Vale. However, her destiny altered completely when a misfired pistol took her left eye. Duke Brynich Aschaffenberg, the man responsible, seemingly took pity on the girl, and paid for her care and a replacement for her lost eye. As she healed, Heske spent long hours sitting with Kassandra Glazer, the elderly glassblower who was commissioned to create her new eye. This introduced Heske to the wonders of glassblowing, and she was utterly enthralled. In turn, the old gaffer was impressed by the bright, enthusiastic girl and eventually offered to take her on as an apprentice. Heske never looked back.

\n

Many years later, and Heske’s glassblowing skills are so well regarded that some master artisans of Dawihafen, the Dwarf quarter in Ubersreik, consult her on works involving glass. Indeed, such is her skill, many of the best Dwarf-wrought lanterns of Ubersreik contain Heske glass, and her artefacts are sold deep into the Grey Mountains. Although this is an accolade that Humans are rarely afforded, the fame and respect she has earned seems to have made no impact upon Heske’s character — she is as approachable and affable as she ever was. Indeed, she is well regarded by the folk of Ubersreik as a whole, and none have a bad word to say against her. This grants her a unique position to see much with her one working eye, far more than most would expect. Indeed, it would surprise many to discover that Glazer acts as an agent for a very powerful patron. Not only this, she will soon be responsible for singling out the Characters for the attention of her secret patron.

"},"gmnotes":{"value":""}}},"folder":"BeaMqdD5vMcOd3o3","sort":100000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/Tokens/HeskeGlazer.png","token":{"flags":{},"name":"Heske Glazer","displayName":20,"img":"worlds/talesoldworld/userdata/Tokens/HeskeGlazer.png","width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"MnrEnWdgLEJRTKXW","actorLink":true,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"A21nSae00Lwhk2iy","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":19},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"1mgJHXmSleaelUUZ","flags":{},"name":"Trade (Glassblowing)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

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The Strength of the Corruption is marked in brackets."},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"Minor","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"ojQwDWCPMlUZEqY0","flags":{},"name":"Mutation","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table\r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"rQubc6qI2fyo6VXt","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000}]} +{"_id":"PjNFFmwxplX8ysnM","name":"Base Actor","permission":{"default":0},"type":"character","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":20,"advances":0},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":20,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":20,"advances":0},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":20,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":20,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":20,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":20,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":20,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":40,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":20,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":10,"max":10},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":"0","max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":"0"},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"fate":{"type":"Number","label":"Fate","value":0},"fortune":{"type":"Number","label":"Fortune","value":0},"resilience":{"type":"Number","label":"Resilience","value":0},"resolve":{"type":"Number","label":"Resolve","value":0}},"details":{"species":{"type":"String","label":"Species","value":""},"gender":{"type":"String","label":"Gender","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"experience":{"type":"Number","label":"Experience","total":0,"spent":0},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"name":"","short-term":"","long-term":""},"biography":{"type":"String","label":"Biography","value":""},"gmnotes":{"type":"String","label":"GM Notes","value":""},"motivation":{"type":"String","label":"Motivation","value":""},"class":{"type":"String","label":"Class","value":""},"career":{"type":"String","label":"Career","value":""},"careerlevel":{"type":"String","label":"Career Level","value":""},"status":{"type":"String","standing":"","tier":0},"age":{"type":"String","label":"Age","value":""},"height":{"type":"String","label":"Height","value":""},"weight":{"type":"String","label":"Weight","value":""},"haircolour":{"type":"String","label":"Hair Colour","value":""},"eyecolour":{"type":"String","label":"Eye Colour","value":""},"distinguishingmark":{"type":"String","label":"Distinguishing Mark","value":""},"starsign":{"type":"String","label":"Star Sign","value":""}}},"folder":null,"sort":100001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Base Actor","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":true,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"PjNFFmwxplX8ysnM","actorLink":true,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","flags":{"_sheetTab":"description"},"name":"Art","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"LGHozP5gmQ8cuDQV","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"d3VZwO4Y5JH5DXdT","flags":{"_sheetTab":"details"},"name":"Bribery","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"exLrBrn2mjb6x2Cq","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

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

\n

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

\n

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

\n

 

\n

Public Speaking

\n

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

\n

 

\n

Begging

\n

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

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"4IGdIhnwTaZijzg7","flags":{"_sheetTab":"details"},"name":"Charm Animal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"sRuMlaPU5xdIrwhd","flags":{"_sheetTab":"description"},"name":"Climb","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"R2ytluHiEFF2KQ5e","flags":{"_sheetTab":"description"},"name":"Consume Alcohol","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

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

\n

 

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

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

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

\n
\n

3-4

\n
\n

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

\n
\n

5-6

\n
\n

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

\n
\n

7-8

\n
\n

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

\n
\n

9-10

\n
\n

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

\n
\n
\n

 

\n

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

\n

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

\n

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

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pxNjTxsp1Kp0SmQe","flags":{"_sheetTab":"description"},"name":"Cool","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"1jCxbFAUuFuAPLJl","flags":{"_sheetTab":"description"},"name":"Dodge","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"iYan4z52v7HYM9u9","flags":{"_sheetTab":"details"},"name":"Drive","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

 

\n

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

\n

 

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

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

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

\n
\n

3-5

\n
\n

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

\n
\n

6-8

\n
\n

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

\n
\n

9-10

\n
\n

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

\n
\n
\n

 

\n

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

\n

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

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"CcNJsS4jSwB6Ug1J","flags":{"_sheetTab":"details"},"name":"Endurance","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"0CwV96kTDRF0jUhk","flags":{"_sheetTab":"description"},"name":"Entertain","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"7pQo66cESWttzIlb","flags":{"_sheetTab":"details"},"name":"Gamble","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"RLQHm1s4IuY9RSr2","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

 

\n

Half-Heard Whispers

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pKLMbmG3Ivt6mzMf","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"I0yPc4PH5erWJLmu","flags":{"_sheetTab":"description"},"name":"Intimidate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

In combat, you cause @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Fear} in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

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

\n

 

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"cYtU0ORRFCOpQLWz","flags":{"_sheetTab":"details"},"name":"Intuition","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).

\n

 

\n

In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"oMaJZ5cvCJeOUq9H","flags":{"_sheetTab":"description"},"name":"Leadership","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"F8NfBZdVSEIGCMtu","flags":{"_sheetTab":"details"},"name":"Melee","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"zZUX7wO4rOo8k9F0","flags":{"_sheetTab":"details"},"name":"Navigation","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.

\n

 

\n

If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"os4NKy5Oy6sRt1eh","flags":{},"name":"Outdoor Survival","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

Gathering Food and Herbs

\n

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

\n\n

 

\n\n

 

\n\n

 

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"Fs06sr7y9JKpVQmB","flags":{"_sheetTab":"description"},"name":"Perception","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"MeXCAQ3wqJzX07X7","flags":{"_sheetTab":"description"},"name":"Ride","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"KL4pCOqma5E7fLG4","flags":{"_sheetTab":"details"},"name":"Row","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"McTtmZu3Ac8Lh48W","flags":{},"name":"Stealth","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"0MYOJFx3vkYA95B4","flags":{"_sheetTab":"description"},"name":"Brass Penny","type":"money","img":"systems/wfrp4e/icons/currency/brasspenny.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}}},{"_id":"Ggx0bRaCuq8MbF0g","flags":{"_sheetTab":"description"},"name":"Gold Crown","type":"money","img":"systems/wfrp4e/icons/currency/goldcrown.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}}},{"_id":"KB8HgDz56dh2w7w1","flags":{"_sheetTab":"description"},"name":"Silver Shilling","type":"money","img":"systems/wfrp4e/icons/currency/silvershilling.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}}}]} +{"_id":"PpLFqZAxDBa2dky3","name":"Reikhardt Gestaltenstark – Pit Fighter","permission":{"default":0},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":74,"advances":0},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":33,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":53,"advances":0},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":51,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":41,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":40,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":39,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":32,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":43,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":41,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":19,"max":19},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""},"biography":{"value":""},"gmnotes":{"value":""}}},"folder":"BeaMqdD5vMcOd3o3","sort":1100000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Human%20Middenlender_Reikhardt_Gestaltenstark.png","token":{"flags":{},"name":"Reikhardt Gestaltenstark – Pit Fighter","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Human%20Middenlender_Reikhardt_Gestaltenstark.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"PpLFqZAxDBa2dky3","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"pOEwmiVzG7XhER6s","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"2","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"lRocvfTEDKGCRukX","flags":{"_sheetTab":"details"},"name":"Blessed","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is Blessed and can enact Blessings; the relevant deity is indicated in brackets."},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"Ulric","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"ucuj1r7wM5fvhOEE","flags":{"_sheetTab":"description"},"name":"Die Hard","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

No matter how hard the creature is hit, it gets back up. All Critical Wounds not resulting in death can be healed; just attach the requisite body parts to the correct places, perhaps with staples or large spikes to hold them in place, and it’s good to go. Even ‘death’ may be ‘healed’ if the appropriate parts, such as a lost head, are attached to the body. If death occurs and all parts are in place, it may attempt a Challenging (+0) Endurance Test requiring an SL of 6 at the start of every round for Toughness Bonus Rounds after death. If a Test is successful, the creature chokes back to life with 1 Wound.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"lLa13Na6Ci4iEqtj","flags":{"_sheetTab":"details"},"name":"Weapon (Flail)","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"5","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"ARVJgmaUfj5WvCiu","flags":{"_sheetTab":"details"},"name":"Melee (Flail)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"o1hCI1sk4lw0pOKJ","flags":{"_sheetTab":"details"},"name":"Flail","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/Flail.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"2","ss":"","bp":""},"availability":{"type":"String","label":"Availability","value":"scarce"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+5","meleeValue":"SB+5","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"average"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"flail"},"qualities":{"type":"String","label":"Qualities","value":"Distract, Wrap"},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"QFGAD5NTqWSDslIX","flags":{"_sheetTab":"details"},"name":"Military Flail","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/military-flail.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":2},"price":{"type":"String","label":"Price","gc":"3","ss":"","bp":""},"availability":{"type":"String","label":"Availability","value":"rare"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+6","meleeValue":"SB+6","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"long"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":true},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"flail"},"qualities":{"type":"String","label":"Qualities","value":"Distract, Wrap, Impact"},"flaws":{"type":"String","label":"Flaws","value":"Tiring"},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"RMIrjjfWgu0MN1Ww","flags":{"_sheetTab":"details"},"name":"Shield","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/shield.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"2","ss":"0","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"vshort"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":"Shield 2, Defensive"},"flaws":{"type":"String","label":"Flaws","value":"Undamaging"},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"Jz6zo6aRdTGpzo3n","flags":{"_sheetTab":"details"},"name":"Melee (Parry)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"kWxls4Fvl8nriS5g","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"qeRNyJJzq8P8hk61","flags":{"_sheetTab":"details"},"name":"Blessing of Battle","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 WS.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Myrmidia, Sigmar, Taal, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Myrmidia, Sigmar, Taal, Ulric"}},"sort":100000},{"_id":"RSXBZI307OlV2cGu","flags":{"_sheetTab":"description"},"name":"Blessing of Courage","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Willpower.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Morr, Myrmidia, Sigmar, Ulric, Verena"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Morr, Myrmidia, Sigmar, Ulric, Verena"}},"sort":400000},{"_id":"jz6I1ypHqArjYL6v","flags":{"_sheetTab":"description"},"name":"Blessing of Might","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Strength.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Sigmar, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Sigmar, Ulric"}},"sort":1000000},{"_id":"6mFRnZj7WIuVrHml","flags":{"_sheetTab":"description"},"name":"Blessing of Hardiness","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Toughness.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Sigmar, Taal, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Sigmar, Taal, Ulric"}},"sort":800000},{"_id":"8iZTtncKXHPMZr1q","flags":{"_sheetTab":"description"},"name":"Blessing of Savagery","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

When your target next inflicts a Critical Wound, roll twice and choose the best result.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Taal, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Taal, Ulric"}},"sort":1400000},{"_id":"TGYp8VJGF9kaxjZH","flags":{"_sheetTab":"details"},"name":"Blessing of Tenacity","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target may remove 1 condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Morr, Shallya, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"value":"Manann, Morr, Shallya, Ulric"}},"sort":1500000},{"_id":"SxOL85JPBgFto8nS","flags":{},"name":"Pray","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000}]} +{"_id":"SJQW3fghypVGrS0v","name":"Brawling Horde","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":30,"advances":0},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":30,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":30,"advances":0},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":30,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":30,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":30,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":30,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":30,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":30,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":30,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":12,"max":12},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Various"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"}},"excludedTraits":[]},"folder":"7zydMMqso2THLsj0","sort":300000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/Tokens/Brawling%20Horde.png","token":{"flags":{},"name":"Brawling Horde","displayName":20,"img":"worlds/talesoldworld/userdata/Tokens/Brawling%20Horde.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"SJQW3fghypVGrS0v","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"3suVRvYXm1JKOphd","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"0","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000}]} +{"_id":"UOxSa7CPO7kLdUer","name":"Kurlass Meingot - Merchant","permission":{"default":0},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":46,"advances":0},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":24,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":28,"advances":0},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":36,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":50,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":45,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":30,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":45,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":35,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":58,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":12,"max":12},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""},"biography":{"value":"

Kurlass is a small man with a winning grin, and is always the first with a joke or a witty comment. His humour runs to the selfdeprecating, claiming that he is good for next to nothing. More or less true, save that he is very good at talking people into investing in seemingly profitable schemes and then managing to appear completely innocent when their money is ‘lost’ by some wild chance or misadventure. The only thing he is faithful to is Ranald, The God of Thieves and Trickery. The merchant ‘Kurlass Meingot’ is a fiction created for running cons in Ubersreik. His real name is Werner Sperren, though none in Ubersreik know that.

"}}},"folder":"BeaMqdD5vMcOd3o3","sort":700000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":false,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Merchant_Kurlass%20Meingot.png","token":{"flags":{},"name":"Kurlass Meingot","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Merchant_Kurlass%20Meingot.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"UOxSa7CPO7kLdUer","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"TIYIItY4OabWMoY7","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

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

\n

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

\n

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

\n

 

\n

Public Speaking

\n

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

\n

 

\n

Begging

\n

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

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":24},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"NgzLvlf4yTPza4W5","flags":{"_sheetTab":"description"},"name":"Dodge","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":22},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"q0op9s35kMUBtamc","flags":{"_sheetTab":"details"},"name":"Dagger","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"2","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"5l30JYUQenme0l6E","flags":{"_sheetTab":"description"},"name":"Cat-tongued","type":"talent","img":"systems/wfrp4e/icons/talents/cat-tongued.png","data":{"description":{"type":"String","label":"Description","value":"

Like Ranald the Trickster God, you blend truth and lies as if there were no difference. When using Charm to lie, listeners do not get to oppose your Charm with their Intuition to detect if there is something fishy in what you say.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm when lying"},"source":{"type":"String","label":"Source"}},"sort":100001}]} +{"_id":"VS3Ys6ZKIu3bYwYs","name":"Caliron","permission":{"OgZXVxbBZ5mMsjEC":3},"type":"character","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":42,"advances":3},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":43,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":38,"advances":0},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":33,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":48,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":47,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":43,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":48,"advances":2},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":40,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":35,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":13,"max":13},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":"0","max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":"1"},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"fate":{"type":"Number","label":"Fate","value":1},"fortune":{"type":"Number","label":"Fortune","value":1},"resilience":{"type":"Number","label":"Resilience","value":1},"resolve":{"type":"Number","label":"Resolve","value":1}},"details":{"species":{"type":"String","label":"Species","value":"High Elf"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"5","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"experience":{"type":"Number","label":"Experience","total":360,"spent":0,"current":175},"personal-ambitions":{"short-term":"Find the secret ingredient","long-term":"Become the greatest magician of my time"},"party-ambitions":{"name":"","short-term":"","long-term":""},"biography":{"type":"String","label":"Biography","value":"

Character description

\n

Caliron is a young male high elf of medium height and build, with silvery hair and grey eyes. He wears robes typical of an elven scholar, although he has acquired a few human acrutements to easier blend in while travelling in The Empire.

\n

Quotes

\n"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"motivation":{"type":"String","label":"Motivation","value":", or encourage the spread of knowledge"},"class":{"type":"String","label":"Class","value":""},"career":{"type":"String","label":"Career","value":""},"careerlevel":{"type":"String","label":"Career Level","value":""},"status":{"type":"String","standing":"","tier":0},"age":{"type":"String","label":"Age","value":"50"},"height":{"type":"String","label":"Height","value":"195"},"weight":{"type":"String","label":"Weight","value":"Light"},"haircolour":{"type":"String","label":"Hair Colour","value":"White"},"eyecolour":{"type":"String","label":"Eye Colour","value":"Grey"},"distinguishingmark":{"type":"String","label":"Distinguishing Mark","value":""},"starsign":{"type":"String","label":"Star Sign","value":"Leo"}}},"folder":"dZ6oGBZwQQd6K6YB","sort":100000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/Tokens/Caliron_Round%20Token.png","token":{"flags":{},"name":"Caliron","displayName":20,"img":"worlds/talesoldworld/userdata/Tokens/Caliron_Round%20Token.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":true,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"VS3Ys6ZKIu3bYwYs","actorLink":true,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","flags":{"_sheetTab":"description"},"name":"Art","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

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Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"LGHozP5gmQ8cuDQV","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"d3VZwO4Y5JH5DXdT","flags":{"_sheetTab":"details"},"name":"Bribery","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

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

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"exLrBrn2mjb6x2Cq","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

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

\n

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

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

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Public Speaking

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

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Begging

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

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

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"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"4IGdIhnwTaZijzg7","flags":{"_sheetTab":"details"},"name":"Charm Animal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"sRuMlaPU5xdIrwhd","flags":{"_sheetTab":"description"},"name":"Climb","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

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

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"R2ytluHiEFF2KQ5e","flags":{"_sheetTab":"description"},"name":"Consume Alcohol","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

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

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

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

\n
\n

Stinking Drunk

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1-2

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

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3-4

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

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5-6

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

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7-8

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

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9-10

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

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\n
\n

 

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

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

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

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\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pxNjTxsp1Kp0SmQe","flags":{"_sheetTab":"description"},"name":"Cool","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"1jCxbFAUuFuAPLJl","flags":{"_sheetTab":"description"},"name":"Dodge","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"iYan4z52v7HYM9u9","flags":{"_sheetTab":"details"},"name":"Drive","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

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

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

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 Result

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1-2

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

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3-5

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

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6-8

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

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9-10

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

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

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

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"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"CcNJsS4jSwB6Ug1J","flags":{"_sheetTab":"details"},"name":"Endurance","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"0CwV96kTDRF0jUhk","flags":{"_sheetTab":"description"},"name":"Entertain","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

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

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Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"7pQo66cESWttzIlb","flags":{"_sheetTab":"details"},"name":"Gamble","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

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

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"RLQHm1s4IuY9RSr2","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

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

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Half-Heard Whispers

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

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"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pKLMbmG3Ivt6mzMf","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"I0yPc4PH5erWJLmu","flags":{"_sheetTab":"description"},"name":"Intimidate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

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

\n

 

\n

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

\n

 

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Alternative Characteristics For Intimidate

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

\n

 

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"cYtU0ORRFCOpQLWz","flags":{"_sheetTab":"details"},"name":"Intuition","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).

\n

 

\n

In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"oMaJZ5cvCJeOUq9H","flags":{"_sheetTab":"description"},"name":"Leadership","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"F8NfBZdVSEIGCMtu","flags":{"_sheetTab":"details"},"name":"Melee","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"zZUX7wO4rOo8k9F0","flags":{"_sheetTab":"details"},"name":"Navigation","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.

\n

 

\n

If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"os4NKy5Oy6sRt1eh","flags":{},"name":"Outdoor Survival","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

Gathering Food and Herbs

\n

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

\n\n

 

\n\n

 

\n\n

 

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"Fs06sr7y9JKpVQmB","flags":{"_sheetTab":"description"},"name":"Perception","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"MeXCAQ3wqJzX07X7","flags":{"_sheetTab":"description"},"name":"Ride","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"KL4pCOqma5E7fLG4","flags":{"_sheetTab":"details"},"name":"Row","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"McTtmZu3Ac8Lh48W","flags":{},"name":"Stealth","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":3800000},{"_id":"0MYOJFx3vkYA95B4","flags":{"_sheetTab":"description"},"name":"Brass Penny","type":"money","img":"systems/wfrp4e/icons/currency/brasspenny.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":24},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"Ggx0bRaCuq8MbF0g","flags":{"_sheetTab":"description"},"name":"Gold Crown","type":"money","img":"systems/wfrp4e/icons/currency/goldcrown.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"KB8HgDz56dh2w7w1","flags":{"_sheetTab":"description"},"name":"Silver Shilling","type":"money","img":"systems/wfrp4e/icons/currency/silvershilling.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"m0YzKLQBJhP20sOM","flags":{"_sheetTab":"details"},"name":"Wizard's Apprentice","type":"career","img":"systems/wfrp4e/icons/careers/wizard-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Wizard"},"class":{"type":"String","label":"Class","value":"Academics"},"current":{"type":"Boolean","value":true},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"1"},"status":{"tier":"b","standing":3},"characteristics":["ws","int","wp"],"skills":["Channelling (Hysh)","Dodge","Intuition","Language (Magick)","Lore (Magic)","Melee (Basic)","Melee (Polearm)","Perception"],"talents":["Aethyric Attunement","Petty Magic","Read/Write","Second Sight"],"trappings":["Grimoire","Staff"],"incomeSkill":[3]},"sort":100000},{"_id":"kqXbX0C7qoQzalhe","flags":{},"name":"Lore (Magic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"YatzOX3YPqcmeXJs","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"nt9ZRUHNeVvyb3IB","flags":{"_sheetTab":"details"},"name":"Melee (Polearm)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"ZoieehfXZ7fVOAOY","flags":{"_sheetTab":"description"},"name":"Channelling (Hysh)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"ML8b5JAJC08Yr0T2","flags":{"_sheetTab":"description"},"name":"Evaluate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"jHjvsNQV5XNViMHy","flags":{"_sheetTab":"description"},"name":"Language (Magick)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"BX2xj1MYLlLpSzS0","flags":{"_sheetTab":"details"},"name":"Quarterstaff","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/quarterstaff.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":2},"price":{"type":"String","label":"Price","gc":"","ss":"3","bp":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+4","meleeValue":"SB+4","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"long"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":true},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"polearm"},"qualities":{"type":"String","label":"Qualities","value":"Defensive, Pummel"},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"U5XWKxVmqIItDKK0","flags":{"_sheetTab":"details"},"name":"Grimoire","type":"trapping","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":"

Spell grimoires are usually scribed by wizards, and their covers are often secured with locks. Sometimes grimoires are even protected by magical alarms or wards. Carrying a spell grimoire is punishable as heresy unless the owning wizard is licensed by the Colleges of Magic.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"20","ss":"0","bp":"0"},"availability":{"type":"String","label":"Availability","value":"exotic"},"location":{"type":"Number","label":"Location","value":"aY5B6Dn69MuVD1n6"},"trappingType":{"type":"String","label":"Trapping Type","value":"booksAndDocuments"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"fZVykQenD7iOFXBY","flags":{"_sheetTab":"details"},"name":"Lore of Light Clothing (White & Blue)","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/clothing.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"6","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"Hb7ficMbyerO42bV","flags":{},"name":"Dagger","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/dagger2.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"16","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"vshort"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"aY5B6Dn69MuVD1n6","flags":{"_sheetTab":"details"},"name":"Sling Bag","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/sling-bag.png","data":{"description":{"type":"String","label":"Description","value":"

Counts as ‘worn’ when slung over your shoulder.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"","ss":"1","bp":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":2},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"7vuABggMMbFtpNeD","flags":{},"name":"Acute Sense","type":"talent","img":"systems/wfrp4e/icons/talents/acute-sense.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perception (Sight)"},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"ur6TMyDU5PJbBQ3T","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"IQd2NoqeG0IeFMow","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"talent","img":"systems/wfrp4e/icons/talents/night-vision.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perception tests in low-light conditions"},"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"UtC3lCWVUvfMalvi","flags":{},"name":"Second Sight","type":"talent","img":"systems/wfrp4e/icons/talents/second-sight.png","data":{"description":{"type":"String","label":"Description","value":"You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world. You now have the Sight"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Any Test to detect the Winds of Magic"},"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"hA7JaFrCNd7ozJYf","flags":{"_sheetTab":"description"},"name":"Read/Write","type":"talent","img":"systems/wfrp4e/icons/talents/readwrite.png","data":{"description":{"type":"String","label":"Description","value":"You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"FPT7fe9NwL7urVLf","flags":{"_sheetTab":"description"},"name":"Petty Magic","type":"talent","img":"systems/wfrp4e/icons/talents/petty-magic.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

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

No. of Petty Spells Currently Known

\n
\n

 XP Cost for a new spell

\n
\n

Up to Willpower Bonus × 1

\n
\n

50 XP

\n
\n

Up to Willpower Bonus × 2

\n
\n

100 XP

\n
\n

Up to Willpower Bonus × 3

\n
\n

150 XP

\n
\n

Up to Willpower Bonus × 4

\n
\n

200 XP

\n
\n
\n

...and so on.

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"8E0cBaR049CbVx26","flags":{"_sheetTab":"details"},"name":"Writing Kit","type":"trapping","img":"systems/wfrp4e/icons/equipment/tools_and_kits/writing-kit.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"2","ss":"0","bp":"0"},"availability":{"type":"String","label":"Availability","value":"scarce"},"location":{"type":"Number","label":"Location","value":"aY5B6Dn69MuVD1n6"},"trappingType":{"type":"String","label":"Trapping Type","value":"toolsAndKits"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"Tp9rnFllLHtC0N5Q","flags":{"_sheetTab":"details"},"name":"Parchment","type":"trapping","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":9},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"1","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":"aY5B6Dn69MuVD1n6"},"trappingType":{"type":"String","label":"Trapping Type","value":"booksAndDocuments"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"AMkTBfedtpyG5FgB","flags":{"_sheetTab":"details"},"name":"Dart","type":"spell","img":"systems/wfrp4e/icons/spells/petty.png","data":{"description":{"type":"String","label":"Description","value":"

You cause a small dart of magical energy to fly from your fingers. This is a Magic Missile with a Damage of +0.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"petty","effect":""},"range":{"type":"String","label":"Range","value":"1"},"target":{"type":"String","label":"Target","value":"Willpower yards","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"+0"},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"wind":{"value":""},"source":{"type":"String","label":"Source"}},"sort":2700000},{"_id":"icC9BnjnhF5XMp7q","flags":{"_sheetTab":"details"},"name":"Shock","type":"spell","img":"systems/wfrp4e/icons/spells/petty.png","data":{"description":{"type":"String","label":"Description","value":"

Your target receives 1 Stunned Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"petty","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"wind":{"value":""},"source":{"type":"String","label":"Source"}},"sort":2800000},{"_id":"MKbSZEssy0pse9JQ","flags":{"_sheetTab":"details"},"name":"Sleep","type":"spell","img":"systems/wfrp4e/icons/spells/petty.png","data":{"description":{"type":"String","label":"Description","value":"

You touch your opponent, sending them into a deep sleep. If the target has the Prone Condition, they gain the Unconscious Condition as they fall asleep. They remain unconscious for the duration, although loud noises or being moved or jostled will awaken them instantly. If your targets are standing or sitting when affected, they start themselves awake as they hit the ground, gaining the Prone Condition, but remaining conscious. If your targets are not resisting, and are suitably tired, they will, at the spell’s end, pass into a deep and restful sleep.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"petty","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"wind":{"value":""},"source":{"type":"String","label":"Source"}},"sort":2900000},{"_id":"gE8cmzeZ3HRSov0C","flags":{"_sheetTab":"details"},"name":"Twitch","type":"spell","img":"systems/wfrp4e/icons/spells/petty.png","data":{"description":{"type":"String","label":"Description","value":"

You create small noises nearby. You can create quiet, indistinct noises that sound as if they come from a specific location within range, regardless of line of sight. The noises can evoke something specific, such as footsteps, whispers or the howl of an animal, but nothing so distinct that it might convey a message. While the spell is active, you may control the sounds by passing a Average (+20) Channeling Test. A success allows you to move the sounds to another point within range, or to increase or decrease their volume.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"petty","effect":""},"range":{"type":"String","label":"Range","value":"Willpower bonus yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"wind":{"value":""},"source":{"type":"String","label":"Source"}},"sort":3000000},{"_id":"KdeXk0CCOwREDvyH","flags":{"_sheetTab":"description"},"name":"Blast (Light)","type":"spell","img":"systems/wfrp4e/icons/spells/light.png","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"light","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"3"},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"wind":{"value":""},"source":{"type":"String","label":"Source"}},"sort":3100000},{"_id":"6QpQ7IeuJGYRzViO","flags":{"_sheetTab":"details"},"name":"Chain Attack (Light)","type":"spell","img":"systems/wfrp4e/icons/spells/light.png","data":{"description":{"type":"String","label":"Description","value":"

You channel a twisting spur of rupturing magic into your target. This is a Magic Missile with a Damage of +4. If Chain Attack reduces a target to 0 Wounds, it leaps to another target within the spell’s initial range, and within Willpower Bonus yards of the previous target, inflicting the same Damage again. It may leap a maximum number of times equal to your Willpower Bonus. For every +2 SL achieved, it may chain to an additional target.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"light","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"+4"},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"wind":{"value":""},"source":{"type":"String","label":"Source"}},"sort":3200000},{"_id":"07YxkponFnebTbcD","flags":{"_sheetTab":"details"},"name":"Dome (Light)","type":"spell","img":"systems/wfrp4e/icons/spells/light.png","data":{"description":{"type":"String","label":"Description","value":"

You create a dome of magical energy overhead, blocking incoming attacks. Anyone within the Area of Effect gains the Ward (6+) Creature Trait against magical or ranged attacks originating outside the dome. Those within may attack out of the dome as normal, and the dome does not impede movement.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical. 

\n
\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"light","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"wind":{"value":""},"source":{"type":"String","label":"Source"}},"sort":3300000},{"_id":"JlbQ0hotU0IPYipv","flags":{"_sheetTab":"details"},"name":"Flight (Light)","type":"spell","img":"systems/wfrp4e/icons/spells/light.png","data":{"description":{"type":"String","label":"Description","value":"

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the Flight (Agility) Creature Trait.

\n

 

\n
\n

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky 

\n

 

\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"light","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"wind":{"value":""},"source":{"type":"String","label":"Source"}},"sort":3400000},{"_id":"skakG4KI7DA5oOrs","flags":{"_sheetTab":"details"},"name":"Push (Light)","type":"spell","img":"systems/wfrp4e/icons/spells/light.png","data":{"description":{"type":"String","label":"Description","value":"

All living creatures within Willpower Bonus yards are pushed back your Willpower Bonus in yards and gain the Prone Condition. If this brings them into contact with a wall or other large obstacle, they take Damage equal to the distance travelled in yards. For every +2 SL, you may push creatures back another Willpower Bonus in yards.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"light","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"wind":{"value":""},"source":{"type":"String","label":"Source"}},"sort":3500000},{"_id":"wRUtB9RqbYeeWmpy","flags":{},"name":"Blinding Light","type":"spell","img":"systems/wfrp4e/icons/spells/blinding-light.png","data":{"description":{"type":"String","label":"Description","value":"

You emit a bright, blinding flash of light from your hand or staff. Everyone looking at you, unless they possess the Arcane Magic (Light) Talent, receives +SL Blinded Conditions.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"light","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"wind":{"value":""},"source":{"type":"String","label":"Source"}},"sort":3600000},{"_id":"ZS1CdB2cda0jqnTe","flags":{},"name":"Cauterise","type":"spell","img":"systems/wfrp4e/icons/spells/cauterise.png","data":{"description":{"type":"String","label":"Description","value":"

Channeling Aqshy through your hands you lay them on an ally’s wounds. Immediately heal 1d10 Wounds and remove all Bleeding Conditions. Further, the wounds will not become infected.

\n

 

\n

Targets without the Arcane Magic (Fire) Talent, must pass a Challenging (+0) Cool Test or scream in agony.. If Failed by –6 or more SL, the target gains the Unconscious Condition and is permanently scarred, waking up 1d10 hours later

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"fire","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"wind":{"value":"Channeling"},"source":{"type":"String","label":"Source"}},"sort":3900000},{"_id":"x3PWuOdMUKlyqD4Z","flags":{"_sheetTab":"description"},"name":"Prejudice (Wizards)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group.

Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":100001},{"_id":"dyaNbnGKRIZnVeIf","flags":{"_sheetTab":"details"},"name":"Scroll of \"Cauterize\"","type":"trapping","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"1","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":"aY5B6Dn69MuVD1n6"},"trappingType":{"type":"String","label":"Trapping Type","value":"booksAndDocuments"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":4000000},{"_id":"hJNplPjats4ymLgR","flags":{"_sheetTab":"details"},"name":"Hand Weapon","type":"weapon","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"1","ss":"0","bp":"0","value":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+4","meleeValue":"SB+4","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"average"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":4100000}]} +{"_id":"Xo0kfjrKLXBPjUgs","name":"Barlin Silverbeard - Gang Boss","permission":{"default":0},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":55,"advances":0},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":30,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":48,"advances":0},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":51,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":30,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":20,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":30,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":30,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":65,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":35,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":20,"max":20},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Dwarf"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"3","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""},"biography":{"value":"

Barlin Silverbeard plays the part of a wealthy Dwarf merchant with aplomb. He runs his operations from a series of rooms the Harataki clan sold decades ago (Ubersreik, page 23). His gang are down-on-their-luck Dwarf exiles and wastrels. He is very careful to limit his thefts and limited extortion racket to non-Dwarfs.

"}}},"folder":"BeaMqdD5vMcOd3o3","sort":200000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Dwarf_Gang%20Boss_Barlin%20Silverbeard.png","token":{"flags":{},"name":"Barlin Silverbeard - Gang Boss","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Dwarf_Gang%20Boss_Barlin%20Silverbeard.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"Xo0kfjrKLXBPjUgs","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"JY26ppEyOgmNVIXx","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"4","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"FYJ0n1DB9Ahc6zo9","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000}]} +{"_id":"Y48osCJhvY6T9XQI","name":"Pit Figthers","permission":{"default":0},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":52,"advances":0},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":26,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":45,"advances":0},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":41,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":31,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":27,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":33,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":36,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":30,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":"7zydMMqso2THLsj0","sort":1500000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Pit_Figther.png","token":{"flags":{},"name":"Pit Figthers","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Pit_Figther.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"Y48osCJhvY6T9XQI","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"29Qsz2E1mPplrjW6","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"2","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"eqbXOKoKopI05eWd","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"4","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000}]} +{"_id":"Z5SYAC5Ym4s8VlpY","name":"Katherina Magdalena Eisenhertz","permission":{"DiTpdTSEiM1YgTdC":3},"type":"character","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":34,"advances":0},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":35,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":23,"advances":0},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":36,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":34,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":36,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":34,"advances":5},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":35,"advances":5},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":38,"advances":5},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":47,"advances":5}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":12,"max":12},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":"0","max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":"0"},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"fate":{"type":"Number","label":"Fate","value":4},"fortune":{"type":"Number","label":"Fortune","value":4},"resilience":{"type":"Number","label":"Resilience","value":2},"resolve":{"type":"Number","label":"Resolve","value":2}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Female"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":"Sigmar"},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"experience":{"type":"Number","label":"Experience","total":570,"spent":350,"current":140},"personal-ambitions":{"short-term":"Find lodging for you and your party","long-term":""},"party-ambitions":{"name":"","short-term":"Find out why \"officially\" the Emperor has taken over the city","long-term":""},"biography":{"type":"String","label":"Biography","value":"

Strictures

\n

Obey your orders.

\n

Aid Dwarf-folk, never do them harm.

\n

Promote the unity of the Empire. 

\n

Bear true allegiance to the imperial throne.

\n

Root out Greenskins, Chaos worshippers, and foul witches without mercy.

\n

+10 to interactions with the church of Sigmar in Ubersreich and merchants of silver

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"motivation":{"type":"String","label":"Motivation","value":"Unity: you regain Resolve when you act to bring others together."},"class":{"type":"String","label":"Class","value":""},"career":{"type":"String","label":"Career","value":""},"careerlevel":{"type":"String","label":"Career Level","value":""},"status":{"type":"String","standing":"","tier":0},"age":{"type":"String","label":"Age","value":"16"},"height":{"type":"String","label":"Height","value":"1.70m"},"weight":{"type":"String","label":"Weight","value":"55kg"},"haircolour":{"type":"String","label":"Hair Colour","value":"Blonde"},"eyecolour":{"type":"String","label":"Eye Colour","value":"Blue"},"distinguishingmark":{"type":"String","label":"Distinguishing Mark","value":""},"starsign":{"type":"String","label":"Star Sign","value":""}}},"folder":"dZ6oGBZwQQd6K6YB","sort":200000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":"","oppose":null,"bobMacro":null,"atBayMacro":null},"img":"worlds/talesoldworld/userdata/Tokens/Katherina_ROundToken.png","token":{"flags":{},"name":"Katherina","displayName":20,"img":"worlds/talesoldworld/userdata/Tokens/Katherina_ROundToken.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":true,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"Z5SYAC5Ym4s8VlpY","actorLink":true,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","flags":{"_sheetTab":"description"},"name":"Art","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"LGHozP5gmQ8cuDQV","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"d3VZwO4Y5JH5DXdT","flags":{"_sheetTab":"details"},"name":"Bribery","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"exLrBrn2mjb6x2Cq","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

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

\n

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

\n

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

\n

 

\n

Public Speaking

\n

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

\n

 

\n

Begging

\n

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

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":8},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"4IGdIhnwTaZijzg7","flags":{"_sheetTab":"details"},"name":"Charm Animal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"sRuMlaPU5xdIrwhd","flags":{"_sheetTab":"description"},"name":"Climb","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"R2ytluHiEFF2KQ5e","flags":{"_sheetTab":"description"},"name":"Consume Alcohol","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

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

\n

 

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

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

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

\n
\n

3-4

\n
\n

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

\n
\n

5-6

\n
\n

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

\n
\n

7-8

\n
\n

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

\n
\n

9-10

\n
\n

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

\n
\n
\n

 

\n

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

\n

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

\n

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

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pxNjTxsp1Kp0SmQe","flags":{"_sheetTab":"description"},"name":"Cool","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":8},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"1jCxbFAUuFuAPLJl","flags":{"_sheetTab":"description"},"name":"Dodge","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"iYan4z52v7HYM9u9","flags":{"_sheetTab":"details"},"name":"Drive","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

 

\n

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

\n

 

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

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

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

\n
\n

3-5

\n
\n

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

\n
\n

6-8

\n
\n

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

\n
\n

9-10

\n
\n

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

\n
\n
\n

 

\n

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

\n

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

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"CcNJsS4jSwB6Ug1J","flags":{"_sheetTab":"details"},"name":"Endurance","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":8},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"0CwV96kTDRF0jUhk","flags":{"_sheetTab":"description"},"name":"Entertain","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"7pQo66cESWttzIlb","flags":{"_sheetTab":"details"},"name":"Gamble","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"RLQHm1s4IuY9RSr2","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

 

\n

Half-Heard Whispers

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pKLMbmG3Ivt6mzMf","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"I0yPc4PH5erWJLmu","flags":{"_sheetTab":"description"},"name":"Intimidate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

 

\n

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

\n

 

\n

Alternative Characteristics For Intimidate

\n

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

\n

 

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"cYtU0ORRFCOpQLWz","flags":{"_sheetTab":"details"},"name":"Intuition","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).

\n

 

\n

In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"oMaJZ5cvCJeOUq9H","flags":{"_sheetTab":"description"},"name":"Leadership","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"F8NfBZdVSEIGCMtu","flags":{"_sheetTab":"details"},"name":"Melee","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"zZUX7wO4rOo8k9F0","flags":{"_sheetTab":"details"},"name":"Navigation","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.

\n

 

\n

If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"os4NKy5Oy6sRt1eh","flags":{},"name":"Outdoor Survival","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

Gathering Food and Herbs

\n

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

\n\n

 

\n\n

 

\n\n

 

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"Fs06sr7y9JKpVQmB","flags":{"_sheetTab":"description"},"name":"Perception","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"MeXCAQ3wqJzX07X7","flags":{"_sheetTab":"description"},"name":"Ride","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"KL4pCOqma5E7fLG4","flags":{"_sheetTab":"details"},"name":"Row","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"McTtmZu3Ac8Lh48W","flags":{},"name":"Stealth","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"0MYOJFx3vkYA95B4","flags":{"_sheetTab":"description"},"name":"Brass Penny","type":"money","img":"systems/wfrp4e/icons/currency/brasspenny.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}},"sort":2700000},{"_id":"Ggx0bRaCuq8MbF0g","flags":{"_sheetTab":"description"},"name":"Gold Crown","type":"money","img":"systems/wfrp4e/icons/currency/goldcrown.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}}},{"_id":"KB8HgDz56dh2w7w1","flags":{"_sheetTab":"description"},"name":"Silver Shilling","type":"money","img":"systems/wfrp4e/icons/currency/silvershilling.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}}},{"_id":"ciEMU5BFsPOhiw5w","flags":{},"name":"Novitiate","type":"career","img":"systems/wfrp4e/icons/careers/nun-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Nun"},"class":{"type":"String","label":"Class","value":"Academics"},"current":{"type":"Boolean","value":true},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"1"},"status":{"tier":"b","standing":1},"characteristics":["dex","int","fel"],"skills":["Art (Calligraphy)","Cool","Endurance","Entertain (Storyteller)","Gossip","Heal","Lore (Theology)","Pray"],"talents":["Bless (Any)","Stone Soup","Panhandle","Read/Write"],"trappings":["Religious Symbol","Robes"],"incomeSkill":[6],"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"9X6lokqgNIw7TIkB","flags":{"_sheetTab":"details"},"name":"Religious Symbol","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/religious-symbol.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"6","bp":"8"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"RHgYzNUo30KQZj3S","flags":{"_sheetTab":"description"},"name":"Robes","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/robes.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"2","ss":"0","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"dFd49pKHoPeBhTK9","flags":{"_sheetTab":"details"},"name":"Clothing","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/clothing.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"6","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"CBXGLurfypu1w7tb","flags":{},"name":"Dagger","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/dagger2.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"16","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"vshort"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"m0OoZls52cJiH5y3","flags":{"_sheetTab":"description"},"name":"Pouch","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/pouch.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"","ss":"0","bp":"4"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":1},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"MWkcesMrzl3WLuoC","flags":{"_sheetTab":"details"},"name":"Sling Bag","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/sling-bag.png","data":{"description":{"type":"String","label":"Description","value":"

Counts as ‘worn’ when slung over your shoulder.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"","ss":"1","bp":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":2},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"UPa0PJhParXPRa8E","flags":{"_sheetTab":"details"},"name":"Writing Kit","type":"trapping","img":"systems/wfrp4e/icons/equipment/tools_and_kits/writing-kit.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"2","ss":"0","bp":"0"},"availability":{"type":"String","label":"Availability","value":"scarce"},"location":{"type":"Number","label":"Location","value":"MWkcesMrzl3WLuoC"},"trappingType":{"type":"String","label":"Trapping Type","value":"toolsAndKits"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"0JhlYVbeiJwUOvxF","flags":{"_sheetTab":"details"},"name":"Parchment/sheet","type":"trapping","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":10},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"1","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":"MWkcesMrzl3WLuoC"},"trappingType":{"type":"String","label":"Trapping Type","value":"booksAndDocuments"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"X7cE4lHOPzLAu34n","flags":{"_sheetTab":"description"},"name":"Entertain (Storyteller)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"ovZ2EXBRCY0pOXer","flags":{"_sheetTab":"details"},"name":"Heal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n\n

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"5hNQNL1aCTQXUcIA","flags":{"_sheetTab":"description"},"name":"Lore (Theology)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"ExBvfsMl4w78CXQY","flags":{},"name":"Pray","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"J2zXoN52aDBWl82w","flags":{},"name":"Bless (Any)","type":"talent","img":"systems/wfrp4e/icons/talents/bless.png","data":{"description":{"type":"String","label":"Description","value":"You are watched over by one of the Gods and can empower simple prayers. You can now deploy the Blessings of your deity as listed in Chapter 7: Religion and Belief. Under normal circumstances, you may only ever know one Divine Lore for the Bless Talent."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"54QYNNXjlH8wS1rP","flags":{},"name":"Suave","type":"talent","img":"systems/wfrp4e/icons/talents/suave.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"KuXnSh8a6oNHmAn8","flags":{},"name":"Mimic","type":"talent","img":"systems/wfrp4e/icons/talents/mimic.png","data":{"description":{"type":"String","label":"Description","value":"You have a good ear for accents and dialects, and can reproduce them accurately. You may replicate any accent you are exposed to for at least a day with an Initiative Test; this Test may be attempted once per day. Once passed, you may always mimic the accent, and locals will believe you to be one of their own"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Entertain (Acting) Tests where accents are important"},"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"OQPtNsjdJePkADI9","flags":{},"name":"Ambidextrous","type":"talent","img":"systems/wfrp4e/icons/talents/ambidextrous.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"2"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"zrJJg8BsiBOTbo8H","flags":{},"name":"Craftsman","type":"talent","img":"systems/wfrp4e/icons/talents/craftsman.png","data":{"description":{"type":"String","label":"Description","value":"You have true creative talent. Add the associated Trade Skill to any Career you enter. If the Trade Skill is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"dex"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Trade (Apothecary)"},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"1Gzo2KibmVz5v4PI","flags":{"_sheetTab":"details"},"name":"Blessing of Battle","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 WS.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Sigmar"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Myrmidia, Sigmar, Taal, Ulric"}},"sort":100000},{"_id":"yQBcPk3DggMBqB8q","flags":{"_sheetTab":"description"},"name":"Blessing of Courage","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Willpower.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Morr, Myrmidia, Sigmar, Ulric, Verena"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Morr, Myrmidia, Sigmar, Ulric, Verena"}},"sort":400000},{"_id":"4jAbQw3Y9diAgHtD","flags":{"_sheetTab":"description"},"name":"Blessing of Hardiness","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Toughness.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Sigmar, Taal, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Sigmar, Taal, Ulric"}},"sort":800000},{"_id":"xEQnB3eNAtiLr6hf","flags":{"_sheetTab":"description"},"name":"Blessing of Might","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Strength.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Sigmar, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Sigmar, Ulric"}},"sort":1000000},{"_id":"MP1Nw2tGF8dJyv7g","flags":{"_sheetTab":"description"},"name":"Blessing of Protection","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Enemies must make an Average (+20) Willpower Test to attack your target as shame wells within for considering violence. If they fail, they must choose a different target, or a different Action

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Myrmidia, Ranald, Rhya, Shallya, Sigmar"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Myrmidia, Ranald, Rhya, Shallya, Sigmar"}},"sort":1100000},{"_id":"FEPeVKcQHgtyahtN","flags":{"_sheetTab":"description"},"name":"Blessing of Righteousness","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target’s weapon counts as Magical.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Morr, Myrmidia, Sigmar, Verena"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Morr, Myrmidia, Sigmar, Verena"}},"sort":1300000},{"_id":"q0N2q7r6JSzXfS71","flags":{"_sheetTab":"description"},"name":"Art (Calligraphy)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"G05eaKkZc75xiL5I","flags":{"_sheetTab":"description"},"name":"Hatred (THE Priest)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner.

On encountering the object of your Hatred, you must attempt a Psychology Test.If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition.

\n

While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible.

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"DpmZAHTemjvTCA5U","flags":{"_sheetTab":"description"},"name":"Prejudice (Nuns of Sigmar)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group.

Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":100001},{"_id":"LG01FUGVLL2xiPaZ","flags":{"_sheetTab":"description"},"name":"Read/Write","type":"talent","img":"systems/wfrp4e/icons/talents/readwrite.png","data":{"description":{"type":"String","label":"Description","value":"You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2800000},{"_id":"nWLKlWBJukyGAD2W","flags":{},"name":"Leather 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Doomed

\n

\"Forget not the world of thou Mother, nor yet the face of you father\"

\n

Description

\n

I am a slender young woman of 18 summers. I am fairly tall – almost the height of most men in Wissenland. I have long blonde hair with green eyes, with delicate facial features. I have always been told that I am very pretty; Bretonnians used to say that I was blessed by the Lady of the Lake. I move with ease and grace.My clothing is travel worn, but it is clear that previously it had been of high quality.

\n

My demeanor is on the surface that of a young carefree woman, who unabashedly flirts with attractive men and women, both. But I am prone to nightmares of my past life, and I sometimes cry or sob for no apparent reason. I also flinch if touched when I am caught unawares. I have a strong need to be in control of situations – and to some extent people. [Gain TRAUMA : Fear(Out of Control)] 

\n

Quotes

\n

“I'm a professional. A few unkind words aren't going to bother me. I know it’s not going to be all standing ovations.”

\n

“Chivalry, Ha! There is something wrong with people who need a Code to treat everyone else with dignity”

\n

“Never trust a man with a dashing smile with your heart or your life… believe me, I tried that”

\n

Theater reputation

\n

0

\n

 

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"motivation":{"type":"String","label":"Motivation","value":"Control"},"class":{"type":"String","label":"Class","value":""},"career":{"type":"String","label":"Career","value":""},"careerlevel":{"type":"String","label":"Career Level","value":""},"status":{"type":"String","standing":"","tier":0},"age":{"type":"String","label":"Age","value":"18"},"height":{"type":"String","label":"Height","value":"5'9''"},"weight":{"type":"String","label":"Weight","value":"130 lb"},"haircolour":{"type":"String","label":"Hair Colour","value":"Silver blonde"},"eyecolour":{"type":"String","label":"Eye Colour","value":"Hazel"},"distinguishingmark":{"type":"String","label":"Distinguishing Mark","value":"Tattoo of 'The Dancer'"},"starsign":{"type":"String","label":"Star Sign","value":"The Dancer"}}},"folder":"dZ6oGBZwQQd6K6YB","sort":500000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/Tokens/Angelica_Round%20Token.png","token":{"flags":{},"name":"Angelica","displayName":20,"img":"worlds/talesoldworld/userdata/Tokens/Angelica_Round%20Token.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":true,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"eWpUzpd4e8pjSKzw","actorLink":true,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","flags":{"_sheetTab":"description"},"name":"Art","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"LGHozP5gmQ8cuDQV","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"d3VZwO4Y5JH5DXdT","flags":{"_sheetTab":"details"},"name":"Bribery","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"exLrBrn2mjb6x2Cq","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

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

\n

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

\n

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

\n

 

\n

Public Speaking

\n

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

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":18},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"4IGdIhnwTaZijzg7","flags":{"_sheetTab":"details"},"name":"Charm Animal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your aptitude for be friending, quickly calming, or subjugating animals.

\n

 

\n

Passing a Charm Animal Test allows you to influence the behavior of one or more animals, to a maximum of Willpower Bonus + SL. If the target animals are naturally docile, this Test may be uncontested, but it will generally be Opposed by the target’s Willpower.

\n

 

\n

In combat, you may use Charm Animal when facing animals. If you succeed, any affected targets will not attack you this Round and you gain +1 Advantage. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which the creature’s instincts take over and you have no further influence.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"sRuMlaPU5xdIrwhd","flags":{"_sheetTab":"description"},"name":"Climb","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

If time isn’t an issue, and a climb is relatively easy, anyone with Climb Skill is automatically assumed to be able to climb any reasonably small height.

\n

For any other climbing, Climbing during combat. You may even find yourself climbing large opponents, though whether that is prudent is debatable.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"R2ytluHiEFF2KQ5e","flags":{"_sheetTab":"description"},"name":"Consume Alcohol","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Your ability to handle alcohol without letting it cloud your judgment or render you senseless.

\n

After each alcoholic drink make a Consume Alcohol Test, modified by the strength of the drink. For each Test you fail, you suffer a –10 penalty to WS, BS, Ag, Dex, and Int, to a maximum of –30 per Characteristic. After you fail a number of Tests equal to your Toughness Bonus, you are Stinking Drunk. Roll on the following table to see what happens:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

 Marienburgher’s Courage!’: Gain a bonus of +20 to your Cool Skill.

\n
\n

3-4

\n
\n

You’re My Besht Mate!’: Ignore all your existing Prejudices and Animosities.

\n
\n

5-6

\n
\n

 ‘Why’s Everything Wobbling!’: On your Turn, you can either Move or take an Action, but not both.

\n
\n

7-8

\n
\n

‘I’ll Take Yer All On!’: Gain Animosity (Everybody)!

\n
\n

9-10

\n
\n

 ‘How Did I Get here?’: You wake up the next day, massively hungover, with little memory of what transpired. The GM and other players with you will fill in the embarrassing gaps if you investigate. Pass a Consume Alcohol Test or also gain a Poisoned Condition.

\n
\n
\n

 

\n

After not drinking for an hour, enact a Challenging (+0) Consume Alcohol Test. The effects of being drunk will wear

\n

off after 10–SL hours, with any Characteristic modifiers for being drunk lost over that time. After all effects wear off, enact another Challenging (+0) Consume Alcohol Test. You now gain a hangover, which is an Fatigued Condition that cannot be removed for 5–SL hours.

\n

You may expend 1 Resolve point to ignore the negative modifiers of being drunk until the end of the next round.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pxNjTxsp1Kp0SmQe","flags":{"_sheetTab":"description"},"name":"Cool","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Cool allows you to remain calm under stress, resist fear when faced with horror, and stick to your convictions.

\n

 

\n

Cool is generally used to resist other Skills — Charm, Intimidate, and similar — but you may also be required to make a Cool Test when faced with anything forcing you to do something you would rather not. Cool is also the primary Skill used to limit Psychology

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"1jCxbFAUuFuAPLJl","flags":{"_sheetTab":"description"},"name":"Dodge","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Dodge is your ability to avoid things, through ducking, diving, and moving quickly, and is used extensively to sidestep falling rocks, incoming weapons, unexpected traps, and the like.

\n

In combat, Dodge is generally used to resist attacks or avoid damage. Refer to Rolling to Hit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"iYan4z52v7HYM9u9","flags":{"_sheetTab":"details"},"name":"Drive","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Drive lets you guide vehicles — most commonly simple carts and lumbering coaches, not to mention the more ‘experimental’ creations of the Imperial Engineers — along the roads of the Empire with as little incident as possible.

\n

 

\n

Under normal circumstances, if you possess the Drive Skill, there is no need to Test. If conditions are less than ideal — perhaps the road is in poor condition, or the weather is terrible — a Drive Test will be required. If you do not possess the Drive Skill, you may be required to make a Test to carry out even basic maneuver. An Astounding Failure (-6) on a Drive Test means something bad has happened. Roll on the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

Snapped Harness: One horse (or equivalent) breaks free; reduce speed accordingly.

\n
\n

3-5

\n
\n

 Jolted Carriage: Passengers suffer 1 Wound and fragile cargos might be damaged.

\n
\n

6-8

\n
\n

Broken Wheel: Pass a Drive Test every round to avoid Crashing. Two-wheeled vehicles with a Broken Wheel Crash automatically.

\n
\n

9-10

\n
\n

 Broken Axle: The vehicle goes out of control and Crashes.

\n
\n
\n

 

\n

Crashing: Occupants of Crashing vehicles usually suffer 2d10 Wounds modified by Toughness Bonus and Armor Points

\n

unless the vehicle was moving slowly (as determined by the GM). Crashed vehicles must be repaired by someone with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). Spare wheels can be installed by anyone with a Drive Test or with an appropriate Trade Test. In combat, Drive may be used if circumstances allow — for instance, if the party is in a coach being raided by outlaws, and you wish to ram an enemy, or outrun them.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"CcNJsS4jSwB6Ug1J","flags":{"_sheetTab":"details"},"name":"Endurance","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Endurance Skill is called upon when you must endure hardship, withstand deprivation, sit without moving for long periods of time, or survive harsh environments. In particular, Endurance is Tested to resist or recover from various Conditions (see page 167) and helps you recover lost Wounds.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"0CwV96kTDRF0jUhk","flags":{"_sheetTab":"description"},"name":"Entertain","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"7pQo66cESWttzIlb","flags":{"_sheetTab":"details"},"name":"Gamble","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to measure the likelihood that a bet will pay off, as well as successfully engage in various games of chance.

\n

To represent a gambling match, all players make a Gamble Test — applying any appropriate modifiers for familiarity with the game — and the player with the highest SL wins. On a tie, any lower scoring players drop out, and those remaining enact another Gamble Test, repeating this process until you have a winner.

\n

If you wish to influence the game through less honest mechanics, see Sleight of Hand.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"RLQHm1s4IuY9RSr2","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"pKLMbmG3Ivt6mzMf","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"I0yPc4PH5erWJLmu","flags":{"_sheetTab":"description"},"name":"Intimidate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Allows you to coerce or frighten sentient creatures. The precise manner of initiating an Intimidate Test depends on context: while it is generally accompanied by an overt threat, sometimes a subtle implication or even a look is enough. Intimidate is almost always Opposed by your target’s Cool Skill; if successful, you can intimidate a number of targets up to your Strength Bonus + SL. Each will react to Intimidate based on their individual personalities and how successful you were in menacing them, but in all cases, they will back down or move out of the way and will not speak out against you, or they will alternatively accept combat is the only way forward and prepare their weapons.

\n

 

\n

In combat, you cause Fear in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

While strength is the default stat for Intimidate tests, the GM may decree certain situations may allow you to use a different characteristic: a steely witch hunter may use Willpower to stare down an inquisitive bystander, or an academic may use Intelligence to cow a lowly student with his intimidating knowledge, for instance. 

\n

 

\n

Example: Facing a group of footpads, Svetlana the Strong rolls 4 SL on her Intimidate Test. Combined with her SB of 5, this means she can affect up to 9 targets, more than enough to impact all three footpads who now Fear Svetlana. As she has won by 3 SL, she gains +1 Advantage point until the end of her next turn. In the next round, she ‘attacks’ the footpads using her Intimidate, intending to scare them into leaving her be. However, she fails the Test, and the footpads realize they outnumber her, and are armed… 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"cYtU0ORRFCOpQLWz","flags":{"_sheetTab":"details"},"name":"Intuition","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).

\n

 

\n

In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"oMaJZ5cvCJeOUq9H","flags":{"_sheetTab":"description"},"name":"Leadership","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

A measure of your ability to lead others and command their respect. While most often associated with martial situations, a resolute leader can quickly direct a fast response to a fire or other such calamity, and nobles use the Skill frequently to command their lessers.

\n

 

\n

A successful Leadership Test allows you to issue orders to a number of targets equal to your Fellowship Bonus + SL. If the targets are your natural subordinates — a noble commanding serfs, or a sergeant commanding his troops — commands are usually unopposed. If there is no natural hierarchy in place, or the order is particularly challenging — such as ordering your soldiers to charge a Hydra head on — the Test is Opposed by your targets’ Cool.

\n

 

\n

In combat, you may use Leadership to encourage your subordinates. A successful Leadership Test confers a bonus of +10 to all Psychology Tests until the end of the next round (see page 190).

\n

 

\n

Further, Leadership can be used to transfer Advantage to allies able to hear you; following a successful Leadership Test, you may transfer an Advantage to one ally of your choice, plus a further +1 Advantage per SL scored, which can again go to any allies of your choice within earshot.

\n

 

\n

Example: Lord Ludwig von Schemp has been watching his two bodyguards discourse with some ruffians for three Rounds, using his Intuition Skill to build up 3 Advantage. Feeling it is going nowhere, he issues a peremptory order to attack the ringleader; passing his Leadership Test with 5 SL, he gives one bodyguard 2 of his Advantage, and the remaining bodyguard 1 Advantage, hoping this will bring a swift end to proceedings. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"F8NfBZdVSEIGCMtu","flags":{"_sheetTab":"details"},"name":"Melee","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

\n

 

\n

Specializations: Basic, Brawling, Cavalry, Fencing, Flail, Parry, Pole-Arm, Two-Handed 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"zZUX7wO4rOo8k9F0","flags":{"_sheetTab":"details"},"name":"Navigation","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.

\n

 

\n

If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"os4NKy5Oy6sRt1eh","flags":{},"name":"Outdoor Survival","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Outdoor Survival Skill is used to survive in the wild, including the ability to fish, hunt, forage, and build fires and shelters. Experienced travelers are skilled at reading the signs of incoming inclement weather and finding the spoor of various dangerous beasts.

\n

 

\n

When camping, make an Outdoor Survival Test, modified by the harshness of conditions — for instance, a Test is Challenging (+0) if it is raining, Hard (–20) in a storm. A successful Test indicates you can provide yourself sustenance and shelter for the night. Each SL allows you to provide for one more character. If the Test is failed, you must make a Challenging (+0) Endurance Test or receive the Fatigued Condition. If you suffer an Astounding Failure, something untoward has happened, as determined by the GM; perhaps your camp is attacked in the night?

\n

 

\n

When fighting in the wilderness, you may make an Outdoor Survival Test to receive +1 Advantage, in the same way as Intuition, to a maximum number of Advantage equal to your Intelligence Bonus, as you spy out treacherous and advantageous terrain that you can best use to your advantage.

\n

 

\n

Gathering Food and Herbs

\n

Gathering food or herbs normally takes around 2 hours. Hunting and foraging parties make one assisted Outdoor Survival Test for the group, with the Difficulty determined by the circumstances.

\n\n

 

\n\n

 

\n\n

 

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"Fs06sr7y9JKpVQmB","flags":{"_sheetTab":"description"},"name":"Perception","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"MeXCAQ3wqJzX07X7","flags":{"_sheetTab":"description"},"name":"Ride","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"KL4pCOqma5E7fLG4","flags":{"_sheetTab":"details"},"name":"Row","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your prowess at pulling an oar and moving a boat through the water. The Row Skill is typically only used when racing, navigating rapids, desperately avoiding Bog Octopuses, or similar unusual or dangerous feats. Anyone with the Skill is automatically presumed to be able to scull about a pond, or over a gentle river, without a Test. Those without the skill may have to make a Test for anything but the most basic maneuvers. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"0MYOJFx3vkYA95B4","flags":{"_sheetTab":"description"},"name":"Brass Penny","type":"money","img":"systems/wfrp4e/icons/currency/brasspenny.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":75},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}},"sort":3600000},{"_id":"Ggx0bRaCuq8MbF0g","flags":{"_sheetTab":"description"},"name":"Gold Crown","type":"money","img":"systems/wfrp4e/icons/currency/goldcrown.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}}},{"_id":"KB8HgDz56dh2w7w1","flags":{"_sheetTab":"description"},"name":"Silver Shilling","type":"money","img":"systems/wfrp4e/icons/currency/silvershilling.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":7},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}},"sort":3800000},{"_id":"Jax2fUuHsJYukPur","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":true},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Acting)","Gossip","Haggle","Perform (Acrobatics)","Play (Lute)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"ubB4KTetUXrpslDr","flags":{"_sheetTab":"details"},"name":"Attractive","type":"talent","img":"systems/wfrp4e/icons/talents/attractive.png","data":{"description":{"type":"String","label":"Description","value":"

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Tests to influence those attracted to you"},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"uP3tHRQ4KqDi90Sa","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"8rGoqis5Ags2ckr9","flags":{},"name":"Suave","type":"talent","img":"systems/wfrp4e/icons/talents/suave.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"83CSYTJYAg6wNtar","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"talent","img":"systems/wfrp4e/icons/talents/night-vision.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perception tests in low-light conditions"},"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"TEn2yUcBdv7ruhYM","flags":{"_sheetTab":"description"},"name":"Linguistics","type":"talent","img":"systems/wfrp4e/icons/talents/linguistics.png","data":{"description":{"type":"String","label":"Description","value":"

You have a natural affinity for languages. Given a month’s exposure to any Language, you count the associated Language Skill as a Basic Skill with a successful Intelligence Test (which can be attempted once per month). Note: Linguistics only works for languages used to frequently communicate with others, so does not work with Language (Magick).

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Language (All)"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"qJJwO45KrDt6q0WK","flags":{"_sheetTab":"description"},"name":"Entertain (Acting)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"O96cp2Rbr18iqTS6","flags":{},"name":"Perform (Acrobatics)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

\n

 

\n

Specializations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"to4tfTLNy3WJJP76","flags":{},"name":"Play (Lute)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"GmkKPewBhNylRliZ","flags":{"_sheetTab":"details"},"name":"Sleight of Hand","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Lets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.

\n

You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…

\n

Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a Dagger seemingly appear from nowhere, surprising a superstitious foe.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"}},"sort":100001},{"_id":"kIRKvrV6n9vFrJNK","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"N5vtEr4szE1JQteH","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"kr2MsNtzh9KJmcyx","flags":{"_sheetTab":"details"},"name":"Cloak","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/cloak.png","data":{"description":{"type":"String","label":"Description","value":"

Protects wearer against the elements. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"10","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"szQU7GXH3Zp1fhvL","flags":{"_sheetTab":"details"},"name":"Clothing","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/clothing.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"6","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"wGXQfchZw8LXgGjS","flags":{"_sheetTab":"description"},"name":"Pouch","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/pouch.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"","ss":"0","bp":"4"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":1},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"hk2Wos7dd4VAsujy","flags":{"_sheetTab":"description"},"name":"Lute","type":"trapping","img":"systems/wfrp4e/icons/equipment/miscellaneous_trappings/instrument.png","data":{"description":{"type":"String","label":"Description","value":"

Various instruments are included in this category. The standard price and encumbrance reflects medium-sized instruments (e.g. mandolin, coach horn, small drum). Small instruments are half the price and 0 Encumbrance points (e.g. flute, recorder, tambourine). Larger instruments are double the price and 2 Encumbrance points (e.g. harp, lute, large drum).

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"2","ss":"0","bp":"0"},"availability":{"type":"String","label":"Availability","value":"scarce"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":3300000},{"_id":"BAqdvFw5wUkG0JJN","flags":{"_sheetTab":"details"},"name":"Bowl","type":"trapping","img":"systems/wfrp4e/icons/equipment/miscellaneous_trappings/bowl.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"1","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":"SR3DoDjv3Pi7Y12i"},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2800000},{"_id":"SR3DoDjv3Pi7Y12i","flags":{"_sheetTab":"details"},"name":"Backpack","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/backpack.png","data":{"description":{"type":"String","label":"Description","value":"

Counts as ‘worn’ when strapped to your back. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":2},"price":{"type":"String","label":"Price","gc":"0","ss":"4","bp":"10"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":4},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":2900000},{"_id":"F814wFpdbiwpUGDK","flags":{"_sheetTab":"description"},"name":"Hatred (Tristan)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner.

On encountering the object of your Hatred, you must attempt a Psychology Test.If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition.

\n

While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible.

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":3000000},{"_id":"brcddzgdDjh8ToLJ","flags":{"_sheetTab":"description"},"name":"Prejudice (Bretonnian nobility)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group.

Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":100001},{"_id":"9RbpnBQDw5Cv3h5D","flags":{},"name":"Stealth","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":3100000},{"_id":"G5HHfP48iwuZsj0d","flags":{"_sheetTab":"details"},"name":"Blanket","type":"trapping","img":"systems/wfrp4e/icons/equipment/miscellaneous_trappings/blanket.png","data":{"description":{"type":"String","label":"Description","value":"

Endurance Tests rolled to resist Cold Exposure gain a bonus of +20 when resting.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"0","bp":"8"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":"SR3DoDjv3Pi7Y12i"},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":3200000},{"_id":"PxdZNGKowjhF7sis","flags":{"_sheetTab":"details"},"name":"Rations, 1 day","type":"trapping","img":"systems/wfrp4e/icons/equipment/food_drink_and_lodging/rations-1-day.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"2","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"foodAndDrink"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":3400000},{"_id":"3wfQoOPsKHUI49lL","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":3500000},{"_id":"ExzNVckLZljy9lAY","flags":{},"name":"Dagger","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/dagger2.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"16","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"vshort"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":3700000},{"_id":"UyT4mXjteuScrKyg","flags":{},"name":"Phobia (Being Out of Control)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

A phobia reflects a specific fear; it may be towards a type of creature, or towards a particular object or circumstance, such as Phobia (Insects), Phobia (Books), or Phobia (Confined Spaces).

\n\n

Example: Doktor Johannsen is a renowned antiquarian. Despite his many adventures and tales of derring-do, he suffers from Phobia (Snakes); no matter this aversion, he seems to encounter them with alarming regularity.

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"r2h8tle2CAjLXkaO","flags":{"_sheetTab":"details"},"name":"Entertainer Clothes (Yellow & Blue)","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/clothing.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"6","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":3900000},{"_id":"maPKyZ63n1D14KlT","flags":{},"name":"Mimic","type":"talent","img":"systems/wfrp4e/icons/talents/mimic.png","data":{"description":{"type":"String","label":"Description","value":"You have a good ear for accents and dialects, and can reproduce them accurately. You may replicate any accent you are exposed to for at least a day with an Initiative Test; this Test may be attempted once per day. Once passed, you may always mimic the accent, and locals will believe you to be one of their own"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Entertain (Acting) Tests where accents are important"},"source":{"type":"String","label":"Source"}},"sort":4000000},{"_id":"bGSeqF7Qc3hqHaMF","flags":{},"name":"Leather Jerkin","type":"armour","img":"systems/wfrp4e/icons/equipment/armour/leather-jerkin.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"10","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"armorType":{"type":"String","label":"Armour 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The Strength of the Corruption is marked in brackets."},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"Minor","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"ojQwDWCPMlUZEqY0","flags":{},"name":"Mutation","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table\r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"rQubc6qI2fyo6VXt","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000}]} +{"_id":"gz1AajJChNyI4BBR","name":"Holger Maurer – Stone Mason","permission":{"default":0},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":55,"advances":0},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":26,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":58,"advances":0},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":47,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":29,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":30,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":58,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":39,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":48,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":37,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":17,"max":17},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":"BeaMqdD5vMcOd3o3","sort":1000000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Commoner_Stone%20Mason_Holger%20Maurer.png","token":{"flags":{},"name":"Holger Maurer – Stone Mason","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Commoner_Stone%20Mason_Holger%20Maurer.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"gz1AajJChNyI4BBR","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"PCcrNrmWvJhDvZYO","flags":{"_sheetTab":"description"},"name":"Intimidate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to coerce or frighten sentient creatures. The precise manner of initiating an Intimidate Test depends on context: while it is generally accompanied by an overt threat, sometimes a subtle implication or even a look is enough. Intimidate is almost always Opposed by your target’s Cool Skill; if successful, you can intimidate a number of targets up to your Strength Bonus + SL. Each will react to Intimidate based on their individual personalities and how successful you were in menacing them, but in all cases, they will back down or move out of the way and will not speak out against you, or they will alternatively accept combat is the only way forward and prepare their weapons.

\n

 

\n

In combat, you cause @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Fear} in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

While strength is the default stat for Intimidate tests, the GM may decree certain situations may allow you to use a different characteristic: a steely witch hunter may use Willpower to stare down an inquisitive bystander, or an academic may use Intelligence to cow a lowly student with his intimidating knowledge, for instance. 

\n

 

\n

Example: Facing a group of footpads, Svetlana the Strong rolls 4 SL on her Intimidate Test. Combined with her SB of 5, this means she can affect up to 9 targets, more than enough to impact all three footpads who now Fear Svetlana. As she has won by 3 SL, she gains +1 Advantage point until the end of her next turn. In the next round, she ‘attacks’ the footpads using her Intimidate, intending to scare them into leaving her be. However, she fails the Test, and the footpads realize they outnumber her, and are armed… 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"aECTeiGt6vDvhlqw","flags":{},"name":"Trade ()","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Trade Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Trade Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Trade Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Trade (Cook) to impress a local lord will take far less time than constructing a warship with Trade (Shipwright).

\n

 

\n

You may also make a Trade Test as a Lore Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Trade Skills have little function in combat, there are as many Trade Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Trade (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Trade Skill is also used for enacting a Crafting Endeavor.

\n

 

\n

Specialisations: Apothecary, Calligrapher, Chandler, Carpenter, Cook, Embalmer, Smith, Tanner 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"OQruILRlV5uajHLO","flags":{},"name":"Piercing Gaze","type":"talent","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":"

Maurer has the unique ability to clearly see the flaws in the things he gazes upon or considers for a time. He has mostly used his gift to find the best way to break stone. The Chaos God Tzeentch knows Maurer’s Gift could be turned into a terrible weapon, for he can also see the flaws in people, organisations, governments… and can readily discern how best to destroy them if he was so inclined. If Maurer studies an opponent in combat for his Action, on his following Action, his attack ignores both Toughness Bonus and Armour Points.

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Whether brave, exceedingly stupid, or just caught up in the moment, the creature is utterly fearless. It ignores the Psychology rules.

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You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

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You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

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You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

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Spaltmann is a bully for hire whose thoughts have recently turned dark. For reasons unknown, he’s found he can see through his milky, dead eye — indeed, he can even see in lightless rooms with it. Spaltmann carries an elaborate heavy crossbow with a double set of strings that allow him to fire twice before needing to reload.

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Allows you to coerce or frighten sentient creatures. The precise manner of initiating an Intimidate Test depends on context: while it is generally accompanied by an overt threat, sometimes a subtle implication or even a look is enough. Intimidate is almost always Opposed by your target’s Cool Skill; if successful, you can intimidate a number of targets up to your Strength Bonus + SL. Each will react to Intimidate based on their individual personalities and how successful you were in menacing them, but in all cases, they will back down or move out of the way and will not speak out against you, or they will alternatively accept combat is the only way forward and prepare their weapons.

\n

 

\n

In combat, you cause @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Fear} in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

While strength is the default stat for Intimidate tests, the GM may decree certain situations may allow you to use a different characteristic: a steely witch hunter may use Willpower to stare down an inquisitive bystander, or an academic may use Intelligence to cow a lowly student with his intimidating knowledge, for instance. 

\n

 

\n

Example: Facing a group of footpads, Svetlana the Strong rolls 4 SL on her Intimidate Test. Combined with her SB of 5, this means she can affect up to 9 targets, more than enough to impact all three footpads who now Fear Svetlana. As she has won by 3 SL, she gains +1 Advantage point until the end of her next turn. In the next round, she ‘attacks’ the footpads using her Intimidate, intending to scare them into leaving her be. However, she fails the Test, and the footpads realize they outnumber her, and are armed… 

\n

 

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You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

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Create works of art in your chosen medium. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1100001},{"_id":"LGHozP5gmQ8cuDQV","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300001},{"_id":"d3VZwO4Y5JH5DXdT","flags":{"_sheetTab":"details"},"name":"Bribery","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to judge how likely a person is to accept a bribe, and how best to offer the bribe so they will accept it. A successful Bribery Test tells you if a target may be bribed. If so, your GM will secretly determine the price of their cooperation using the target’s Earnings, increasing the amount according to their usual honesty and the risk involved in taking the bribe. You then guess that target amount and the GM will tell you if the price is higher, lower, or equal. Each SL from your initial Bribery Test gives you another guess. At the end of this process, you determine how much money to offer, based on what you have gleaned.

\n

 

\n

In combat, you may use Bribery as above to try to stop the fight, but treat the Test as Hard (–20) owing to the stress of the situation. If your target is not susceptible, you cannot afford the fee, or your foes do not speak your tongue, your pathetic attempts to buy them off will be doomed to fail. Of course, if they have the advantage of numbers, what’s to prevent them from taking all of your money?

\n

 

\n

Example: Snorri is trying to bribe his way past a city watchman; a character of the Brass Tier 2, meaning they roll 4d10 Brass for Income. The GM decides the guard can be bribed and secretly rolls 21 on the 4d10, meaning the price for bribing the guard is 21 Brass. Letting Snorri through isn’t too risky for the watchman, and he does it often, so the GM doesn’t increase the bribe required. Snorri rolls 1 SL on his Bribery Test; so, he knows the watchman is open to a bribe, and has 2 guesses as to his price. Snorri’s first guess is 15 Brass, to which his GM replies ‘higher’. His second guess is 40, to which his GM replies ‘lower’. Snorri now knows he must bribe the watchman between 15 and 40 Brass, so decides to aim high, and offers 30. Smiling, the watchman waves Snorri through.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400001},{"_id":"exLrBrn2mjb6x2Cq","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"4IGdIhnwTaZijzg7","flags":{"_sheetTab":"details"},"name":"Charm Animal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your aptitude for be friending, quickly calming, or subjugating animals.

\n

 

\n

Passing a Charm Animal Test allows you to influence the behavior of one or more animals, to a maximum of Willpower Bonus + SL. If the target animals are naturally docile, this Test may be uncontested, but it will generally be Opposed by the target’s Willpower.

\n

 

\n

In combat, you may use Charm Animal when facing animals. If you succeed, any affected targets will not attack you this Round and you gain +1 Advantage. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which the creature’s instincts take over and you have no further influence.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"sRuMlaPU5xdIrwhd","flags":{"_sheetTab":"description"},"name":"Climb","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

If time isn’t an issue, and a climb is relatively easy, anyone with Climb Skill is automatically assumed to be able to climb any reasonably small height.

\n

For any other climbing, Climbing during combat. You may even find yourself climbing large opponents, though whether that is prudent is debatable.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500001},{"_id":"R2ytluHiEFF2KQ5e","flags":{"_sheetTab":"description"},"name":"Consume Alcohol","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Your ability to handle alcohol without letting it cloud your judgment or render you senseless.

\n

After each alcoholic drink make a Consume Alcohol Test, modified by the strength of the drink. For each Test you fail, you suffer a –10 penalty to WS, BS, Ag, Dex, and Int, to a maximum of –30 per Characteristic. After you fail a number of Tests equal to your Toughness Bonus, you are Stinking Drunk. Roll on the following table to see what happens:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

 Marienburgher’s Courage!’: Gain a bonus of +20 to your Cool Skill.

\n
\n

3-4

\n
\n

You’re My Besht Mate!’: Ignore all your existing Prejudices and Animosities.

\n
\n

5-6

\n
\n

 ‘Why’s Everything Wobbling!’: On your Turn, you can either Move or take an Action, but not both.

\n
\n

7-8

\n
\n

‘I’ll Take Yer All On!’: Gain Animosity (Everybody)!

\n
\n

9-10

\n
\n

 ‘How Did I Get here?’: You wake up the next day, massively hungover, with little memory of what transpired. The GM and other players with you will fill in the embarrassing gaps if you investigate. Pass a Consume Alcohol Test or also gain a Poisoned Condition.

\n
\n
\n

 

\n

After not drinking for an hour, enact a Challenging (+0) Consume Alcohol Test. The effects of being drunk will wear

\n

off after 10–SL hours, with any Characteristic modifiers for being drunk lost over that time. After all effects wear off, enact another Challenging (+0) Consume Alcohol Test. You now gain a hangover, which is an Fatigued Condition that cannot be removed for 5–SL hours.

\n

You may expend 1 Resolve point to ignore the negative modifiers of being drunk until the end of the next round.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":700001},{"_id":"pxNjTxsp1Kp0SmQe","flags":{"_sheetTab":"description"},"name":"Cool","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Cool allows you to remain calm under stress, resist fear when faced with horror, and stick to your convictions.

\n

 

\n

Cool is generally used to resist other Skills — Charm, Intimidate, and similar — but you may also be required to make a Cool Test when faced with anything forcing you to do something you would rather not. Cool is also the primary Skill used to limit Psychology

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600001},{"_id":"1jCxbFAUuFuAPLJl","flags":{"_sheetTab":"description"},"name":"Dodge","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Dodge is your ability to avoid things, through ducking, diving, and moving quickly, and is used extensively to sidestep falling rocks, incoming weapons, unexpected traps, and the like.

\n

In combat, Dodge is generally used to resist attacks or avoid damage. Refer to Rolling to Hit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":800001},{"_id":"iYan4z52v7HYM9u9","flags":{"_sheetTab":"details"},"name":"Drive","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Drive lets you guide vehicles — most commonly simple carts and lumbering coaches, not to mention the more ‘experimental’ creations of the Imperial Engineers — along the roads of the Empire with as little incident as possible.

\n

 

\n

Under normal circumstances, if you possess the Drive Skill, there is no need to Test. If conditions are less than ideal — perhaps the road is in poor condition, or the weather is terrible — a Drive Test will be required. If you do not possess the Drive Skill, you may be required to make a Test to carry out even basic maneuver. An Astounding Failure (-6) on a Drive Test means something bad has happened. Roll on the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

Snapped Harness: One horse (or equivalent) breaks free; reduce speed accordingly.

\n
\n

3-5

\n
\n

 Jolted Carriage: Passengers suffer 1 Wound and fragile cargos might be damaged.

\n
\n

6-8

\n
\n

Broken Wheel: Pass a Drive Test every round to avoid Crashing. Two-wheeled vehicles with a Broken Wheel Crash automatically.

\n
\n

9-10

\n
\n

 Broken Axle: The vehicle goes out of control and Crashes.

\n
\n
\n

 

\n

Crashing: Occupants of Crashing vehicles usually suffer 2d10 Wounds modified by Toughness Bonus and Armor Points

\n

unless the vehicle was moving slowly (as determined by the GM). Crashed vehicles must be repaired by someone with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). Spare wheels can be installed by anyone with a Drive Test or with an appropriate Trade Test. In combat, Drive may be used if circumstances allow — for instance, if the party is in a coach being raided by outlaws, and you wish to ram an enemy, or outrun them.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"CcNJsS4jSwB6Ug1J","flags":{"_sheetTab":"details"},"name":"Endurance","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Endurance Skill is called upon when you must endure hardship, withstand deprivation, sit without moving for long periods of time, or survive harsh environments. In particular, Endurance is Tested to resist or recover from various Conditions (see page 167) and helps you recover lost Wounds.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":900001},{"_id":"0CwV96kTDRF0jUhk","flags":{"_sheetTab":"description"},"name":"Entertain","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"7pQo66cESWttzIlb","flags":{"_sheetTab":"details"},"name":"Gamble","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to measure the likelihood that a bet will pay off, as well as successfully engage in various games of chance.

\n

To represent a gambling match, all players make a Gamble Test — applying any appropriate modifiers for familiarity with the game — and the player with the highest SL wins. On a tie, any lower scoring players drop out, and those remaining enact another Gamble Test, repeating this process until you have a winner.

\n

If you wish to influence the game through less honest mechanics, see Sleight of Hand.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1000001},{"_id":"RLQHm1s4IuY9RSr2","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1200001},{"_id":"pKLMbmG3Ivt6mzMf","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"I0yPc4PH5erWJLmu","flags":{"_sheetTab":"description"},"name":"Intimidate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Allows you to coerce or frighten sentient creatures. The precise manner of initiating an Intimidate Test depends on context: while it is generally accompanied by an overt threat, sometimes a subtle implication or even a look is enough. Intimidate is almost always Opposed by your target’s Cool Skill; if successful, you can intimidate a number of targets up to your Strength Bonus + SL. Each will react to Intimidate based on their individual personalities and how successful you were in menacing them, but in all cases, they will back down or move out of the way and will not speak out against you, or they will alternatively accept combat is the only way forward and prepare their weapons.

\n

 

\n

In combat, you cause Fear in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

While strength is the default stat for Intimidate tests, the GM may decree certain situations may allow you to use a different characteristic: a steely witch hunter may use Willpower to stare down an inquisitive bystander, or an academic may use Intelligence to cow a lowly student with his intimidating knowledge, for instance. 

\n

 

\n

Example: Facing a group of footpads, Svetlana the Strong rolls 4 SL on her Intimidate Test. Combined with her SB of 5, this means she can affect up to 9 targets, more than enough to impact all three footpads who now Fear Svetlana. As she has won by 3 SL, she gains +1 Advantage point until the end of her next turn. In the next round, she ‘attacks’ the footpads using her Intimidate, intending to scare them into leaving her be. However, she fails the Test, and the footpads realize they outnumber her, and are armed… 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1300001},{"_id":"cYtU0ORRFCOpQLWz","flags":{"_sheetTab":"details"},"name":"Intuition","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).

\n

 

\n

In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"oMaJZ5cvCJeOUq9H","flags":{"_sheetTab":"description"},"name":"Leadership","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

A measure of your ability to lead others and command their respect. While most often associated with martial situations, a resolute leader can quickly direct a fast response to a fire or other such calamity, and nobles use the Skill frequently to command their lessers.

\n

 

\n

A successful Leadership Test allows you to issue orders to a number of targets equal to your Fellowship Bonus + SL. If the targets are your natural subordinates — a noble commanding serfs, or a sergeant commanding his troops — commands are usually unopposed. If there is no natural hierarchy in place, or the order is particularly challenging — such as ordering your soldiers to charge a Hydra head on — the Test is Opposed by your targets’ Cool.

\n

 

\n

In combat, you may use Leadership to encourage your subordinates. A successful Leadership Test confers a bonus of +10 to all Psychology Tests until the end of the next round (see page 190).

\n

 

\n

Further, Leadership can be used to transfer Advantage to allies able to hear you; following a successful Leadership Test, you may transfer an Advantage to one ally of your choice, plus a further +1 Advantage per SL scored, which can again go to any allies of your choice within earshot.

\n

 

\n

Example: Lord Ludwig von Schemp has been watching his two bodyguards discourse with some ruffians for three Rounds, using his Intuition Skill to build up 3 Advantage. Feeling it is going nowhere, he issues a peremptory order to attack the ringleader; passing his Leadership Test with 5 SL, he gives one bodyguard 2 of his Advantage, and the remaining bodyguard 1 Advantage, hoping this will bring a swift end to proceedings. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":27},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400001},{"_id":"zZUX7wO4rOo8k9F0","flags":{"_sheetTab":"details"},"name":"Navigation","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.

\n

 

\n

If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"os4NKy5Oy6sRt1eh","flags":{},"name":"Outdoor Survival","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Outdoor Survival Skill is used to survive in the wild, including the ability to fish, hunt, forage, and build fires and shelters. Experienced travelers are skilled at reading the signs of incoming inclement weather and finding the spoor of various dangerous beasts.

\n

 

\n

When camping, make an Outdoor Survival Test, modified by the harshness of conditions — for instance, a Test is Challenging (+0) if it is raining, Hard (–20) in a storm. A successful Test indicates you can provide yourself sustenance and shelter for the night. Each SL allows you to provide for one more character. If the Test is failed, you must make a Challenging (+0) Endurance Test or receive the Fatigued Condition. If you suffer an Astounding Failure, something untoward has happened, as determined by the GM; perhaps your camp is attacked in the night?

\n

 

\n

When fighting in the wilderness, you may make an Outdoor Survival Test to receive +1 Advantage, in the same way as Intuition, to a maximum number of Advantage equal to your Intelligence Bonus, as you spy out treacherous and advantageous terrain that you can best use to your advantage.

\n

 

\n

Gathering Food and Herbs

\n

Gathering food or herbs normally takes around 2 hours. Hunting and foraging parties make one assisted Outdoor Survival Test for the group, with the Difficulty determined by the circumstances.

\n\n

 

\n\n

 

\n\n

 

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"Fs06sr7y9JKpVQmB","flags":{"_sheetTab":"description"},"name":"Perception","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"MeXCAQ3wqJzX07X7","flags":{"_sheetTab":"description"},"name":"Ride","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"KL4pCOqma5E7fLG4","flags":{"_sheetTab":"details"},"name":"Row","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your prowess at pulling an oar and moving a boat through the water. The Row Skill is typically only used when racing, navigating rapids, desperately avoiding Bog Octopuses, or similar unusual or dangerous feats. Anyone with the Skill is automatically presumed to be able to scull about a pond, or over a gentle river, without a Test. Those without the skill may have to make a Test for anything but the most basic maneuvers. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"McTtmZu3Ac8Lh48W","flags":{},"name":"Stealth","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"0MYOJFx3vkYA95B4","flags":{"_sheetTab":"description"},"name":"Brass Penny","type":"money","img":"systems/wfrp4e/icons/currency/brasspenny.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}}},{"_id":"Ggx0bRaCuq8MbF0g","flags":{"_sheetTab":"description"},"name":"Gold Crown","type":"money","img":"systems/wfrp4e/icons/currency/goldcrown.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}}},{"_id":"KB8HgDz56dh2w7w1","flags":{"_sheetTab":"description"},"name":"Silver Shilling","type":"money","img":"systems/wfrp4e/icons/currency/silvershilling.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}}},{"_id":"Wy80vWfUoq8ZGnAK","flags":{"_sheetTab":"details"},"name":"Scion","type":"career","img":"systems/wfrp4e/icons/careers/noble-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Noble"},"class":{"type":"String","label":"Class","value":"Courtier"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":"1"},"status":{"tier":"g","standing":1},"characteristics":["ws","i","dex"],"skills":["Bribery","Consume Alcohol","Gamble","Intimidate","Leadership","Lore (Heraldry)","Melee (Fencing)","Play (Any)"],"talents":["Etiquette (Nobles)","Luck","Noble Blood","Read/Write"],"trappings":["Courtly Garb","Foil or Hand Mirror","Jewelry worth 3d10 GC","Personal Servant"],"incomeSkill":[4],"source":{"type":"String","label":"Source"}},"sort":100001},{"_id":"HcbsVaudJVEYIPAG","flags":{},"name":"Officer","type":"career","img":"systems/wfrp4e/icons/careers/soldier-04.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Soldier"},"class":{"type":"String","label":"Class","value":"Warrior"},"current":{"type":"Boolean","value":true},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"4"},"status":{"tier":"g","standing":1},"characteristics":["ws","bs","t","i","wp","fel"],"skills":["Athletics","Climb","Cool","Dodge","Endurance","Language (Battle)","Melee (Basic)","Play (Harpsichord)","Consume Alcohol","Gamble","Gossip","Melee (Fencing)","Ranged (Any)","Outdoor Survival","Heal","Intuition","Leadership","Perception","Lore (Warfare)","Navigation"],"talents":["Inspiring","Public Speaker","Seasoned Traveller","Stout-hearted"],"trappings":["Letter of Commission","Light Warhorse with Saddle and Tack","Map","Orders","Unit of Soldiers","Quality Uniform","Symbol of Rank"],"incomeSkill":[6],"source":{"type":"String","label":"Source"}},"sort":200001},{"_id":"za24aeB9qOdoMfdd","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":13},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500001},{"_id":"qICMo1sbSM9k6325","flags":{"_sheetTab":"details"},"name":"Melee (Fencing)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

\n

 

\n

Specializations: Basic, Brawling, Cavalry, Fencing, Flail, Parry, Pole-Arm, Two-Handed 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600001},{"_id":"5ZQrcRxhl8cqErFM","flags":{},"name":"Play (Harpsichord)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700001},{"_id":"qI3dxHHGxMKdPcCD","flags":{},"name":"Language (Battle)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Note: Language (Magick) is used to cast spells and may occasionally be Tested, with… unpleasant consequences if failed. See Casting and Channelling

\n

 

\n

Specialisations: Battle Tongue, Bretonnian, Classical, Guilder, Khazalid, Magick, Thief, Tilean 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800001},{"_id":"gOlrKs3MCS8cp4yD","flags":{},"name":"Lore (Warfare)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900001},{"_id":"DlmvUU94nAAUkhJe","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":18},"total":{"type":"Number","label":"Total"}},"sort":2000001},{"_id":"mkNkfqCOO1A7WES1","flags":{},"name":"Animal Care","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Animal Care Skill lets you tend and care for animals, and heal them should they fall sick or become wounded.

\n

Having a single Advance in Animal Care means you can keep animals healthy without needing to Test. You can also enact an Animal Care Test to identify and resolve problems with animals, such as:

\n

 

\n

• Spotting an illness.

\n

• Understanding reasons for fractiousness or discomfort.

\n

• Determining the quality of the animal.

\n

• Heal Intelligence Bonus + SL Wounds (Note: an animal can only benefit from one healing roll after each encounter).

\n

• Staunching a Bleeding condition.

\n

• Preparing the animal for display.

\n

 

\n

In combat, you may appraise an enemy animal with an Animal Care Test. If successful, you and all you inform gain +10 to hit when attacking that animal — or anyone using it as a mount — until the end of your next turn, as you point out loose tack, a limp from a niggling wound, or highlight some other weakness or vulnerability. Animal Care may only provide a maximum of +10 to hit per animal, no matter how many Tests are made to spot weaknesses.

\n

 

\n

Animals

\n

Whether a creature does, or does not come under the auspices of animal care and animal training is up to your GM. While certain creatures — dog, horse, demigryph — seem obvious, others are less so. you may argue that dragon should be covered under animal training, but try telling that to the dragon…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2400001},{"_id":"FOTg8AwyCkFXt0bs","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2500001},{"_id":"zNZ8PuBsHf5SS0IZ","flags":{"_sheetTab":"description"},"name":"Lore (Heraldry)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":7},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2600001},{"_id":"grLr8xfIQLrjITJJ","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2700001},{"_id":"Q499javgOndCbYgm","flags":{"_sheetTab":"description"},"name":"Luck","type":"talent","img":"systems/wfrp4e/icons/talents/luck.png","data":{"description":{"type":"String","label":"Description","value":"

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2800001},{"_id":"4BaOZFaCfVM2P4ZG","flags":{"_sheetTab":"details"},"name":"Noble Blood","type":"talent","img":"systems/wfrp4e/icons/talents/noble-blood.png","data":{"description":{"type":"String","label":"Description","value":"You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Any Test influenced by your Status"},"source":{"type":"String","label":"Source"}},"sort":2900001},{"_id":"L4xth6AmKbgG9vSl","flags":{"_sheetTab":"description"},"name":"Read/Write","type":"talent","img":"systems/wfrp4e/icons/talents/readwrite.png","data":{"description":{"type":"String","label":"Description","value":"You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":3000001},{"_id":"EC9lATMN6TCRDgYu","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":3100001},{"_id":"9nve3Ph76nMfbfqw","flags":{},"name":"Very Resilient","type":"talent","img":"systems/wfrp4e/icons/talents/very-resilient.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Toughness Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":3200001},{"_id":"SikbnFitD32v0VHL","flags":{},"name":"Warrior Born","type":"talent","img":"systems/wfrp4e/icons/talents/warrior-born.png","data":{"description":{"type":"String","label":"Description","value":"

You gain a permanent +5 bonus to your starting Weapon Skill Characteristic (doesn't count as Advances).

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":3300001},{"_id":"9RUIQ0RbnN10bfay","flags":{"_sheetTab":"details"},"name":"Leather Leggings","type":"armour","img":"systems/wfrp4e/icons/equipment/armour/leather-leggings.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"14","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"armorType":{"type":"String","label":"Armour Type","value":"softLeather"},"penalty":{"type":"String","label":"Penalty","value":""},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"maxAP":{"head":0,"lArm":0,"rArm":0,"lLeg":1,"rLeg":1,"body":0},"currentAP":{"head":-1,"lArm":-1,"rArm":-1,"lLeg":-1,"rLeg":-1,"body":-1},"source":{"type":"String","label":"Source"}},"sort":3400001},{"_id":"te6VM5U2WQSjWhUK","flags":{"_sheetTab":"details"},"name":"Leather Skullcap","type":"armour","img":"systems/wfrp4e/icons/equipment/armour/leather-skullcap.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"8","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"armorType":{"type":"String","label":"Armour Type","value":"softLeather"},"penalty":{"type":"String","label":"Penalty","value":""},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":"Partial"},"special":{"type":"String","label":"Special","value":""},"maxAP":{"head":1,"lArm":0,"rArm":0,"lLeg":0,"rLeg":0,"body":0},"currentAP":{"head":-1,"lArm":-1,"rArm":-1,"lLeg":-1,"rLeg":-1,"body":-1},"source":{"type":"String","label":"Source"}},"sort":3500001},{"_id":"iG5lrquBu4GP3SCi","flags":{"_sheetTab":"details"},"name":"Leather Jack","type":"armour","img":"systems/wfrp4e/icons/equipment/armour/leather-jack.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"12","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"armorType":{"type":"String","label":"Armour Type","value":"softLeather"},"penalty":{"type":"String","label":"Penalty","value":""},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"maxAP":{"head":0,"lArm":1,"rArm":1,"lLeg":0,"rLeg":0,"body":1},"currentAP":{"head":-1,"lArm":-1,"rArm":-1,"lLeg":-1,"rLeg":-1,"body":-1},"source":{"type":"String","label":"Source"}},"sort":3600001},{"_id":"NR9m5jMGXcxcrvGx","flags":{"_sheetTab":"details"},"name":"Plate Breastplate","type":"armour","img":"systems/wfrp4e/icons/equipment/armour/plate-breastplate.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":3},"price":{"type":"String","label":"Price","gc":"10","ss":"0","bp":"0"},"availability":{"type":"String","label":"Availability","value":"scarce"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"armorType":{"type":"String","label":"Armour Type","value":"plate"},"penalty":{"type":"String","label":"Penalty","value":""},"qualities":{"type":"String","label":"Qualities","value":"Impenetrable"},"flaws":{"type":"String","label":"Flaws","value":"Weakpoints"},"special":{"type":"String","label":"Special","value":""},"maxAP":{"head":0,"lArm":0,"rArm":0,"lLeg":0,"rLeg":0,"body":2},"currentAP":{"head":-1,"lArm":-1,"rArm":-1,"lLeg":-1,"rLeg":-1,"body":-1},"source":{"type":"String","label":"Source"}},"sort":3700001},{"_id":"ITMqyBUnccOFLs4h","flags":{"_sheetTab":"description"},"name":"Fabulous Hat","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/hat.png","data":{"description":{"type":"String","label":"Description","value":"

Fine quality hats are status symbols in the Empire’s towns and cities. The more flamboyant the hat, the better.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"4","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":3800001},{"_id":"fMzBhhyAQqEtAXYj","flags":{"_sheetTab":"details"},"name":"Clothing","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/clothing.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"6","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":3900001},{"_id":"qudOjeFgBnijmVsH","flags":{"_sheetTab":"description"},"name":"Uniform","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/uniform.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"1","ss":"2","bp":"0"},"availability":{"type":"String","label":"Availability","value":"scarce"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":4000001},{"_id":"2MVtHLLcEK8Pf4gR","flags":{"_sheetTab":"details"},"name":"Sword","type":"weapon","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"1","ss":"0","bp":"0","value":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+4","meleeValue":"SB+4","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"average"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":4100001},{"_id":"vRRgIVIht3YGJy3m","flags":{},"name":"Dagger","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/dagger2.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"16","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"vshort"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":4300001}]} +{"_id":"1FilD8VJOz3QU2OT","name":"Roland","permission":{"0wQcTp2jw73WfawY":3},"type":"character","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":37,"advances":0},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":30,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":31,"advances":0},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":32,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":37,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":25,"advances":5},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":28,"advances":2},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":39,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":30,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":41,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":14,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":"0","max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":"1"},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"fate":{"type":"Number","label":"Fate","value":3},"fortune":{"type":"Number","label":"Fortune","value":3},"resilience":{"type":"Number","label":"Resilience","value":3},"resolve":{"type":"Number","label":"Resolve","value":3}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"experience":{"type":"Number","label":"Experience","total":505,"spent":255,"current":220},"personal-ambitions":{"short-term":"Change career.","long-term":"Own my own ship or business or the likes. Be the captain of my own fate."},"party-ambitions":{"name":"","short-term":"","long-term":""},"biography":{"type":"String","label":"Biography","value":"

You are a drunk. You must pass a Cool Test not to drink when the option arises.

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"motivation":{"type":"String","label":"Motivation","value":"POWER: Regain resolve when you exert and extend your reach"},"class":{"type":"String","label":"Class","value":""},"career":{"type":"String","label":"Career","value":""},"careerlevel":{"type":"String","label":"Career Level","value":""},"status":{"type":"String","standing":"","tier":0},"age":{"type":"String","label":"Age","value":"26"},"height":{"type":"String","label":"Height","value":"180 cm"},"weight":{"type":"String","label":"Weight","value":"76 kg"},"haircolour":{"type":"String","label":"Hair Colour","value":"Brown (bleached)"},"eyecolour":{"type":"String","label":"Eye Colour","value":"Blue/green"},"distinguishingmark":{"type":"String","label":"Distinguishing Mark","value":"Bloody scab on right cheek bone"},"starsign":{"type":"String","label":"Star Sign","value":""}}},"folder":"dZ6oGBZwQQd6K6YB","sort":300000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":false,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":"","careerTalents":[{"_id":"O2tjDe8idEPGbUNV","flags":{},"name":"Fisherman","type":"talent","img":"systems/wfrp4e/icons/talents/fisherman.png","data":{"description":{"type":"String","label":"Description","value":"You are a very capable fisherman and know all the best ways to land fiseed yourself and a number of others equal to your level in Fisherman, assuming you choose to spend at least an hour or so with a line and bait. You may secure more fish in addition to this using the normal rules for foraging "},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Any Test involving fishing"},"source":{"type":"String","label":"Source"}},"sort":3700000,"numMax":3,"cost":200,"career":true},{"_id":"ktDLKWsu5vU5vUKW","flags":{},"name":"Gregarious","type":"talent","img":"systems/wfrp4e/icons/talents/gregarious.png","data":{"description":{"type":"String","label":"Description","value":"You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Gossip Tests with travelers"},"source":{"type":"String","label":"Source"}},"sort":1500000,"numMax":4,"cost":200,"career":true}],"talentTests":[{"talentName":"Gregarious","test":"Gossip Tests with travelers","SL":1},{"talentName":"Fisherman","test":"Any Test involving fishing","SL":1}]},"img":"worlds/talesoldworld/userdata/Tokens/Roland_RoundToken.png","token":{"flags":{},"name":"Roland","displayName":20,"img":"worlds/talesoldworld/userdata/Tokens/Roland_RoundToken.png","width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"1FilD8VJOz3QU2OT","actorLink":true,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","flags":{"_sheetTab":"description"},"name":"Art","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Create works of art in your chosen medium. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"LGHozP5gmQ8cuDQV","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"d3VZwO4Y5JH5DXdT","flags":{"_sheetTab":"details"},"name":"Bribery","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to judge how likely a person is to accept a bribe, and how best to offer the bribe so they will accept it. A successful Bribery Test tells you if a target may be bribed. If so, your GM will secretly determine the price of their cooperation using the target’s Earnings, increasing the amount according to their usual honesty and the risk involved in taking the bribe. You then guess that target amount and the GM will tell you if the price is higher, lower, or equal. Each SL from your initial Bribery Test gives you another guess. At the end of this process, you determine how much money to offer, based on what you have gleaned.

\n

 

\n

In combat, you may use Bribery as above to try to stop the fight, but treat the Test as Hard (–20) owing to the stress of the situation. If your target is not susceptible, you cannot afford the fee, or your foes do not speak your tongue, your pathetic attempts to buy them off will be doomed to fail. Of course, if they have the advantage of numbers, what’s to prevent them from taking all of your money?

\n

 

\n

Example: Snorri is trying to bribe his way past a city watchman; a character of the Brass Tier 2, meaning they roll 4d10 Brass for Income. The GM decides the guard can be bribed and secretly rolls 21 on the 4d10, meaning the price for bribing the guard is 21 Brass. Letting Snorri through isn’t too risky for the watchman, and he does it often, so the GM doesn’t increase the bribe required. Snorri rolls 1 SL on his Bribery Test; so, he knows the watchman is open to a bribe, and has 2 guesses as to his price. Snorri’s first guess is 15 Brass, to which his GM replies ‘higher’. His second guess is 40, to which his GM replies ‘lower’. Snorri now knows he must bribe the watchman between 15 and 40 Brass, so decides to aim high, and offers 30. Smiling, the watchman waves Snorri through.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"exLrBrn2mjb6x2Cq","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"4IGdIhnwTaZijzg7","flags":{"_sheetTab":"details"},"name":"Charm Animal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your aptitude for be friending, quickly calming, or subjugating animals.

\n

 

\n

Passing a Charm Animal Test allows you to influence the behavior of one or more animals, to a maximum of Willpower Bonus + SL. If the target animals are naturally docile, this Test may be uncontested, but it will generally be Opposed by the target’s Willpower.

\n

 

\n

In combat, you may use Charm Animal when facing animals. If you succeed, any affected targets will not attack you this Round and you gain +1 Advantage. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which the creature’s instincts take over and you have no further influence.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"sRuMlaPU5xdIrwhd","flags":{"_sheetTab":"description"},"name":"Climb","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

If time isn’t an issue, and a climb is relatively easy, anyone with Climb Skill is automatically assumed to be able to climb any reasonably small height.

\n

For any other climbing, Climbing during combat. You may even find yourself climbing large opponents, though whether that is prudent is debatable.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"R2ytluHiEFF2KQ5e","flags":{"_sheetTab":"description"},"name":"Consume Alcohol","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Your ability to handle alcohol without letting it cloud your judgment or render you senseless.

\n

After each alcoholic drink make a Consume Alcohol Test, modified by the strength of the drink. For each Test you fail, you suffer a –10 penalty to WS, BS, Ag, Dex, and Int, to a maximum of –30 per Characteristic. After you fail a number of Tests equal to your Toughness Bonus, you are Stinking Drunk. Roll on the following table to see what happens:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

 Marienburgher’s Courage!’: Gain a bonus of +20 to your Cool Skill.

\n
\n

3-4

\n
\n

You’re My Besht Mate!’: Ignore all your existing Prejudices and Animosities.

\n
\n

5-6

\n
\n

 ‘Why’s Everything Wobbling!’: On your Turn, you can either Move or take an Action, but not both.

\n
\n

7-8

\n
\n

‘I’ll Take Yer All On!’: Gain Animosity (Everybody)!

\n
\n

9-10

\n
\n

 ‘How Did I Get here?’: You wake up the next day, massively hungover, with little memory of what transpired. The GM and other players with you will fill in the embarrassing gaps if you investigate. Pass a Consume Alcohol Test or also gain a Poisoned Condition.

\n
\n
\n

 

\n

After not drinking for an hour, enact a Challenging (+0) Consume Alcohol Test. The effects of being drunk will wear

\n

off after 10–SL hours, with any Characteristic modifiers for being drunk lost over that time. After all effects wear off, enact another Challenging (+0) Consume Alcohol Test. You now gain a hangover, which is an Fatigued Condition that cannot be removed for 5–SL hours.

\n

You may expend 1 Resolve point to ignore the negative modifiers of being drunk until the end of the next round.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"pxNjTxsp1Kp0SmQe","flags":{"_sheetTab":"description"},"name":"Cool","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Cool allows you to remain calm under stress, resist fear when faced with horror, and stick to your convictions.

\n

 

\n

Cool is generally used to resist other Skills — Charm, Intimidate, and similar — but you may also be required to make a Cool Test when faced with anything forcing you to do something you would rather not. Cool is also the primary Skill used to limit Psychology

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"1jCxbFAUuFuAPLJl","flags":{"_sheetTab":"description"},"name":"Dodge","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Dodge is your ability to avoid things, through ducking, diving, and moving quickly, and is used extensively to sidestep falling rocks, incoming weapons, unexpected traps, and the like.

\n

In combat, Dodge is generally used to resist attacks or avoid damage. Refer to Rolling to Hit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"iYan4z52v7HYM9u9","flags":{"_sheetTab":"details"},"name":"Drive","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Drive lets you guide vehicles — most commonly simple carts and lumbering coaches, not to mention the more ‘experimental’ creations of the Imperial Engineers — along the roads of the Empire with as little incident as possible.

\n

 

\n

Under normal circumstances, if you possess the Drive Skill, there is no need to Test. If conditions are less than ideal — perhaps the road is in poor condition, or the weather is terrible — a Drive Test will be required. If you do not possess the Drive Skill, you may be required to make a Test to carry out even basic maneuver. An Astounding Failure (-6) on a Drive Test means something bad has happened. Roll on the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

Snapped Harness: One horse (or equivalent) breaks free; reduce speed accordingly.

\n
\n

3-5

\n
\n

 Jolted Carriage: Passengers suffer 1 Wound and fragile cargos might be damaged.

\n
\n

6-8

\n
\n

Broken Wheel: Pass a Drive Test every round to avoid Crashing. Two-wheeled vehicles with a Broken Wheel Crash automatically.

\n
\n

9-10

\n
\n

 Broken Axle: The vehicle goes out of control and Crashes.

\n
\n
\n

 

\n

Crashing: Occupants of Crashing vehicles usually suffer 2d10 Wounds modified by Toughness Bonus and Armor Points

\n

unless the vehicle was moving slowly (as determined by the GM). Crashed vehicles must be repaired by someone with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). Spare wheels can be installed by anyone with a Drive Test or with an appropriate Trade Test. In combat, Drive may be used if circumstances allow — for instance, if the party is in a coach being raided by outlaws, and you wish to ram an enemy, or outrun them.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"CcNJsS4jSwB6Ug1J","flags":{"_sheetTab":"details"},"name":"Endurance","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Endurance Skill is called upon when you must endure hardship, withstand deprivation, sit without moving for long periods of time, or survive harsh environments. In particular, Endurance is Tested to resist or recover from various Conditions (see page 167) and helps you recover lost Wounds.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"0CwV96kTDRF0jUhk","flags":{"_sheetTab":"description"},"name":"Entertain","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"7pQo66cESWttzIlb","flags":{"_sheetTab":"details"},"name":"Gamble","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to measure the likelihood that a bet will pay off, as well as successfully engage in various games of chance.

\n

To represent a gambling match, all players make a Gamble Test — applying any appropriate modifiers for familiarity with the game — and the player with the highest SL wins. On a tie, any lower scoring players drop out, and those remaining enact another Gamble Test, repeating this process until you have a winner.

\n

If you wish to influence the game through less honest mechanics, see Sleight of Hand.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"RLQHm1s4IuY9RSr2","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"pKLMbmG3Ivt6mzMf","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"I0yPc4PH5erWJLmu","flags":{"_sheetTab":"description"},"name":"Intimidate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Allows you to coerce or frighten sentient creatures. The precise manner of initiating an Intimidate Test depends on context: while it is generally accompanied by an overt threat, sometimes a subtle implication or even a look is enough. Intimidate is almost always Opposed by your target’s Cool Skill; if successful, you can intimidate a number of targets up to your Strength Bonus + SL. Each will react to Intimidate based on their individual personalities and how successful you were in menacing them, but in all cases, they will back down or move out of the way and will not speak out against you, or they will alternatively accept combat is the only way forward and prepare their weapons.

\n

 

\n

In combat, you cause Fear in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

While strength is the default stat for Intimidate tests, the GM may decree certain situations may allow you to use a different characteristic: a steely witch hunter may use Willpower to stare down an inquisitive bystander, or an academic may use Intelligence to cow a lowly student with his intimidating knowledge, for instance. 

\n

 

\n

Example: Facing a group of footpads, Svetlana the Strong rolls 4 SL on her Intimidate Test. Combined with her SB of 5, this means she can affect up to 9 targets, more than enough to impact all three footpads who now Fear Svetlana. As she has won by 3 SL, she gains +1 Advantage point until the end of her next turn. In the next round, she ‘attacks’ the footpads using her Intimidate, intending to scare them into leaving her be. However, she fails the Test, and the footpads realize they outnumber her, and are armed… 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"cYtU0ORRFCOpQLWz","flags":{"_sheetTab":"details"},"name":"Intuition","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).

\n

 

\n

In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"oMaJZ5cvCJeOUq9H","flags":{"_sheetTab":"description"},"name":"Leadership","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

A measure of your ability to lead others and command their respect. While most often associated with martial situations, a resolute leader can quickly direct a fast response to a fire or other such calamity, and nobles use the Skill frequently to command their lessers.

\n

 

\n

A successful Leadership Test allows you to issue orders to a number of targets equal to your Fellowship Bonus + SL. If the targets are your natural subordinates — a noble commanding serfs, or a sergeant commanding his troops — commands are usually unopposed. If there is no natural hierarchy in place, or the order is particularly challenging — such as ordering your soldiers to charge a Hydra head on — the Test is Opposed by your targets’ Cool.

\n

 

\n

In combat, you may use Leadership to encourage your subordinates. A successful Leadership Test confers a bonus of +10 to all Psychology Tests until the end of the next round (see page 190).

\n

 

\n

Further, Leadership can be used to transfer Advantage to allies able to hear you; following a successful Leadership Test, you may transfer an Advantage to one ally of your choice, plus a further +1 Advantage per SL scored, which can again go to any allies of your choice within earshot.

\n

 

\n

Example: Lord Ludwig von Schemp has been watching his two bodyguards discourse with some ruffians for three Rounds, using his Intuition Skill to build up 3 Advantage. Feeling it is going nowhere, he issues a peremptory order to attack the ringleader; passing his Leadership Test with 5 SL, he gives one bodyguard 2 of his Advantage, and the remaining bodyguard 1 Advantage, hoping this will bring a swift end to proceedings. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"F8NfBZdVSEIGCMtu","flags":{"_sheetTab":"details"},"name":"Melee","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

\n

 

\n

Specializations: Basic, Brawling, Cavalry, Fencing, Flail, Parry, Pole-Arm, Two-Handed 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"zZUX7wO4rOo8k9F0","flags":{"_sheetTab":"details"},"name":"Navigation","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.

\n

 

\n

If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"os4NKy5Oy6sRt1eh","flags":{},"name":"Outdoor Survival","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Outdoor Survival Skill is used to survive in the wild, including the ability to fish, hunt, forage, and build fires and shelters. Experienced travelers are skilled at reading the signs of incoming inclement weather and finding the spoor of various dangerous beasts.

\n

 

\n

When camping, make an Outdoor Survival Test, modified by the harshness of conditions — for instance, a Test is Challenging (+0) if it is raining, Hard (–20) in a storm. A successful Test indicates you can provide yourself sustenance and shelter for the night. Each SL allows you to provide for one more character. If the Test is failed, you must make a Challenging (+0) Endurance Test or receive the Fatigued Condition. If you suffer an Astounding Failure, something untoward has happened, as determined by the GM; perhaps your camp is attacked in the night?

\n

 

\n

When fighting in the wilderness, you may make an Outdoor Survival Test to receive +1 Advantage, in the same way as Intuition, to a maximum number of Advantage equal to your Intelligence Bonus, as you spy out treacherous and advantageous terrain that you can best use to your advantage.

\n

 

\n

Gathering Food and Herbs

\n

Gathering food or herbs normally takes around 2 hours. Hunting and foraging parties make one assisted Outdoor Survival Test for the group, with the Difficulty determined by the circumstances.

\n\n

 

\n\n

 

\n\n

 

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"Fs06sr7y9JKpVQmB","flags":{"_sheetTab":"description"},"name":"Perception","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"MeXCAQ3wqJzX07X7","flags":{"_sheetTab":"description"},"name":"Ride","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"KL4pCOqma5E7fLG4","flags":{"_sheetTab":"details"},"name":"Row","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your prowess at pulling an oar and moving a boat through the water. The Row Skill is typically only used when racing, navigating rapids, desperately avoiding Bog Octopuses, or similar unusual or dangerous feats. Anyone with the Skill is automatically presumed to be able to scull about a pond, or over a gentle river, without a Test. Those without the skill may have to make a Test for anything but the most basic maneuvers. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":3200000},{"_id":"McTtmZu3Ac8Lh48W","flags":{},"name":"Stealth","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"0MYOJFx3vkYA95B4","flags":{"_sheetTab":"description"},"name":"Denar / Brass Penny","type":"money","img":"systems/wfrp4e/icons/currency/brasspenny.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":22},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"Ggx0bRaCuq8MbF0g","flags":{"_sheetTab":"description"},"name":"Gold Crown","type":"money","img":"systems/wfrp4e/icons/currency/goldcrown.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}}},{"_id":"KB8HgDz56dh2w7w1","flags":{"_sheetTab":"description"},"name":"Silver Shilling","type":"money","img":"systems/wfrp4e/icons/currency/silvershilling.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}},"sort":3800000},{"_id":"Nb1nTVriSUfJvpAA","flags":{},"name":"Greenfish","type":"career","img":"systems/wfrp4e/icons/careers/riverwoman-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Riverwoman"},"class":{"type":"String","label":"Class","value":"Riverfolk"},"current":{"type":"Boolean","value":true},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":2},"characteristics":["t","ag","dex"],"skills":["Athletics","Consume Alcohol","Dodge","Endurance","Gossip","Outdoor Survival","Row","Swim"],"talents":["Fisherman","Gregarious","Strider (Marshes)","Strong Swimmer"],"trappings":["Bucket","Fishing Rod and Bait","Leather Leggings"],"incomeSkill":[3],"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"GZqMeCntnzF3KxPR","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"Di9Iz4jwGs4ynUQY","flags":{"_sheetTab":"description"},"name":"Swim","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to swim in water without drowning. If you have the Swim Skill, you are automatically presumed to be able to swim freely without a Test. But if you find yourself in difficult currents, racing, or fleeing from an oversized shark sent by Stromfels, the God of Drowning, a Test will be required. This may be modified by the condition of the water, or how encumbered you are by clothes, armor, and other trappings.

\n

 

\n

Swim is only used in combat if you happen to be fighting in the water, where it replaces Skills like Athletics to govern Movement. If exact speeds are required, you swim at half your Movement rate, using the normal rules for moving.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"ktDLKWsu5vU5vUKW","flags":{},"name":"Gregarious","type":"talent","img":"systems/wfrp4e/icons/talents/gregarious.png","data":{"description":{"type":"String","label":"Description","value":"You just like talking to other folk and it seems they like talking to you. You may reverse any failed Gossip Test if this allows the Test to succeed."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Gossip Tests with travelers"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"LzThzmLxU1g0PjJ7","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"

At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play.

\n

 

\n

- \"A true haunting comes in threes\"

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"80RJl4hUrFI0VoCz","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"kTREU20mDxKmkBDo","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"CVLbzDn4E00NosKU","flags":{},"name":"Suave","type":"talent","img":"systems/wfrp4e/icons/talents/suave.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"9JZIO85ZKZKm8WVM","flags":{},"name":"Pure Soul","type":"talent","img":"systems/wfrp4e/icons/talents/pure-soul.png","data":{"description":{"type":"String","label":"Description","value":"Your soul is pure, quite resistant to the depredations of Chaos. You may gain extra Corruption points equal to your level of Pure Soul before having to Test to see if you become corrupt."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"XUs3BpZLxZVgmKBC","flags":{},"name":"Bucket","type":"trapping","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"0","bp":"0"},"availability":{"type":"String","label":"Availability","value":"None"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""}},"sort":2200000},{"_id":"2e2Ep22V7S5v0l1k","flags":{},"name":"Fishing rod & bait","type":"trapping","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"0","bp":"0"},"availability":{"type":"String","label":"Availability","value":"None"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""}},"sort":2300000},{"_id":"eBtzf8H3ppDmk03t","flags":{"_sheetTab":"details"},"name":"Cloak","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/cloak.png","data":{"description":{"type":"String","label":"Description","value":"

Protects wearer against the elements. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"10","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"9UhXmeHOtmbjwaoa","flags":{"_sheetTab":"details"},"name":"Clothing","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/clothing.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"6","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"USy37J7jHTDiOM3S","flags":{},"name":"Dagger","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/dagger2.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"16","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"vshort"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":2700000},{"_id":"wQomqGo5V2H2K6mL","flags":{"_sheetTab":"description"},"name":"Pouch","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/pouch.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"","ss":"0","bp":"4"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":1},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":2800000},{"_id":"pU2eV6agpQxsURZQ","flags":{"_sheetTab":"details"},"name":"Sling Bag","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/sling-bag.png","data":{"description":{"type":"String","label":"Description","value":"

Counts as ‘worn’ when slung over your shoulder.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"","ss":"1","bp":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":2},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":2900000},{"_id":"jvlUllrEs41ec3GJ","flags":{},"name":"Flask of Spirits","type":"trapping","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"0","bp":"0"},"availability":{"type":"String","label":"Availability","value":""},"location":{"type":"Number","label":"Location","value":"pU2eV6agpQxsURZQ"},"trappingType":{"type":"String","label":"Trapping Type","value":"foodAndDrink"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":3000000},{"_id":"36Htk28RQXAcTWX0","flags":{"_sheetTab":"details"},"name":"Leather Leggings","type":"armour","img":"systems/wfrp4e/icons/equipment/armour/leather-leggings.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"14","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"armorType":{"type":"String","label":"Armour Type","value":"softLeather"},"penalty":{"type":"String","label":"Penalty","value":""},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"maxAP":{"head":0,"lArm":0,"rArm":0,"lLeg":1,"rLeg":1,"body":0},"currentAP":{"head":-1,"lArm":-1,"rArm":-1,"lLeg":-1,"rLeg":-1,"body":-1},"source":{"type":"String","label":"Source"}},"sort":3100000},{"_id":"h27zWN23WGlhXp3l","flags":{"_sheetTab":"description"},"name":"Prejudice (Nobility)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group.

Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":100001},{"_id":"KGfmWCyF0nYJfCrl","flags":{},"name":"New Injury","type":"injury","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"location":{"value":"","type":"String","label":"Location"},"penalty":{"value":"","type":"String","label":"Penalty"},"duration":{"label":"Duration","value":"","type":"String"}},"sort":3300000},{"_id":"zNxVdtGj3JdHTmcI","flags":{},"name":"Fear (2)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear,

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":3400000},{"_id":"mTfBiyhcFuEFC6Q6","flags":{},"name":"Leather Jerkin","type":"armour","img":"systems/wfrp4e/icons/equipment/armour/leather-jerkin.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"10","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"armorType":{"type":"String","label":"Armour Type","value":"softLeather"},"penalty":{"type":"String","label":"Penalty","value":""},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"maxAP":{"head":0,"lArm":0,"rArm":0,"lLeg":0,"rLeg":0,"body":1},"currentAP":{"head":-1,"lArm":-1,"rArm":-1,"lLeg":-1,"rLeg":-1,"body":-1},"source":{"type":"String","label":"Source"}},"sort":3500000},{"_id":"XOpHN6gk7CfHWgqD","flags":{"_sheetTab":"details"},"name":"Hand Weapon","type":"weapon","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"1","ss":"0","bp":"0","value":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+4","meleeValue":"SB+4","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"average"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":3600000},{"_id":"O2tjDe8idEPGbUNV","flags":{},"name":"Fisherman","type":"talent","img":"systems/wfrp4e/icons/talents/fisherman.png","data":{"description":{"type":"String","label":"Description","value":"You are a very capable fisherman and know all the best ways to land fiseed yourself and a number of others equal to your level in Fisherman, assuming you choose to spend at least an hour or so with a line and bait. You may secure more fish in addition to this using the normal rules for foraging "},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Any Test involving fishing"},"source":{"type":"String","label":"Source"}},"sort":3700000}]} +{"_id":"8gk1rD34NADXB6pt","name":"Siegfried","permission":{"3tiGSLVyQypk3YyR":3},"type":"character","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":35,"advances":1},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":30,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":39,"advances":1},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":37,"advances":3},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":33,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":33,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":33,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":24,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":27,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":34,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":14,"max":14},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":"0","max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":"1"},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"fate":{"type":"Number","label":"Fate","value":3},"fortune":{"type":"Number","label":"Fortune","value":2},"resilience":{"type":"Number","label":"Resilience","value":3},"resolve":{"type":"Number","label":"Resolve","value":3}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"experience":{"type":"Number","label":"Experience","total":380,"spent":160,"current":80},"personal-ambitions":{"short-term":"Befriend a member of law enforcement","long-term":"Become the next Duke of Ubersreik"},"party-ambitions":{"name":"","short-term":"","long-term":""},"biography":{"type":"String","label":"Biography","value":"

Strictures

\n

Obey your orders.

\n

Aid Dwarf-folk, never do them harm.

\n

Promote the unity of the Empire. 

\n

Bear true allegiance to the imperial throne.

\n

Root out Greenskins, Chaos worshippers, and foul witches without mercy.

\n

---

\n

Animosity (anyone laughing at me)

\n

Guilt (Babies)

\n

Fear (Rats)

\n

Nemesis (Baker's Daughter)

\n

 

\n

Heske Glazer, Tower of Vane West of Ubersreik and marshes

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"motivation":{"type":"String","label":"Motivation","value":"I am a follower of Sigmar, and gain resolve whenever I follow the strictures"},"class":{"type":"String","label":"Class","value":""},"career":{"type":"String","label":"Career","value":""},"careerlevel":{"type":"String","label":"Career Level","value":""},"status":{"type":"String","standing":"","tier":0},"age":{"type":"String","label":"Age","value":"31"},"height":{"type":"String","label":"Height","value":""},"weight":{"type":"String","label":"Weight","value":""},"haircolour":{"type":"String","label":"Hair Colour","value":""},"eyecolour":{"type":"String","label":"Eye Colour","value":""},"distinguishingmark":{"type":"String","label":"Distinguishing Mark","value":"Pox marks in head"},"starsign":{"type":"String","label":"Star Sign","value":""}}},"folder":"dZ6oGBZwQQd6K6YB","sort":400000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/Tokens/Sigfried_RoundToken.png","token":{"flags":{},"name":"Sigfried","displayName":20,"img":"worlds/talesoldworld/userdata/Tokens/Sigfried_RoundToken.png","width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"8gk1rD34NADXB6pt","actorLink":true,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","flags":{"_sheetTab":"description"},"name":"Art","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Create works of art in your chosen medium. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"LGHozP5gmQ8cuDQV","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"d3VZwO4Y5JH5DXdT","flags":{"_sheetTab":"details"},"name":"Bribery","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to judge how likely a person is to accept a bribe, and how best to offer the bribe so they will accept it. A successful Bribery Test tells you if a target may be bribed. If so, your GM will secretly determine the price of their cooperation using the target’s Earnings, increasing the amount according to their usual honesty and the risk involved in taking the bribe. You then guess that target amount and the GM will tell you if the price is higher, lower, or equal. Each SL from your initial Bribery Test gives you another guess. At the end of this process, you determine how much money to offer, based on what you have gleaned.

\n

 

\n

In combat, you may use Bribery as above to try to stop the fight, but treat the Test as Hard (–20) owing to the stress of the situation. If your target is not susceptible, you cannot afford the fee, or your foes do not speak your tongue, your pathetic attempts to buy them off will be doomed to fail. Of course, if they have the advantage of numbers, what’s to prevent them from taking all of your money?

\n

 

\n

Example: Snorri is trying to bribe his way past a city watchman; a character of the Brass Tier 2, meaning they roll 4d10 Brass for Income. The GM decides the guard can be bribed and secretly rolls 21 on the 4d10, meaning the price for bribing the guard is 21 Brass. Letting Snorri through isn’t too risky for the watchman, and he does it often, so the GM doesn’t increase the bribe required. Snorri rolls 1 SL on his Bribery Test; so, he knows the watchman is open to a bribe, and has 2 guesses as to his price. Snorri’s first guess is 15 Brass, to which his GM replies ‘higher’. His second guess is 40, to which his GM replies ‘lower’. Snorri now knows he must bribe the watchman between 15 and 40 Brass, so decides to aim high, and offers 30. Smiling, the watchman waves Snorri through.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"exLrBrn2mjb6x2Cq","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"4IGdIhnwTaZijzg7","flags":{"_sheetTab":"details"},"name":"Charm Animal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your aptitude for be friending, quickly calming, or subjugating animals.

\n

 

\n

Passing a Charm Animal Test allows you to influence the behavior of one or more animals, to a maximum of Willpower Bonus + SL. If the target animals are naturally docile, this Test may be uncontested, but it will generally be Opposed by the target’s Willpower.

\n

 

\n

In combat, you may use Charm Animal when facing animals. If you succeed, any affected targets will not attack you this Round and you gain +1 Advantage. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which the creature’s instincts take over and you have no further influence.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"sRuMlaPU5xdIrwhd","flags":{"_sheetTab":"description"},"name":"Climb","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

If time isn’t an issue, and a climb is relatively easy, anyone with Climb Skill is automatically assumed to be able to climb any reasonably small height.

\n

For any other climbing, Climbing during combat. You may even find yourself climbing large opponents, though whether that is prudent is debatable.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"R2ytluHiEFF2KQ5e","flags":{"_sheetTab":"description"},"name":"Consume Alcohol","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Your ability to handle alcohol without letting it cloud your judgment or render you senseless.

\n

After each alcoholic drink make a Consume Alcohol Test, modified by the strength of the drink. For each Test you fail, you suffer a –10 penalty to WS, BS, Ag, Dex, and Int, to a maximum of –30 per Characteristic. After you fail a number of Tests equal to your Toughness Bonus, you are Stinking Drunk. Roll on the following table to see what happens:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

 Marienburgher’s Courage!’: Gain a bonus of +20 to your Cool Skill.

\n
\n

3-4

\n
\n

You’re My Besht Mate!’: Ignore all your existing Prejudices and Animosities.

\n
\n

5-6

\n
\n

 ‘Why’s Everything Wobbling!’: On your Turn, you can either Move or take an Action, but not both.

\n
\n

7-8

\n
\n

‘I’ll Take Yer All On!’: Gain Animosity (Everybody)!

\n
\n

9-10

\n
\n

 ‘How Did I Get here?’: You wake up the next day, massively hungover, with little memory of what transpired. The GM and other players with you will fill in the embarrassing gaps if you investigate. Pass a Consume Alcohol Test or also gain a Poisoned Condition.

\n
\n
\n

 

\n

After not drinking for an hour, enact a Challenging (+0) Consume Alcohol Test. The effects of being drunk will wear

\n

off after 10–SL hours, with any Characteristic modifiers for being drunk lost over that time. After all effects wear off, enact another Challenging (+0) Consume Alcohol Test. You now gain a hangover, which is an Fatigued Condition that cannot be removed for 5–SL hours.

\n

You may expend 1 Resolve point to ignore the negative modifiers of being drunk until the end of the next round.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pxNjTxsp1Kp0SmQe","flags":{"_sheetTab":"description"},"name":"Cool","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Cool allows you to remain calm under stress, resist fear when faced with horror, and stick to your convictions.

\n

 

\n

Cool is generally used to resist other Skills — Charm, Intimidate, and similar — but you may also be required to make a Cool Test when faced with anything forcing you to do something you would rather not. Cool is also the primary Skill used to limit Psychology

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"1jCxbFAUuFuAPLJl","flags":{"_sheetTab":"description"},"name":"Dodge","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Dodge is your ability to avoid things, through ducking, diving, and moving quickly, and is used extensively to sidestep falling rocks, incoming weapons, unexpected traps, and the like.

\n

In combat, Dodge is generally used to resist attacks or avoid damage. Refer to Rolling to Hit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"iYan4z52v7HYM9u9","flags":{"_sheetTab":"details"},"name":"Drive","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Drive lets you guide vehicles — most commonly simple carts and lumbering coaches, not to mention the more ‘experimental’ creations of the Imperial Engineers — along the roads of the Empire with as little incident as possible.

\n

 

\n

Under normal circumstances, if you possess the Drive Skill, there is no need to Test. If conditions are less than ideal — perhaps the road is in poor condition, or the weather is terrible — a Drive Test will be required. If you do not possess the Drive Skill, you may be required to make a Test to carry out even basic maneuver. An Astounding Failure (-6) on a Drive Test means something bad has happened. Roll on the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

Snapped Harness: One horse (or equivalent) breaks free; reduce speed accordingly.

\n
\n

3-5

\n
\n

 Jolted Carriage: Passengers suffer 1 Wound and fragile cargos might be damaged.

\n
\n

6-8

\n
\n

Broken Wheel: Pass a Drive Test every round to avoid Crashing. Two-wheeled vehicles with a Broken Wheel Crash automatically.

\n
\n

9-10

\n
\n

 Broken Axle: The vehicle goes out of control and Crashes.

\n
\n
\n

 

\n

Crashing: Occupants of Crashing vehicles usually suffer 2d10 Wounds modified by Toughness Bonus and Armor Points

\n

unless the vehicle was moving slowly (as determined by the GM). Crashed vehicles must be repaired by someone with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). Spare wheels can be installed by anyone with a Drive Test or with an appropriate Trade Test. In combat, Drive may be used if circumstances allow — for instance, if the party is in a coach being raided by outlaws, and you wish to ram an enemy, or outrun them.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"CcNJsS4jSwB6Ug1J","flags":{"_sheetTab":"details"},"name":"Endurance","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Endurance Skill is called upon when you must endure hardship, withstand deprivation, sit without moving for long periods of time, or survive harsh environments. In particular, Endurance is Tested to resist or recover from various Conditions (see page 167) and helps you recover lost Wounds.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"0CwV96kTDRF0jUhk","flags":{"_sheetTab":"description"},"name":"Entertain","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"7pQo66cESWttzIlb","flags":{"_sheetTab":"details"},"name":"Gamble","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to measure the likelihood that a bet will pay off, as well as successfully engage in various games of chance.

\n

To represent a gambling match, all players make a Gamble Test — applying any appropriate modifiers for familiarity with the game — and the player with the highest SL wins. On a tie, any lower scoring players drop out, and those remaining enact another Gamble Test, repeating this process until you have a winner.

\n

If you wish to influence the game through less honest mechanics, see Sleight of Hand.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"RLQHm1s4IuY9RSr2","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"pKLMbmG3Ivt6mzMf","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"I0yPc4PH5erWJLmu","flags":{"_sheetTab":"description"},"name":"Intimidate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Allows you to coerce or frighten sentient creatures. The precise manner of initiating an Intimidate Test depends on context: while it is generally accompanied by an overt threat, sometimes a subtle implication or even a look is enough. Intimidate is almost always Opposed by your target’s Cool Skill; if successful, you can intimidate a number of targets up to your Strength Bonus + SL. Each will react to Intimidate based on their individual personalities and how successful you were in menacing them, but in all cases, they will back down or move out of the way and will not speak out against you, or they will alternatively accept combat is the only way forward and prepare their weapons.

\n

 

\n

In combat, you cause Fear in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

While strength is the default stat for Intimidate tests, the GM may decree certain situations may allow you to use a different characteristic: a steely witch hunter may use Willpower to stare down an inquisitive bystander, or an academic may use Intelligence to cow a lowly student with his intimidating knowledge, for instance. 

\n

 

\n

Example: Facing a group of footpads, Svetlana the Strong rolls 4 SL on her Intimidate Test. Combined with her SB of 5, this means she can affect up to 9 targets, more than enough to impact all three footpads who now Fear Svetlana. As she has won by 3 SL, she gains +1 Advantage point until the end of her next turn. In the next round, she ‘attacks’ the footpads using her Intimidate, intending to scare them into leaving her be. However, she fails the Test, and the footpads realize they outnumber her, and are armed… 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"cYtU0ORRFCOpQLWz","flags":{"_sheetTab":"details"},"name":"Intuition","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).

\n

 

\n

In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"oMaJZ5cvCJeOUq9H","flags":{"_sheetTab":"description"},"name":"Leadership","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

A measure of your ability to lead others and command their respect. While most often associated with martial situations, a resolute leader can quickly direct a fast response to a fire or other such calamity, and nobles use the Skill frequently to command their lessers.

\n

 

\n

A successful Leadership Test allows you to issue orders to a number of targets equal to your Fellowship Bonus + SL. If the targets are your natural subordinates — a noble commanding serfs, or a sergeant commanding his troops — commands are usually unopposed. If there is no natural hierarchy in place, or the order is particularly challenging — such as ordering your soldiers to charge a Hydra head on — the Test is Opposed by your targets’ Cool.

\n

 

\n

In combat, you may use Leadership to encourage your subordinates. A successful Leadership Test confers a bonus of +10 to all Psychology Tests until the end of the next round (see page 190).

\n

 

\n

Further, Leadership can be used to transfer Advantage to allies able to hear you; following a successful Leadership Test, you may transfer an Advantage to one ally of your choice, plus a further +1 Advantage per SL scored, which can again go to any allies of your choice within earshot.

\n

 

\n

Example: Lord Ludwig von Schemp has been watching his two bodyguards discourse with some ruffians for three Rounds, using his Intuition Skill to build up 3 Advantage. Feeling it is going nowhere, he issues a peremptory order to attack the ringleader; passing his Leadership Test with 5 SL, he gives one bodyguard 2 of his Advantage, and the remaining bodyguard 1 Advantage, hoping this will bring a swift end to proceedings. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"F8NfBZdVSEIGCMtu","flags":{"_sheetTab":"details"},"name":"Melee","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

\n

 

\n

Specializations: Basic, Brawling, Cavalry, Fencing, Flail, Parry, Pole-Arm, Two-Handed 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"zZUX7wO4rOo8k9F0","flags":{"_sheetTab":"details"},"name":"Navigation","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.

\n

 

\n

If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"os4NKy5Oy6sRt1eh","flags":{},"name":"Outdoor Survival","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Outdoor Survival Skill is used to survive in the wild, including the ability to fish, hunt, forage, and build fires and shelters. Experienced travelers are skilled at reading the signs of incoming inclement weather and finding the spoor of various dangerous beasts.

\n

 

\n

When camping, make an Outdoor Survival Test, modified by the harshness of conditions — for instance, a Test is Challenging (+0) if it is raining, Hard (–20) in a storm. A successful Test indicates you can provide yourself sustenance and shelter for the night. Each SL allows you to provide for one more character. If the Test is failed, you must make a Challenging (+0) Endurance Test or receive the Fatigued Condition. If you suffer an Astounding Failure, something untoward has happened, as determined by the GM; perhaps your camp is attacked in the night?

\n

 

\n

When fighting in the wilderness, you may make an Outdoor Survival Test to receive +1 Advantage, in the same way as Intuition, to a maximum number of Advantage equal to your Intelligence Bonus, as you spy out treacherous and advantageous terrain that you can best use to your advantage.

\n

 

\n

Gathering Food and Herbs

\n

Gathering food or herbs normally takes around 2 hours. Hunting and foraging parties make one assisted Outdoor Survival Test for the group, with the Difficulty determined by the circumstances.

\n\n

 

\n\n

 

\n\n

 

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"Fs06sr7y9JKpVQmB","flags":{"_sheetTab":"description"},"name":"Perception","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"MeXCAQ3wqJzX07X7","flags":{"_sheetTab":"description"},"name":"Ride","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"KL4pCOqma5E7fLG4","flags":{"_sheetTab":"details"},"name":"Row","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your prowess at pulling an oar and moving a boat through the water. The Row Skill is typically only used when racing, navigating rapids, desperately avoiding Bog Octopuses, or similar unusual or dangerous feats. Anyone with the Skill is automatically presumed to be able to scull about a pond, or over a gentle river, without a Test. Those without the skill may have to make a Test for anything but the most basic maneuvers. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"McTtmZu3Ac8Lh48W","flags":{},"name":"Stealth","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"0MYOJFx3vkYA95B4","flags":{"_sheetTab":"description"},"name":"Brass Penny","type":"money","img":"systems/wfrp4e/icons/currency/brasspenny.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":18},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}},"sort":2900000},{"_id":"Ggx0bRaCuq8MbF0g","flags":{"_sheetTab":"description"},"name":"Gold Crown","type":"money","img":"systems/wfrp4e/icons/currency/goldcrown.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}}},{"_id":"KB8HgDz56dh2w7w1","flags":{"_sheetTab":"description"},"name":"Silver Shilling","type":"money","img":"systems/wfrp4e/icons/currency/silvershilling.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}},"sort":3000000},{"_id":"7dtkrgTV8wY5coWe","flags":{},"name":"Thug","type":"career","img":"systems/wfrp4e/icons/careers/racketeer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Racketeer"},"class":{"type":"String","label":"Class","value":"Rogues"},"current":{"type":"Boolean","value":true},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ws","s","t"],"skills":["Consume Alcohol","Cool","Dodge","Endurance","Intimidate","Lore (Reikland)","Melee (Brawling)","Stealth (Urban)"],"talents":["Criminal","Etiquette (Criminals)","Menacing","Strike Mighty Blow"],"trappings":["Knuckledusters","Leather Jack"],"incomeSkill":[4],"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"PAy9AqeFrQyvpJTl","flags":{"_sheetTab":"details"},"name":"Melee (Brawling)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"FGvxE38XplOqn6yf","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"UHhhbzIBc9GadCiN","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"6PRFD1YVEWb2XlKz","flags":{"_sheetTab":"description"},"name":"Criminal","type":"talent","img":"systems/wfrp4e/icons/talents/criminal.png","data":{"description":{"type":"String","label":"Description","value":"

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"none"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"vE3KMRyLmOcMLg9L","flags":{},"name":"Menacing","type":"talent","img":"systems/wfrp4e/icons/talents/menacing.png","data":{"description":{"type":"String","label":"Description","value":"You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Intimidate"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mOR6ePrmTdBXwjCF","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"n79mEvZXEp1dMBAR","flags":{},"name":"Suave","type":"talent","img":"systems/wfrp4e/icons/talents/suave.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"5dADevvuq51Yl1Hx","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"oYaqpKMoFnbzKeWk","flags":{"_sheetTab":"description"},"name":"Read/Write","type":"talent","img":"systems/wfrp4e/icons/talents/readwrite.png","data":{"description":{"type":"String","label":"Description","value":"You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"ehGDKDNbZuRCtzmd","flags":{},"name":"Strong Legs","type":"talent","img":"systems/wfrp4e/icons/talents/strong-legs.png","data":{"description":{"type":"String","label":"Description","value":"You have strong legs able to carry you great distances when you jump. Add your Strong Legs level to your SL in any Athletics Tests involving Leaping"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"fLQ6uTizcQvvU2gU","flags":{"_sheetTab":"details"},"name":"Knuckledusters","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/knuckledusters.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"2","bp":"6"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"personal"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"brawling"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"CozX2m1sSX4B0Qro","flags":{"_sheetTab":"details"},"name":"Clothing","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/clothing.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"6","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"yFhhVsojKI5ZalER","flags":{"_sheetTab":"description"},"name":"Pouch","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/pouch.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"","ss":"0","bp":"4"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":1},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"9bcFiMJPWG4KxKT7","flags":{"_sheetTab":"description"},"name":"Candle","type":"trapping","img":"systems/wfrp4e/icons/equipment/miscellaneous_trappings/candle-dozen.png","data":{"description":{"type":"String","label":"Description","value":"

Provides illumination for 10 yards when lit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":2},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"1","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"PK9EBikkG2Ex6sMU","flags":{"_sheetTab":"details"},"name":"Match","type":"trapping","img":"systems/wfrp4e/icons/equipment/miscellaneous_trappings/match.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":10},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"0","bp":"1"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"s73W4JqzEET7JNi5","flags":{"_sheetTab":"description"},"name":"Hood","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/hood.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"5","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2700000},{"_id":"m34AeOBGwiSAdcfg","flags":{"_sheetTab":"details"},"name":"Sling Bag","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/sling-bag.png","data":{"description":{"type":"String","label":"Description","value":"

Counts as ‘worn’ when slung over your shoulder.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"","ss":"1","bp":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":2},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":2800000},{"_id":"DasUatZjI9FFG8cT","flags":{"_sheetTab":"details"},"name":"Leather Jack","type":"armour","img":"systems/wfrp4e/icons/equipment/armour/leather-jack.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"12","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"armorType":{"type":"String","label":"Armour Type","value":"softLeather"},"penalty":{"type":"String","label":"Penalty","value":""},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"maxAP":{"head":0,"lArm":1,"rArm":1,"lLeg":0,"rLeg":0,"body":1},"currentAP":{"head":-1,"lArm":-1,"rArm":-1,"lLeg":-1,"rLeg":-1,"body":-1},"source":{"type":"String","label":"Source"}},"sort":3100000},{"_id":"6uiV0pZW2A6dp1HA","flags":{"_sheetTab":"description"},"name":"Stealth (Urban)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":9},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":3200000},{"_id":"ZLSzMsGeKqA8XcHR","flags":{},"name":"Phobia (Rats)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

A phobia reflects a specific fear; it may be towards a type of creature, or towards a particular object or circumstance, such as Phobia (Insects), Phobia (Books), or Phobia (Confined Spaces).

\n\n

Example: Doktor Johannsen is a renowned antiquarian. Despite his many adventures and tales of derring-do, he suffers from Phobia (Snakes); no matter this aversion, he seems to encounter them with alarming regularity.

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"jN7mRzrptBNveyLp","flags":{},"name":"Animosity (Target who ridules me or Sigmar)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

When subject to Animosity,

Animosity is over-ridden by @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Fear} and @Compendium[wfrp4e.psychologies.meMkLEwdJIDLxM0B]{Terror}.

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":3300000},{"_id":"EDvTNOATb9FRRba7","flags":{},"name":"Dagger","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/dagger2.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"16","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"vshort"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":3400000},{"_id":"XSF9Vs5UDEny3gR6","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":3500000},{"_id":"subeXli9rggavgFu","flags":{"_sheetTab":"details"},"name":"Hand Weapon","type":"weapon","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"1","ss":"0","bp":"0","value":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+4","meleeValue":"SB+4","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"average"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":3600000}]} +{"_id":"9WATuUNdeAtNGB6Q","name":"Eisfange - Wolfhound","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":70,"advances":0},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":0,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":40,"advances":0},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":40,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":50,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":35,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":0,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":25,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":40,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":20,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":16,"max":16},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Wolf"},"gender":{"type":"String","label":"Gender","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"5","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"}},"excludedTraits":[]},"folder":"BeaMqdD5vMcOd3o3","sort":1200000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/White_wolf.png","token":{"flags":{},"name":"Eisfange - Wolfhound","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/White_wolf.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"9WATuUNdeAtNGB6Q","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"HPNo14LCRl5WCMEL","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"1","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"9ZxxYkI1gu1cXLAD","flags":{"_sheetTab":"details"},"name":"Bite","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"PhHFijqQbxe4oHQ4","flags":{"_sheetTab":"details"},"name":"Blessed","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is Blessed and can enact Blessings; the relevant deity is indicated in brackets."},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"Ulric","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"CLIVPALf6ja5bUiX","flags":{"_sheetTab":"description"},"name":"Die Hard","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

No matter how hard the creature is hit, it gets back up. All Critical Wounds not resulting in death can be healed; just attach the requisite body parts to the correct places, perhaps with staples or large spikes to hold them in place, and it’s good to go. Even ‘death’ may be ‘healed’ if the appropriate parts, such as a lost head, are attached to the body. If death occurs and all parts are in place, it may attempt a Challenging (+0) Endurance Test requiring an SL of 6 at the start of every round for Toughness Bonus Rounds after death. If a Test is successful, the creature chokes back to life with 1 Wound.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"5R7yVPWgJSX4cvPz","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"PGvHu32pQr2pdYHC","flags":{},"name":"Tracker","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"BYSubxORCURvxiGE","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"CgVfCS7xG6RtFyJp","flags":{"_sheetTab":"details"},"name":"Blessing of Battle","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 WS.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Myrmidia, Sigmar, Taal, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Myrmidia, Sigmar, Taal, Ulric"}},"sort":100000},{"_id":"T5IIcjnWvL1xWVmF","flags":{"_sheetTab":"description"},"name":"Blessing of Courage","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Willpower.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Morr, Myrmidia, Sigmar, Ulric, Verena"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Morr, Myrmidia, Sigmar, Ulric, Verena"}},"sort":400000},{"_id":"vk5Nnaw0LsWW719P","flags":{"_sheetTab":"description"},"name":"Blessing of Hardiness","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Toughness.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Sigmar, Taal, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Sigmar, Taal, Ulric"}},"sort":800000},{"_id":"U9h2O2YHwxQWlCsF","flags":{"_sheetTab":"description"},"name":"Blessing of Might","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Strength.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Sigmar, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Sigmar, Ulric"}},"sort":1000000},{"_id":"HmmmFJHwvzTSlhGP","flags":{"_sheetTab":"description"},"name":"Blessing of Savagery","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

When your target next inflicts a Critical Wound, roll twice and choose the best result.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Taal, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Taal, Ulric"}},"sort":1400000},{"_id":"Rr5BoWfrZlTUqj2Z","flags":{"_sheetTab":"details"},"name":"Blessing of Tenacity","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target may remove 1 condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Morr, Shallya, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"value":"Manann, Morr, Shallya, Ulric"}},"sort":1500000},{"_id":"4WRn2E99x9TdHYMG","flags":{},"name":"Pray","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Your ability to invoke, or otherwise commune with, a deity. For more information on using the Pray Skill to seek divine intervention, see Chapter 7: Religion & Belief.

\n

 

\n

In combat, if your GM deems it appropriate considering your circumstances and faith, you may use Pray to meditate and focus your mind. Each round you spend praying in combat — and making a successful Pray Test — gives you +1 Advantage. You can gain additional Advantage this way, up to a maximum of your Fellowship Bonus.

\n

 

\n

Further, if your enemies understand your language and recognize (and fear) your deity, the GM may allow you to use Pray in lieu of the Intimidate Skill.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000}]} +{"_id":"B3t75zTQ1ZD5RLSm","name":"Gunnar Hrolfsson","permission":{"default":0},"type":"character","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":35,"advances":10},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":26,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":33,"advances":5},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":46,"advances":5},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":34,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":23,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":38,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":28,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":47,"advances":5},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":18,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":18,"max":18},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":"0","max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":"0"},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"fate":{"type":"Number","label":"Fate","value":1},"fortune":{"type":"Number","label":"Fortune","value":1},"resilience":{"type":"Number","label":"Resilience","value":3},"resolve":{"type":"Number","label":"Resolve","value":3}},"details":{"species":{"type":"String","label":"Species","value":"Dwarf"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"3","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"experience":{"type":"Number","label":"Experience","total":2200,"spent":2300},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"name":"","short-term":"","long-term":""},"biography":{"type":"String","label":"Biography","value":""},"gmnotes":{"type":"String","label":"GM Notes","value":""},"motivation":{"type":"String","label":"Motivation","value":""},"class":{"type":"String","label":"Class","value":""},"career":{"type":"String","label":"Career","value":""},"careerlevel":{"type":"String","label":"Career Level","value":""},"status":{"type":"String","standing":"","tier":0},"age":{"type":"String","label":"Age","value":"59"},"height":{"type":"String","label":"Height","value":"4'8\""},"weight":{"type":"String","label":"Weight","value":"Heavy"},"haircolour":{"type":"String","label":"Hair Colour","value":"Dyed Orange"},"eyecolour":{"type":"String","label":"Eye Colour","value":"Amber"},"distinguishingmark":{"type":"String","label":"Distinguishing Mark","value":""},"starsign":{"type":"String","label":"Star Sign","value":""}}},"folder":"dZ6oGBZwQQd6K6YB","sort":700000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":false,"modifier":"","careerTalents":[{"_id":"7jLn1kKcMeHBZgUn","flags":{"_sheetTab":"details"},"name":"Fearless (Everything)","type":"talent","img":"systems/wfrp4e/icons/talents/fearless.png","data":{"description":{"type":"String","label":"Description","value":"

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Cool to oppose your Enemy's Intimidate, Fear, and Terror"},"source":{"type":"String","label":"Source"}},"sort":1600000,"numMax":5,"cost":200,"career":true}],"talentTests":[{"talentName":"Fearless (Everything)","test":"Cool to oppose your Enemy's Intimidate, Fear, and Terror","SL":1},{"talentName":"Artistic","test":"Art (Any)","SL":1},{"talentName":"Craftsman","test":"Trade (any one)","SL":1},{"talentName":"Night Vision","test":"Perception tests in low-light conditions","SL":1}]},"img":"worlds/talesoldworld/userdata/Tokens/Dwarf%20Slayer_Gunnar%20Hrolfsson.png","token":{"flags":{},"name":"Gunnar Hrolfsson","displayName":20,"img":"worlds/talesoldworld/userdata/Tokens/Dwarf Slayer_Gunnar Hrolfsson.png","width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"B3t75zTQ1ZD5RLSm","actorLink":true,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","flags":{"_sheetTab":"description"},"name":"Art","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Create works of art in your chosen medium. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"LGHozP5gmQ8cuDQV","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"d3VZwO4Y5JH5DXdT","flags":{"_sheetTab":"details"},"name":"Bribery","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to judge how likely a person is to accept a bribe, and how best to offer the bribe so they will accept it. A successful Bribery Test tells you if a target may be bribed. If so, your GM will secretly determine the price of their cooperation using the target’s Earnings, increasing the amount according to their usual honesty and the risk involved in taking the bribe. You then guess that target amount and the GM will tell you if the price is higher, lower, or equal. Each SL from your initial Bribery Test gives you another guess. At the end of this process, you determine how much money to offer, based on what you have gleaned.

\n

 

\n

In combat, you may use Bribery as above to try to stop the fight, but treat the Test as Hard (–20) owing to the stress of the situation. If your target is not susceptible, you cannot afford the fee, or your foes do not speak your tongue, your pathetic attempts to buy them off will be doomed to fail. Of course, if they have the advantage of numbers, what’s to prevent them from taking all of your money?

\n

 

\n

Example: Snorri is trying to bribe his way past a city watchman; a character of the Brass Tier 2, meaning they roll 4d10 Brass for Income. The GM decides the guard can be bribed and secretly rolls 21 on the 4d10, meaning the price for bribing the guard is 21 Brass. Letting Snorri through isn’t too risky for the watchman, and he does it often, so the GM doesn’t increase the bribe required. Snorri rolls 1 SL on his Bribery Test; so, he knows the watchman is open to a bribe, and has 2 guesses as to his price. Snorri’s first guess is 15 Brass, to which his GM replies ‘higher’. His second guess is 40, to which his GM replies ‘lower’. Snorri now knows he must bribe the watchman between 15 and 40 Brass, so decides to aim high, and offers 30. Smiling, the watchman waves Snorri through.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"exLrBrn2mjb6x2Cq","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"4IGdIhnwTaZijzg7","flags":{"_sheetTab":"details"},"name":"Charm Animal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your aptitude for be friending, quickly calming, or subjugating animals.

\n

 

\n

Passing a Charm Animal Test allows you to influence the behavior of one or more animals, to a maximum of Willpower Bonus + SL. If the target animals are naturally docile, this Test may be uncontested, but it will generally be Opposed by the target’s Willpower.

\n

 

\n

In combat, you may use Charm Animal when facing animals. If you succeed, any affected targets will not attack you this Round and you gain +1 Advantage. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which the creature’s instincts take over and you have no further influence.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"sRuMlaPU5xdIrwhd","flags":{"_sheetTab":"description"},"name":"Climb","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

If time isn’t an issue, and a climb is relatively easy, anyone with Climb Skill is automatically assumed to be able to climb any reasonably small height.

\n

For any other climbing, Climbing during combat. You may even find yourself climbing large opponents, though whether that is prudent is debatable.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"R2ytluHiEFF2KQ5e","flags":{"_sheetTab":"description"},"name":"Consume Alcohol","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Your ability to handle alcohol without letting it cloud your judgment or render you senseless.

\n

After each alcoholic drink make a Consume Alcohol Test, modified by the strength of the drink. For each Test you fail, you suffer a –10 penalty to WS, BS, Ag, Dex, and Int, to a maximum of –30 per Characteristic. After you fail a number of Tests equal to your Toughness Bonus, you are Stinking Drunk. Roll on the following table to see what happens:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

 Marienburgher’s Courage!’: Gain a bonus of +20 to your Cool Skill.

\n
\n

3-4

\n
\n

You’re My Besht Mate!’: Ignore all your existing Prejudices and Animosities.

\n
\n

5-6

\n
\n

 ‘Why’s Everything Wobbling!’: On your Turn, you can either Move or take an Action, but not both.

\n
\n

7-8

\n
\n

‘I’ll Take Yer All On!’: Gain Animosity (Everybody)!

\n
\n

9-10

\n
\n

 ‘How Did I Get here?’: You wake up the next day, massively hungover, with little memory of what transpired. The GM and other players with you will fill in the embarrassing gaps if you investigate. Pass a Consume Alcohol Test or also gain a Poisoned Condition.

\n
\n
\n

 

\n

After not drinking for an hour, enact a Challenging (+0) Consume Alcohol Test. The effects of being drunk will wear

\n

off after 10–SL hours, with any Characteristic modifiers for being drunk lost over that time. After all effects wear off, enact another Challenging (+0) Consume Alcohol Test. You now gain a hangover, which is an Fatigued Condition that cannot be removed for 5–SL hours.

\n

You may expend 1 Resolve point to ignore the negative modifiers of being drunk until the end of the next round.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":12},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"pxNjTxsp1Kp0SmQe","flags":{"_sheetTab":"description"},"name":"Cool","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Cool allows you to remain calm under stress, resist fear when faced with horror, and stick to your convictions.

\n

 

\n

Cool is generally used to resist other Skills — Charm, Intimidate, and similar — but you may also be required to make a Cool Test when faced with anything forcing you to do something you would rather not. Cool is also the primary Skill used to limit Psychology

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":15},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"1jCxbFAUuFuAPLJl","flags":{"_sheetTab":"description"},"name":"Dodge","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Dodge is your ability to avoid things, through ducking, diving, and moving quickly, and is used extensively to sidestep falling rocks, incoming weapons, unexpected traps, and the like.

\n

In combat, Dodge is generally used to resist attacks or avoid damage. Refer to Rolling to Hit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"iYan4z52v7HYM9u9","flags":{"_sheetTab":"details"},"name":"Drive","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Drive lets you guide vehicles — most commonly simple carts and lumbering coaches, not to mention the more ‘experimental’ creations of the Imperial Engineers — along the roads of the Empire with as little incident as possible.

\n

 

\n

Under normal circumstances, if you possess the Drive Skill, there is no need to Test. If conditions are less than ideal — perhaps the road is in poor condition, or the weather is terrible — a Drive Test will be required. If you do not possess the Drive Skill, you may be required to make a Test to carry out even basic maneuver. An Astounding Failure (-6) on a Drive Test means something bad has happened. Roll on the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

Snapped Harness: One horse (or equivalent) breaks free; reduce speed accordingly.

\n
\n

3-5

\n
\n

 Jolted Carriage: Passengers suffer 1 Wound and fragile cargos might be damaged.

\n
\n

6-8

\n
\n

Broken Wheel: Pass a Drive Test every round to avoid Crashing. Two-wheeled vehicles with a Broken Wheel Crash automatically.

\n
\n

9-10

\n
\n

 Broken Axle: The vehicle goes out of control and Crashes.

\n
\n
\n

 

\n

Crashing: Occupants of Crashing vehicles usually suffer 2d10 Wounds modified by Toughness Bonus and Armor Points

\n

unless the vehicle was moving slowly (as determined by the GM). Crashed vehicles must be repaired by someone with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). Spare wheels can be installed by anyone with a Drive Test or with an appropriate Trade Test. In combat, Drive may be used if circumstances allow — for instance, if the party is in a coach being raided by outlaws, and you wish to ram an enemy, or outrun them.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"CcNJsS4jSwB6Ug1J","flags":{"_sheetTab":"details"},"name":"Endurance","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Endurance Skill is called upon when you must endure hardship, withstand deprivation, sit without moving for long periods of time, or survive harsh environments. In particular, Endurance is Tested to resist or recover from various Conditions (see page 167) and helps you recover lost Wounds.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":12},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"0CwV96kTDRF0jUhk","flags":{"_sheetTab":"description"},"name":"Entertain","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"7pQo66cESWttzIlb","flags":{"_sheetTab":"details"},"name":"Gamble","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to measure the likelihood that a bet will pay off, as well as successfully engage in various games of chance.

\n

To represent a gambling match, all players make a Gamble Test — applying any appropriate modifiers for familiarity with the game — and the player with the highest SL wins. On a tie, any lower scoring players drop out, and those remaining enact another Gamble Test, repeating this process until you have a winner.

\n

If you wish to influence the game through less honest mechanics, see Sleight of Hand.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"RLQHm1s4IuY9RSr2","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pKLMbmG3Ivt6mzMf","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"I0yPc4PH5erWJLmu","flags":{"_sheetTab":"description"},"name":"Intimidate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Allows you to coerce or frighten sentient creatures. The precise manner of initiating an Intimidate Test depends on context: while it is generally accompanied by an overt threat, sometimes a subtle implication or even a look is enough. Intimidate is almost always Opposed by your target’s Cool Skill; if successful, you can intimidate a number of targets up to your Strength Bonus + SL. Each will react to Intimidate based on their individual personalities and how successful you were in menacing them, but in all cases, they will back down or move out of the way and will not speak out against you, or they will alternatively accept combat is the only way forward and prepare their weapons.

\n

 

\n

In combat, you cause Fear in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

While strength is the default stat for Intimidate tests, the GM may decree certain situations may allow you to use a different characteristic: a steely witch hunter may use Willpower to stare down an inquisitive bystander, or an academic may use Intelligence to cow a lowly student with his intimidating knowledge, for instance. 

\n

 

\n

Example: Facing a group of footpads, Svetlana the Strong rolls 4 SL on her Intimidate Test. Combined with her SB of 5, this means she can affect up to 9 targets, more than enough to impact all three footpads who now Fear Svetlana. As she has won by 3 SL, she gains +1 Advantage point until the end of her next turn. In the next round, she ‘attacks’ the footpads using her Intimidate, intending to scare them into leaving her be. However, she fails the Test, and the footpads realize they outnumber her, and are armed… 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"cYtU0ORRFCOpQLWz","flags":{"_sheetTab":"details"},"name":"Intuition","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).

\n

 

\n

In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"oMaJZ5cvCJeOUq9H","flags":{"_sheetTab":"description"},"name":"Leadership","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

A measure of your ability to lead others and command their respect. While most often associated with martial situations, a resolute leader can quickly direct a fast response to a fire or other such calamity, and nobles use the Skill frequently to command their lessers.

\n

 

\n

A successful Leadership Test allows you to issue orders to a number of targets equal to your Fellowship Bonus + SL. If the targets are your natural subordinates — a noble commanding serfs, or a sergeant commanding his troops — commands are usually unopposed. If there is no natural hierarchy in place, or the order is particularly challenging — such as ordering your soldiers to charge a Hydra head on — the Test is Opposed by your targets’ Cool.

\n

 

\n

In combat, you may use Leadership to encourage your subordinates. A successful Leadership Test confers a bonus of +10 to all Psychology Tests until the end of the next round (see page 190).

\n

 

\n

Further, Leadership can be used to transfer Advantage to allies able to hear you; following a successful Leadership Test, you may transfer an Advantage to one ally of your choice, plus a further +1 Advantage per SL scored, which can again go to any allies of your choice within earshot.

\n

 

\n

Example: Lord Ludwig von Schemp has been watching his two bodyguards discourse with some ruffians for three Rounds, using his Intuition Skill to build up 3 Advantage. Feeling it is going nowhere, he issues a peremptory order to attack the ringleader; passing his Leadership Test with 5 SL, he gives one bodyguard 2 of his Advantage, and the remaining bodyguard 1 Advantage, hoping this will bring a swift end to proceedings. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"zZUX7wO4rOo8k9F0","flags":{"_sheetTab":"details"},"name":"Navigation","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.

\n

 

\n

If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"os4NKy5Oy6sRt1eh","flags":{},"name":"Outdoor Survival","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Outdoor Survival Skill is used to survive in the wild, including the ability to fish, hunt, forage, and build fires and shelters. Experienced travelers are skilled at reading the signs of incoming inclement weather and finding the spoor of various dangerous beasts.

\n

 

\n

When camping, make an Outdoor Survival Test, modified by the harshness of conditions — for instance, a Test is Challenging (+0) if it is raining, Hard (–20) in a storm. A successful Test indicates you can provide yourself sustenance and shelter for the night. Each SL allows you to provide for one more character. If the Test is failed, you must make a Challenging (+0) Endurance Test or receive the Fatigued Condition. If you suffer an Astounding Failure, something untoward has happened, as determined by the GM; perhaps your camp is attacked in the night?

\n

 

\n

When fighting in the wilderness, you may make an Outdoor Survival Test to receive +1 Advantage, in the same way as Intuition, to a maximum number of Advantage equal to your Intelligence Bonus, as you spy out treacherous and advantageous terrain that you can best use to your advantage.

\n

 

\n

Gathering Food and Herbs

\n

Gathering food or herbs normally takes around 2 hours. Hunting and foraging parties make one assisted Outdoor Survival Test for the group, with the Difficulty determined by the circumstances.

\n\n

 

\n\n

 

\n\n

 

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"Fs06sr7y9JKpVQmB","flags":{"_sheetTab":"description"},"name":"Perception","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"MeXCAQ3wqJzX07X7","flags":{"_sheetTab":"description"},"name":"Ride","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"KL4pCOqma5E7fLG4","flags":{"_sheetTab":"details"},"name":"Row","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your prowess at pulling an oar and moving a boat through the water. The Row Skill is typically only used when racing, navigating rapids, desperately avoiding Bog Octopuses, or similar unusual or dangerous feats. Anyone with the Skill is automatically presumed to be able to scull about a pond, or over a gentle river, without a Test. Those without the skill may have to make a Test for anything but the most basic maneuvers. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"McTtmZu3Ac8Lh48W","flags":{},"name":"Stealth","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"0MYOJFx3vkYA95B4","flags":{"_sheetTab":"description"},"name":"Brass Penny","type":"money","img":"systems/wfrp4e/icons/currency/brasspenny.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}}},{"_id":"Ggx0bRaCuq8MbF0g","flags":{"_sheetTab":"description"},"name":"Gold Crown","type":"money","img":"systems/wfrp4e/icons/currency/goldcrown.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}}},{"_id":"KB8HgDz56dh2w7w1","flags":{"_sheetTab":"description"},"name":"Silver Shilling","type":"money","img":"systems/wfrp4e/icons/currency/silvershilling.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}}},{"_id":"s2PafFDRCY8C5S49","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":15},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"DJPi4UAQGwIYtBwH","flags":{},"name":"Apprentice Artisan","type":"career","img":"systems/wfrp4e/icons/careers/artisan-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Artisan"},"class":{"type":"String","label":"Class","value":"Burgher"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"1"},"status":{"tier":"b","standing":2},"characteristics":["s","t","dex"],"skills":["Athletics","Cool","Consume Alcohol","Dodge","Endurance","Evaluate","Stealth (Urban)","Trade (Any)"],"talents":["Artistic","Craftsman (any)","Strong Back","Very Strong"],"trappings":["Chalk","Leather Jerkin","d10 rags"],"incomeSkill":[7],"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"dyVqsRprf6FmC23K","flags":{},"name":"Troll Slayer","type":"career","img":"systems/wfrp4e/icons/careers/slayer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Slayer"},"class":{"type":"String","label":"Class","value":"Warrior"},"current":{"type":"Boolean","value":true},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"1"},"status":{"tier":"b","standing":2},"characteristics":["ws","wp","s"],"skills":["Consume Alcohol","Cool","Dodge","Endurance","Gamble","Heal","Lore (Trolls)","Melee (Basic)"],"talents":["Dual Wielder","Fearless (Everything)","Frenzy","Slayer"],"trappings":["Axe","Flask of Spirits","Shame","Tattoos"],"incomeSkill":[7],"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"wi8YEF3sY0oRxtrU","flags":{"_sheetTab":"details"},"name":"Heal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You’ve been trained to deal with injuries and diseases. A successful Heal Test allows you to do one of the following:

\n\n

A Failed Heal Test can potentially cause Wounds if your Intelligence Bonus + SL totals less than 0. On an Astounding Failure, your patient will also contract a Minor Infection.

\n

 

\n

If administering to someone who has a disease, a successful Heal Test ensures that you do not contract the disease for that day. Each SL also prevents one other character encountering the patient that day from catching the disease. For each full day the patient spends resting under your care, the duration of the disease is reduced by one, to a minimum of one. See Disease and Infection.

\n

 

\n

Certain injuries require Surgery; see the Surgery Talent for details. For more information on healing wounds, refer to Injury.

\n

 

\n

Your GM may apply modifiers to Heal Tests to reflect the virulence of the disease, the suitability of conditions and materials, or the stress of your circumstances. If healing  during combat, Tests will likely be Challenging (+0) at the very least.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"eNkGD0awxGPKJHWj","flags":{},"name":"Lore (Trolls)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"siUryV5SUoe3gM5Z","flags":{"_sheetTab":"description"},"name":"Evaluate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Let's you determine the value of rare artefacts, unusual trade goods, and works of art. Everybody is assumed to know the relative worth of general items, but a successful use of the Evaluate allows you to identify the value of curious and unique items. A successful Evaluate Test may also alert you if the goods (or coins) you are studying are counterfeit — this Test will usually be Opposed by the forger’s SL on their Art or Trade Test. Your GM may apply modifiers based on just how rare or obscure the item is, or on your character’s particular expertise or background.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"6ZzFqX4lzlPOIktf","flags":{},"name":"Trade (Jewelrer)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Trade Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Trade Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Trade Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Trade (Cook) to impress a local lord will take far less time than constructing a warship with Trade (Shipwright).

\n

 

\n

You may also make a Trade Test as a Lore Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Trade Skills have little function in combat, there are as many Trade Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Trade (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Trade Skill is also used for enacting a Crafting Endeavor.

\n

 

\n

Specialisations: Apothecary, Calligrapher, Chandler, Carpenter, Cook, Embalmer, Smith, Tanner 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"i0ILpI7idCfdc02d","flags":{},"name":"Lore (Giants)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":7},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"313NJMHONxgPMJUf","flags":{"_sheetTab":"description"},"name":"Language (Battle Tongue)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Battle Tongue: Spoken by warriors of the Old World. It is very common amongst soldiers and mercenaries and is used for giving orders swiftly during battle. It was supposedly developed by the goddess Myrmidia when she walked the Old World as a mortal.

\n

 

\n

Options: Battle Tongue

\n

Battle tongue represents a series of simple commands and gestures that may be made in the heat of combat. Players with language (Battle Tongue) may communicate briefly with one another during combat without penalty. those without the skill cannot quickly coordinate their attacks or discuss strategy once combat begins.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"7jLn1kKcMeHBZgUn","flags":{"_sheetTab":"details"},"name":"Fearless (Everything)","type":"talent","img":"systems/wfrp4e/icons/talents/fearless.png","data":{"description":{"type":"String","label":"Description","value":"

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Cool to oppose your Enemy's Intimidate, Fear, and Terror"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"Dpz2LeQlUFDXt6Wd","flags":{},"name":"Artistic","type":"talent","img":"systems/wfrp4e/icons/talents/artistic.png","data":{"description":{"type":"String","label":"Description","value":"You have a natural talent for art, able to produce precise sketches with nothing but time and appropriate media. This ability has several in-game uses, ranging from creating Wanted Posters to sketching accurate journals, and has spot benefits as determined by the GM. Further to this, add Art (Any) to any Career you enter; if it is already in Career, you may instead purchase the Skill for 5 XP fewer per Advance."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"dex"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Art (Any)"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"VavA6MM7DXl1kuX9","flags":{},"name":"Craftsman","type":"talent","img":"systems/wfrp4e/icons/talents/craftsman.png","data":{"description":{"type":"String","label":"Description","value":"You have true creative talent. Add the associated Trade Skill to any Career you enter. If the Trade Skill is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"dex"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Trade (any one)"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"znYfLmLB4XqzXMgf","flags":{"_sheetTab":"details"},"name":"Magic Resistance","type":"talent","img":"systems/wfrp4e/icons/talents/magic-resistance.png","data":{"description":{"type":"String","label":"Description","value":"You are resistant to magic. The SL of any spell affecting you is reduced by 2 The SL of a spell is only modified by the highest Magic Resistance Talent within the target area. Further, you may never learn the Arcane Magic, Bless, Invoke, Petty Magic, or Witch! Talents"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"IeX6glHwhhEGXS00","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"talent","img":"systems/wfrp4e/icons/talents/night-vision.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perception tests in low-light conditions"},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"l0YlQvWx4g9NiPzw","flags":{},"name":"Resolute","type":"talent","img":"systems/wfrp4e/icons/talents/resolute.png","data":{"description":{"type":"String","label":"Description","value":"You launch into attacks with grim determination. Add your level of Resolute to your Strength Bonus when you Charge."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"fZsPKLFOANH6OOgK","flags":{},"name":"Sturdy","type":"talent","img":"systems/wfrp4e/icons/talents/sturdy.png","data":{"description":{"type":"String","label":"Description","value":"You have a brawny physique, or are very used to carrying things. Increase the number of Encumbrance Points you can carry by your Sturdy level x 2"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Strength Tests when lifting"},"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"LZB1iLuofX2FPWat","flags":{"_sheetTab":"details"},"name":"Axe","type":"weapon","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"1","ss":"0","bp":"0","value":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+4","meleeValue":"SB+4","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"average"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"0snreYKqpxSr14K7","flags":{},"name":"Dagger","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/dagger2.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"16","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"vshort"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":false,"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"C4N17wiktfEFm74X","flags":{},"name":"Grease","type":"trapping","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"0","bp":"0"},"availability":{"type":"String","label":"Availability","value":"None"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""}},"sort":2500000},{"_id":"xLU6TyyjzY8JmODE","flags":{},"name":"Flask of Spirits","type":"trapping","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"0","bp":"0"},"availability":{"type":"String","label":"Availability","value":""},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"foodAndDrink"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"FWhDUnBDI52Nhcjd","flags":{"_sheetTab":"details"},"name":"Pants","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/clothing.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"6","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2700000}]} +{"_id":"EfEPVO3X5wGl8DVe","name":"The Teufel Terror - Wily River Troll","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":60,"advances":0},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":35,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":55,"advances":0},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":45,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":20,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":15,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":15,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":30,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":40,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":5,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":38,"max":38},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Troll"},"gender":{"type":"String","label":"Gender","value":""},"size":{"type":"String","label":"Size","value":"lrg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"biography":{"value":""}},"excludedTraits":["kllGOg9q8O5hM8eX"]},"folder":"Tt3dvJqWNM7hW4Jk","sort":100000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":false,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Wily%20River%20Troll_Teufel%20Terror.png","token":{"flags":{},"name":"The Teufel Terror","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Wily%20River%20Troll_Teufel%20Terror.png","width":2,"height":2,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"EfEPVO3X5wGl8DVe","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"UMRAzqXE0dxS8JQr","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"2","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"Mq3d1cWa9PWk799g","flags":{"_sheetTab":"details"},"name":"Bite","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"X6DQY1adCUyVn3uI","flags":{},"name":"Amphibious","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is at home in water. It can add its Agility Bonus to the SL of all Swim Tests and move at full Movement through water. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"VSAwfasIGpiZnfs4","flags":{"_sheetTab":"description"},"name":"Die Hard","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

No matter how hard the creature is hit, it gets back up. All Critical Wounds not resulting in death can be healed; just attach the requisite body parts to the correct places, perhaps with staples or large spikes to hold them in place, and it’s good to go. Even ‘death’ may be ‘healed’ if the appropriate parts, such as a lost head, are attached to the body. If death occurs and all parts are in place, it may attempt a Challenging (+0) Endurance Test requiring an SL of 6 at the start of every round for Toughness Bonus Rounds after death. If a Test is successful, the creature chokes back to life with 1 Wound.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"QqfYQtlmXE1L8vsf","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"gE9uCZvcSlvIEcyN","flags":{},"name":"Painless","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"ZDV0gBMu6LomCfi8","flags":{},"name":"Regenerate","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"6iL1xVzcraCAraFa","flags":{"_sheetTab":"description"},"name":"Size","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller 

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n\n\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!

\n

 

\n

Ranged Attacks

\n

You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).

\n

 

\n

Fear and Terror

\n

If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.

\n

 

\n

Moving in Combat

\n

A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.

\n

 

\n

Opposed Strength

\n

During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.

\n

 

\n

Stomp

\n

Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

Strength Bonus+(2×Toughness Bonus) + Willpower Bonus

\n
\n

Large

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2

\n
\n

Enormous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4

\n
\n

Monstrous

\n
\n

(Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8

\n
\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"Large","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"kxk5NLzfRU4hNkhM","flags":{"_sheetTab":"details"},"name":"Vomit","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature can spew a stream of corrosive corruption, dowsing its opponents in foul, semi-digested filth.

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"bs","bonusCharacteristic":"t","defaultDifficulty":"challenging"},"specification":{"value":"+4","type":"String","label":"Specification"}},"sort":100001},{"_id":"kllGOg9q8O5hM8eX","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"4","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"Z8YlCV13TyUFqKdM","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"kdghMk80lzxOI85R","flags":{},"name":"Fear (1)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear,

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"Iq6gpRoJbwRCeVsp","flags":{},"name":"Fear (1)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

When subject to Fear,

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"klcD7jS3pf4ZGpz1","flags":{"_sheetTab":"details"},"name":"Anchor","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/war-pick.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":3},"price":{"type":"String","label":"Price","gc":"0","ss":"9","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+5","meleeValue":"SB+5","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"long"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":true},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":"Damaging, Impale"},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"OIHKTf4FDQoxvKdx","flags":{},"name":"Elite","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is a hard-nosed veteran. It receives +20 to Weapon Skill, Ballistic Skill, and Willpower. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"tJqmzIdJfJTDvxCS","flags":{"_sheetTab":"details"},"name":"Rock","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/rock.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"","ss":"","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"+SB+0","meleeValue":"","rangedValue":"+SB+0"},"reach":{"type":"String","label":"Reach","value":""},"range":{"type":"String","label":"Range","value":"SBx3"},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"throwing"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"Tq43tGINJZDLbEMw","flags":{"_sheetTab":"details"},"name":"Chain","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/bolas.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"","ss":"10","bp":"0"},"availability":{"type":"String","label":"Availability","value":"rare"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"+SB","meleeValue":"","rangedValue":"+SB"},"reach":{"type":"String","label":"Reach","value":""},"range":{"type":"String","label":"Range","value":"SBx3"},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"throwing"},"qualities":{"type":"String","label":"Qualities","value":"Entangle"},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"83QuCb4IcAxmEtIE","flags":{"_sheetTab":"details"},"name":"Wooden Post","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/javelin.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"","ss":"10","bp":"6"},"availability":{"type":"String","label":"Availability","value":"scarce"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"+SB+3","meleeValue":"","rangedValue":"+SB+3"},"reach":{"type":"String","label":"Reach","value":""},"range":{"type":"String","label":"Range","value":"SBx3"},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"throwing"},"qualities":{"type":"String","label":"Qualities","value":"Impale"},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"YZWdRsWuPjcwwrAf","flags":{"_sheetTab":"description"},"name":"Ranged (Throwing)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000}]} +{"_id":"GvQEJ53jNugMZyyn","name":"Sgt Rudi Klumpenklug","permission":{"default":0},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":32,"advances":15},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":36,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":33,"advances":15},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":30,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":30,"advances":15},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":29,"advances":10},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":30,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":34,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":36,"advances":15},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":24,"advances":15}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":18,"max":18},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":200001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/SergeantRudiKumpenklug.png","token":{"flags":{},"name":"Sgt Rudi Klumpenklug","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/SergeantRudiKumpenklug.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"GvQEJ53jNugMZyyn","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","flags":{"_sheetTab":"description"},"name":"Art","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Create works of art in your chosen medium. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"LGHozP5gmQ8cuDQV","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"d3VZwO4Y5JH5DXdT","flags":{"_sheetTab":"details"},"name":"Bribery","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to judge how likely a person is to accept a bribe, and how best to offer the bribe so they will accept it. A successful Bribery Test tells you if a target may be bribed. If so, your GM will secretly determine the price of their cooperation using the target’s Earnings, increasing the amount according to their usual honesty and the risk involved in taking the bribe. You then guess that target amount and the GM will tell you if the price is higher, lower, or equal. Each SL from your initial Bribery Test gives you another guess. At the end of this process, you determine how much money to offer, based on what you have gleaned.

\n

 

\n

In combat, you may use Bribery as above to try to stop the fight, but treat the Test as Hard (–20) owing to the stress of the situation. If your target is not susceptible, you cannot afford the fee, or your foes do not speak your tongue, your pathetic attempts to buy them off will be doomed to fail. Of course, if they have the advantage of numbers, what’s to prevent them from taking all of your money?

\n

 

\n

Example: Snorri is trying to bribe his way past a city watchman; a character of the Brass Tier 2, meaning they roll 4d10 Brass for Income. The GM decides the guard can be bribed and secretly rolls 21 on the 4d10, meaning the price for bribing the guard is 21 Brass. Letting Snorri through isn’t too risky for the watchman, and he does it often, so the GM doesn’t increase the bribe required. Snorri rolls 1 SL on his Bribery Test; so, he knows the watchman is open to a bribe, and has 2 guesses as to his price. Snorri’s first guess is 15 Brass, to which his GM replies ‘higher’. His second guess is 40, to which his GM replies ‘lower’. Snorri now knows he must bribe the watchman between 15 and 40 Brass, so decides to aim high, and offers 30. Smiling, the watchman waves Snorri through.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"exLrBrn2mjb6x2Cq","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"4IGdIhnwTaZijzg7","flags":{"_sheetTab":"details"},"name":"Charm Animal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your aptitude for be friending, quickly calming, or subjugating animals.

\n

 

\n

Passing a Charm Animal Test allows you to influence the behavior of one or more animals, to a maximum of Willpower Bonus + SL. If the target animals are naturally docile, this Test may be uncontested, but it will generally be Opposed by the target’s Willpower.

\n

 

\n

In combat, you may use Charm Animal when facing animals. If you succeed, any affected targets will not attack you this Round and you gain +1 Advantage. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which the creature’s instincts take over and you have no further influence.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"sRuMlaPU5xdIrwhd","flags":{"_sheetTab":"description"},"name":"Climb","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

If time isn’t an issue, and a climb is relatively easy, anyone with Climb Skill is automatically assumed to be able to climb any reasonably small height.

\n

For any other climbing, Climbing during combat. You may even find yourself climbing large opponents, though whether that is prudent is debatable.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"R2ytluHiEFF2KQ5e","flags":{"_sheetTab":"description"},"name":"Consume Alcohol","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Your ability to handle alcohol without letting it cloud your judgment or render you senseless.

\n

After each alcoholic drink make a Consume Alcohol Test, modified by the strength of the drink. For each Test you fail, you suffer a –10 penalty to WS, BS, Ag, Dex, and Int, to a maximum of –30 per Characteristic. After you fail a number of Tests equal to your Toughness Bonus, you are Stinking Drunk. Roll on the following table to see what happens:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

 Marienburgher’s Courage!’: Gain a bonus of +20 to your Cool Skill.

\n
\n

3-4

\n
\n

You’re My Besht Mate!’: Ignore all your existing Prejudices and Animosities.

\n
\n

5-6

\n
\n

 ‘Why’s Everything Wobbling!’: On your Turn, you can either Move or take an Action, but not both.

\n
\n

7-8

\n
\n

‘I’ll Take Yer All On!’: Gain Animosity (Everybody)!

\n
\n

9-10

\n
\n

 ‘How Did I Get here?’: You wake up the next day, massively hungover, with little memory of what transpired. The GM and other players with you will fill in the embarrassing gaps if you investigate. Pass a Consume Alcohol Test or also gain a Poisoned Condition.

\n
\n
\n

 

\n

After not drinking for an hour, enact a Challenging (+0) Consume Alcohol Test. The effects of being drunk will wear

\n

off after 10–SL hours, with any Characteristic modifiers for being drunk lost over that time. After all effects wear off, enact another Challenging (+0) Consume Alcohol Test. You now gain a hangover, which is an Fatigued Condition that cannot be removed for 5–SL hours.

\n

You may expend 1 Resolve point to ignore the negative modifiers of being drunk until the end of the next round.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pxNjTxsp1Kp0SmQe","flags":{"_sheetTab":"description"},"name":"Cool","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Cool allows you to remain calm under stress, resist fear when faced with horror, and stick to your convictions.

\n

 

\n

Cool is generally used to resist other Skills — Charm, Intimidate, and similar — but you may also be required to make a Cool Test when faced with anything forcing you to do something you would rather not. Cool is also the primary Skill used to limit Psychology

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"1jCxbFAUuFuAPLJl","flags":{"_sheetTab":"description"},"name":"Dodge","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Dodge is your ability to avoid things, through ducking, diving, and moving quickly, and is used extensively to sidestep falling rocks, incoming weapons, unexpected traps, and the like.

\n

In combat, Dodge is generally used to resist attacks or avoid damage. Refer to Rolling to Hit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"iYan4z52v7HYM9u9","flags":{"_sheetTab":"details"},"name":"Drive","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Drive lets you guide vehicles — most commonly simple carts and lumbering coaches, not to mention the more ‘experimental’ creations of the Imperial Engineers — along the roads of the Empire with as little incident as possible.

\n

 

\n

Under normal circumstances, if you possess the Drive Skill, there is no need to Test. If conditions are less than ideal — perhaps the road is in poor condition, or the weather is terrible — a Drive Test will be required. If you do not possess the Drive Skill, you may be required to make a Test to carry out even basic maneuver. An Astounding Failure (-6) on a Drive Test means something bad has happened. Roll on the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

Snapped Harness: One horse (or equivalent) breaks free; reduce speed accordingly.

\n
\n

3-5

\n
\n

 Jolted Carriage: Passengers suffer 1 Wound and fragile cargos might be damaged.

\n
\n

6-8

\n
\n

Broken Wheel: Pass a Drive Test every round to avoid Crashing. Two-wheeled vehicles with a Broken Wheel Crash automatically.

\n
\n

9-10

\n
\n

 Broken Axle: The vehicle goes out of control and Crashes.

\n
\n
\n

 

\n

Crashing: Occupants of Crashing vehicles usually suffer 2d10 Wounds modified by Toughness Bonus and Armor Points

\n

unless the vehicle was moving slowly (as determined by the GM). Crashed vehicles must be repaired by someone with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). Spare wheels can be installed by anyone with a Drive Test or with an appropriate Trade Test. In combat, Drive may be used if circumstances allow — for instance, if the party is in a coach being raided by outlaws, and you wish to ram an enemy, or outrun them.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"CcNJsS4jSwB6Ug1J","flags":{"_sheetTab":"details"},"name":"Endurance","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Endurance Skill is called upon when you must endure hardship, withstand deprivation, sit without moving for long periods of time, or survive harsh environments. In particular, Endurance is Tested to resist or recover from various Conditions (see page 167) and helps you recover lost Wounds.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"0CwV96kTDRF0jUhk","flags":{"_sheetTab":"description"},"name":"Entertain","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"7pQo66cESWttzIlb","flags":{"_sheetTab":"details"},"name":"Gamble","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to measure the likelihood that a bet will pay off, as well as successfully engage in various games of chance.

\n

To represent a gambling match, all players make a Gamble Test — applying any appropriate modifiers for familiarity with the game — and the player with the highest SL wins. On a tie, any lower scoring players drop out, and those remaining enact another Gamble Test, repeating this process until you have a winner.

\n

If you wish to influence the game through less honest mechanics, see Sleight of Hand.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"RLQHm1s4IuY9RSr2","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pKLMbmG3Ivt6mzMf","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"I0yPc4PH5erWJLmu","flags":{"_sheetTab":"description"},"name":"Intimidate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to coerce or frighten sentient creatures. The precise manner of initiating an Intimidate Test depends on context: while it is generally accompanied by an overt threat, sometimes a subtle implication or even a look is enough. Intimidate is almost always Opposed by your target’s Cool Skill; if successful, you can intimidate a number of targets up to your Strength Bonus + SL. Each will react to Intimidate based on their individual personalities and how successful you were in menacing them, but in all cases, they will back down or move out of the way and will not speak out against you, or they will alternatively accept combat is the only way forward and prepare their weapons.

\n

 

\n

In combat, you cause @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Fear} in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

While strength is the default stat for Intimidate tests, the GM may decree certain situations may allow you to use a different characteristic: a steely witch hunter may use Willpower to stare down an inquisitive bystander, or an academic may use Intelligence to cow a lowly student with his intimidating knowledge, for instance. 

\n

 

\n

Example: Facing a group of footpads, Svetlana the Strong rolls 4 SL on her Intimidate Test. Combined with her SB of 5, this means she can affect up to 9 targets, more than enough to impact all three footpads who now Fear Svetlana. As she has won by 3 SL, she gains +1 Advantage point until the end of her next turn. In the next round, she ‘attacks’ the footpads using her Intimidate, intending to scare them into leaving her be. However, she fails the Test, and the footpads realize they outnumber her, and are armed… 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"cYtU0ORRFCOpQLWz","flags":{"_sheetTab":"details"},"name":"Intuition","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).

\n

 

\n

In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"oMaJZ5cvCJeOUq9H","flags":{"_sheetTab":"description"},"name":"Leadership","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

A measure of your ability to lead others and command their respect. While most often associated with martial situations, a resolute leader can quickly direct a fast response to a fire or other such calamity, and nobles use the Skill frequently to command their lessers.

\n

 

\n

A successful Leadership Test allows you to issue orders to a number of targets equal to your Fellowship Bonus + SL. If the targets are your natural subordinates — a noble commanding serfs, or a sergeant commanding his troops — commands are usually unopposed. If there is no natural hierarchy in place, or the order is particularly challenging — such as ordering your soldiers to charge a Hydra head on — the Test is Opposed by your targets’ Cool.

\n

 

\n

In combat, you may use Leadership to encourage your subordinates. A successful Leadership Test confers a bonus of +10 to all Psychology Tests until the end of the next round (see page 190).

\n

 

\n

Further, Leadership can be used to transfer Advantage to allies able to hear you; following a successful Leadership Test, you may transfer an Advantage to one ally of your choice, plus a further +1 Advantage per SL scored, which can again go to any allies of your choice within earshot.

\n

 

\n

Example: Lord Ludwig von Schemp has been watching his two bodyguards discourse with some ruffians for three Rounds, using his Intuition Skill to build up 3 Advantage. Feeling it is going nowhere, he issues a peremptory order to attack the ringleader; passing his Leadership Test with 5 SL, he gives one bodyguard 2 of his Advantage, and the remaining bodyguard 1 Advantage, hoping this will bring a swift end to proceedings. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"F8NfBZdVSEIGCMtu","flags":{"_sheetTab":"details"},"name":"Melee","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

\n

 

\n

Specializations: Basic, Brawling, Cavalry, Fencing, Flail, Parry, Pole-Arm, Two-Handed 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"zZUX7wO4rOo8k9F0","flags":{"_sheetTab":"details"},"name":"Navigation","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.

\n

 

\n

If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"os4NKy5Oy6sRt1eh","flags":{},"name":"Outdoor Survival","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Outdoor Survival Skill is used to survive in the wild, including the ability to fish, hunt, forage, and build fires and shelters. Experienced travelers are skilled at reading the signs of incoming inclement weather and finding the spoor of various dangerous beasts.

\n

 

\n

When camping, make an Outdoor Survival Test, modified by the harshness of conditions — for instance, a Test is Challenging (+0) if it is raining, Hard (–20) in a storm. A successful Test indicates you can provide yourself sustenance and shelter for the night. Each SL allows you to provide for one more character. If the Test is failed, you must make a Challenging (+0) Endurance Test or receive the Fatigued Condition. If you suffer an Astounding Failure, something untoward has happened, as determined by the GM; perhaps your camp is attacked in the night?

\n

 

\n

When fighting in the wilderness, you may make an Outdoor Survival Test to receive +1 Advantage, in the same way as Intuition, to a maximum number of Advantage equal to your Intelligence Bonus, as you spy out treacherous and advantageous terrain that you can best use to your advantage.

\n

 

\n

Gathering Food and Herbs

\n

Gathering food or herbs normally takes around 2 hours. Hunting and foraging parties make one assisted Outdoor Survival Test for the group, with the Difficulty determined by the circumstances.

\n\n

 

\n\n

 

\n\n

 

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"Fs06sr7y9JKpVQmB","flags":{"_sheetTab":"description"},"name":"Perception","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"MeXCAQ3wqJzX07X7","flags":{"_sheetTab":"description"},"name":"Ride","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"KL4pCOqma5E7fLG4","flags":{"_sheetTab":"details"},"name":"Row","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your prowess at pulling an oar and moving a boat through the water. The Row Skill is typically only used when racing, navigating rapids, desperately avoiding Bog Octopuses, or similar unusual or dangerous feats. Anyone with the Skill is automatically presumed to be able to scull about a pond, or over a gentle river, without a Test. Those without the skill may have to make a Test for anything but the most basic maneuvers. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"McTtmZu3Ac8Lh48W","flags":{},"name":"Stealth","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"0MYOJFx3vkYA95B4","flags":{"_sheetTab":"description"},"name":"Brass Penny","type":"money","img":"systems/wfrp4e/icons/currency/brasspenny.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}}},{"_id":"Ggx0bRaCuq8MbF0g","flags":{"_sheetTab":"description"},"name":"Gold Crown","type":"money","img":"systems/wfrp4e/icons/currency/goldcrown.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}}},{"_id":"KB8HgDz56dh2w7w1","flags":{"_sheetTab":"description"},"name":"Silver Shilling","type":"money","img":"systems/wfrp4e/icons/currency/silvershilling.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}}},{"_id":"nIWiNKwWXKsyEFxh","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"dkWs1BhrLWU9EGM6","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"SW4jdqcQcTYGh0yk","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"jopuyZXb6wJjU845","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"sM2DBdrEfO9yjB9P","flags":{"_sheetTab":"details"},"name":"Attractive","type":"talent","img":"systems/wfrp4e/icons/talents/attractive.png","data":{"description":{"type":"String","label":"Description","value":"

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Tests to influence those attracted to you"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"RByHIk06mHOPsOao","flags":{"_sheetTab":"details"},"name":"Perfect Pitch","type":"talent","img":"systems/wfrp4e/icons/talents/perfect-pitch.png","data":{"description":{"type":"String","label":"Description","value":"You have perfect pitch, able to replicate notes perfectly and identify them without even making a Test. Further, add Entertain (Sing) to any Career you enter; if it is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Entertain (Sing), Language (Tonal Languages, such as Elthárin, Cathayan, and Magick)"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"SQRkkredGO8mxMOO","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"talent","img":"systems/wfrp4e/icons/talents/night-vision.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perception tests in low-light conditions"},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"UyyPiEcejVRZM4Ni","flags":{},"name":"Watch Recruit","type":"career","img":"systems/wfrp4e/icons/careers/watchman-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Watchman"},"class":{"type":"String","label":"Class","value":"Burgher"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":"1"},"status":{"tier":"b","standing":3},"characteristics":["ws","s","fel"],"skills":["Athletics","Climb","Consume Alcohol","Dodge","Endurance","Gamble","Melee (Any)","Perception"],"talents":["Drilled","Hardy","Strike to Stun","Tenacious"],"trappings":["Hand Weapon","Leather Jack","Uniform"],"incomeSkill":[7],"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"3xeYW7GZkCoMtyyc","flags":{},"name":"Watch Sergeant","type":"career","img":"systems/wfrp4e/icons/careers/watchman-03.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Watchman"},"class":{"type":"String","label":"Class","value":"Burgher"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":"3"},"status":{"tier":"s","standing":3},"characteristics":["ws","s","i","wp","fel"],"skills":["Athletics","Climb","Consume Alcohol","Dodge","Endurance","Gamble","Melee (Any)","Perception","Charm","Cool","Gossip","Intimidate","Intuition","Lore (Local)","Entertain (Storytelling)","Haggle","Leadership","Lore (Law)"],"talents":["Disarm","Etiquette (Soldiers)","Fearless (Criminals)","Nose for Trouble"],"trappings":["Breastplate","Helm","Symbol of Rank"],"incomeSkill":[7],"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"qYaajesUUeexcXvq","flags":{},"name":"Watchman","type":"career","img":"systems/wfrp4e/icons/careers/watchman-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Watchman"},"class":{"type":"String","label":"Class","value":"Burgher"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":"2"},"status":{"tier":"s","standing":1},"characteristics":["ws","s","wp","fel"],"skills":["Athletics","Climb","Consume Alcohol","Dodge","Endurance","Gamble","Melee (Any)","Perception","Charm","Cool","Gossip","Intimidate","Intuition","Lore (Local)"],"talents":["Break and Enter","Criminal","Night Vision","Sprinter"],"trappings":["Lantern and Pole","Lamp Oil","Copper Badge"],"incomeSkill":[7],"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"aZV6MNhxYCHbFcNq","flags":{"_sheetTab":"details"},"name":"Melee (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

\n

 

\n

Specializations: Basic, Brawling, Cavalry, Fencing, Flail, Parry, Pole-Arm, Two-Handed 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"9BTxUcEI8yeL57BA","flags":{"_sheetTab":"description"},"name":"Drilled","type":"talent","img":"systems/wfrp4e/icons/talents/drilled.png","data":{"description":{"type":"String","label":"Description","value":"

You have been trained to fight shoulder-to-shoulder with other soldiers. If an enemy causes you to lose Advantage when standing beside an active ally with the Drilled Talent, you may keep 1 lost Advantage for each time you’ve taken the Drilled Talent.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ws"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Melee Tests when beside an ally with Drilled"},"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"7jF9J1E8eBIy9XFG","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"vvvLqMHewCqC4bgt","flags":{"_sheetTab":"description"},"name":"Strike to Stun","type":"talent","img":"systems/wfrp4e/icons/talents/strike-to-stun.png","data":{"description":{"type":"String","label":"Description","value":"

You know where to hit an opponent to bring him down fast. You ignore the ‘Called Shot’ penalty to strike the Head Hit Location when using a melee weapon with the Pummel Quality. Further, you count all improvised weapons as having the Pummel Quality

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Melee Tests when Striking to Stun"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"xPuC3hgIovEGzrYA","flags":{},"name":"Tenacious","type":"talent","img":"systems/wfrp4e/icons/talents/tenacious.png","data":{"description":{"type":"String","label":"Description","value":"You never give up, no matter how impossible your travails appear. You can double the length of time successful Endurance Tests allow you to endure a hardship. This includes enduring prolonged riding, exposure, rituals, and similar adversities"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Endurance Tests for enduring hardships"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"n606MNxnvyUlk0G5","flags":{},"name":"Lore (Local)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"i0461Pm8n0o0Uzog","flags":{"_sheetTab":"description"},"name":"Break and Enter","type":"talent","img":"systems/wfrp4e/icons/talents/break-and-enter.png","data":{"description":{"type":"String","label":"Description","value":"You are an expert at quickly breaking down doors and forcing entry. You may add +1 Damage for each level in this Talent when determining damage against inanimate objects such as windows, chests, doors, and similar."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Melee when forcing or breaking inanimate objects"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"oMhc5lssTX5a6j52","flags":{"_sheetTab":"description"},"name":"Criminal","type":"talent","img":"systems/wfrp4e/icons/talents/criminal.png","data":{"description":{"type":"String","label":"Description","value":"

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"none"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"TcU3oMxhVznAnsiL","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"talent","img":"systems/wfrp4e/icons/talents/night-vision.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perception tests in low-light conditions"},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"zrQ9vXX3Vpva2zbz","flags":{},"name":"Sprinter","type":"talent","img":"systems/wfrp4e/icons/talents/sprinter.png","data":{"description":{"type":"String","label":"Description","value":"You are a swift runner. Your Movement Attribute counts as 1 higher when Running."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Athletics Tests concerning Running"},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"PqwT2QtoAQCM40h5","flags":{},"name":"Swindler","type":"career","img":"systems/wfrp4e/icons/careers/charlatan-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Charlatan"},"class":{"type":"String","label":"Class","value":"Rogues"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["i","ag","fel"],"skills":["Bribery","Consume Alcohol","Charm","Entertain (Storytelling)","Gamble","Gossip","Haggle","Sleight of Hand"],"talents":["Cardsharp","Diceman","Etiquette (Any)","Luck"],"trappings":["Backpack","2 Sets of Clothing","Deck of Cards","Dice"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"DssrY2Q6oJ45WJaK","flags":{},"name":"Charlatan","type":"career","img":"systems/wfrp4e/icons/careers/charlatan-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Charlatan"},"class":{"type":"String","label":"Class","value":"Rogues"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":"2"},"status":{"tier":"b","standing":5},"characteristics":["i","ag","wp","fel"],"skills":["Bribery","Consume Alcohol","Charm","Entertain (Storytelling)","Gamble","Gossip","Haggle","Sleight of Hand","Cool","Dodge","Entertain (Acting)","Evaluate","Intuition","Perception"],"talents":["Blather","Criminal","Fast Hands","Secret Identity"],"trappings":["1 Forged Document","2 Sets of Quality Clothing","Selection of Colored Powders and Water","Selection of Trinkets and Charms"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"UmiI50ITst0FtcX8","flags":{"_sheetTab":"description"},"name":"Entertain (Storytelling)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"ApJbp7BlUMYpN6gn","flags":{"_sheetTab":"details"},"name":"Sleight of Hand","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Lets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.

\n

You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…

\n

Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a Dagger seemingly appear from nowhere, surprising a superstitious foe.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"}},"sort":100001},{"_id":"6W2HKhPkGJcivhYU","flags":{},"name":"Cardsharp","type":"talent","img":"systems/wfrp4e/icons/talents/cardsharp.png","data":{"description":{"type":"String","label":"Description","value":"You are used to playing, and winning, at cards, although your methods may involve a little cheating. When you successfully use Gamble or Sleight of Hand when playing cards, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 28 could be used for +8 SL. If you play a real card game to represent what is happening in-game, you may receive an extra number of cards per deal equal to your level in Cardsharp, then discard down to the appropriate hand-size before each round of play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Gamble and Sleight of Hand when playing card games"},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"HEwG1q0Qhn4mbSTq","flags":{},"name":"Diceman","type":"talent","img":"systems/wfrp4e/icons/talents/diceman.png","data":{"description":{"type":"String","label":"Description","value":"You are a dicing master, and all claims you cheat are clearly wrong. When you successfully use Gamble or Sleight of Hand when playing with dice, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 06 could be used for +6 SL. If you play any real-life dice games to represent in-game dice games, always roll extra dice equal to your Diceman level and choose the best results."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Gamble and Sleight of Hand when playing dice games"},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"LzPWECtgHdzEFNxZ","flags":{"_sheetTab":"description"},"name":"Etiquette (Any)","type":"talent","img":"systems/wfrp4e/icons/talents/etiquette.png","data":{"description":{"type":"String","label":"Description","value":"

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm and Gossip (Social Group)"},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"0yHzCd3hwqPkiGbO","flags":{"_sheetTab":"description"},"name":"Luck","type":"talent","img":"systems/wfrp4e/icons/talents/luck.png","data":{"description":{"type":"String","label":"Description","value":"

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2700000},{"_id":"22gmO37svLbCBCkR","flags":{"_sheetTab":"description"},"name":"Entertain (Acting)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2800000},{"_id":"iwby2ifhn3B9rBiB","flags":{"_sheetTab":"description"},"name":"Evaluate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Let's you determine the value of rare artefacts, unusual trade goods, and works of art. Everybody is assumed to know the relative worth of general items, but a successful use of the Evaluate allows you to identify the value of curious and unique items. A successful Evaluate Test may also alert you if the goods (or coins) you are studying are counterfeit — this Test will usually be Opposed by the forger’s SL on their Art or Trade Test. Your GM may apply modifiers based on just how rare or obscure the item is, or on your character’s particular expertise or background.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2900000},{"_id":"0wvvJ0QOGiYY9e3m","flags":{"_sheetTab":"description"},"name":"Blather","type":"talent","img":"systems/wfrp4e/icons/talents/blather.png","data":{"description":{"type":"String","label":"Description","value":"

Called ‘opening your mouth and letting your belly rumble’ in Nordland, or simply ‘bullshitting’ in Ostland, blathering involves talking rapidly and incessantly, or talking volubly and at-length, about inconsequential or nonsense matters, and is used to verbally confuse and confound a target. You use your Charm Skill to Blather. Attempt an Opposed Charm/Intelligence Test. Success gives your opponent a Stunned Condition. Further, for each level you have in Blather, your opponent gains another Stunned Condition. Targets Stunned by Blather may do nothing other than stare at you dumbfounded as they try to catch-up with or understand what you are saying. Once the last Stunned Condition comes to an end, the target finally gets a word in, and may not be best pleased with you — after all, you have been talking about nothing or nonsense for some time. Should you stop talking, your opponent immediately loses all Stunned Conditions caused by your Blather. Generally, you can only attempt to Blather at a character once per scene, or perhaps longer as determined by the GM, as the target soon wises up to your antics.

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm to Blather"},"source":{"type":"String","label":"Source"}},"sort":3000000},{"_id":"fXXIBaxvOi9pgpbB","flags":{"_sheetTab":"description"},"name":"Criminal","type":"talent","img":"systems/wfrp4e/icons/talents/criminal.png","data":{"description":{"type":"String","label":"Description","value":"

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"none"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":3100000},{"_id":"u1JCzb0We1zDsIrq","flags":{},"name":"Fast Hands","type":"talent","img":"systems/wfrp4e/icons/talents/fast-hands.png","data":{"description":{"type":"String","label":"Description","value":"You can move your hands with surprising dexterity. Bystanders get no passive Perception Tests to spot your use of the Sleight of Hand Skill, instead they only get to Oppose your Sleight of Hand Tests if they actively suspect and are looking for your movements. Further, attempts to use Melee (Brawling) to simply touch an opponent gain a bonus of +10 � your level in Fast Hands."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"dex"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Sleight of Hand, Melee (Brawling) to touch an opponent"},"source":{"type":"String","label":"Source"}},"sort":3200000},{"_id":"PDSEq8UVMIxSNWBt","flags":{},"name":"Secret Identity","type":"talent","img":"systems/wfrp4e/icons/talents/secret-identity.png","data":{"description":{"type":"String","label":"Description","value":"You maintain a secret identity that allows you to appear richer, or perhaps poorer, than you actually are. With GM permission, choose any one Career. As long as you are dressed appropriately, you may use the Social Status of the chosen Career you masquerade as rather than your own for modifying Fellowship Tests, and can even ignore the Criminal Talent. However, maintaining this identity will require Entertain (Acting) rolls when you encounter those who may recognize your falsehood. You may create a new Secret Identity for each level you have in this Talent."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Entertain (Acting) Tests to support your secret identities"},"source":{"type":"String","label":"Source"}},"sort":3300000},{"_id":"vqdzWgQJdlM8NFbg","flags":{},"name":"Cardsharp","type":"talent","img":"systems/wfrp4e/icons/talents/cardsharp.png","data":{"description":{"type":"String","label":"Description","value":"You are used to playing, and winning, at cards, although your methods may involve a little cheating. When you successfully use Gamble or Sleight of Hand when playing cards, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 28 could be used for +8 SL. If you play a real card game to represent what is happening in-game, you may receive an extra number of cards per deal equal to your level in Cardsharp, then discard down to the appropriate hand-size before each round of play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Gamble and Sleight of Hand when playing card games"},"source":{"type":"String","label":"Source"}},"sort":3400000},{"_id":"80FsJY2p26gzrdoW","flags":{},"name":"Diceman","type":"talent","img":"systems/wfrp4e/icons/talents/diceman.png","data":{"description":{"type":"String","label":"Description","value":"You are a dicing master, and all claims you cheat are clearly wrong. When you successfully use Gamble or Sleight of Hand when playing with dice, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 06 could be used for +6 SL. If you play any real-life dice games to represent in-game dice games, always roll extra dice equal to your Diceman level and choose the best results."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Gamble and Sleight of Hand when playing dice games"},"source":{"type":"String","label":"Source"}},"sort":3500000},{"_id":"v7FkqJTNXYhyBGq4","flags":{"_sheetTab":"description"},"name":"Etiquette (Any)","type":"talent","img":"systems/wfrp4e/icons/talents/etiquette.png","data":{"description":{"type":"String","label":"Description","value":"

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm and Gossip (Social Group)"},"source":{"type":"String","label":"Source"}},"sort":3600000},{"_id":"UsvXD2cf8vR7dLvL","flags":{"_sheetTab":"description"},"name":"Luck","type":"talent","img":"systems/wfrp4e/icons/talents/luck.png","data":{"description":{"type":"String","label":"Description","value":"

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":3700000},{"_id":"Oe0BhBKEBAsLfT7a","flags":{},"name":"Cardsharp","type":"talent","img":"systems/wfrp4e/icons/talents/cardsharp.png","data":{"description":{"type":"String","label":"Description","value":"You are used to playing, and winning, at cards, although your methods may involve a little cheating. When you successfully use Gamble or Sleight of Hand when playing cards, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 28 could be used for +8 SL. If you play a real card game to represent what is happening in-game, you may receive an extra number of cards per deal equal to your level in Cardsharp, then discard down to the appropriate hand-size before each round of play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Gamble and Sleight of Hand when playing card games"},"source":{"type":"String","label":"Source"}},"sort":3800000},{"_id":"iHhM8BD38PHQTnuX","flags":{},"name":"Diceman","type":"talent","img":"systems/wfrp4e/icons/talents/diceman.png","data":{"description":{"type":"String","label":"Description","value":"You are a dicing master, and all claims you cheat are clearly wrong. When you successfully use Gamble or Sleight of Hand when playing with dice, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 06 could be used for +6 SL. If you play any real-life dice games to represent in-game dice games, always roll extra dice equal to your Diceman level and choose the best results."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Gamble and Sleight of Hand when playing dice games"},"source":{"type":"String","label":"Source"}},"sort":3900000},{"_id":"yzAhR5EPqmx9Zp1v","flags":{"_sheetTab":"description"},"name":"Etiquette (Any)","type":"talent","img":"systems/wfrp4e/icons/talents/etiquette.png","data":{"description":{"type":"String","label":"Description","value":"

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm and Gossip (Social Group)"},"source":{"type":"String","label":"Source"}},"sort":4000000},{"_id":"FRXwGXgEI5SASVBV","flags":{"_sheetTab":"description"},"name":"Luck","type":"talent","img":"systems/wfrp4e/icons/talents/luck.png","data":{"description":{"type":"String","label":"Description","value":"

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":4100000},{"_id":"Et6Ew47hqlLKPgqs","flags":{"_sheetTab":"description"},"name":"Lore (Law)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":15},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":4200000},{"_id":"SUKPMgrdjISUKQfp","flags":{"_sheetTab":"description"},"name":"Disarm","type":"talent","img":"systems/wfrp4e/icons/talents/disarm.png","data":{"description":{"type":"String","label":"Description","value":"

You are able to disarm an opponent with a careful flick of the wrist or a well-aimed blow to the hand. For your Action, you may attempt an Opposed Melee/Melee test. If you win, your opponent loses a held weapon, which flies 1d10 feet in a random direction (with further effects as determined by the GM). If you win by 2 SL, you can determine how far the weapon is flung instead of rolling randomly; if you win by 4 SL, you can also choose the direction the weapon goes in; if you win by 6 SL or more, you can take your opponent’s weapon if you have a free hand, plucking it from the air with a flourish. Tis Talent is of no use if your opponent has no weapon, or is a larger Size than you (see page 341).

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Melee Tests concerning this Talent"},"source":{"type":"String","label":"Source"}},"sort":4300000},{"_id":"rx1aXJwZm6iwglLi","flags":{"_sheetTab":"description"},"name":"Etiquette (Soldiers)","type":"talent","img":"systems/wfrp4e/icons/talents/etiquette.png","data":{"description":{"type":"String","label":"Description","value":"

You can blend in socially with the chosen group so long as you are dressed and acting appropriately. Example social groups for this Talent are: Criminals, Cultists, Guilders, Nobles, Scholars, Servants, and Soldiers. If you do not have the Talent, those with it will note your discomfort in the unfamiliar environment. This is primarily a matter for roleplaying, but may confer a bonus to Fellowship Tests at the GM’s discretion.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm and Gossip (Social Group)"},"source":{"type":"String","label":"Source"}},"sort":4400000},{"_id":"bSsDy7wujQLATf8z","flags":{"_sheetTab":"details"},"name":"Fearless (Criminals)","type":"talent","img":"systems/wfrp4e/icons/talents/fearless.png","data":{"description":{"type":"String","label":"Description","value":"

You are either brave enough or crazy enough that fear of certain enemies has become a distant memory. With a single Average (+20) Cool Test, you may ignore any Intimidate, Fear, or Terror effects from the specified enemy when encountered. Typical enemies include Beastmen, Greenskins, Outlaws, Vampires, Watchmen, and Witches.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Cool to oppose your Enemy's Intimidate, Fear, and Terror"},"source":{"type":"String","label":"Source"}},"sort":4500000},{"_id":"QQvQDD2ZMf1uT4oV","flags":{"_sheetTab":"description"},"name":"Nose for Trouble","type":"talent","img":"systems/wfrp4e/icons/talents/nose-for-trouble.png","data":{"description":{"type":"String","label":"Description","value":"

You are used to getting into, and preferably out of, trouble. You may attempt an Intuition Test to spot those seeking to cause trouble or seeking to cause you harm, even if normally you would not be allowed a Test (because of Talents or a Spell, for example). This Test will likely be Opposed if others are hiding, and the GM may prefer to take this Test on your behalf in secret so you do not know the results should you fail. If any troublemakers you spot start combat, you may ignore any Surprised Condition they would normally inflict.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Any Test to spot Troublemakers"},"source":{"type":"String","label":"Source"}},"sort":4600000}]} +{"_id":"Gy7GqmGMAOxMYvmp","name":"Shifting Grasp Mutant Cultist","permission":{"default":0},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"s":{"type":"Number","label":"Strength","abrev":"S","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":30,"advances":0,"value":30,"bonus":3,"cost":25}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":12,"max":12},"advantage":{"type":"Number","label":"Advantage","value":"0","max":3},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":6,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":8,"run":16},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":"3WFAdT67UwX6dQFL","sort":600000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"defensive":0,"talentTests":[],"modifier":"","_sheetTab":"talents"},"img":"worlds/talesoldworld/userdata/tokens/Mutant_Cultist_Group.png","token":{"flags":{},"name":"Shifting Grasp Mutant Cultist (Copy) (Copy) (Copy)","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Mutant_Cultist_Group.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"Gy7GqmGMAOxMYvmp","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"wEy7BcZ3kyKWwfai","flags":{"_sheetTab":"details"},"name":"Corruption","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets."},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"Minor","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"ojQwDWCPMlUZEqY0","flags":{},"name":"Mutation","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table\r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"rQubc6qI2fyo6VXt","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000}]} +{"_id":"Ilqt33OV2DelCOhE","name":"Shifting Grasp Mutant Cultist","permission":{"default":0},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":30,"advances":0},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":30,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":30,"advances":0},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":30,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":30,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":30,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":30,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":30,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":30,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":30,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":12,"max":12},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":"3WFAdT67UwX6dQFL","sort":200000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Mutant_Cultist_1.png","token":{"flags":{},"name":"Shifting Grasp Mutant Cultist","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Mutant_Cultist_1.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"Ilqt33OV2DelCOhE","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"wEy7BcZ3kyKWwfai","flags":{"_sheetTab":"description"},"name":"Corruption","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets."},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"Minor","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"ojQwDWCPMlUZEqY0","flags":{},"name":"Mutation","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table\r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"rQubc6qI2fyo6VXt","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000}]} +{"_id":"KZJd7f6Qh8L2s72E","name":"Hybrid Wolfman","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":79,"advances":0,"value":70,"bonus":7,"cost":25},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":33,"advances":0,"value":0,"bonus":0,"cost":25},"s":{"type":"Number","label":"Strength","abrev":"S","initial":78,"advances":0,"value":40,"bonus":4,"cost":25},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":76,"advances":0,"value":40,"bonus":4,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":56,"advances":0,"value":50,"bonus":5,"cost":25},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":45,"advances":0,"value":35,"bonus":3,"cost":25},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":39,"advances":0,"value":0,"bonus":0,"cost":25},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":22,"advances":0,"value":25,"bonus":2,"cost":25},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":33,"advances":0,"value":40,"bonus":4,"cost":25},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":21,"advances":0,"value":20,"bonus":2,"cost":25}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":24,"max":24},"advantage":{"type":"Number","label":"Advantage","value":"0","max":5},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":8,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Wolf"},"gender":{"type":"String","label":"Gender","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"5","walk":10,"run":20},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"}},"excludedTraits":[]},"folder":"BeaMqdD5vMcOd3o3","sort":1300000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"defensive":0,"talentTests":[],"modifier":"","_sheetTab":"notes"},"img":"worlds/talesoldworld/userdata/tokens/WolfMan.png","token":{"flags":{},"name":"Hybrid Wolfman","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/WolfMan.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"KZJd7f6Qh8L2s72E","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"HPNo14LCRl5WCMEL","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"2","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"9ZxxYkI1gu1cXLAD","flags":{"_sheetTab":"details"},"name":"Bite","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"PhHFijqQbxe4oHQ4","flags":{"_sheetTab":"description"},"name":"Blessed","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is Blessed and can enact Blessings; the relevant deity is indicated in brackets."},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"Ulric","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"CLIVPALf6ja5bUiX","flags":{"_sheetTab":"description"},"name":"Die Hard","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

No matter how hard the creature is hit, it gets back up. All Critical Wounds not resulting in death can be healed; just attach the requisite body parts to the correct places, perhaps with staples or large spikes to hold them in place, and it’s good to go. Even ‘death’ may be ‘healed’ if the appropriate parts, such as a lost head, are attached to the body. If death occurs and all parts are in place, it may attempt a Challenging (+0) Endurance Test requiring an SL of 6 at the start of every round for Toughness Bonus Rounds after death. If a Test is successful, the creature chokes back to life with 1 Wound.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"5R7yVPWgJSX4cvPz","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"PGvHu32pQr2pdYHC","flags":{},"name":"Tracker","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"BYSubxORCURvxiGE","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"5","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"CgVfCS7xG6RtFyJp","flags":{"_sheetTab":"details"},"name":"Blessing of Battle","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 WS.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Myrmidia, Sigmar, Taal, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Myrmidia, Sigmar, Taal, Ulric"}},"sort":100000},{"_id":"T5IIcjnWvL1xWVmF","flags":{"_sheetTab":"description"},"name":"Blessing of Courage","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Willpower.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Morr, Myrmidia, Sigmar, Ulric, Verena"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Morr, Myrmidia, Sigmar, Ulric, Verena"}},"sort":400000},{"_id":"vk5Nnaw0LsWW719P","flags":{"_sheetTab":"description"},"name":"Blessing of Hardiness","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Toughness.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Sigmar, Taal, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Sigmar, Taal, Ulric"}},"sort":800000},{"_id":"U9h2O2YHwxQWlCsF","flags":{"_sheetTab":"description"},"name":"Blessing of Might","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Strength.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Sigmar, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Sigmar, Ulric"}},"sort":1000000},{"_id":"HmmmFJHwvzTSlhGP","flags":{"_sheetTab":"description"},"name":"Blessing of Savagery","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

When your target next inflicts a Critical Wound, roll twice and choose the best result.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Taal, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Taal, Ulric"}},"sort":1400000},{"_id":"Rr5BoWfrZlTUqj2Z","flags":{"_sheetTab":"details"},"name":"Blessing of Tenacity","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target may remove 1 condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Morr, Shallya, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"value":"Manann, Morr, Shallya, Ulric"}},"sort":1500000},{"_id":"8Czj59GgEUtBuCxu","flags":{"_sheetTab":"description"},"name":"Fear","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

 

\n

The Fear trait represents an extreme aversion to something. Creatures that cause Fear have a Fear Rating; this value reflects the SL you are required to pass on an Extended Cool Test to overcome your Fear. You may continue to Test at the end of every round until your SL equals or surpasses the creature’s Fear rating. Until you do this, you are subject to Fear.

\n

 

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a Broken Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"2","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"gvBVuAXXdCxINGUQ","flags":{"_sheetTab":"details"},"name":"Melee (Flail)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"XbFiWvssA5kc8VhA","flags":{"_sheetTab":"details"},"name":"Melee (Parry)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"Cwanx0r85Kn7kixf","flags":{},"name":"Pray","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Your ability to invoke, or otherwise commune with, a deity. For more information on using the Pray Skill to seek divine intervention, see Chapter 7: Religion & Belief.

\n

 

\n

In combat, if your GM deems it appropriate considering your circumstances and faith, you may use Pray to meditate and focus your mind. Each round you spend praying in combat — and making a successful Pray Test — gives you +1 Advantage. You can gain additional Advantage this way, up to a maximum of your Fellowship Bonus.

\n

 

\n

Further, if your enemies understand your language and recognize (and fear) your deity, the GM may allow you to use Pray in lieu of the Intimidate Skill.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"pCJjZMsPLhVIaJH1","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

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You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

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Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

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@JournalEntry[fdQ7verGzWPHWMly]{Heske's Dragonglass}

\n

When young, Heske Glazer worked the fields of the Lady’s Vale. However, her destiny altered completely when a misfired pistol took her left eye. Duke Brynich Aschaffenberg, the man responsible, seemingly took pity on the girl, and paid for her care and a replacement for her lost eye. As she healed, Heske spent long hours sitting with Kassandra Glazer, the elderly glassblower who was commissioned to create her new eye. This introduced Heske to the wonders of glassblowing, and she was utterly enthralled. In turn, the old gaffer was impressed by the bright, enthusiastic girl and eventually offered to take her on as an apprentice. Heske never looked back.

\n

Many years later, and Heske’s glassblowing skills are so well regarded that some master artisans of Dawihafen, the Dwarf quarter in Ubersreik, consult her on works involving glass. Indeed, such is her skill, many of the best Dwarf-wrought lanterns of Ubersreik contain Heske glass, and her artefacts are sold deep into the Grey Mountains. Although this is an accolade that Humans are rarely afforded, the fame and respect she has earned seems to have made no impact upon Heske’s character — she is as approachable and affable as she ever was. Indeed, she is well regarded by the folk of Ubersreik as a whole, and none have a bad word to say against her. This grants her a unique position to see much with her one working eye, far more than most would expect. Indeed, it would surprise many to discover that Glazer acts as an agent for a very powerful patron. Not only this, she will soon be responsible for singling out the Characters for the attention of her secret patron.

"},"gmnotes":{"value":""}}},"folder":"BeaMqdD5vMcOd3o3","sort":100000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/Tokens/HeskeGlazer.png","token":{"flags":{},"name":"Heske Glazer","displayName":20,"img":"worlds/talesoldworld/userdata/Tokens/HeskeGlazer.png","width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"MnrEnWdgLEJRTKXW","actorLink":true,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"A21nSae00Lwhk2iy","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":19},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"1mgJHXmSleaelUUZ","flags":{},"name":"Trade (Glassblowing)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Trade Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Trade Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Trade Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Trade (Cook) to impress a local lord will take far less time than constructing a warship with Trade (Shipwright).

\n

 

\n

You may also make a Trade Test as a Lore Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Trade Skills have little function in combat, there are as many Trade Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Trade (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Trade Skill is also used for enacting a Crafting Endeavor.

\n

 

\n

Specialisations: Apothecary, Calligrapher, Chandler, Carpenter, Cook, Embalmer, Smith, Tanner 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":43},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"qWG6YbNvBE1ogHNx","flags":{"_sheetTab":"details"},"name":"Weapon (Fist)","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"Rating","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000}]} +{"_id":"NwD7GTK9EpgyEuPl","name":"Shifting Grasp Mutant Cultist","permission":{"default":0},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"s":{"type":"Number","label":"Strength","abrev":"S","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":30,"advances":0,"value":30,"bonus":3,"cost":25},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":30,"advances":0,"value":30,"bonus":3,"cost":25}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":12,"max":12},"advantage":{"type":"Number","label":"Advantage","value":"0","max":3},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":6,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":8,"run":16},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":"3WFAdT67UwX6dQFL","sort":400000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"defensive":0,"talentTests":[],"modifier":"","_sheetTab":"talents"},"img":"worlds/talesoldworld/userdata/tokens/Mutant_Cultist_3.png","token":{"flags":{},"name":"Shifting Grasp Mutant Cultist (Copy) (Copy)","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Mutant_Cultist_3.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"NwD7GTK9EpgyEuPl","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"wEy7BcZ3kyKWwfai","flags":{"_sheetTab":"details"},"name":"Corruption","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is tainted by Chaos, or perhaps suffused with Dark Magics. The Strength of the Corruption is marked in brackets."},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"Minor","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"ojQwDWCPMlUZEqY0","flags":{},"name":"Mutation","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table\r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"rQubc6qI2fyo6VXt","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000}]} +{"_id":"PjNFFmwxplX8ysnM","name":"Base Actor","permission":{"default":0},"type":"character","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":20,"advances":0},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":20,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":20,"advances":0},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":20,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":20,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":20,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":20,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":20,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":40,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":20,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":10,"max":10},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":"0","max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":"0"},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"fate":{"type":"Number","label":"Fate","value":0},"fortune":{"type":"Number","label":"Fortune","value":0},"resilience":{"type":"Number","label":"Resilience","value":0},"resolve":{"type":"Number","label":"Resolve","value":0}},"details":{"species":{"type":"String","label":"Species","value":""},"gender":{"type":"String","label":"Gender","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"experience":{"type":"Number","label":"Experience","total":0,"spent":0},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"name":"","short-term":"","long-term":""},"biography":{"type":"String","label":"Biography","value":""},"gmnotes":{"type":"String","label":"GM Notes","value":""},"motivation":{"type":"String","label":"Motivation","value":""},"class":{"type":"String","label":"Class","value":""},"career":{"type":"String","label":"Career","value":""},"careerlevel":{"type":"String","label":"Career Level","value":""},"status":{"type":"String","standing":"","tier":0},"age":{"type":"String","label":"Age","value":""},"height":{"type":"String","label":"Height","value":""},"weight":{"type":"String","label":"Weight","value":""},"haircolour":{"type":"String","label":"Hair Colour","value":""},"eyecolour":{"type":"String","label":"Eye Colour","value":""},"distinguishingmark":{"type":"String","label":"Distinguishing Mark","value":""},"starsign":{"type":"String","label":"Star Sign","value":""}}},"folder":null,"sort":100001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Base Actor","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":true,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"PjNFFmwxplX8ysnM","actorLink":true,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","flags":{"_sheetTab":"description"},"name":"Art","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Create works of art in your chosen medium. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"LGHozP5gmQ8cuDQV","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"d3VZwO4Y5JH5DXdT","flags":{"_sheetTab":"details"},"name":"Bribery","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to judge how likely a person is to accept a bribe, and how best to offer the bribe so they will accept it. A successful Bribery Test tells you if a target may be bribed. If so, your GM will secretly determine the price of their cooperation using the target’s Earnings, increasing the amount according to their usual honesty and the risk involved in taking the bribe. You then guess that target amount and the GM will tell you if the price is higher, lower, or equal. Each SL from your initial Bribery Test gives you another guess. At the end of this process, you determine how much money to offer, based on what you have gleaned.

\n

 

\n

In combat, you may use Bribery as above to try to stop the fight, but treat the Test as Hard (–20) owing to the stress of the situation. If your target is not susceptible, you cannot afford the fee, or your foes do not speak your tongue, your pathetic attempts to buy them off will be doomed to fail. Of course, if they have the advantage of numbers, what’s to prevent them from taking all of your money?

\n

 

\n

Example: Snorri is trying to bribe his way past a city watchman; a character of the Brass Tier 2, meaning they roll 4d10 Brass for Income. The GM decides the guard can be bribed and secretly rolls 21 on the 4d10, meaning the price for bribing the guard is 21 Brass. Letting Snorri through isn’t too risky for the watchman, and he does it often, so the GM doesn’t increase the bribe required. Snorri rolls 1 SL on his Bribery Test; so, he knows the watchman is open to a bribe, and has 2 guesses as to his price. Snorri’s first guess is 15 Brass, to which his GM replies ‘higher’. His second guess is 40, to which his GM replies ‘lower’. Snorri now knows he must bribe the watchman between 15 and 40 Brass, so decides to aim high, and offers 30. Smiling, the watchman waves Snorri through.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"exLrBrn2mjb6x2Cq","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"4IGdIhnwTaZijzg7","flags":{"_sheetTab":"details"},"name":"Charm Animal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your aptitude for be friending, quickly calming, or subjugating animals.

\n

 

\n

Passing a Charm Animal Test allows you to influence the behavior of one or more animals, to a maximum of Willpower Bonus + SL. If the target animals are naturally docile, this Test may be uncontested, but it will generally be Opposed by the target’s Willpower.

\n

 

\n

In combat, you may use Charm Animal when facing animals. If you succeed, any affected targets will not attack you this Round and you gain +1 Advantage. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which the creature’s instincts take over and you have no further influence.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"sRuMlaPU5xdIrwhd","flags":{"_sheetTab":"description"},"name":"Climb","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

If time isn’t an issue, and a climb is relatively easy, anyone with Climb Skill is automatically assumed to be able to climb any reasonably small height.

\n

For any other climbing, Climbing during combat. You may even find yourself climbing large opponents, though whether that is prudent is debatable.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"R2ytluHiEFF2KQ5e","flags":{"_sheetTab":"description"},"name":"Consume Alcohol","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Your ability to handle alcohol without letting it cloud your judgment or render you senseless.

\n

After each alcoholic drink make a Consume Alcohol Test, modified by the strength of the drink. For each Test you fail, you suffer a –10 penalty to WS, BS, Ag, Dex, and Int, to a maximum of –30 per Characteristic. After you fail a number of Tests equal to your Toughness Bonus, you are Stinking Drunk. Roll on the following table to see what happens:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

 Marienburgher’s Courage!’: Gain a bonus of +20 to your Cool Skill.

\n
\n

3-4

\n
\n

You’re My Besht Mate!’: Ignore all your existing Prejudices and Animosities.

\n
\n

5-6

\n
\n

 ‘Why’s Everything Wobbling!’: On your Turn, you can either Move or take an Action, but not both.

\n
\n

7-8

\n
\n

‘I’ll Take Yer All On!’: Gain Animosity (Everybody)!

\n
\n

9-10

\n
\n

 ‘How Did I Get here?’: You wake up the next day, massively hungover, with little memory of what transpired. The GM and other players with you will fill in the embarrassing gaps if you investigate. Pass a Consume Alcohol Test or also gain a Poisoned Condition.

\n
\n
\n

 

\n

After not drinking for an hour, enact a Challenging (+0) Consume Alcohol Test. The effects of being drunk will wear

\n

off after 10–SL hours, with any Characteristic modifiers for being drunk lost over that time. After all effects wear off, enact another Challenging (+0) Consume Alcohol Test. You now gain a hangover, which is an Fatigued Condition that cannot be removed for 5–SL hours.

\n

You may expend 1 Resolve point to ignore the negative modifiers of being drunk until the end of the next round.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pxNjTxsp1Kp0SmQe","flags":{"_sheetTab":"description"},"name":"Cool","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Cool allows you to remain calm under stress, resist fear when faced with horror, and stick to your convictions.

\n

 

\n

Cool is generally used to resist other Skills — Charm, Intimidate, and similar — but you may also be required to make a Cool Test when faced with anything forcing you to do something you would rather not. Cool is also the primary Skill used to limit Psychology

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"1jCxbFAUuFuAPLJl","flags":{"_sheetTab":"description"},"name":"Dodge","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Dodge is your ability to avoid things, through ducking, diving, and moving quickly, and is used extensively to sidestep falling rocks, incoming weapons, unexpected traps, and the like.

\n

In combat, Dodge is generally used to resist attacks or avoid damage. Refer to Rolling to Hit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"iYan4z52v7HYM9u9","flags":{"_sheetTab":"details"},"name":"Drive","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Drive lets you guide vehicles — most commonly simple carts and lumbering coaches, not to mention the more ‘experimental’ creations of the Imperial Engineers — along the roads of the Empire with as little incident as possible.

\n

 

\n

Under normal circumstances, if you possess the Drive Skill, there is no need to Test. If conditions are less than ideal — perhaps the road is in poor condition, or the weather is terrible — a Drive Test will be required. If you do not possess the Drive Skill, you may be required to make a Test to carry out even basic maneuver. An Astounding Failure (-6) on a Drive Test means something bad has happened. Roll on the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

Snapped Harness: One horse (or equivalent) breaks free; reduce speed accordingly.

\n
\n

3-5

\n
\n

 Jolted Carriage: Passengers suffer 1 Wound and fragile cargos might be damaged.

\n
\n

6-8

\n
\n

Broken Wheel: Pass a Drive Test every round to avoid Crashing. Two-wheeled vehicles with a Broken Wheel Crash automatically.

\n
\n

9-10

\n
\n

 Broken Axle: The vehicle goes out of control and Crashes.

\n
\n
\n

 

\n

Crashing: Occupants of Crashing vehicles usually suffer 2d10 Wounds modified by Toughness Bonus and Armor Points

\n

unless the vehicle was moving slowly (as determined by the GM). Crashed vehicles must be repaired by someone with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). Spare wheels can be installed by anyone with a Drive Test or with an appropriate Trade Test. In combat, Drive may be used if circumstances allow — for instance, if the party is in a coach being raided by outlaws, and you wish to ram an enemy, or outrun them.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"CcNJsS4jSwB6Ug1J","flags":{"_sheetTab":"details"},"name":"Endurance","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Endurance Skill is called upon when you must endure hardship, withstand deprivation, sit without moving for long periods of time, or survive harsh environments. In particular, Endurance is Tested to resist or recover from various Conditions (see page 167) and helps you recover lost Wounds.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"0CwV96kTDRF0jUhk","flags":{"_sheetTab":"description"},"name":"Entertain","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"7pQo66cESWttzIlb","flags":{"_sheetTab":"details"},"name":"Gamble","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to measure the likelihood that a bet will pay off, as well as successfully engage in various games of chance.

\n

To represent a gambling match, all players make a Gamble Test — applying any appropriate modifiers for familiarity with the game — and the player with the highest SL wins. On a tie, any lower scoring players drop out, and those remaining enact another Gamble Test, repeating this process until you have a winner.

\n

If you wish to influence the game through less honest mechanics, see Sleight of Hand.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"RLQHm1s4IuY9RSr2","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pKLMbmG3Ivt6mzMf","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"I0yPc4PH5erWJLmu","flags":{"_sheetTab":"description"},"name":"Intimidate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to coerce or frighten sentient creatures. The precise manner of initiating an Intimidate Test depends on context: while it is generally accompanied by an overt threat, sometimes a subtle implication or even a look is enough. Intimidate is almost always Opposed by your target’s Cool Skill; if successful, you can intimidate a number of targets up to your Strength Bonus + SL. Each will react to Intimidate based on their individual personalities and how successful you were in menacing them, but in all cases, they will back down or move out of the way and will not speak out against you, or they will alternatively accept combat is the only way forward and prepare their weapons.

\n

 

\n

In combat, you cause @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Fear} in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

While strength is the default stat for Intimidate tests, the GM may decree certain situations may allow you to use a different characteristic: a steely witch hunter may use Willpower to stare down an inquisitive bystander, or an academic may use Intelligence to cow a lowly student with his intimidating knowledge, for instance. 

\n

 

\n

Example: Facing a group of footpads, Svetlana the Strong rolls 4 SL on her Intimidate Test. Combined with her SB of 5, this means she can affect up to 9 targets, more than enough to impact all three footpads who now Fear Svetlana. As she has won by 3 SL, she gains +1 Advantage point until the end of her next turn. In the next round, she ‘attacks’ the footpads using her Intimidate, intending to scare them into leaving her be. However, she fails the Test, and the footpads realize they outnumber her, and are armed… 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"cYtU0ORRFCOpQLWz","flags":{"_sheetTab":"details"},"name":"Intuition","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).

\n

 

\n

In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"oMaJZ5cvCJeOUq9H","flags":{"_sheetTab":"description"},"name":"Leadership","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

A measure of your ability to lead others and command their respect. While most often associated with martial situations, a resolute leader can quickly direct a fast response to a fire or other such calamity, and nobles use the Skill frequently to command their lessers.

\n

 

\n

A successful Leadership Test allows you to issue orders to a number of targets equal to your Fellowship Bonus + SL. If the targets are your natural subordinates — a noble commanding serfs, or a sergeant commanding his troops — commands are usually unopposed. If there is no natural hierarchy in place, or the order is particularly challenging — such as ordering your soldiers to charge a Hydra head on — the Test is Opposed by your targets’ Cool.

\n

 

\n

In combat, you may use Leadership to encourage your subordinates. A successful Leadership Test confers a bonus of +10 to all Psychology Tests until the end of the next round (see page 190).

\n

 

\n

Further, Leadership can be used to transfer Advantage to allies able to hear you; following a successful Leadership Test, you may transfer an Advantage to one ally of your choice, plus a further +1 Advantage per SL scored, which can again go to any allies of your choice within earshot.

\n

 

\n

Example: Lord Ludwig von Schemp has been watching his two bodyguards discourse with some ruffians for three Rounds, using his Intuition Skill to build up 3 Advantage. Feeling it is going nowhere, he issues a peremptory order to attack the ringleader; passing his Leadership Test with 5 SL, he gives one bodyguard 2 of his Advantage, and the remaining bodyguard 1 Advantage, hoping this will bring a swift end to proceedings. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"F8NfBZdVSEIGCMtu","flags":{"_sheetTab":"details"},"name":"Melee","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

\n

 

\n

Specializations: Basic, Brawling, Cavalry, Fencing, Flail, Parry, Pole-Arm, Two-Handed 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"zZUX7wO4rOo8k9F0","flags":{"_sheetTab":"details"},"name":"Navigation","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.

\n

 

\n

If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"os4NKy5Oy6sRt1eh","flags":{},"name":"Outdoor Survival","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Outdoor Survival Skill is used to survive in the wild, including the ability to fish, hunt, forage, and build fires and shelters. Experienced travelers are skilled at reading the signs of incoming inclement weather and finding the spoor of various dangerous beasts.

\n

 

\n

When camping, make an Outdoor Survival Test, modified by the harshness of conditions — for instance, a Test is Challenging (+0) if it is raining, Hard (–20) in a storm. A successful Test indicates you can provide yourself sustenance and shelter for the night. Each SL allows you to provide for one more character. If the Test is failed, you must make a Challenging (+0) Endurance Test or receive the Fatigued Condition. If you suffer an Astounding Failure, something untoward has happened, as determined by the GM; perhaps your camp is attacked in the night?

\n

 

\n

When fighting in the wilderness, you may make an Outdoor Survival Test to receive +1 Advantage, in the same way as Intuition, to a maximum number of Advantage equal to your Intelligence Bonus, as you spy out treacherous and advantageous terrain that you can best use to your advantage.

\n

 

\n

Gathering Food and Herbs

\n

Gathering food or herbs normally takes around 2 hours. Hunting and foraging parties make one assisted Outdoor Survival Test for the group, with the Difficulty determined by the circumstances.

\n\n

 

\n\n

 

\n\n

 

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"Fs06sr7y9JKpVQmB","flags":{"_sheetTab":"description"},"name":"Perception","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"MeXCAQ3wqJzX07X7","flags":{"_sheetTab":"description"},"name":"Ride","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"KL4pCOqma5E7fLG4","flags":{"_sheetTab":"details"},"name":"Row","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your prowess at pulling an oar and moving a boat through the water. The Row Skill is typically only used when racing, navigating rapids, desperately avoiding Bog Octopuses, or similar unusual or dangerous feats. Anyone with the Skill is automatically presumed to be able to scull about a pond, or over a gentle river, without a Test. Those without the skill may have to make a Test for anything but the most basic maneuvers. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"McTtmZu3Ac8Lh48W","flags":{},"name":"Stealth","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"0MYOJFx3vkYA95B4","flags":{"_sheetTab":"description"},"name":"Brass Penny","type":"money","img":"systems/wfrp4e/icons/currency/brasspenny.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}}},{"_id":"Ggx0bRaCuq8MbF0g","flags":{"_sheetTab":"description"},"name":"Gold Crown","type":"money","img":"systems/wfrp4e/icons/currency/goldcrown.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}}},{"_id":"KB8HgDz56dh2w7w1","flags":{"_sheetTab":"description"},"name":"Silver Shilling","type":"money","img":"systems/wfrp4e/icons/currency/silvershilling.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}}}]} +{"_id":"PpLFqZAxDBa2dky3","name":"Reikhardt Gestaltenstark – Pit Fighter","permission":{"default":0},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":74,"advances":0},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":33,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":53,"advances":0},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":51,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":41,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":40,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":39,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":32,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":43,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":41,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":19,"max":19},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""},"biography":{"value":""},"gmnotes":{"value":""}}},"folder":"BeaMqdD5vMcOd3o3","sort":1100000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Human%20Middenlender_Reikhardt_Gestaltenstark.png","token":{"flags":{},"name":"Reikhardt Gestaltenstark – Pit Fighter","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Human%20Middenlender_Reikhardt_Gestaltenstark.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"PpLFqZAxDBa2dky3","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"pOEwmiVzG7XhER6s","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"2","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"lRocvfTEDKGCRukX","flags":{"_sheetTab":"details"},"name":"Blessed","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is Blessed and can enact Blessings; the relevant deity is indicated in brackets."},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"Ulric","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"ucuj1r7wM5fvhOEE","flags":{"_sheetTab":"description"},"name":"Die Hard","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

No matter how hard the creature is hit, it gets back up. All Critical Wounds not resulting in death can be healed; just attach the requisite body parts to the correct places, perhaps with staples or large spikes to hold them in place, and it’s good to go. Even ‘death’ may be ‘healed’ if the appropriate parts, such as a lost head, are attached to the body. If death occurs and all parts are in place, it may attempt a Challenging (+0) Endurance Test requiring an SL of 6 at the start of every round for Toughness Bonus Rounds after death. If a Test is successful, the creature chokes back to life with 1 Wound.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"lLa13Na6Ci4iEqtj","flags":{"_sheetTab":"details"},"name":"Weapon (Flail)","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"5","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"ARVJgmaUfj5WvCiu","flags":{"_sheetTab":"details"},"name":"Melee (Flail)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"o1hCI1sk4lw0pOKJ","flags":{"_sheetTab":"details"},"name":"Flail","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/Flail.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"2","ss":"","bp":""},"availability":{"type":"String","label":"Availability","value":"scarce"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+5","meleeValue":"SB+5","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"average"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"flail"},"qualities":{"type":"String","label":"Qualities","value":"Distract, Wrap"},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"QFGAD5NTqWSDslIX","flags":{"_sheetTab":"details"},"name":"Military Flail","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/military-flail.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":2},"price":{"type":"String","label":"Price","gc":"3","ss":"","bp":""},"availability":{"type":"String","label":"Availability","value":"rare"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+6","meleeValue":"SB+6","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"long"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":true},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"flail"},"qualities":{"type":"String","label":"Qualities","value":"Distract, Wrap, Impact"},"flaws":{"type":"String","label":"Flaws","value":"Tiring"},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"RMIrjjfWgu0MN1Ww","flags":{"_sheetTab":"details"},"name":"Shield","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/shield.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"2","ss":"0","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"vshort"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":"Shield 2, Defensive"},"flaws":{"type":"String","label":"Flaws","value":"Undamaging"},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"Jz6zo6aRdTGpzo3n","flags":{"_sheetTab":"details"},"name":"Melee (Parry)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"kWxls4Fvl8nriS5g","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"qeRNyJJzq8P8hk61","flags":{"_sheetTab":"details"},"name":"Blessing of Battle","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 WS.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Myrmidia, Sigmar, Taal, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Myrmidia, Sigmar, Taal, Ulric"}},"sort":100000},{"_id":"RSXBZI307OlV2cGu","flags":{"_sheetTab":"description"},"name":"Blessing of Courage","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Willpower.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Morr, Myrmidia, Sigmar, Ulric, Verena"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Morr, Myrmidia, Sigmar, Ulric, Verena"}},"sort":400000},{"_id":"jz6I1ypHqArjYL6v","flags":{"_sheetTab":"description"},"name":"Blessing of Might","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Strength.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Sigmar, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Sigmar, Ulric"}},"sort":1000000},{"_id":"6mFRnZj7WIuVrHml","flags":{"_sheetTab":"description"},"name":"Blessing of Hardiness","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Toughness.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Sigmar, Taal, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Sigmar, Taal, Ulric"}},"sort":800000},{"_id":"8iZTtncKXHPMZr1q","flags":{"_sheetTab":"description"},"name":"Blessing of Savagery","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

When your target next inflicts a Critical Wound, roll twice and choose the best result.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Taal, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Taal, Ulric"}},"sort":1400000},{"_id":"TGYp8VJGF9kaxjZH","flags":{"_sheetTab":"details"},"name":"Blessing of Tenacity","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target may remove 1 condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Morr, Shallya, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"value":"Manann, Morr, Shallya, Ulric"}},"sort":1500000},{"_id":"SxOL85JPBgFto8nS","flags":{},"name":"Pray","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Your ability to invoke, or otherwise commune with, a deity. For more information on using the Pray Skill to seek divine intervention, see Chapter 7: Religion & Belief.

\n

 

\n

In combat, if your GM deems it appropriate considering your circumstances and faith, you may use Pray to meditate and focus your mind. Each round you spend praying in combat — and making a successful Pray Test — gives you +1 Advantage. You can gain additional Advantage this way, up to a maximum of your Fellowship Bonus.

\n

 

\n

Further, if your enemies understand your language and recognize (and fear) your deity, the GM may allow you to use Pray in lieu of the Intimidate Skill.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000}]} +{"_id":"SJQW3fghypVGrS0v","name":"Brawling Horde","permission":{"default":0},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":30,"advances":0},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":30,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":30,"advances":0},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":30,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":30,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":30,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":30,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":30,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":30,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":30,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":12,"max":12},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Various"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"}},"excludedTraits":[]},"folder":"7zydMMqso2THLsj0","sort":300000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/Tokens/Brawling%20Horde.png","token":{"flags":{},"name":"Brawling Horde","displayName":20,"img":"worlds/talesoldworld/userdata/Tokens/Brawling%20Horde.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"SJQW3fghypVGrS0v","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"3suVRvYXm1JKOphd","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"0","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000}]} +{"_id":"UOxSa7CPO7kLdUer","name":"Kurlass Meingot - Merchant","permission":{"default":0},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":46,"advances":0},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":24,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":28,"advances":0},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":36,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":50,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":45,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":30,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":45,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":35,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":58,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":12,"max":12},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""},"biography":{"value":"

Kurlass is a small man with a winning grin, and is always the first with a joke or a witty comment. His humour runs to the selfdeprecating, claiming that he is good for next to nothing. More or less true, save that he is very good at talking people into investing in seemingly profitable schemes and then managing to appear completely innocent when their money is ‘lost’ by some wild chance or misadventure. The only thing he is faithful to is Ranald, The God of Thieves and Trickery. The merchant ‘Kurlass Meingot’ is a fiction created for running cons in Ubersreik. His real name is Werner Sperren, though none in Ubersreik know that.

"}}},"folder":"BeaMqdD5vMcOd3o3","sort":700000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":false,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Merchant_Kurlass%20Meingot.png","token":{"flags":{},"name":"Kurlass Meingot","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Merchant_Kurlass%20Meingot.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"UOxSa7CPO7kLdUer","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"TIYIItY4OabWMoY7","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":24},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"NgzLvlf4yTPza4W5","flags":{"_sheetTab":"description"},"name":"Dodge","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Dodge is your ability to avoid things, through ducking, diving, and moving quickly, and is used extensively to sidestep falling rocks, incoming weapons, unexpected traps, and the like.

\n

In combat, Dodge is generally used to resist attacks or avoid damage. Refer to Rolling to Hit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":22},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"q0op9s35kMUBtamc","flags":{"_sheetTab":"details"},"name":"Dagger","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"2","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"5l30JYUQenme0l6E","flags":{"_sheetTab":"description"},"name":"Cat-tongued","type":"talent","img":"systems/wfrp4e/icons/talents/cat-tongued.png","data":{"description":{"type":"String","label":"Description","value":"

Like Ranald the Trickster God, you blend truth and lies as if there were no difference. When using Charm to lie, listeners do not get to oppose your Charm with their Intuition to detect if there is something fishy in what you say.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm when lying"},"source":{"type":"String","label":"Source"}},"sort":100001}]} +{"_id":"VS3Ys6ZKIu3bYwYs","name":"Caliron","permission":{"OgZXVxbBZ5mMsjEC":3},"type":"character","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":42,"advances":3},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":43,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":38,"advances":0},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":33,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":48,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":47,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":43,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":48,"advances":2},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":40,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":35,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":13,"max":13},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":"0","max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":"1"},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"fate":{"type":"Number","label":"Fate","value":1},"fortune":{"type":"Number","label":"Fortune","value":1},"resilience":{"type":"Number","label":"Resilience","value":1},"resolve":{"type":"Number","label":"Resolve","value":1}},"details":{"species":{"type":"String","label":"Species","value":"High Elf"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"5","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"experience":{"type":"Number","label":"Experience","total":360,"spent":0,"current":175},"personal-ambitions":{"short-term":"Find the secret ingredient","long-term":"Become the greatest magician of my time"},"party-ambitions":{"name":"","short-term":"","long-term":""},"biography":{"type":"String","label":"Biography","value":"

Character description

\n

Caliron is a young male high elf of medium height and build, with silvery hair and grey eyes. He wears robes typical of an elven scholar, although he has acquired a few human acrutements to easier blend in while travelling in The Empire.

\n

Quotes

\n"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"motivation":{"type":"String","label":"Motivation","value":", or encourage the spread of knowledge"},"class":{"type":"String","label":"Class","value":""},"career":{"type":"String","label":"Career","value":""},"careerlevel":{"type":"String","label":"Career Level","value":""},"status":{"type":"String","standing":"","tier":0},"age":{"type":"String","label":"Age","value":"50"},"height":{"type":"String","label":"Height","value":"195"},"weight":{"type":"String","label":"Weight","value":"Light"},"haircolour":{"type":"String","label":"Hair Colour","value":"White"},"eyecolour":{"type":"String","label":"Eye Colour","value":"Grey"},"distinguishingmark":{"type":"String","label":"Distinguishing Mark","value":""},"starsign":{"type":"String","label":"Star Sign","value":"Leo"}}},"folder":"dZ6oGBZwQQd6K6YB","sort":100000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/Tokens/Caliron_Round%20Token.png","token":{"flags":{},"name":"Caliron","displayName":20,"img":"worlds/talesoldworld/userdata/Tokens/Caliron_Round%20Token.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":true,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"VS3Ys6ZKIu3bYwYs","actorLink":true,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","flags":{"_sheetTab":"description"},"name":"Art","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Create works of art in your chosen medium. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"LGHozP5gmQ8cuDQV","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"d3VZwO4Y5JH5DXdT","flags":{"_sheetTab":"details"},"name":"Bribery","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to judge how likely a person is to accept a bribe, and how best to offer the bribe so they will accept it. A successful Bribery Test tells you if a target may be bribed. If so, your GM will secretly determine the price of their cooperation using the target’s Earnings, increasing the amount according to their usual honesty and the risk involved in taking the bribe. You then guess that target amount and the GM will tell you if the price is higher, lower, or equal. Each SL from your initial Bribery Test gives you another guess. At the end of this process, you determine how much money to offer, based on what you have gleaned.

\n

 

\n

In combat, you may use Bribery as above to try to stop the fight, but treat the Test as Hard (–20) owing to the stress of the situation. If your target is not susceptible, you cannot afford the fee, or your foes do not speak your tongue, your pathetic attempts to buy them off will be doomed to fail. Of course, if they have the advantage of numbers, what’s to prevent them from taking all of your money?

\n

 

\n

Example: Snorri is trying to bribe his way past a city watchman; a character of the Brass Tier 2, meaning they roll 4d10 Brass for Income. The GM decides the guard can be bribed and secretly rolls 21 on the 4d10, meaning the price for bribing the guard is 21 Brass. Letting Snorri through isn’t too risky for the watchman, and he does it often, so the GM doesn’t increase the bribe required. Snorri rolls 1 SL on his Bribery Test; so, he knows the watchman is open to a bribe, and has 2 guesses as to his price. Snorri’s first guess is 15 Brass, to which his GM replies ‘higher’. His second guess is 40, to which his GM replies ‘lower’. Snorri now knows he must bribe the watchman between 15 and 40 Brass, so decides to aim high, and offers 30. Smiling, the watchman waves Snorri through.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"exLrBrn2mjb6x2Cq","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"4IGdIhnwTaZijzg7","flags":{"_sheetTab":"details"},"name":"Charm Animal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your aptitude for be friending, quickly calming, or subjugating animals.

\n

 

\n

Passing a Charm Animal Test allows you to influence the behavior of one or more animals, to a maximum of Willpower Bonus + SL. If the target animals are naturally docile, this Test may be uncontested, but it will generally be Opposed by the target’s Willpower.

\n

 

\n

In combat, you may use Charm Animal when facing animals. If you succeed, any affected targets will not attack you this Round and you gain +1 Advantage. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which the creature’s instincts take over and you have no further influence.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"sRuMlaPU5xdIrwhd","flags":{"_sheetTab":"description"},"name":"Climb","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

If time isn’t an issue, and a climb is relatively easy, anyone with Climb Skill is automatically assumed to be able to climb any reasonably small height.

\n

For any other climbing, Climbing during combat. You may even find yourself climbing large opponents, though whether that is prudent is debatable.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"R2ytluHiEFF2KQ5e","flags":{"_sheetTab":"description"},"name":"Consume Alcohol","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Your ability to handle alcohol without letting it cloud your judgment or render you senseless.

\n

After each alcoholic drink make a Consume Alcohol Test, modified by the strength of the drink. For each Test you fail, you suffer a –10 penalty to WS, BS, Ag, Dex, and Int, to a maximum of –30 per Characteristic. After you fail a number of Tests equal to your Toughness Bonus, you are Stinking Drunk. Roll on the following table to see what happens:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

 Marienburgher’s Courage!’: Gain a bonus of +20 to your Cool Skill.

\n
\n

3-4

\n
\n

You’re My Besht Mate!’: Ignore all your existing Prejudices and Animosities.

\n
\n

5-6

\n
\n

 ‘Why’s Everything Wobbling!’: On your Turn, you can either Move or take an Action, but not both.

\n
\n

7-8

\n
\n

‘I’ll Take Yer All On!’: Gain Animosity (Everybody)!

\n
\n

9-10

\n
\n

 ‘How Did I Get here?’: You wake up the next day, massively hungover, with little memory of what transpired. The GM and other players with you will fill in the embarrassing gaps if you investigate. Pass a Consume Alcohol Test or also gain a Poisoned Condition.

\n
\n
\n

 

\n

After not drinking for an hour, enact a Challenging (+0) Consume Alcohol Test. The effects of being drunk will wear

\n

off after 10–SL hours, with any Characteristic modifiers for being drunk lost over that time. After all effects wear off, enact another Challenging (+0) Consume Alcohol Test. You now gain a hangover, which is an Fatigued Condition that cannot be removed for 5–SL hours.

\n

You may expend 1 Resolve point to ignore the negative modifiers of being drunk until the end of the next round.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pxNjTxsp1Kp0SmQe","flags":{"_sheetTab":"description"},"name":"Cool","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Cool allows you to remain calm under stress, resist fear when faced with horror, and stick to your convictions.

\n

 

\n

Cool is generally used to resist other Skills — Charm, Intimidate, and similar — but you may also be required to make a Cool Test when faced with anything forcing you to do something you would rather not. Cool is also the primary Skill used to limit Psychology

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"1jCxbFAUuFuAPLJl","flags":{"_sheetTab":"description"},"name":"Dodge","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Dodge is your ability to avoid things, through ducking, diving, and moving quickly, and is used extensively to sidestep falling rocks, incoming weapons, unexpected traps, and the like.

\n

In combat, Dodge is generally used to resist attacks or avoid damage. Refer to Rolling to Hit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"iYan4z52v7HYM9u9","flags":{"_sheetTab":"details"},"name":"Drive","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Drive lets you guide vehicles — most commonly simple carts and lumbering coaches, not to mention the more ‘experimental’ creations of the Imperial Engineers — along the roads of the Empire with as little incident as possible.

\n

 

\n

Under normal circumstances, if you possess the Drive Skill, there is no need to Test. If conditions are less than ideal — perhaps the road is in poor condition, or the weather is terrible — a Drive Test will be required. If you do not possess the Drive Skill, you may be required to make a Test to carry out even basic maneuver. An Astounding Failure (-6) on a Drive Test means something bad has happened. Roll on the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

Snapped Harness: One horse (or equivalent) breaks free; reduce speed accordingly.

\n
\n

3-5

\n
\n

 Jolted Carriage: Passengers suffer 1 Wound and fragile cargos might be damaged.

\n
\n

6-8

\n
\n

Broken Wheel: Pass a Drive Test every round to avoid Crashing. Two-wheeled vehicles with a Broken Wheel Crash automatically.

\n
\n

9-10

\n
\n

 Broken Axle: The vehicle goes out of control and Crashes.

\n
\n
\n

 

\n

Crashing: Occupants of Crashing vehicles usually suffer 2d10 Wounds modified by Toughness Bonus and Armor Points

\n

unless the vehicle was moving slowly (as determined by the GM). Crashed vehicles must be repaired by someone with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). Spare wheels can be installed by anyone with a Drive Test or with an appropriate Trade Test. In combat, Drive may be used if circumstances allow — for instance, if the party is in a coach being raided by outlaws, and you wish to ram an enemy, or outrun them.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"CcNJsS4jSwB6Ug1J","flags":{"_sheetTab":"details"},"name":"Endurance","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Endurance Skill is called upon when you must endure hardship, withstand deprivation, sit without moving for long periods of time, or survive harsh environments. In particular, Endurance is Tested to resist or recover from various Conditions (see page 167) and helps you recover lost Wounds.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"0CwV96kTDRF0jUhk","flags":{"_sheetTab":"description"},"name":"Entertain","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"7pQo66cESWttzIlb","flags":{"_sheetTab":"details"},"name":"Gamble","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to measure the likelihood that a bet will pay off, as well as successfully engage in various games of chance.

\n

To represent a gambling match, all players make a Gamble Test — applying any appropriate modifiers for familiarity with the game — and the player with the highest SL wins. On a tie, any lower scoring players drop out, and those remaining enact another Gamble Test, repeating this process until you have a winner.

\n

If you wish to influence the game through less honest mechanics, see Sleight of Hand.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"RLQHm1s4IuY9RSr2","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pKLMbmG3Ivt6mzMf","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"I0yPc4PH5erWJLmu","flags":{"_sheetTab":"description"},"name":"Intimidate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Allows you to coerce or frighten sentient creatures. The precise manner of initiating an Intimidate Test depends on context: while it is generally accompanied by an overt threat, sometimes a subtle implication or even a look is enough. Intimidate is almost always Opposed by your target’s Cool Skill; if successful, you can intimidate a number of targets up to your Strength Bonus + SL. Each will react to Intimidate based on their individual personalities and how successful you were in menacing them, but in all cases, they will back down or move out of the way and will not speak out against you, or they will alternatively accept combat is the only way forward and prepare their weapons.

\n

 

\n

In combat, you cause Fear in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

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\n

Alternative Characteristics For Intimidate

\n

While strength is the default stat for Intimidate tests, the GM may decree certain situations may allow you to use a different characteristic: a steely witch hunter may use Willpower to stare down an inquisitive bystander, or an academic may use Intelligence to cow a lowly student with his intimidating knowledge, for instance. 

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\n

Example: Facing a group of footpads, Svetlana the Strong rolls 4 SL on her Intimidate Test. Combined with her SB of 5, this means she can affect up to 9 targets, more than enough to impact all three footpads who now Fear Svetlana. As she has won by 3 SL, she gains +1 Advantage point until the end of her next turn. In the next round, she ‘attacks’ the footpads using her Intimidate, intending to scare them into leaving her be. However, she fails the Test, and the footpads realize they outnumber her, and are armed… 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"cYtU0ORRFCOpQLWz","flags":{"_sheetTab":"details"},"name":"Intuition","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).

\n

 

\n

In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"oMaJZ5cvCJeOUq9H","flags":{"_sheetTab":"description"},"name":"Leadership","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

A measure of your ability to lead others and command their respect. While most often associated with martial situations, a resolute leader can quickly direct a fast response to a fire or other such calamity, and nobles use the Skill frequently to command their lessers.

\n

 

\n

A successful Leadership Test allows you to issue orders to a number of targets equal to your Fellowship Bonus + SL. If the targets are your natural subordinates — a noble commanding serfs, or a sergeant commanding his troops — commands are usually unopposed. If there is no natural hierarchy in place, or the order is particularly challenging — such as ordering your soldiers to charge a Hydra head on — the Test is Opposed by your targets’ Cool.

\n

 

\n

In combat, you may use Leadership to encourage your subordinates. A successful Leadership Test confers a bonus of +10 to all Psychology Tests until the end of the next round (see page 190).

\n

 

\n

Further, Leadership can be used to transfer Advantage to allies able to hear you; following a successful Leadership Test, you may transfer an Advantage to one ally of your choice, plus a further +1 Advantage per SL scored, which can again go to any allies of your choice within earshot.

\n

 

\n

Example: Lord Ludwig von Schemp has been watching his two bodyguards discourse with some ruffians for three Rounds, using his Intuition Skill to build up 3 Advantage. Feeling it is going nowhere, he issues a peremptory order to attack the ringleader; passing his Leadership Test with 5 SL, he gives one bodyguard 2 of his Advantage, and the remaining bodyguard 1 Advantage, hoping this will bring a swift end to proceedings. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"F8NfBZdVSEIGCMtu","flags":{"_sheetTab":"details"},"name":"Melee","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

\n

 

\n

Specializations: Basic, Brawling, Cavalry, Fencing, Flail, Parry, Pole-Arm, Two-Handed 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"zZUX7wO4rOo8k9F0","flags":{"_sheetTab":"details"},"name":"Navigation","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.

\n

 

\n

If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"os4NKy5Oy6sRt1eh","flags":{},"name":"Outdoor Survival","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Outdoor Survival Skill is used to survive in the wild, including the ability to fish, hunt, forage, and build fires and shelters. Experienced travelers are skilled at reading the signs of incoming inclement weather and finding the spoor of various dangerous beasts.

\n

 

\n

When camping, make an Outdoor Survival Test, modified by the harshness of conditions — for instance, a Test is Challenging (+0) if it is raining, Hard (–20) in a storm. A successful Test indicates you can provide yourself sustenance and shelter for the night. Each SL allows you to provide for one more character. If the Test is failed, you must make a Challenging (+0) Endurance Test or receive the Fatigued Condition. If you suffer an Astounding Failure, something untoward has happened, as determined by the GM; perhaps your camp is attacked in the night?

\n

 

\n

When fighting in the wilderness, you may make an Outdoor Survival Test to receive +1 Advantage, in the same way as Intuition, to a maximum number of Advantage equal to your Intelligence Bonus, as you spy out treacherous and advantageous terrain that you can best use to your advantage.

\n

 

\n

Gathering Food and Herbs

\n

Gathering food or herbs normally takes around 2 hours. Hunting and foraging parties make one assisted Outdoor Survival Test for the group, with the Difficulty determined by the circumstances.

\n\n

 

\n\n

 

\n\n

 

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"Fs06sr7y9JKpVQmB","flags":{"_sheetTab":"description"},"name":"Perception","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"MeXCAQ3wqJzX07X7","flags":{"_sheetTab":"description"},"name":"Ride","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"KL4pCOqma5E7fLG4","flags":{"_sheetTab":"details"},"name":"Row","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your prowess at pulling an oar and moving a boat through the water. The Row Skill is typically only used when racing, navigating rapids, desperately avoiding Bog Octopuses, or similar unusual or dangerous feats. Anyone with the Skill is automatically presumed to be able to scull about a pond, or over a gentle river, without a Test. Those without the skill may have to make a Test for anything but the most basic maneuvers. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"McTtmZu3Ac8Lh48W","flags":{},"name":"Stealth","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":3800000},{"_id":"0MYOJFx3vkYA95B4","flags":{"_sheetTab":"description"},"name":"Brass Penny","type":"money","img":"systems/wfrp4e/icons/currency/brasspenny.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":24},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"Ggx0bRaCuq8MbF0g","flags":{"_sheetTab":"description"},"name":"Gold Crown","type":"money","img":"systems/wfrp4e/icons/currency/goldcrown.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"KB8HgDz56dh2w7w1","flags":{"_sheetTab":"description"},"name":"Silver Shilling","type":"money","img":"systems/wfrp4e/icons/currency/silvershilling.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"m0YzKLQBJhP20sOM","flags":{"_sheetTab":"details"},"name":"Wizard's Apprentice","type":"career","img":"systems/wfrp4e/icons/careers/wizard-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Wizard"},"class":{"type":"String","label":"Class","value":"Academics"},"current":{"type":"Boolean","value":true},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"1"},"status":{"tier":"b","standing":3},"characteristics":["ws","int","wp"],"skills":["Channelling (Hysh)","Dodge","Intuition","Language (Magick)","Lore (Magic)","Melee (Basic)","Melee (Polearm)","Perception"],"talents":["Aethyric Attunement","Petty Magic","Read/Write","Second Sight"],"trappings":["Grimoire","Staff"],"incomeSkill":[3]},"sort":100000},{"_id":"kqXbX0C7qoQzalhe","flags":{},"name":"Lore (Magic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"YatzOX3YPqcmeXJs","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"nt9ZRUHNeVvyb3IB","flags":{"_sheetTab":"details"},"name":"Melee (Polearm)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"ZoieehfXZ7fVOAOY","flags":{"_sheetTab":"description"},"name":"Channelling (Hysh)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Channeling Skill measures your ability to call upon and control the various Winds of Magic, and is solely used by the magic rules. Channeling is a special skill in that it is both Grouped, allowing for Specializations, and also ungrouped, for those not properly trained to channel magic. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"ML8b5JAJC08Yr0T2","flags":{"_sheetTab":"description"},"name":"Evaluate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Let's you determine the value of rare artefacts, unusual trade goods, and works of art. Everybody is assumed to know the relative worth of general items, but a successful use of the Evaluate allows you to identify the value of curious and unique items. A successful Evaluate Test may also alert you if the goods (or coins) you are studying are counterfeit — this Test will usually be Opposed by the forger’s SL on their Art or Trade Test. Your GM may apply modifiers based on just how rare or obscure the item is, or on your character’s particular expertise or background.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"jHjvsNQV5XNViMHy","flags":{"_sheetTab":"description"},"name":"Language (Magick)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

MagickSpoken by wizards; a tonal language used to shape the Winds of Magic into material effects. The academic form of the language taught by the Colleges of Magic is called the Lingua Praestantia, which is quite different to the debased form of the language used by witches and the untrained. It is not a language used for communication.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"BX2xj1MYLlLpSzS0","flags":{"_sheetTab":"details"},"name":"Quarterstaff","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/quarterstaff.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":2},"price":{"type":"String","label":"Price","gc":"","ss":"3","bp":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+4","meleeValue":"SB+4","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"long"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":true},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"polearm"},"qualities":{"type":"String","label":"Qualities","value":"Defensive, Pummel"},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"U5XWKxVmqIItDKK0","flags":{"_sheetTab":"details"},"name":"Grimoire","type":"trapping","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":"

Spell grimoires are usually scribed by wizards, and their covers are often secured with locks. Sometimes grimoires are even protected by magical alarms or wards. Carrying a spell grimoire is punishable as heresy unless the owning wizard is licensed by the Colleges of Magic.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"20","ss":"0","bp":"0"},"availability":{"type":"String","label":"Availability","value":"exotic"},"location":{"type":"Number","label":"Location","value":"aY5B6Dn69MuVD1n6"},"trappingType":{"type":"String","label":"Trapping Type","value":"booksAndDocuments"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"fZVykQenD7iOFXBY","flags":{"_sheetTab":"details"},"name":"Lore of Light Clothing (White & Blue)","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/clothing.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"6","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"Hb7ficMbyerO42bV","flags":{},"name":"Dagger","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/dagger2.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"16","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"vshort"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"aY5B6Dn69MuVD1n6","flags":{"_sheetTab":"details"},"name":"Sling Bag","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/sling-bag.png","data":{"description":{"type":"String","label":"Description","value":"

Counts as ‘worn’ when slung over your shoulder.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"","ss":"1","bp":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":2},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"7vuABggMMbFtpNeD","flags":{},"name":"Acute Sense","type":"talent","img":"systems/wfrp4e/icons/talents/acute-sense.png","data":{"description":{"type":"String","label":"Description","value":"

One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perception (Sight)"},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"ur6TMyDU5PJbBQ3T","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"IQd2NoqeG0IeFMow","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"talent","img":"systems/wfrp4e/icons/talents/night-vision.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perception tests in low-light conditions"},"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"UtC3lCWVUvfMalvi","flags":{},"name":"Second Sight","type":"talent","img":"systems/wfrp4e/icons/talents/second-sight.png","data":{"description":{"type":"String","label":"Description","value":"You can perceive the shifting Winds of Magic that course from the Chaos Gates at the poles of the world. You now have the Sight"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Any Test to detect the Winds of Magic"},"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"hA7JaFrCNd7ozJYf","flags":{"_sheetTab":"description"},"name":"Read/Write","type":"talent","img":"systems/wfrp4e/icons/talents/readwrite.png","data":{"description":{"type":"String","label":"Description","value":"You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"FPT7fe9NwL7urVLf","flags":{"_sheetTab":"description"},"name":"Petty Magic","type":"talent","img":"systems/wfrp4e/icons/talents/petty-magic.png","data":{"description":{"type":"String","label":"Description","value":"

You have the spark to cast magic within you and have mastered techniques to control it at a basic level. When you take this Talent, you manifest, and permanently memorise, a number of spells equal to your Willpower Bonus. You can learn extra Petty spells for the following cost in XP.

\n

 

\n
\n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n
\n

No. of Petty Spells Currently Known

\n
\n

 XP Cost for a new spell

\n
\n

Up to Willpower Bonus × 1

\n
\n

50 XP

\n
\n

Up to Willpower Bonus × 2

\n
\n

100 XP

\n
\n

Up to Willpower Bonus × 3

\n
\n

150 XP

\n
\n

Up to Willpower Bonus × 4

\n
\n

200 XP

\n
\n
\n

...and so on.

\n

 

\n

So, if your Willpower Bonus is 3 and you had 3 Petty spells, it will cost you 50XP for the first learned spell, then 100 XP for the next three, and so on’.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"8E0cBaR049CbVx26","flags":{"_sheetTab":"details"},"name":"Writing Kit","type":"trapping","img":"systems/wfrp4e/icons/equipment/tools_and_kits/writing-kit.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"2","ss":"0","bp":"0"},"availability":{"type":"String","label":"Availability","value":"scarce"},"location":{"type":"Number","label":"Location","value":"aY5B6Dn69MuVD1n6"},"trappingType":{"type":"String","label":"Trapping Type","value":"toolsAndKits"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"Tp9rnFllLHtC0N5Q","flags":{"_sheetTab":"details"},"name":"Parchment","type":"trapping","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":9},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"1","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":"aY5B6Dn69MuVD1n6"},"trappingType":{"type":"String","label":"Trapping Type","value":"booksAndDocuments"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"AMkTBfedtpyG5FgB","flags":{"_sheetTab":"details"},"name":"Dart","type":"spell","img":"systems/wfrp4e/icons/spells/petty.png","data":{"description":{"type":"String","label":"Description","value":"

You cause a small dart of magical energy to fly from your fingers. This is a Magic Missile with a Damage of +0.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"petty","effect":""},"range":{"type":"String","label":"Range","value":"1"},"target":{"type":"String","label":"Target","value":"Willpower yards","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"+0"},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"wind":{"value":""},"source":{"type":"String","label":"Source"}},"sort":2700000},{"_id":"icC9BnjnhF5XMp7q","flags":{"_sheetTab":"details"},"name":"Shock","type":"spell","img":"systems/wfrp4e/icons/spells/petty.png","data":{"description":{"type":"String","label":"Description","value":"

Your target receives 1 Stunned Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"petty","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"wind":{"value":""},"source":{"type":"String","label":"Source"}},"sort":2800000},{"_id":"MKbSZEssy0pse9JQ","flags":{"_sheetTab":"details"},"name":"Sleep","type":"spell","img":"systems/wfrp4e/icons/spells/petty.png","data":{"description":{"type":"String","label":"Description","value":"

You touch your opponent, sending them into a deep sleep. If the target has the Prone Condition, they gain the Unconscious Condition as they fall asleep. They remain unconscious for the duration, although loud noises or being moved or jostled will awaken them instantly. If your targets are standing or sitting when affected, they start themselves awake as they hit the ground, gaining the Prone Condition, but remaining conscious. If your targets are not resisting, and are suitably tired, they will, at the spell’s end, pass into a deep and restful sleep.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"petty","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"wind":{"value":""},"source":{"type":"String","label":"Source"}},"sort":2900000},{"_id":"gE8cmzeZ3HRSov0C","flags":{"_sheetTab":"details"},"name":"Twitch","type":"spell","img":"systems/wfrp4e/icons/spells/petty.png","data":{"description":{"type":"String","label":"Description","value":"

You create small noises nearby. You can create quiet, indistinct noises that sound as if they come from a specific location within range, regardless of line of sight. The noises can evoke something specific, such as footsteps, whispers or the howl of an animal, but nothing so distinct that it might convey a message. While the spell is active, you may control the sounds by passing a Average (+20) Channeling Test. A success allows you to move the sounds to another point within range, or to increase or decrease their volume.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"petty","effect":""},"range":{"type":"String","label":"Range","value":"Willpower bonus yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":0,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"wind":{"value":""},"source":{"type":"String","label":"Source"}},"sort":3000000},{"_id":"KdeXk0CCOwREDvyH","flags":{"_sheetTab":"description"},"name":"Blast (Light)","type":"spell","img":"systems/wfrp4e/icons/spells/light.png","data":{"description":{"type":"String","label":"Description","value":"

You channel magic into an explosive blast. This is a Magic Missile with Damage +3 that targets everyone in the Area of Effect.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"light","effect":""},"range":{"type":"String","label":"Range","value":"Willpower Yards"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"3"},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"wind":{"value":""},"source":{"type":"String","label":"Source"}},"sort":3100000},{"_id":"6QpQ7IeuJGYRzViO","flags":{"_sheetTab":"details"},"name":"Chain Attack (Light)","type":"spell","img":"systems/wfrp4e/icons/spells/light.png","data":{"description":{"type":"String","label":"Description","value":"

You channel a twisting spur of rupturing magic into your target. This is a Magic Missile with a Damage of +4. If Chain Attack reduces a target to 0 Wounds, it leaps to another target within the spell’s initial range, and within Willpower Bonus yards of the previous target, inflicting the same Damage again. It may leap a maximum number of times equal to your Willpower Bonus. For every +2 SL achieved, it may chain to an additional target.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"light","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"Special","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":"+4"},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":true},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"wind":{"value":""},"source":{"type":"String","label":"Source"}},"sort":3200000},{"_id":"07YxkponFnebTbcD","flags":{"_sheetTab":"details"},"name":"Dome (Light)","type":"spell","img":"systems/wfrp4e/icons/spells/light.png","data":{"description":{"type":"String","label":"Description","value":"

You create a dome of magical energy overhead, blocking incoming attacks. Anyone within the Area of Effect gains the Ward (6+) Creature Trait against magical or ranged attacks originating outside the dome. Those within may attack out of the dome as normal, and the dome does not impede movement.

\n

 

\n
\n

Perhaps because they are magical, wear a special talisman, or are just plain lucky, some blows just seem to miss. Roll 1d10 after any blow is received, if the creature rolls Rating or higher, the blow is ignored, even if it is a critical. 

\n
\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"light","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"Willpower Bonus yards","aoe":true},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":7,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"wind":{"value":""},"source":{"type":"String","label":"Source"}},"sort":3300000},{"_id":"JlbQ0hotU0IPYipv","flags":{"_sheetTab":"details"},"name":"Flight (Light)","type":"spell","img":"systems/wfrp4e/icons/spells/light.png","data":{"description":{"type":"String","label":"Description","value":"

You can fly, whether by sprouting wings, ascending on a pillar of magical light, or some other method. Gain the Flight (Agility) Creature Trait.

\n

 

\n
\n

As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky 

\n

 

\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"light","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Willpower Bonus Rounds","extendable":true},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":8,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"wind":{"value":""},"source":{"type":"String","label":"Source"}},"sort":3400000},{"_id":"skakG4KI7DA5oOrs","flags":{"_sheetTab":"details"},"name":"Push (Light)","type":"spell","img":"systems/wfrp4e/icons/spells/light.png","data":{"description":{"type":"String","label":"Description","value":"

All living creatures within Willpower Bonus yards are pushed back your Willpower Bonus in yards and gain the Prone Condition. If this brings them into contact with a wall or other large obstacle, they take Damage equal to the distance travelled in yards. For every +2 SL, you may push creatures back another Willpower Bonus in yards.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"light","effect":""},"range":{"type":"String","label":"Range","value":"You"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":6,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"wind":{"value":""},"source":{"type":"String","label":"Source"}},"sort":3500000},{"_id":"wRUtB9RqbYeeWmpy","flags":{},"name":"Blinding Light","type":"spell","img":"systems/wfrp4e/icons/spells/blinding-light.png","data":{"description":{"type":"String","label":"Description","value":"

You emit a bright, blinding flash of light from your hand or staff. Everyone looking at you, unless they possess the Arcane Magic (Light) Talent, receives +SL Blinded Conditions.

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"light","effect":""},"range":{"type":"String","label":"Range","value":"Willpower yards"},"target":{"type":"String","label":"Target","value":"You","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":5,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"wind":{"value":""},"source":{"type":"String","label":"Source"}},"sort":3600000},{"_id":"ZS1CdB2cda0jqnTe","flags":{},"name":"Cauterise","type":"spell","img":"systems/wfrp4e/icons/spells/cauterise.png","data":{"description":{"type":"String","label":"Description","value":"

Channeling Aqshy through your hands you lay them on an ally’s wounds. Immediately heal 1d10 Wounds and remove all Bleeding Conditions. Further, the wounds will not become infected.

\n

 

\n

Targets without the Arcane Magic (Fire) Talent, must pass a Challenging (+0) Cool Test or scream in agony.. If Failed by –6 or more SL, the target gains the Unconscious Condition and is permanently scarred, waking up 1d10 hours later

"},"gmdescription":{"type":"String","label":"Description","value":""},"lore":{"type":"String","label":"Lore","value":"fire","effect":""},"range":{"type":"String","label":"Range","value":"Touch"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"duration":{"type":"String","label":"Duration","value":"Instant","extendable":false},"damage":{"type":"String","label":"Damage","value":""},"cn":{"type":"Number","label":"Casting Number","value":4,"SL":0},"magicMissile":{"type":"Boolean","label":"Magic Missile","value":false},"memorized":{"type":"Boolean","label":"Memorized","value":false},"ingredients":[],"currentIng":{"type":"Number","label":"Ingredient","value":0},"wind":{"value":"Channeling"},"source":{"type":"String","label":"Source"}},"sort":3900000},{"_id":"x3PWuOdMUKlyqD4Z","flags":{"_sheetTab":"description"},"name":"Prejudice (Wizards)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group.

Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":100001},{"_id":"dyaNbnGKRIZnVeIf","flags":{"_sheetTab":"details"},"name":"Scroll of \"Cauterize\"","type":"trapping","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"1","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":"aY5B6Dn69MuVD1n6"},"trappingType":{"type":"String","label":"Trapping Type","value":"booksAndDocuments"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":4000000},{"_id":"hJNplPjats4ymLgR","flags":{"_sheetTab":"details"},"name":"Hand Weapon","type":"weapon","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"1","ss":"0","bp":"0","value":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+4","meleeValue":"SB+4","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"average"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":4100000}]} +{"_id":"Xo0kfjrKLXBPjUgs","name":"Barlin Silverbeard - Gang Boss","permission":{"default":0},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":55,"advances":0},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":30,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":48,"advances":0},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":51,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":30,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":20,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":30,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":30,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":65,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":35,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":20,"max":20},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Dwarf"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"3","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""},"biography":{"value":"

Barlin Silverbeard plays the part of a wealthy Dwarf merchant with aplomb. He runs his operations from a series of rooms the Harataki clan sold decades ago (Ubersreik, page 23). His gang are down-on-their-luck Dwarf exiles and wastrels. He is very careful to limit his thefts and limited extortion racket to non-Dwarfs.

"}}},"folder":"BeaMqdD5vMcOd3o3","sort":200000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Dwarf_Gang%20Boss_Barlin%20Silverbeard.png","token":{"flags":{},"name":"Barlin Silverbeard - Gang Boss","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Dwarf_Gang%20Boss_Barlin%20Silverbeard.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"Xo0kfjrKLXBPjUgs","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"JY26ppEyOgmNVIXx","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"4","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"FYJ0n1DB9Ahc6zo9","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000}]} +{"_id":"Y48osCJhvY6T9XQI","name":"Pit Figthers","permission":{"default":0},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":52,"advances":0},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":26,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":45,"advances":0},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":41,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":31,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":27,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":33,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":36,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":30,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":"7zydMMqso2THLsj0","sort":1500000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Pit_Figther.png","token":{"flags":{},"name":"Pit Figthers","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Pit_Figther.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"Y48osCJhvY6T9XQI","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"29Qsz2E1mPplrjW6","flags":{"_sheetTab":"details"},"name":"Armour","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"2","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"eqbXOKoKopI05eWd","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"4","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000}]} +{"_id":"Z5SYAC5Ym4s8VlpY","name":"Katherina Magdalena Eisenhertz","permission":{"DiTpdTSEiM1YgTdC":3},"type":"character","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":34,"advances":0},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":35,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":23,"advances":0},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":36,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":34,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":36,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":34,"advances":5},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":35,"advances":5},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":38,"advances":5},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":47,"advances":5}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":12,"max":12},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":"0","max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":"0"},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"fate":{"type":"Number","label":"Fate","value":4},"fortune":{"type":"Number","label":"Fortune","value":4},"resilience":{"type":"Number","label":"Resilience","value":2},"resolve":{"type":"Number","label":"Resolve","value":2}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Female"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":"Sigmar"},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"experience":{"type":"Number","label":"Experience","total":570,"spent":350,"current":140},"personal-ambitions":{"short-term":"Find lodging for you and your party","long-term":""},"party-ambitions":{"name":"","short-term":"Find out why \"officially\" the Emperor has taken over the city","long-term":""},"biography":{"type":"String","label":"Biography","value":"

Strictures

\n

Obey your orders.

\n

Aid Dwarf-folk, never do them harm.

\n

Promote the unity of the Empire. 

\n

Bear true allegiance to the imperial throne.

\n

Root out Greenskins, Chaos worshippers, and foul witches without mercy.

\n

+10 to interactions with the church of Sigmar in Ubersreich and merchants of silver

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"motivation":{"type":"String","label":"Motivation","value":"Unity: you regain Resolve when you act to bring others together."},"class":{"type":"String","label":"Class","value":""},"career":{"type":"String","label":"Career","value":""},"careerlevel":{"type":"String","label":"Career Level","value":""},"status":{"type":"String","standing":"","tier":0},"age":{"type":"String","label":"Age","value":"16"},"height":{"type":"String","label":"Height","value":"1.70m"},"weight":{"type":"String","label":"Weight","value":"55kg"},"haircolour":{"type":"String","label":"Hair Colour","value":"Blonde"},"eyecolour":{"type":"String","label":"Eye Colour","value":"Blue"},"distinguishingmark":{"type":"String","label":"Distinguishing Mark","value":""},"starsign":{"type":"String","label":"Star Sign","value":""}}},"folder":"dZ6oGBZwQQd6K6YB","sort":200000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":"","oppose":null,"bobMacro":null,"atBayMacro":null},"img":"worlds/talesoldworld/userdata/Tokens/Katherina_ROundToken.png","token":{"flags":{},"name":"Katherina","displayName":20,"img":"worlds/talesoldworld/userdata/Tokens/Katherina_ROundToken.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":true,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"Z5SYAC5Ym4s8VlpY","actorLink":true,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","flags":{"_sheetTab":"description"},"name":"Art","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Create works of art in your chosen medium. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"LGHozP5gmQ8cuDQV","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"d3VZwO4Y5JH5DXdT","flags":{"_sheetTab":"details"},"name":"Bribery","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to judge how likely a person is to accept a bribe, and how best to offer the bribe so they will accept it. A successful Bribery Test tells you if a target may be bribed. If so, your GM will secretly determine the price of their cooperation using the target’s Earnings, increasing the amount according to their usual honesty and the risk involved in taking the bribe. You then guess that target amount and the GM will tell you if the price is higher, lower, or equal. Each SL from your initial Bribery Test gives you another guess. At the end of this process, you determine how much money to offer, based on what you have gleaned.

\n

 

\n

In combat, you may use Bribery as above to try to stop the fight, but treat the Test as Hard (–20) owing to the stress of the situation. If your target is not susceptible, you cannot afford the fee, or your foes do not speak your tongue, your pathetic attempts to buy them off will be doomed to fail. Of course, if they have the advantage of numbers, what’s to prevent them from taking all of your money?

\n

 

\n

Example: Snorri is trying to bribe his way past a city watchman; a character of the Brass Tier 2, meaning they roll 4d10 Brass for Income. The GM decides the guard can be bribed and secretly rolls 21 on the 4d10, meaning the price for bribing the guard is 21 Brass. Letting Snorri through isn’t too risky for the watchman, and he does it often, so the GM doesn’t increase the bribe required. Snorri rolls 1 SL on his Bribery Test; so, he knows the watchman is open to a bribe, and has 2 guesses as to his price. Snorri’s first guess is 15 Brass, to which his GM replies ‘higher’. His second guess is 40, to which his GM replies ‘lower’. Snorri now knows he must bribe the watchman between 15 and 40 Brass, so decides to aim high, and offers 30. Smiling, the watchman waves Snorri through.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"exLrBrn2mjb6x2Cq","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":8},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"4IGdIhnwTaZijzg7","flags":{"_sheetTab":"details"},"name":"Charm Animal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your aptitude for be friending, quickly calming, or subjugating animals.

\n

 

\n

Passing a Charm Animal Test allows you to influence the behavior of one or more animals, to a maximum of Willpower Bonus + SL. If the target animals are naturally docile, this Test may be uncontested, but it will generally be Opposed by the target’s Willpower.

\n

 

\n

In combat, you may use Charm Animal when facing animals. If you succeed, any affected targets will not attack you this Round and you gain +1 Advantage. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which the creature’s instincts take over and you have no further influence.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"sRuMlaPU5xdIrwhd","flags":{"_sheetTab":"description"},"name":"Climb","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

If time isn’t an issue, and a climb is relatively easy, anyone with Climb Skill is automatically assumed to be able to climb any reasonably small height.

\n

For any other climbing, Climbing during combat. You may even find yourself climbing large opponents, though whether that is prudent is debatable.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"R2ytluHiEFF2KQ5e","flags":{"_sheetTab":"description"},"name":"Consume Alcohol","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Your ability to handle alcohol without letting it cloud your judgment or render you senseless.

\n

After each alcoholic drink make a Consume Alcohol Test, modified by the strength of the drink. For each Test you fail, you suffer a –10 penalty to WS, BS, Ag, Dex, and Int, to a maximum of –30 per Characteristic. After you fail a number of Tests equal to your Toughness Bonus, you are Stinking Drunk. Roll on the following table to see what happens:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

 Marienburgher’s Courage!’: Gain a bonus of +20 to your Cool Skill.

\n
\n

3-4

\n
\n

You’re My Besht Mate!’: Ignore all your existing Prejudices and Animosities.

\n
\n

5-6

\n
\n

 ‘Why’s Everything Wobbling!’: On your Turn, you can either Move or take an Action, but not both.

\n
\n

7-8

\n
\n

‘I’ll Take Yer All On!’: Gain Animosity (Everybody)!

\n
\n

9-10

\n
\n

 ‘How Did I Get here?’: You wake up the next day, massively hungover, with little memory of what transpired. The GM and other players with you will fill in the embarrassing gaps if you investigate. Pass a Consume Alcohol Test or also gain a Poisoned Condition.

\n
\n
\n

 

\n

After not drinking for an hour, enact a Challenging (+0) Consume Alcohol Test. The effects of being drunk will wear

\n

off after 10–SL hours, with any Characteristic modifiers for being drunk lost over that time. After all effects wear off, enact another Challenging (+0) Consume Alcohol Test. You now gain a hangover, which is an Fatigued Condition that cannot be removed for 5–SL hours.

\n

You may expend 1 Resolve point to ignore the negative modifiers of being drunk until the end of the next round.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pxNjTxsp1Kp0SmQe","flags":{"_sheetTab":"description"},"name":"Cool","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Cool allows you to remain calm under stress, resist fear when faced with horror, and stick to your convictions.

\n

 

\n

Cool is generally used to resist other Skills — Charm, Intimidate, and similar — but you may also be required to make a Cool Test when faced with anything forcing you to do something you would rather not. Cool is also the primary Skill used to limit Psychology

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":8},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"1jCxbFAUuFuAPLJl","flags":{"_sheetTab":"description"},"name":"Dodge","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Dodge is your ability to avoid things, through ducking, diving, and moving quickly, and is used extensively to sidestep falling rocks, incoming weapons, unexpected traps, and the like.

\n

In combat, Dodge is generally used to resist attacks or avoid damage. Refer to Rolling to Hit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"iYan4z52v7HYM9u9","flags":{"_sheetTab":"details"},"name":"Drive","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Drive lets you guide vehicles — most commonly simple carts and lumbering coaches, not to mention the more ‘experimental’ creations of the Imperial Engineers — along the roads of the Empire with as little incident as possible.

\n

 

\n

Under normal circumstances, if you possess the Drive Skill, there is no need to Test. If conditions are less than ideal — perhaps the road is in poor condition, or the weather is terrible — a Drive Test will be required. If you do not possess the Drive Skill, you may be required to make a Test to carry out even basic maneuver. An Astounding Failure (-6) on a Drive Test means something bad has happened. Roll on the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

Snapped Harness: One horse (or equivalent) breaks free; reduce speed accordingly.

\n
\n

3-5

\n
\n

 Jolted Carriage: Passengers suffer 1 Wound and fragile cargos might be damaged.

\n
\n

6-8

\n
\n

Broken Wheel: Pass a Drive Test every round to avoid Crashing. Two-wheeled vehicles with a Broken Wheel Crash automatically.

\n
\n

9-10

\n
\n

 Broken Axle: The vehicle goes out of control and Crashes.

\n
\n
\n

 

\n

Crashing: Occupants of Crashing vehicles usually suffer 2d10 Wounds modified by Toughness Bonus and Armor Points

\n

unless the vehicle was moving slowly (as determined by the GM). Crashed vehicles must be repaired by someone with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). Spare wheels can be installed by anyone with a Drive Test or with an appropriate Trade Test. In combat, Drive may be used if circumstances allow — for instance, if the party is in a coach being raided by outlaws, and you wish to ram an enemy, or outrun them.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"CcNJsS4jSwB6Ug1J","flags":{"_sheetTab":"details"},"name":"Endurance","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Endurance Skill is called upon when you must endure hardship, withstand deprivation, sit without moving for long periods of time, or survive harsh environments. In particular, Endurance is Tested to resist or recover from various Conditions (see page 167) and helps you recover lost Wounds.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":8},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"0CwV96kTDRF0jUhk","flags":{"_sheetTab":"description"},"name":"Entertain","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"7pQo66cESWttzIlb","flags":{"_sheetTab":"details"},"name":"Gamble","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to measure the likelihood that a bet will pay off, as well as successfully engage in various games of chance.

\n

To represent a gambling match, all players make a Gamble Test — applying any appropriate modifiers for familiarity with the game — and the player with the highest SL wins. On a tie, any lower scoring players drop out, and those remaining enact another Gamble Test, repeating this process until you have a winner.

\n

If you wish to influence the game through less honest mechanics, see Sleight of Hand.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"RLQHm1s4IuY9RSr2","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pKLMbmG3Ivt6mzMf","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"I0yPc4PH5erWJLmu","flags":{"_sheetTab":"description"},"name":"Intimidate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Allows you to coerce or frighten sentient creatures. The precise manner of initiating an Intimidate Test depends on context: while it is generally accompanied by an overt threat, sometimes a subtle implication or even a look is enough. Intimidate is almost always Opposed by your target’s Cool Skill; if successful, you can intimidate a number of targets up to your Strength Bonus + SL. Each will react to Intimidate based on their individual personalities and how successful you were in menacing them, but in all cases, they will back down or move out of the way and will not speak out against you, or they will alternatively accept combat is the only way forward and prepare their weapons.

\n

 

\n

In combat, you cause Fear in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

While strength is the default stat for Intimidate tests, the GM may decree certain situations may allow you to use a different characteristic: a steely witch hunter may use Willpower to stare down an inquisitive bystander, or an academic may use Intelligence to cow a lowly student with his intimidating knowledge, for instance. 

\n

 

\n

Example: Facing a group of footpads, Svetlana the Strong rolls 4 SL on her Intimidate Test. Combined with her SB of 5, this means she can affect up to 9 targets, more than enough to impact all three footpads who now Fear Svetlana. As she has won by 3 SL, she gains +1 Advantage point until the end of her next turn. In the next round, she ‘attacks’ the footpads using her Intimidate, intending to scare them into leaving her be. However, she fails the Test, and the footpads realize they outnumber her, and are armed… 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"cYtU0ORRFCOpQLWz","flags":{"_sheetTab":"details"},"name":"Intuition","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).

\n

 

\n

In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"oMaJZ5cvCJeOUq9H","flags":{"_sheetTab":"description"},"name":"Leadership","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

A measure of your ability to lead others and command their respect. While most often associated with martial situations, a resolute leader can quickly direct a fast response to a fire or other such calamity, and nobles use the Skill frequently to command their lessers.

\n

 

\n

A successful Leadership Test allows you to issue orders to a number of targets equal to your Fellowship Bonus + SL. If the targets are your natural subordinates — a noble commanding serfs, or a sergeant commanding his troops — commands are usually unopposed. If there is no natural hierarchy in place, or the order is particularly challenging — such as ordering your soldiers to charge a Hydra head on — the Test is Opposed by your targets’ Cool.

\n

 

\n

In combat, you may use Leadership to encourage your subordinates. A successful Leadership Test confers a bonus of +10 to all Psychology Tests until the end of the next round (see page 190).

\n

 

\n

Further, Leadership can be used to transfer Advantage to allies able to hear you; following a successful Leadership Test, you may transfer an Advantage to one ally of your choice, plus a further +1 Advantage per SL scored, which can again go to any allies of your choice within earshot.

\n

 

\n

Example: Lord Ludwig von Schemp has been watching his two bodyguards discourse with some ruffians for three Rounds, using his Intuition Skill to build up 3 Advantage. Feeling it is going nowhere, he issues a peremptory order to attack the ringleader; passing his Leadership Test with 5 SL, he gives one bodyguard 2 of his Advantage, and the remaining bodyguard 1 Advantage, hoping this will bring a swift end to proceedings. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"F8NfBZdVSEIGCMtu","flags":{"_sheetTab":"details"},"name":"Melee","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

\n

 

\n

Specializations: Basic, Brawling, Cavalry, Fencing, Flail, Parry, Pole-Arm, Two-Handed 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"zZUX7wO4rOo8k9F0","flags":{"_sheetTab":"details"},"name":"Navigation","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.

\n

 

\n

If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"os4NKy5Oy6sRt1eh","flags":{},"name":"Outdoor Survival","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Outdoor Survival Skill is used to survive in the wild, including the ability to fish, hunt, forage, and build fires and shelters. Experienced travelers are skilled at reading the signs of incoming inclement weather and finding the spoor of various dangerous beasts.

\n

 

\n

When camping, make an Outdoor Survival Test, modified by the harshness of conditions — for instance, a Test is Challenging (+0) if it is raining, Hard (–20) in a storm. A successful Test indicates you can provide yourself sustenance and shelter for the night. Each SL allows you to provide for one more character. If the Test is failed, you must make a Challenging (+0) Endurance Test or receive the Fatigued Condition. If you suffer an Astounding Failure, something untoward has happened, as determined by the GM; perhaps your camp is attacked in the night?

\n

 

\n

When fighting in the wilderness, you may make an Outdoor Survival Test to receive +1 Advantage, in the same way as Intuition, to a maximum number of Advantage equal to your Intelligence Bonus, as you spy out treacherous and advantageous terrain that you can best use to your advantage.

\n

 

\n

Gathering Food and Herbs

\n

Gathering food or herbs normally takes around 2 hours. Hunting and foraging parties make one assisted Outdoor Survival Test for the group, with the Difficulty determined by the circumstances.

\n\n

 

\n\n

 

\n\n

 

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"Fs06sr7y9JKpVQmB","flags":{"_sheetTab":"description"},"name":"Perception","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"MeXCAQ3wqJzX07X7","flags":{"_sheetTab":"description"},"name":"Ride","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"KL4pCOqma5E7fLG4","flags":{"_sheetTab":"details"},"name":"Row","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your prowess at pulling an oar and moving a boat through the water. The Row Skill is typically only used when racing, navigating rapids, desperately avoiding Bog Octopuses, or similar unusual or dangerous feats. Anyone with the Skill is automatically presumed to be able to scull about a pond, or over a gentle river, without a Test. Those without the skill may have to make a Test for anything but the most basic maneuvers. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"McTtmZu3Ac8Lh48W","flags":{},"name":"Stealth","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"0MYOJFx3vkYA95B4","flags":{"_sheetTab":"description"},"name":"Brass Penny","type":"money","img":"systems/wfrp4e/icons/currency/brasspenny.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}},"sort":2700000},{"_id":"Ggx0bRaCuq8MbF0g","flags":{"_sheetTab":"description"},"name":"Gold Crown","type":"money","img":"systems/wfrp4e/icons/currency/goldcrown.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}}},{"_id":"KB8HgDz56dh2w7w1","flags":{"_sheetTab":"description"},"name":"Silver Shilling","type":"money","img":"systems/wfrp4e/icons/currency/silvershilling.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}}},{"_id":"ciEMU5BFsPOhiw5w","flags":{},"name":"Novitiate","type":"career","img":"systems/wfrp4e/icons/careers/nun-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Nun"},"class":{"type":"String","label":"Class","value":"Academics"},"current":{"type":"Boolean","value":true},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"1"},"status":{"tier":"b","standing":1},"characteristics":["dex","int","fel"],"skills":["Art (Calligraphy)","Cool","Endurance","Entertain (Storyteller)","Gossip","Heal","Lore (Theology)","Pray"],"talents":["Bless (Any)","Stone Soup","Panhandle","Read/Write"],"trappings":["Religious Symbol","Robes"],"incomeSkill":[6],"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"9X6lokqgNIw7TIkB","flags":{"_sheetTab":"details"},"name":"Religious Symbol","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/religious-symbol.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"6","bp":"8"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"RHgYzNUo30KQZj3S","flags":{"_sheetTab":"description"},"name":"Robes","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/robes.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"2","ss":"0","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"dFd49pKHoPeBhTK9","flags":{"_sheetTab":"details"},"name":"Clothing","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/clothing.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"6","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"CBXGLurfypu1w7tb","flags":{},"name":"Dagger","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/dagger2.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"16","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"vshort"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"m0OoZls52cJiH5y3","flags":{"_sheetTab":"description"},"name":"Pouch","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/pouch.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"","ss":"0","bp":"4"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":1},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"MWkcesMrzl3WLuoC","flags":{"_sheetTab":"details"},"name":"Sling Bag","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/sling-bag.png","data":{"description":{"type":"String","label":"Description","value":"

Counts as ‘worn’ when slung over your shoulder.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"","ss":"1","bp":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":2},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"UPa0PJhParXPRa8E","flags":{"_sheetTab":"details"},"name":"Writing Kit","type":"trapping","img":"systems/wfrp4e/icons/equipment/tools_and_kits/writing-kit.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"2","ss":"0","bp":"0"},"availability":{"type":"String","label":"Availability","value":"scarce"},"location":{"type":"Number","label":"Location","value":"MWkcesMrzl3WLuoC"},"trappingType":{"type":"String","label":"Trapping Type","value":"toolsAndKits"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"0JhlYVbeiJwUOvxF","flags":{"_sheetTab":"details"},"name":"Parchment/sheet","type":"trapping","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":10},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"1","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":"MWkcesMrzl3WLuoC"},"trappingType":{"type":"String","label":"Trapping Type","value":"booksAndDocuments"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"X7cE4lHOPzLAu34n","flags":{"_sheetTab":"description"},"name":"Entertain (Storyteller)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"ovZ2EXBRCY0pOXer","flags":{"_sheetTab":"details"},"name":"Heal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You’ve been trained to deal with injuries and diseases. A successful Heal Test allows you to do one of the following:

\n\n

A Failed Heal Test can potentially cause Wounds if your Intelligence Bonus + SL totals less than 0. On an Astounding Failure, your patient will also contract a Minor Infection.

\n

 

\n

If administering to someone who has a disease, a successful Heal Test ensures that you do not contract the disease for that day. Each SL also prevents one other character encountering the patient that day from catching the disease. For each full day the patient spends resting under your care, the duration of the disease is reduced by one, to a minimum of one. See Disease and Infection.

\n

 

\n

Certain injuries require Surgery; see the Surgery Talent for details. For more information on healing wounds, refer to Injury.

\n

 

\n

Your GM may apply modifiers to Heal Tests to reflect the virulence of the disease, the suitability of conditions and materials, or the stress of your circumstances. If healing  during combat, Tests will likely be Challenging (+0) at the very least.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"5hNQNL1aCTQXUcIA","flags":{"_sheetTab":"description"},"name":"Lore (Theology)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"ExBvfsMl4w78CXQY","flags":{},"name":"Pray","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Your ability to invoke, or otherwise commune with, a deity. For more information on using the Pray Skill to seek divine intervention, see Chapter 7: Religion & Belief.

\n

 

\n

In combat, if your GM deems it appropriate considering your circumstances and faith, you may use Pray to meditate and focus your mind. Each round you spend praying in combat — and making a successful Pray Test — gives you +1 Advantage. You can gain additional Advantage this way, up to a maximum of your Fellowship Bonus.

\n

 

\n

Further, if your enemies understand your language and recognize (and fear) your deity, the GM may allow you to use Pray in lieu of the Intimidate Skill.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"J2zXoN52aDBWl82w","flags":{},"name":"Bless (Any)","type":"talent","img":"systems/wfrp4e/icons/talents/bless.png","data":{"description":{"type":"String","label":"Description","value":"You are watched over by one of the Gods and can empower simple prayers. You can now deploy the Blessings of your deity as listed in Chapter 7: Religion and Belief. Under normal circumstances, you may only ever know one Divine Lore for the Bless Talent."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"54QYNNXjlH8wS1rP","flags":{},"name":"Suave","type":"talent","img":"systems/wfrp4e/icons/talents/suave.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"KuXnSh8a6oNHmAn8","flags":{},"name":"Mimic","type":"talent","img":"systems/wfrp4e/icons/talents/mimic.png","data":{"description":{"type":"String","label":"Description","value":"You have a good ear for accents and dialects, and can reproduce them accurately. You may replicate any accent you are exposed to for at least a day with an Initiative Test; this Test may be attempted once per day. Once passed, you may always mimic the accent, and locals will believe you to be one of their own"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Entertain (Acting) Tests where accents are important"},"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"OQPtNsjdJePkADI9","flags":{},"name":"Ambidextrous","type":"talent","img":"systems/wfrp4e/icons/talents/ambidextrous.png","data":{"description":{"type":"String","label":"Description","value":"

You can use your off-hand far better than most folk, either by training or innate talent. You only suffer a penalty of -10 to Tests relying solely on your secondary hand, not -20. If you have this Talent twice, you suffer no penalty at all.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"2"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"zrJJg8BsiBOTbo8H","flags":{},"name":"Craftsman","type":"talent","img":"systems/wfrp4e/icons/talents/craftsman.png","data":{"description":{"type":"String","label":"Description","value":"You have true creative talent. Add the associated Trade Skill to any Career you enter. If the Trade Skill is already in your Career, you may instead purchase the Skill for 5 XP fewer per Advance."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"dex"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Trade (Apothecary)"},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"1Gzo2KibmVz5v4PI","flags":{"_sheetTab":"details"},"name":"Blessing of Battle","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 WS.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Sigmar"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Myrmidia, Sigmar, Taal, Ulric"}},"sort":100000},{"_id":"yQBcPk3DggMBqB8q","flags":{"_sheetTab":"description"},"name":"Blessing of Courage","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Willpower.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Morr, Myrmidia, Sigmar, Ulric, Verena"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Morr, Myrmidia, Sigmar, Ulric, Verena"}},"sort":400000},{"_id":"4jAbQw3Y9diAgHtD","flags":{"_sheetTab":"description"},"name":"Blessing of Hardiness","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Toughness.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Manann, Sigmar, Taal, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Manann, Sigmar, Taal, Ulric"}},"sort":800000},{"_id":"xEQnB3eNAtiLr6hf","flags":{"_sheetTab":"description"},"name":"Blessing of Might","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target gains +10 Strength.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Sigmar, Ulric"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Sigmar, Ulric"}},"sort":1000000},{"_id":"MP1Nw2tGF8dJyv7g","flags":{"_sheetTab":"description"},"name":"Blessing of Protection","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Enemies must make an Average (+20) Willpower Test to attack your target as shame wells within for considering violence. If they fail, they must choose a different target, or a different Action

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Myrmidia, Ranald, Rhya, Shallya, Sigmar"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Myrmidia, Ranald, Rhya, Shallya, Sigmar"}},"sort":1100000},{"_id":"FEPeVKcQHgtyahtN","flags":{"_sheetTab":"description"},"name":"Blessing of Righteousness","type":"prayer","img":"systems/wfrp4e/icons/prayers/blessings.png","data":{"description":{"type":"String","label":"Description","value":"

Your target’s weapon counts as Magical.

"},"gmdescription":{"type":"String","label":"Description","value":""},"type":{"type":"String","label":"Type","value":"blessing"},"god":{"type":"String","label":"God","value":"Morr, Myrmidia, Sigmar, Verena"},"range":{"type":"String","label":"Range","value":"6 yards"},"duration":{"type":"String","label":"Duration","value":"6 Rounds"},"target":{"type":"String","label":"Target","value":"1","aoe":false},"damage":{"type":"String","label":"Damage","value":""},"source":{"type":"String","label":"Source"},"cn":{"value":"Morr, Myrmidia, Sigmar, Verena"}},"sort":1300000},{"_id":"q0N2q7r6JSzXfS71","flags":{"_sheetTab":"description"},"name":"Art (Calligraphy)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Create works of art in your chosen medium. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"G05eaKkZc75xiL5I","flags":{"_sheetTab":"description"},"name":"Hatred (THE Priest)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner.

On encountering the object of your Hatred, you must attempt a Psychology Test.If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition.

\n

While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible.

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"DpmZAHTemjvTCA5U","flags":{"_sheetTab":"description"},"name":"Prejudice (Nuns of Sigmar)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group.

Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

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Doomed

\n

\"Forget not the world of thou Mother, nor yet the face of you father\"

\n

Description

\n

I am a slender young woman of 18 summers. I am fairly tall – almost the height of most men in Wissenland. I have long blonde hair with green eyes, with delicate facial features. I have always been told that I am very pretty; Bretonnians used to say that I was blessed by the Lady of the Lake. I move with ease and grace.My clothing is travel worn, but it is clear that previously it had been of high quality.

\n

My demeanor is on the surface that of a young carefree woman, who unabashedly flirts with attractive men and women, both. But I am prone to nightmares of my past life, and I sometimes cry or sob for no apparent reason. I also flinch if touched when I am caught unawares. I have a strong need to be in control of situations – and to some extent people. [Gain TRAUMA : Fear(Out of Control)] 

\n

Quotes

\n

“I'm a professional. A few unkind words aren't going to bother me. I know it’s not going to be all standing ovations.”

\n

“Chivalry, Ha! There is something wrong with people who need a Code to treat everyone else with dignity”

\n

“Never trust a man with a dashing smile with your heart or your life… believe me, I tried that”

\n

Theater reputation

\n

0

\n

 

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"motivation":{"type":"String","label":"Motivation","value":"Control"},"class":{"type":"String","label":"Class","value":""},"career":{"type":"String","label":"Career","value":""},"careerlevel":{"type":"String","label":"Career Level","value":""},"status":{"type":"String","standing":"","tier":0},"age":{"type":"String","label":"Age","value":"18"},"height":{"type":"String","label":"Height","value":"5'9''"},"weight":{"type":"String","label":"Weight","value":"130 lb"},"haircolour":{"type":"String","label":"Hair Colour","value":"Silver blonde"},"eyecolour":{"type":"String","label":"Eye Colour","value":"Hazel"},"distinguishingmark":{"type":"String","label":"Distinguishing Mark","value":"Tattoo of 'The Dancer'"},"starsign":{"type":"String","label":"Star Sign","value":"The Dancer"}}},"folder":"dZ6oGBZwQQd6K6YB","sort":500000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/Tokens/Angelica_Round%20Token.png","token":{"flags":{},"name":"Angelica","displayName":20,"img":"worlds/talesoldworld/userdata/Tokens/Angelica_Round%20Token.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":true,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"eWpUzpd4e8pjSKzw","actorLink":true,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","flags":{"_sheetTab":"description"},"name":"Art","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Create works of art in your chosen medium. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"LGHozP5gmQ8cuDQV","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"d3VZwO4Y5JH5DXdT","flags":{"_sheetTab":"details"},"name":"Bribery","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to judge how likely a person is to accept a bribe, and how best to offer the bribe so they will accept it. A successful Bribery Test tells you if a target may be bribed. If so, your GM will secretly determine the price of their cooperation using the target’s Earnings, increasing the amount according to their usual honesty and the risk involved in taking the bribe. You then guess that target amount and the GM will tell you if the price is higher, lower, or equal. Each SL from your initial Bribery Test gives you another guess. At the end of this process, you determine how much money to offer, based on what you have gleaned.

\n

 

\n

In combat, you may use Bribery as above to try to stop the fight, but treat the Test as Hard (–20) owing to the stress of the situation. If your target is not susceptible, you cannot afford the fee, or your foes do not speak your tongue, your pathetic attempts to buy them off will be doomed to fail. Of course, if they have the advantage of numbers, what’s to prevent them from taking all of your money?

\n

 

\n

Example: Snorri is trying to bribe his way past a city watchman; a character of the Brass Tier 2, meaning they roll 4d10 Brass for Income. The GM decides the guard can be bribed and secretly rolls 21 on the 4d10, meaning the price for bribing the guard is 21 Brass. Letting Snorri through isn’t too risky for the watchman, and he does it often, so the GM doesn’t increase the bribe required. Snorri rolls 1 SL on his Bribery Test; so, he knows the watchman is open to a bribe, and has 2 guesses as to his price. Snorri’s first guess is 15 Brass, to which his GM replies ‘higher’. His second guess is 40, to which his GM replies ‘lower’. Snorri now knows he must bribe the watchman between 15 and 40 Brass, so decides to aim high, and offers 30. Smiling, the watchman waves Snorri through.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"exLrBrn2mjb6x2Cq","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":18},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"4IGdIhnwTaZijzg7","flags":{"_sheetTab":"details"},"name":"Charm Animal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your aptitude for be friending, quickly calming, or subjugating animals.

\n

 

\n

Passing a Charm Animal Test allows you to influence the behavior of one or more animals, to a maximum of Willpower Bonus + SL. If the target animals are naturally docile, this Test may be uncontested, but it will generally be Opposed by the target’s Willpower.

\n

 

\n

In combat, you may use Charm Animal when facing animals. If you succeed, any affected targets will not attack you this Round and you gain +1 Advantage. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which the creature’s instincts take over and you have no further influence.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"sRuMlaPU5xdIrwhd","flags":{"_sheetTab":"description"},"name":"Climb","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

If time isn’t an issue, and a climb is relatively easy, anyone with Climb Skill is automatically assumed to be able to climb any reasonably small height.

\n

For any other climbing, Climbing during combat. You may even find yourself climbing large opponents, though whether that is prudent is debatable.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"R2ytluHiEFF2KQ5e","flags":{"_sheetTab":"description"},"name":"Consume Alcohol","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Your ability to handle alcohol without letting it cloud your judgment or render you senseless.

\n

After each alcoholic drink make a Consume Alcohol Test, modified by the strength of the drink. For each Test you fail, you suffer a –10 penalty to WS, BS, Ag, Dex, and Int, to a maximum of –30 per Characteristic. After you fail a number of Tests equal to your Toughness Bonus, you are Stinking Drunk. Roll on the following table to see what happens:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

 Marienburgher’s Courage!’: Gain a bonus of +20 to your Cool Skill.

\n
\n

3-4

\n
\n

You’re My Besht Mate!’: Ignore all your existing Prejudices and Animosities.

\n
\n

5-6

\n
\n

 ‘Why’s Everything Wobbling!’: On your Turn, you can either Move or take an Action, but not both.

\n
\n

7-8

\n
\n

‘I’ll Take Yer All On!’: Gain Animosity (Everybody)!

\n
\n

9-10

\n
\n

 ‘How Did I Get here?’: You wake up the next day, massively hungover, with little memory of what transpired. The GM and other players with you will fill in the embarrassing gaps if you investigate. Pass a Consume Alcohol Test or also gain a Poisoned Condition.

\n
\n
\n

 

\n

After not drinking for an hour, enact a Challenging (+0) Consume Alcohol Test. The effects of being drunk will wear

\n

off after 10–SL hours, with any Characteristic modifiers for being drunk lost over that time. After all effects wear off, enact another Challenging (+0) Consume Alcohol Test. You now gain a hangover, which is an Fatigued Condition that cannot be removed for 5–SL hours.

\n

You may expend 1 Resolve point to ignore the negative modifiers of being drunk until the end of the next round.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pxNjTxsp1Kp0SmQe","flags":{"_sheetTab":"description"},"name":"Cool","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Cool allows you to remain calm under stress, resist fear when faced with horror, and stick to your convictions.

\n

 

\n

Cool is generally used to resist other Skills — Charm, Intimidate, and similar — but you may also be required to make a Cool Test when faced with anything forcing you to do something you would rather not. Cool is also the primary Skill used to limit Psychology

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"1jCxbFAUuFuAPLJl","flags":{"_sheetTab":"description"},"name":"Dodge","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Dodge is your ability to avoid things, through ducking, diving, and moving quickly, and is used extensively to sidestep falling rocks, incoming weapons, unexpected traps, and the like.

\n

In combat, Dodge is generally used to resist attacks or avoid damage. Refer to Rolling to Hit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"iYan4z52v7HYM9u9","flags":{"_sheetTab":"details"},"name":"Drive","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Drive lets you guide vehicles — most commonly simple carts and lumbering coaches, not to mention the more ‘experimental’ creations of the Imperial Engineers — along the roads of the Empire with as little incident as possible.

\n

 

\n

Under normal circumstances, if you possess the Drive Skill, there is no need to Test. If conditions are less than ideal — perhaps the road is in poor condition, or the weather is terrible — a Drive Test will be required. If you do not possess the Drive Skill, you may be required to make a Test to carry out even basic maneuver. An Astounding Failure (-6) on a Drive Test means something bad has happened. Roll on the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

Snapped Harness: One horse (or equivalent) breaks free; reduce speed accordingly.

\n
\n

3-5

\n
\n

 Jolted Carriage: Passengers suffer 1 Wound and fragile cargos might be damaged.

\n
\n

6-8

\n
\n

Broken Wheel: Pass a Drive Test every round to avoid Crashing. Two-wheeled vehicles with a Broken Wheel Crash automatically.

\n
\n

9-10

\n
\n

 Broken Axle: The vehicle goes out of control and Crashes.

\n
\n
\n

 

\n

Crashing: Occupants of Crashing vehicles usually suffer 2d10 Wounds modified by Toughness Bonus and Armor Points

\n

unless the vehicle was moving slowly (as determined by the GM). Crashed vehicles must be repaired by someone with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). Spare wheels can be installed by anyone with a Drive Test or with an appropriate Trade Test. In combat, Drive may be used if circumstances allow — for instance, if the party is in a coach being raided by outlaws, and you wish to ram an enemy, or outrun them.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"CcNJsS4jSwB6Ug1J","flags":{"_sheetTab":"details"},"name":"Endurance","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Endurance Skill is called upon when you must endure hardship, withstand deprivation, sit without moving for long periods of time, or survive harsh environments. In particular, Endurance is Tested to resist or recover from various Conditions (see page 167) and helps you recover lost Wounds.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"0CwV96kTDRF0jUhk","flags":{"_sheetTab":"description"},"name":"Entertain","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"7pQo66cESWttzIlb","flags":{"_sheetTab":"details"},"name":"Gamble","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to measure the likelihood that a bet will pay off, as well as successfully engage in various games of chance.

\n

To represent a gambling match, all players make a Gamble Test — applying any appropriate modifiers for familiarity with the game — and the player with the highest SL wins. On a tie, any lower scoring players drop out, and those remaining enact another Gamble Test, repeating this process until you have a winner.

\n

If you wish to influence the game through less honest mechanics, see Sleight of Hand.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"RLQHm1s4IuY9RSr2","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"pKLMbmG3Ivt6mzMf","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"I0yPc4PH5erWJLmu","flags":{"_sheetTab":"description"},"name":"Intimidate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Allows you to coerce or frighten sentient creatures. The precise manner of initiating an Intimidate Test depends on context: while it is generally accompanied by an overt threat, sometimes a subtle implication or even a look is enough. Intimidate is almost always Opposed by your target’s Cool Skill; if successful, you can intimidate a number of targets up to your Strength Bonus + SL. Each will react to Intimidate based on their individual personalities and how successful you were in menacing them, but in all cases, they will back down or move out of the way and will not speak out against you, or they will alternatively accept combat is the only way forward and prepare their weapons.

\n

 

\n

In combat, you cause Fear in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

While strength is the default stat for Intimidate tests, the GM may decree certain situations may allow you to use a different characteristic: a steely witch hunter may use Willpower to stare down an inquisitive bystander, or an academic may use Intelligence to cow a lowly student with his intimidating knowledge, for instance. 

\n

 

\n

Example: Facing a group of footpads, Svetlana the Strong rolls 4 SL on her Intimidate Test. Combined with her SB of 5, this means she can affect up to 9 targets, more than enough to impact all three footpads who now Fear Svetlana. As she has won by 3 SL, she gains +1 Advantage point until the end of her next turn. In the next round, she ‘attacks’ the footpads using her Intimidate, intending to scare them into leaving her be. However, she fails the Test, and the footpads realize they outnumber her, and are armed… 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"cYtU0ORRFCOpQLWz","flags":{"_sheetTab":"details"},"name":"Intuition","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).

\n

 

\n

In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"oMaJZ5cvCJeOUq9H","flags":{"_sheetTab":"description"},"name":"Leadership","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

A measure of your ability to lead others and command their respect. While most often associated with martial situations, a resolute leader can quickly direct a fast response to a fire or other such calamity, and nobles use the Skill frequently to command their lessers.

\n

 

\n

A successful Leadership Test allows you to issue orders to a number of targets equal to your Fellowship Bonus + SL. If the targets are your natural subordinates — a noble commanding serfs, or a sergeant commanding his troops — commands are usually unopposed. If there is no natural hierarchy in place, or the order is particularly challenging — such as ordering your soldiers to charge a Hydra head on — the Test is Opposed by your targets’ Cool.

\n

 

\n

In combat, you may use Leadership to encourage your subordinates. A successful Leadership Test confers a bonus of +10 to all Psychology Tests until the end of the next round (see page 190).

\n

 

\n

Further, Leadership can be used to transfer Advantage to allies able to hear you; following a successful Leadership Test, you may transfer an Advantage to one ally of your choice, plus a further +1 Advantage per SL scored, which can again go to any allies of your choice within earshot.

\n

 

\n

Example: Lord Ludwig von Schemp has been watching his two bodyguards discourse with some ruffians for three Rounds, using his Intuition Skill to build up 3 Advantage. Feeling it is going nowhere, he issues a peremptory order to attack the ringleader; passing his Leadership Test with 5 SL, he gives one bodyguard 2 of his Advantage, and the remaining bodyguard 1 Advantage, hoping this will bring a swift end to proceedings. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"F8NfBZdVSEIGCMtu","flags":{"_sheetTab":"details"},"name":"Melee","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

\n

 

\n

Specializations: Basic, Brawling, Cavalry, Fencing, Flail, Parry, Pole-Arm, Two-Handed 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"zZUX7wO4rOo8k9F0","flags":{"_sheetTab":"details"},"name":"Navigation","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.

\n

 

\n

If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"os4NKy5Oy6sRt1eh","flags":{},"name":"Outdoor Survival","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Outdoor Survival Skill is used to survive in the wild, including the ability to fish, hunt, forage, and build fires and shelters. Experienced travelers are skilled at reading the signs of incoming inclement weather and finding the spoor of various dangerous beasts.

\n

 

\n

When camping, make an Outdoor Survival Test, modified by the harshness of conditions — for instance, a Test is Challenging (+0) if it is raining, Hard (–20) in a storm. A successful Test indicates you can provide yourself sustenance and shelter for the night. Each SL allows you to provide for one more character. If the Test is failed, you must make a Challenging (+0) Endurance Test or receive the Fatigued Condition. If you suffer an Astounding Failure, something untoward has happened, as determined by the GM; perhaps your camp is attacked in the night?

\n

 

\n

When fighting in the wilderness, you may make an Outdoor Survival Test to receive +1 Advantage, in the same way as Intuition, to a maximum number of Advantage equal to your Intelligence Bonus, as you spy out treacherous and advantageous terrain that you can best use to your advantage.

\n

 

\n

Gathering Food and Herbs

\n

Gathering food or herbs normally takes around 2 hours. Hunting and foraging parties make one assisted Outdoor Survival Test for the group, with the Difficulty determined by the circumstances.

\n\n

 

\n\n

 

\n\n

 

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"Fs06sr7y9JKpVQmB","flags":{"_sheetTab":"description"},"name":"Perception","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"MeXCAQ3wqJzX07X7","flags":{"_sheetTab":"description"},"name":"Ride","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"KL4pCOqma5E7fLG4","flags":{"_sheetTab":"details"},"name":"Row","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your prowess at pulling an oar and moving a boat through the water. The Row Skill is typically only used when racing, navigating rapids, desperately avoiding Bog Octopuses, or similar unusual or dangerous feats. Anyone with the Skill is automatically presumed to be able to scull about a pond, or over a gentle river, without a Test. Those without the skill may have to make a Test for anything but the most basic maneuvers. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"0MYOJFx3vkYA95B4","flags":{"_sheetTab":"description"},"name":"Brass Penny","type":"money","img":"systems/wfrp4e/icons/currency/brasspenny.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":75},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}},"sort":3600000},{"_id":"Ggx0bRaCuq8MbF0g","flags":{"_sheetTab":"description"},"name":"Gold Crown","type":"money","img":"systems/wfrp4e/icons/currency/goldcrown.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}}},{"_id":"KB8HgDz56dh2w7w1","flags":{"_sheetTab":"description"},"name":"Silver Shilling","type":"money","img":"systems/wfrp4e/icons/currency/silvershilling.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":7},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}},"sort":3800000},{"_id":"Jax2fUuHsJYukPur","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":true},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Acting)","Gossip","Haggle","Perform (Acrobatics)","Play (Lute)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"ubB4KTetUXrpslDr","flags":{"_sheetTab":"details"},"name":"Attractive","type":"talent","img":"systems/wfrp4e/icons/talents/attractive.png","data":{"description":{"type":"String","label":"Description","value":"

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Tests to influence those attracted to you"},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"uP3tHRQ4KqDi90Sa","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"8rGoqis5Ags2ckr9","flags":{},"name":"Suave","type":"talent","img":"systems/wfrp4e/icons/talents/suave.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"83CSYTJYAg6wNtar","flags":{"_sheetTab":"description"},"name":"Night Vision","type":"talent","img":"systems/wfrp4e/icons/talents/night-vision.png","data":{"description":{"type":"String","label":"Description","value":"

You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perception tests in low-light conditions"},"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"TEn2yUcBdv7ruhYM","flags":{"_sheetTab":"description"},"name":"Linguistics","type":"talent","img":"systems/wfrp4e/icons/talents/linguistics.png","data":{"description":{"type":"String","label":"Description","value":"

You have a natural affinity for languages. Given a month’s exposure to any Language, you count the associated Language Skill as a Basic Skill with a successful Intelligence Test (which can be attempted once per month). Note: Linguistics only works for languages used to frequently communicate with others, so does not work with Language (Magick).

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"int"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Language (All)"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"qJJwO45KrDt6q0WK","flags":{"_sheetTab":"description"},"name":"Entertain (Acting)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"O96cp2Rbr18iqTS6","flags":{},"name":"Perform (Acrobatics)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

\n

 

\n

Specializations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"to4tfTLNy3WJJP76","flags":{},"name":"Play (Lute)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"GmkKPewBhNylRliZ","flags":{"_sheetTab":"details"},"name":"Sleight of Hand","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Lets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.

\n

You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…

\n

Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a Dagger seemingly appear from nowhere, surprising a superstitious foe.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"}},"sort":100001},{"_id":"kIRKvrV6n9vFrJNK","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"N5vtEr4szE1JQteH","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"kr2MsNtzh9KJmcyx","flags":{"_sheetTab":"details"},"name":"Cloak","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/cloak.png","data":{"description":{"type":"String","label":"Description","value":"

Protects wearer against the elements. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"10","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"szQU7GXH3Zp1fhvL","flags":{"_sheetTab":"details"},"name":"Clothing","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/clothing.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"6","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"wGXQfchZw8LXgGjS","flags":{"_sheetTab":"description"},"name":"Pouch","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/pouch.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"","ss":"0","bp":"4"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":1},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"hk2Wos7dd4VAsujy","flags":{"_sheetTab":"description"},"name":"Lute","type":"trapping","img":"systems/wfrp4e/icons/equipment/miscellaneous_trappings/instrument.png","data":{"description":{"type":"String","label":"Description","value":"

Various instruments are included in this category. The standard price and encumbrance reflects medium-sized instruments (e.g. mandolin, coach horn, small drum). Small instruments are half the price and 0 Encumbrance points (e.g. flute, recorder, tambourine). Larger instruments are double the price and 2 Encumbrance points (e.g. harp, lute, large drum).

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"2","ss":"0","bp":"0"},"availability":{"type":"String","label":"Availability","value":"scarce"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":3300000},{"_id":"BAqdvFw5wUkG0JJN","flags":{"_sheetTab":"details"},"name":"Bowl","type":"trapping","img":"systems/wfrp4e/icons/equipment/miscellaneous_trappings/bowl.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"1","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":"SR3DoDjv3Pi7Y12i"},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2800000},{"_id":"SR3DoDjv3Pi7Y12i","flags":{"_sheetTab":"details"},"name":"Backpack","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/backpack.png","data":{"description":{"type":"String","label":"Description","value":"

Counts as ‘worn’ when strapped to your back. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":2},"price":{"type":"String","label":"Price","gc":"0","ss":"4","bp":"10"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":4},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":2900000},{"_id":"F814wFpdbiwpUGDK","flags":{"_sheetTab":"description"},"name":"Hatred (Tristan)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner.

On encountering the object of your Hatred, you must attempt a Psychology Test.If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition.

\n

While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible.

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":3000000},{"_id":"brcddzgdDjh8ToLJ","flags":{"_sheetTab":"description"},"name":"Prejudice (Bretonnian nobility)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

You really dislike the Target, which is normally a group of people or creatures such as ‘Ostlanders’, ‘Elves’, or ‘Wizards’. You must attempt a Psychology Test whenever you encounter the group against which you are prejudiced. If you pass, you may frown a lot, but will otherwise act normally, only suffering a penalty of –10 to all Fellowship Tests towards that group.

Should you fail you are subject to Prejudice. At the end of every subsequent Round, you may attempt another Psychology test to bring the Prejudice to an end. If you do not, the effects of Prejudice naturally come to an end when all members of the specified group in your line of sight are gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

 

\n

When subject to Prejudice, you must immediately insult the target of your prejudice. Loudly.

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":100001},{"_id":"9RbpnBQDw5Cv3h5D","flags":{},"name":"Stealth","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":3100000},{"_id":"G5HHfP48iwuZsj0d","flags":{"_sheetTab":"details"},"name":"Blanket","type":"trapping","img":"systems/wfrp4e/icons/equipment/miscellaneous_trappings/blanket.png","data":{"description":{"type":"String","label":"Description","value":"

Endurance Tests rolled to resist Cold Exposure gain a bonus of +20 when resting.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"0","bp":"8"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":"SR3DoDjv3Pi7Y12i"},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":3200000},{"_id":"PxdZNGKowjhF7sis","flags":{"_sheetTab":"details"},"name":"Rations, 1 day","type":"trapping","img":"systems/wfrp4e/icons/equipment/food_drink_and_lodging/rations-1-day.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"2","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"foodAndDrink"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":3400000},{"_id":"3wfQoOPsKHUI49lL","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":3500000},{"_id":"ExzNVckLZljy9lAY","flags":{},"name":"Dagger","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/dagger2.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"16","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"vshort"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":3700000},{"_id":"UyT4mXjteuScrKyg","flags":{},"name":"Phobia (Being Out of Control)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

A phobia reflects a specific fear; it may be towards a type of creature, or towards a particular object or circumstance, such as Phobia (Insects), Phobia (Books), or Phobia (Confined Spaces).

\n\n

Example: Doktor Johannsen is a renowned antiquarian. Despite his many adventures and tales of derring-do, he suffers from Phobia (Snakes); no matter this aversion, he seems to encounter them with alarming regularity.

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"r2h8tle2CAjLXkaO","flags":{"_sheetTab":"details"},"name":"Entertainer Clothes (Yellow & Blue)","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/clothing.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"6","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":3900000},{"_id":"maPKyZ63n1D14KlT","flags":{},"name":"Mimic","type":"talent","img":"systems/wfrp4e/icons/talents/mimic.png","data":{"description":{"type":"String","label":"Description","value":"You have a good ear for accents and dialects, and can reproduce them accurately. You may replicate any accent you are exposed to for at least a day with an Initiative Test; this Test may be attempted once per day. Once passed, you may always mimic the accent, and locals will believe you to be one of their own"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Entertain (Acting) Tests where accents are important"},"source":{"type":"String","label":"Source"}},"sort":4000000},{"_id":"bGSeqF7Qc3hqHaMF","flags":{},"name":"Leather Jerkin","type":"armour","img":"systems/wfrp4e/icons/equipment/armour/leather-jerkin.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"10","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"armorType":{"type":"String","label":"Armour 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The Strength of the Corruption is marked in brackets."},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"Minor","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"ojQwDWCPMlUZEqY0","flags":{},"name":"Mutation","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature is ‘blessed’ with a Mutation. Roll on the Physical Corruption Table\r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","defaultDifficulty":"challenging"},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"rQubc6qI2fyo6VXt","flags":{"_sheetTab":"details"},"name":"Weapon","type":"trait","img":"systems/wfrp4e/icons/traits/trait.png","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","defaultDifficulty":"challenging"},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000}]} +{"_id":"gz1AajJChNyI4BBR","name":"Holger Maurer – Stone Mason","permission":{"default":0},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":55,"advances":0},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":26,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":58,"advances":0},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":47,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":29,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":30,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":58,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":39,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":48,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":37,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":17,"max":17},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":"BeaMqdD5vMcOd3o3","sort":1000000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Commoner_Stone%20Mason_Holger%20Maurer.png","token":{"flags":{},"name":"Holger Maurer – Stone Mason","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Commoner_Stone%20Mason_Holger%20Maurer.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"gz1AajJChNyI4BBR","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"PCcrNrmWvJhDvZYO","flags":{"_sheetTab":"description"},"name":"Intimidate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to coerce or frighten sentient creatures. The precise manner of initiating an Intimidate Test depends on context: while it is generally accompanied by an overt threat, sometimes a subtle implication or even a look is enough. Intimidate is almost always Opposed by your target’s Cool Skill; if successful, you can intimidate a number of targets up to your Strength Bonus + SL. Each will react to Intimidate based on their individual personalities and how successful you were in menacing them, but in all cases, they will back down or move out of the way and will not speak out against you, or they will alternatively accept combat is the only way forward and prepare their weapons.

\n

 

\n

In combat, you cause @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Fear} in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

While strength is the default stat for Intimidate tests, the GM may decree certain situations may allow you to use a different characteristic: a steely witch hunter may use Willpower to stare down an inquisitive bystander, or an academic may use Intelligence to cow a lowly student with his intimidating knowledge, for instance. 

\n

 

\n

Example: Facing a group of footpads, Svetlana the Strong rolls 4 SL on her Intimidate Test. Combined with her SB of 5, this means she can affect up to 9 targets, more than enough to impact all three footpads who now Fear Svetlana. As she has won by 3 SL, she gains +1 Advantage point until the end of her next turn. In the next round, she ‘attacks’ the footpads using her Intimidate, intending to scare them into leaving her be. However, she fails the Test, and the footpads realize they outnumber her, and are armed… 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"aECTeiGt6vDvhlqw","flags":{},"name":"Trade ()","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Most folk of the Reikland follow a trade; even adventurers often have a more reliable, or respectable career to fall back on, between bouts of hair-raising, bowel-loosening excitement. The Trade Skill represents your ability to create something or provide a service, as well as your knowledge of the relevant lore surrounding your trade.

\n

 

\n

Having the Skill is enough to automatically perform the tasks associated with your trade, assuming you have the correct resources and tools. You need only Test your Trade Skill if you are seeking to create something quickly, conditions are adverse, or you are seeking to invent or create a high-quality item.

\n

 

\n

Often Trade Tests of this type are extended Test, with the SL and time required depending upon the scope or scale of what is being produced; a quick meal with Trade (Cook) to impress a local lord will take far less time than constructing a warship with Trade (Shipwright).

\n

 

\n

You may also make a Trade Test as a Lore Skill, to determine information relevant to the trade in question. In such circumstances, the GM may prefer to use Int over Dex as the base Characteristic, though often this is ignored to keep play simple.

\n

 

\n

While most Trade Skills have little function in combat, there are as many Trade Skills as there are trades, and some may be of use depending upon the circumstances. For example, a successful Trade (Apothecary) Test may be useful if fighting in an Apothecary’s shop as you identify some astringent chemicals to hurl at your foes.

\n

 

\n

The Trade Skill is also used for enacting a Crafting Endeavor.

\n

 

\n

Specialisations: Apothecary, Calligrapher, Chandler, Carpenter, Cook, Embalmer, Smith, Tanner 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"OQruILRlV5uajHLO","flags":{},"name":"Piercing Gaze","type":"talent","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":"

Maurer has the unique ability to clearly see the flaws in the things he gazes upon or considers for a time. He has mostly used his gift to find the best way to break stone. The Chaos God Tzeentch knows Maurer’s Gift could be turned into a terrible weapon, for he can also see the flaws in people, organisations, governments… and can readily discern how best to destroy them if he was so inclined. If Maurer studies an opponent in combat for his Action, on his following Action, his attack ignores both Toughness Bonus and Armour Points.

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Whether brave, exceedingly stupid, or just caught up in the moment, the creature is utterly fearless. It ignores the Psychology rules.

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You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

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You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

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You can see very well in natural darkness. Assuming you have at least a faint source of light (such as starlight, moonlight, or bioluminescence) you can see clearly for 20 yards per level of Night Vision. Further, you can extend the effective illumination distance of any light sources by 20 yards per level of Night Vision.

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Spaltmann is a bully for hire whose thoughts have recently turned dark. For reasons unknown, he’s found he can see through his milky, dead eye — indeed, he can even see in lightless rooms with it. Spaltmann carries an elaborate heavy crossbow with a double set of strings that allow him to fire twice before needing to reload.

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Allows you to coerce or frighten sentient creatures. The precise manner of initiating an Intimidate Test depends on context: while it is generally accompanied by an overt threat, sometimes a subtle implication or even a look is enough. Intimidate is almost always Opposed by your target’s Cool Skill; if successful, you can intimidate a number of targets up to your Strength Bonus + SL. Each will react to Intimidate based on their individual personalities and how successful you were in menacing them, but in all cases, they will back down or move out of the way and will not speak out against you, or they will alternatively accept combat is the only way forward and prepare their weapons.

\n

 

\n

In combat, you cause @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Fear} in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

While strength is the default stat for Intimidate tests, the GM may decree certain situations may allow you to use a different characteristic: a steely witch hunter may use Willpower to stare down an inquisitive bystander, or an academic may use Intelligence to cow a lowly student with his intimidating knowledge, for instance. 

\n

 

\n

Example: Facing a group of footpads, Svetlana the Strong rolls 4 SL on her Intimidate Test. Combined with her SB of 5, this means she can affect up to 9 targets, more than enough to impact all three footpads who now Fear Svetlana. As she has won by 3 SL, she gains +1 Advantage point until the end of her next turn. In the next round, she ‘attacks’ the footpads using her Intimidate, intending to scare them into leaving her be. However, she fails the Test, and the footpads realize they outnumber her, and are armed… 

\n

 

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Cultist of the Shifting Grasp

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@JournalEntry[x9ev0Tv5YXd3cwoq]{The Shifting Grasp}

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\n

In Ubersreik, Alette Niedlich leads the cult of the Shifting Grasp. She’s a sturdy woman in early 40s, with a bright silver lock running through her dark hair. She’s publically known as an expert in eel-flesh and their farming, while in criminal circles she’s renowned as a cunning smuggler. None outside the cult know that she’s also a formidable witch, with her magical knowledge learned from a witch who claimed to remember the times of Magnus the Pious

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Cultist of the Shifting Grasp

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@JournalEntry[x9ev0Tv5YXd3cwoq]{The Shifting Grasp}

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\n

In Ubersreik, Alette Niedlich leads the cult of the Shifting Grasp. She’s a sturdy woman in early 40s, with a bright silver lock running through her dark hair. She’s publically known as an expert in eel-flesh and their farming, while in criminal circles she’s renowned as a cunning smuggler. None outside the cult know that she’s also a formidable witch, with her magical knowledge learned from a witch who claimed to remember the times of Magnus the Pious

\n
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\n

In Ubersreik, Alette Niedlich leads the cult of the Shifting Grasp. She’s a sturdy woman in early 40s, with a bright silver lock running through her dark hair. She’s publically known as an expert in eel-flesh and their farming, while in criminal circles she’s renowned as a cunning smuggler. None outside the cult know that she’s also a formidable witch, with her magical knowledge learned from a witch who claimed to remember the times of Magnus the Pious

\n
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In Ubersreik, Alette Niedlich leads the cult of the Shifting Grasp. She’s a sturdy woman in early 40s, with a bright silver lock running through her dark hair. She’s publically known as an expert in eel-flesh and their farming, while in criminal circles she’s renowned as a cunning smuggler. None outside the cult know that she’s also a formidable witch, with her magical knowledge learned from a witch who claimed to remember the times of Magnus the Pious

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In Ubersreik, Alette Niedlich leads the cult of the Shifting Grasp. She’s a sturdy woman in early 40s, with a bright silver lock running through her dark hair. She’s publically known as an expert in eel-flesh and their farming, while in criminal circles she’s renowned as a cunning smuggler. None outside the cult know that she’s also a formidable witch, with her magical knowledge learned from a witch who claimed to remember the times of Magnus the Pious

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Father Gunther Emming is the High Priest. A stern looking man in his 50s with thinning silver hair, Emming is famed for the severity of his sermons, and the sobriety of his demeanour. Though not unkind, he laces even his praise and comforting words with dire warnings of the consequences of vice.

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Skill","abrev":"BS","initial":35,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":36,"advances":0},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":43,"advances":0},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":27,"advances":5},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":33,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":23,"advances":5},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":42,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":40,"advances":6},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":28,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":12,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":"0","max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":"0"},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"fate":{"type":"Number","label":"Fate","value":3},"fortune":{"type":"Number","label":"Fortune","value":4},"resilience":{"type":"Number","label":"Resilience","value":3},"resolve":{"type":"Number","label":"Resolve","value":3}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Female"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"experience":{"type":"Number","label":"Experience","total":2200,"spent":2200,"current":0},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"name":"","short-term":"","long-term":""},"biography":{"type":"String","label":"Biography","value":""},"gmnotes":{"type":"String","label":"GM Notes","value":""},"motivation":{"type":"String","label":"Motivation","value":""},"class":{"type":"String","label":"Class","value":""},"career":{"type":"String","label":"Career","value":""},"careerlevel":{"type":"String","label":"Career Level","value":""},"status":{"type":"String","standing":"","tier":0},"age":{"type":"String","label":"Age","value":"23"},"height":{"type":"String","label":"Height","value":"6'2\""},"weight":{"type":"String","label":"Weight","value":"Slender"},"haircolour":{"type":"String","label":"Hair Colour","value":"Dark Brown"},"eyecolour":{"type":"String","label":"Eye Colour","value":"Olive"},"distinguishingmark":{"type":"String","label":"Distinguishing Mark","value":""},"starsign":{"type":"String","label":"Star Sign","value":""}}},"folder":"dZ6oGBZwQQd6K6YB","sort":600000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":"-10 Stealth","oppose":null},"img":"worlds/talesoldworld/userdata/Tokens/Soldier_Noble_Salundra%20von%20Drakenburg.png","token":{"flags":{},"name":"Salundra von Drakenburg","displayName":20,"img":"worlds/talesoldworld/userdata/Tokens/Soldier_Noble_Salundra von Drakenburg.png","width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"1CiFRwOUwdEFwGx8","actorLink":true,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","flags":{"_sheetTab":"description"},"name":"Art","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Create works of art in your chosen medium. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1100001},{"_id":"LGHozP5gmQ8cuDQV","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300001},{"_id":"d3VZwO4Y5JH5DXdT","flags":{"_sheetTab":"details"},"name":"Bribery","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to judge how likely a person is to accept a bribe, and how best to offer the bribe so they will accept it. A successful Bribery Test tells you if a target may be bribed. If so, your GM will secretly determine the price of their cooperation using the target’s Earnings, increasing the amount according to their usual honesty and the risk involved in taking the bribe. You then guess that target amount and the GM will tell you if the price is higher, lower, or equal. Each SL from your initial Bribery Test gives you another guess. At the end of this process, you determine how much money to offer, based on what you have gleaned.

\n

 

\n

In combat, you may use Bribery as above to try to stop the fight, but treat the Test as Hard (–20) owing to the stress of the situation. If your target is not susceptible, you cannot afford the fee, or your foes do not speak your tongue, your pathetic attempts to buy them off will be doomed to fail. Of course, if they have the advantage of numbers, what’s to prevent them from taking all of your money?

\n

 

\n

Example: Snorri is trying to bribe his way past a city watchman; a character of the Brass Tier 2, meaning they roll 4d10 Brass for Income. The GM decides the guard can be bribed and secretly rolls 21 on the 4d10, meaning the price for bribing the guard is 21 Brass. Letting Snorri through isn’t too risky for the watchman, and he does it often, so the GM doesn’t increase the bribe required. Snorri rolls 1 SL on his Bribery Test; so, he knows the watchman is open to a bribe, and has 2 guesses as to his price. Snorri’s first guess is 15 Brass, to which his GM replies ‘higher’. His second guess is 40, to which his GM replies ‘lower’. Snorri now knows he must bribe the watchman between 15 and 40 Brass, so decides to aim high, and offers 30. Smiling, the watchman waves Snorri through.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400001},{"_id":"exLrBrn2mjb6x2Cq","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"4IGdIhnwTaZijzg7","flags":{"_sheetTab":"details"},"name":"Charm Animal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your aptitude for be friending, quickly calming, or subjugating animals.

\n

 

\n

Passing a Charm Animal Test allows you to influence the behavior of one or more animals, to a maximum of Willpower Bonus + SL. If the target animals are naturally docile, this Test may be uncontested, but it will generally be Opposed by the target’s Willpower.

\n

 

\n

In combat, you may use Charm Animal when facing animals. If you succeed, any affected targets will not attack you this Round and you gain +1 Advantage. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which the creature’s instincts take over and you have no further influence.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"sRuMlaPU5xdIrwhd","flags":{"_sheetTab":"description"},"name":"Climb","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

If time isn’t an issue, and a climb is relatively easy, anyone with Climb Skill is automatically assumed to be able to climb any reasonably small height.

\n

For any other climbing, Climbing during combat. You may even find yourself climbing large opponents, though whether that is prudent is debatable.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500001},{"_id":"R2ytluHiEFF2KQ5e","flags":{"_sheetTab":"description"},"name":"Consume Alcohol","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Your ability to handle alcohol without letting it cloud your judgment or render you senseless.

\n

After each alcoholic drink make a Consume Alcohol Test, modified by the strength of the drink. For each Test you fail, you suffer a –10 penalty to WS, BS, Ag, Dex, and Int, to a maximum of –30 per Characteristic. After you fail a number of Tests equal to your Toughness Bonus, you are Stinking Drunk. Roll on the following table to see what happens:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

 Marienburgher’s Courage!’: Gain a bonus of +20 to your Cool Skill.

\n
\n

3-4

\n
\n

You’re My Besht Mate!’: Ignore all your existing Prejudices and Animosities.

\n
\n

5-6

\n
\n

 ‘Why’s Everything Wobbling!’: On your Turn, you can either Move or take an Action, but not both.

\n
\n

7-8

\n
\n

‘I’ll Take Yer All On!’: Gain Animosity (Everybody)!

\n
\n

9-10

\n
\n

 ‘How Did I Get here?’: You wake up the next day, massively hungover, with little memory of what transpired. The GM and other players with you will fill in the embarrassing gaps if you investigate. Pass a Consume Alcohol Test or also gain a Poisoned Condition.

\n
\n
\n

 

\n

After not drinking for an hour, enact a Challenging (+0) Consume Alcohol Test. The effects of being drunk will wear

\n

off after 10–SL hours, with any Characteristic modifiers for being drunk lost over that time. After all effects wear off, enact another Challenging (+0) Consume Alcohol Test. You now gain a hangover, which is an Fatigued Condition that cannot be removed for 5–SL hours.

\n

You may expend 1 Resolve point to ignore the negative modifiers of being drunk until the end of the next round.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":700001},{"_id":"pxNjTxsp1Kp0SmQe","flags":{"_sheetTab":"description"},"name":"Cool","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Cool allows you to remain calm under stress, resist fear when faced with horror, and stick to your convictions.

\n

 

\n

Cool is generally used to resist other Skills — Charm, Intimidate, and similar — but you may also be required to make a Cool Test when faced with anything forcing you to do something you would rather not. Cool is also the primary Skill used to limit Psychology

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600001},{"_id":"1jCxbFAUuFuAPLJl","flags":{"_sheetTab":"description"},"name":"Dodge","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Dodge is your ability to avoid things, through ducking, diving, and moving quickly, and is used extensively to sidestep falling rocks, incoming weapons, unexpected traps, and the like.

\n

In combat, Dodge is generally used to resist attacks or avoid damage. Refer to Rolling to Hit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":800001},{"_id":"iYan4z52v7HYM9u9","flags":{"_sheetTab":"details"},"name":"Drive","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Drive lets you guide vehicles — most commonly simple carts and lumbering coaches, not to mention the more ‘experimental’ creations of the Imperial Engineers — along the roads of the Empire with as little incident as possible.

\n

 

\n

Under normal circumstances, if you possess the Drive Skill, there is no need to Test. If conditions are less than ideal — perhaps the road is in poor condition, or the weather is terrible — a Drive Test will be required. If you do not possess the Drive Skill, you may be required to make a Test to carry out even basic maneuver. An Astounding Failure (-6) on a Drive Test means something bad has happened. Roll on the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

Snapped Harness: One horse (or equivalent) breaks free; reduce speed accordingly.

\n
\n

3-5

\n
\n

 Jolted Carriage: Passengers suffer 1 Wound and fragile cargos might be damaged.

\n
\n

6-8

\n
\n

Broken Wheel: Pass a Drive Test every round to avoid Crashing. Two-wheeled vehicles with a Broken Wheel Crash automatically.

\n
\n

9-10

\n
\n

 Broken Axle: The vehicle goes out of control and Crashes.

\n
\n
\n

 

\n

Crashing: Occupants of Crashing vehicles usually suffer 2d10 Wounds modified by Toughness Bonus and Armor Points

\n

unless the vehicle was moving slowly (as determined by the GM). Crashed vehicles must be repaired by someone with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). Spare wheels can be installed by anyone with a Drive Test or with an appropriate Trade Test. In combat, Drive may be used if circumstances allow — for instance, if the party is in a coach being raided by outlaws, and you wish to ram an enemy, or outrun them.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"CcNJsS4jSwB6Ug1J","flags":{"_sheetTab":"details"},"name":"Endurance","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Endurance Skill is called upon when you must endure hardship, withstand deprivation, sit without moving for long periods of time, or survive harsh environments. In particular, Endurance is Tested to resist or recover from various Conditions (see page 167) and helps you recover lost Wounds.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":900001},{"_id":"0CwV96kTDRF0jUhk","flags":{"_sheetTab":"description"},"name":"Entertain","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"7pQo66cESWttzIlb","flags":{"_sheetTab":"details"},"name":"Gamble","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to measure the likelihood that a bet will pay off, as well as successfully engage in various games of chance.

\n

To represent a gambling match, all players make a Gamble Test — applying any appropriate modifiers for familiarity with the game — and the player with the highest SL wins. On a tie, any lower scoring players drop out, and those remaining enact another Gamble Test, repeating this process until you have a winner.

\n

If you wish to influence the game through less honest mechanics, see Sleight of Hand.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1000001},{"_id":"RLQHm1s4IuY9RSr2","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1200001},{"_id":"pKLMbmG3Ivt6mzMf","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"I0yPc4PH5erWJLmu","flags":{"_sheetTab":"description"},"name":"Intimidate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Allows you to coerce or frighten sentient creatures. The precise manner of initiating an Intimidate Test depends on context: while it is generally accompanied by an overt threat, sometimes a subtle implication or even a look is enough. Intimidate is almost always Opposed by your target’s Cool Skill; if successful, you can intimidate a number of targets up to your Strength Bonus + SL. Each will react to Intimidate based on their individual personalities and how successful you were in menacing them, but in all cases, they will back down or move out of the way and will not speak out against you, or they will alternatively accept combat is the only way forward and prepare their weapons.

\n

 

\n

In combat, you cause Fear in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

While strength is the default stat for Intimidate tests, the GM may decree certain situations may allow you to use a different characteristic: a steely witch hunter may use Willpower to stare down an inquisitive bystander, or an academic may use Intelligence to cow a lowly student with his intimidating knowledge, for instance. 

\n

 

\n

Example: Facing a group of footpads, Svetlana the Strong rolls 4 SL on her Intimidate Test. Combined with her SB of 5, this means she can affect up to 9 targets, more than enough to impact all three footpads who now Fear Svetlana. As she has won by 3 SL, she gains +1 Advantage point until the end of her next turn. In the next round, she ‘attacks’ the footpads using her Intimidate, intending to scare them into leaving her be. However, she fails the Test, and the footpads realize they outnumber her, and are armed… 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1300001},{"_id":"cYtU0ORRFCOpQLWz","flags":{"_sheetTab":"details"},"name":"Intuition","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).

\n

 

\n

In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"oMaJZ5cvCJeOUq9H","flags":{"_sheetTab":"description"},"name":"Leadership","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

A measure of your ability to lead others and command their respect. While most often associated with martial situations, a resolute leader can quickly direct a fast response to a fire or other such calamity, and nobles use the Skill frequently to command their lessers.

\n

 

\n

A successful Leadership Test allows you to issue orders to a number of targets equal to your Fellowship Bonus + SL. If the targets are your natural subordinates — a noble commanding serfs, or a sergeant commanding his troops — commands are usually unopposed. If there is no natural hierarchy in place, or the order is particularly challenging — such as ordering your soldiers to charge a Hydra head on — the Test is Opposed by your targets’ Cool.

\n

 

\n

In combat, you may use Leadership to encourage your subordinates. A successful Leadership Test confers a bonus of +10 to all Psychology Tests until the end of the next round (see page 190).

\n

 

\n

Further, Leadership can be used to transfer Advantage to allies able to hear you; following a successful Leadership Test, you may transfer an Advantage to one ally of your choice, plus a further +1 Advantage per SL scored, which can again go to any allies of your choice within earshot.

\n

 

\n

Example: Lord Ludwig von Schemp has been watching his two bodyguards discourse with some ruffians for three Rounds, using his Intuition Skill to build up 3 Advantage. Feeling it is going nowhere, he issues a peremptory order to attack the ringleader; passing his Leadership Test with 5 SL, he gives one bodyguard 2 of his Advantage, and the remaining bodyguard 1 Advantage, hoping this will bring a swift end to proceedings. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":27},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400001},{"_id":"zZUX7wO4rOo8k9F0","flags":{"_sheetTab":"details"},"name":"Navigation","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.

\n

 

\n

If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"os4NKy5Oy6sRt1eh","flags":{},"name":"Outdoor Survival","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Outdoor Survival Skill is used to survive in the wild, including the ability to fish, hunt, forage, and build fires and shelters. Experienced travelers are skilled at reading the signs of incoming inclement weather and finding the spoor of various dangerous beasts.

\n

 

\n

When camping, make an Outdoor Survival Test, modified by the harshness of conditions — for instance, a Test is Challenging (+0) if it is raining, Hard (–20) in a storm. A successful Test indicates you can provide yourself sustenance and shelter for the night. Each SL allows you to provide for one more character. If the Test is failed, you must make a Challenging (+0) Endurance Test or receive the Fatigued Condition. If you suffer an Astounding Failure, something untoward has happened, as determined by the GM; perhaps your camp is attacked in the night?

\n

 

\n

When fighting in the wilderness, you may make an Outdoor Survival Test to receive +1 Advantage, in the same way as Intuition, to a maximum number of Advantage equal to your Intelligence Bonus, as you spy out treacherous and advantageous terrain that you can best use to your advantage.

\n

 

\n

Gathering Food and Herbs

\n

Gathering food or herbs normally takes around 2 hours. Hunting and foraging parties make one assisted Outdoor Survival Test for the group, with the Difficulty determined by the circumstances.

\n\n

 

\n\n

 

\n\n

 

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"Fs06sr7y9JKpVQmB","flags":{"_sheetTab":"description"},"name":"Perception","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"MeXCAQ3wqJzX07X7","flags":{"_sheetTab":"description"},"name":"Ride","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"KL4pCOqma5E7fLG4","flags":{"_sheetTab":"details"},"name":"Row","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your prowess at pulling an oar and moving a boat through the water. The Row Skill is typically only used when racing, navigating rapids, desperately avoiding Bog Octopuses, or similar unusual or dangerous feats. Anyone with the Skill is automatically presumed to be able to scull about a pond, or over a gentle river, without a Test. Those without the skill may have to make a Test for anything but the most basic maneuvers. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"McTtmZu3Ac8Lh48W","flags":{},"name":"Stealth","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"0MYOJFx3vkYA95B4","flags":{"_sheetTab":"description"},"name":"Brass Penny","type":"money","img":"systems/wfrp4e/icons/currency/brasspenny.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}}},{"_id":"Ggx0bRaCuq8MbF0g","flags":{"_sheetTab":"description"},"name":"Gold Crown","type":"money","img":"systems/wfrp4e/icons/currency/goldcrown.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}}},{"_id":"KB8HgDz56dh2w7w1","flags":{"_sheetTab":"description"},"name":"Silver Shilling","type":"money","img":"systems/wfrp4e/icons/currency/silvershilling.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}}},{"_id":"Wy80vWfUoq8ZGnAK","flags":{"_sheetTab":"details"},"name":"Scion","type":"career","img":"systems/wfrp4e/icons/careers/noble-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Noble"},"class":{"type":"String","label":"Class","value":"Courtier"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":"1"},"status":{"tier":"g","standing":1},"characteristics":["ws","i","dex"],"skills":["Bribery","Consume Alcohol","Gamble","Intimidate","Leadership","Lore (Heraldry)","Melee (Fencing)","Play (Any)"],"talents":["Etiquette (Nobles)","Luck","Noble Blood","Read/Write"],"trappings":["Courtly Garb","Foil or Hand Mirror","Jewelry worth 3d10 GC","Personal Servant"],"incomeSkill":[4],"source":{"type":"String","label":"Source"}},"sort":100001},{"_id":"HcbsVaudJVEYIPAG","flags":{},"name":"Officer","type":"career","img":"systems/wfrp4e/icons/careers/soldier-04.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Soldier"},"class":{"type":"String","label":"Class","value":"Warrior"},"current":{"type":"Boolean","value":true},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"4"},"status":{"tier":"g","standing":1},"characteristics":["ws","bs","t","i","wp","fel"],"skills":["Athletics","Climb","Cool","Dodge","Endurance","Language (Battle)","Melee (Basic)","Play (Harpsichord)","Consume Alcohol","Gamble","Gossip","Melee (Fencing)","Ranged (Any)","Outdoor Survival","Heal","Intuition","Leadership","Perception","Lore (Warfare)","Navigation"],"talents":["Inspiring","Public Speaker","Seasoned Traveller","Stout-hearted"],"trappings":["Letter of Commission","Light Warhorse with Saddle and Tack","Map","Orders","Unit of Soldiers","Quality Uniform","Symbol of Rank"],"incomeSkill":[6],"source":{"type":"String","label":"Source"}},"sort":200001},{"_id":"za24aeB9qOdoMfdd","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":13},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500001},{"_id":"qICMo1sbSM9k6325","flags":{"_sheetTab":"details"},"name":"Melee (Fencing)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

\n

 

\n

Specializations: Basic, Brawling, Cavalry, Fencing, Flail, Parry, Pole-Arm, Two-Handed 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600001},{"_id":"5ZQrcRxhl8cqErFM","flags":{},"name":"Play (Harpsichord)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700001},{"_id":"qI3dxHHGxMKdPcCD","flags":{},"name":"Language (Battle)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Note: Language (Magick) is used to cast spells and may occasionally be Tested, with… unpleasant consequences if failed. See Casting and Channelling

\n

 

\n

Specialisations: Battle Tongue, Bretonnian, Classical, Guilder, Khazalid, Magick, Thief, Tilean 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800001},{"_id":"gOlrKs3MCS8cp4yD","flags":{},"name":"Lore (Warfare)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900001},{"_id":"DlmvUU94nAAUkhJe","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":18},"total":{"type":"Number","label":"Total"}},"sort":2000001},{"_id":"mkNkfqCOO1A7WES1","flags":{},"name":"Animal Care","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Animal Care Skill lets you tend and care for animals, and heal them should they fall sick or become wounded.

\n

Having a single Advance in Animal Care means you can keep animals healthy without needing to Test. You can also enact an Animal Care Test to identify and resolve problems with animals, such as:

\n

 

\n

• Spotting an illness.

\n

• Understanding reasons for fractiousness or discomfort.

\n

• Determining the quality of the animal.

\n

• Heal Intelligence Bonus + SL Wounds (Note: an animal can only benefit from one healing roll after each encounter).

\n

• Staunching a Bleeding condition.

\n

• Preparing the animal for display.

\n

 

\n

In combat, you may appraise an enemy animal with an Animal Care Test. If successful, you and all you inform gain +10 to hit when attacking that animal — or anyone using it as a mount — until the end of your next turn, as you point out loose tack, a limp from a niggling wound, or highlight some other weakness or vulnerability. Animal Care may only provide a maximum of +10 to hit per animal, no matter how many Tests are made to spot weaknesses.

\n

 

\n

Animals

\n

Whether a creature does, or does not come under the auspices of animal care and animal training is up to your GM. While certain creatures — dog, horse, demigryph — seem obvious, others are less so. you may argue that dragon should be covered under animal training, but try telling that to the dragon…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2400001},{"_id":"FOTg8AwyCkFXt0bs","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2500001},{"_id":"zNZ8PuBsHf5SS0IZ","flags":{"_sheetTab":"description"},"name":"Lore (Heraldry)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":7},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2600001},{"_id":"grLr8xfIQLrjITJJ","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2700001},{"_id":"Q499javgOndCbYgm","flags":{"_sheetTab":"description"},"name":"Luck","type":"talent","img":"systems/wfrp4e/icons/talents/luck.png","data":{"description":{"type":"String","label":"Description","value":"

They say when you were born, Ranald smiled. Your maximum Fortune Points now equal your current Fate points plus the number of times you’ve taken Luck.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2800001},{"_id":"4BaOZFaCfVM2P4ZG","flags":{"_sheetTab":"details"},"name":"Noble Blood","type":"talent","img":"systems/wfrp4e/icons/talents/noble-blood.png","data":{"description":{"type":"String","label":"Description","value":"You are either born into the nobility, or otherwise elevated to it by in-game events. Assuming you are dressed appropriately, you are always considered of higher Status than others unless they also have the Noble Blood Talent, where Status is compared as normal."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Any Test influenced by your Status"},"source":{"type":"String","label":"Source"}},"sort":2900001},{"_id":"L4xth6AmKbgG9vSl","flags":{"_sheetTab":"description"},"name":"Read/Write","type":"talent","img":"systems/wfrp4e/icons/talents/readwrite.png","data":{"description":{"type":"String","label":"Description","value":"You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":3000001},{"_id":"EC9lATMN6TCRDgYu","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":3100001},{"_id":"9nve3Ph76nMfbfqw","flags":{},"name":"Very Resilient","type":"talent","img":"systems/wfrp4e/icons/talents/very-resilient.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Toughness Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":3200001},{"_id":"SikbnFitD32v0VHL","flags":{},"name":"Warrior Born","type":"talent","img":"systems/wfrp4e/icons/talents/warrior-born.png","data":{"description":{"type":"String","label":"Description","value":"

You gain a permanent +5 bonus to your starting Weapon Skill Characteristic (doesn't count as Advances).

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":3300001},{"_id":"9RUIQ0RbnN10bfay","flags":{"_sheetTab":"details"},"name":"Leather Leggings","type":"armour","img":"systems/wfrp4e/icons/equipment/armour/leather-leggings.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"14","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"armorType":{"type":"String","label":"Armour Type","value":"softLeather"},"penalty":{"type":"String","label":"Penalty","value":""},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"maxAP":{"head":0,"lArm":0,"rArm":0,"lLeg":1,"rLeg":1,"body":0},"currentAP":{"head":-1,"lArm":-1,"rArm":-1,"lLeg":-1,"rLeg":-1,"body":-1},"source":{"type":"String","label":"Source"}},"sort":3400001},{"_id":"te6VM5U2WQSjWhUK","flags":{"_sheetTab":"details"},"name":"Leather Skullcap","type":"armour","img":"systems/wfrp4e/icons/equipment/armour/leather-skullcap.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"8","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"armorType":{"type":"String","label":"Armour Type","value":"softLeather"},"penalty":{"type":"String","label":"Penalty","value":""},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":"Partial"},"special":{"type":"String","label":"Special","value":""},"maxAP":{"head":1,"lArm":0,"rArm":0,"lLeg":0,"rLeg":0,"body":0},"currentAP":{"head":-1,"lArm":-1,"rArm":-1,"lLeg":-1,"rLeg":-1,"body":-1},"source":{"type":"String","label":"Source"}},"sort":3500001},{"_id":"iG5lrquBu4GP3SCi","flags":{"_sheetTab":"details"},"name":"Leather Jack","type":"armour","img":"systems/wfrp4e/icons/equipment/armour/leather-jack.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"12","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"armorType":{"type":"String","label":"Armour Type","value":"softLeather"},"penalty":{"type":"String","label":"Penalty","value":""},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"maxAP":{"head":0,"lArm":1,"rArm":1,"lLeg":0,"rLeg":0,"body":1},"currentAP":{"head":-1,"lArm":-1,"rArm":-1,"lLeg":-1,"rLeg":-1,"body":-1},"source":{"type":"String","label":"Source"}},"sort":3600001},{"_id":"NR9m5jMGXcxcrvGx","flags":{"_sheetTab":"details"},"name":"Plate Breastplate","type":"armour","img":"systems/wfrp4e/icons/equipment/armour/plate-breastplate.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":3},"price":{"type":"String","label":"Price","gc":"10","ss":"0","bp":"0"},"availability":{"type":"String","label":"Availability","value":"scarce"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"armorType":{"type":"String","label":"Armour Type","value":"plate"},"penalty":{"type":"String","label":"Penalty","value":""},"qualities":{"type":"String","label":"Qualities","value":"Impenetrable"},"flaws":{"type":"String","label":"Flaws","value":"Weakpoints"},"special":{"type":"String","label":"Special","value":""},"maxAP":{"head":0,"lArm":0,"rArm":0,"lLeg":0,"rLeg":0,"body":2},"currentAP":{"head":-1,"lArm":-1,"rArm":-1,"lLeg":-1,"rLeg":-1,"body":-1},"source":{"type":"String","label":"Source"}},"sort":3700001},{"_id":"ITMqyBUnccOFLs4h","flags":{"_sheetTab":"description"},"name":"Fabulous Hat","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/hat.png","data":{"description":{"type":"String","label":"Description","value":"

Fine quality hats are status symbols in the Empire’s towns and cities. The more flamboyant the hat, the better.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"4","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":3800001},{"_id":"fMzBhhyAQqEtAXYj","flags":{"_sheetTab":"details"},"name":"Clothing","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/clothing.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"6","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":3900001},{"_id":"qudOjeFgBnijmVsH","flags":{"_sheetTab":"description"},"name":"Uniform","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/uniform.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"1","ss":"2","bp":"0"},"availability":{"type":"String","label":"Availability","value":"scarce"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":4000001},{"_id":"2MVtHLLcEK8Pf4gR","flags":{"_sheetTab":"details"},"name":"Sword","type":"weapon","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"1","ss":"0","bp":"0","value":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+4","meleeValue":"SB+4","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"average"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":4100001},{"_id":"vRRgIVIht3YGJy3m","flags":{},"name":"Dagger","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/dagger2.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"16","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"vshort"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":4300001}]} +{"_id":"8gk1rD34NADXB6pt","name":"Siegfried","permission":{"3tiGSLVyQypk3YyR":3},"type":"character","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":35,"advances":1},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":30,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":39,"advances":1},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":37,"advances":3},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":33,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":33,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":33,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":24,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":27,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":34,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":14,"max":14},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":"0","max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":"1"},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"fate":{"type":"Number","label":"Fate","value":3},"fortune":{"type":"Number","label":"Fortune","value":2},"resilience":{"type":"Number","label":"Resilience","value":3},"resolve":{"type":"Number","label":"Resolve","value":3}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"experience":{"type":"Number","label":"Experience","total":380,"spent":160,"current":80},"personal-ambitions":{"short-term":"Befriend a member of law enforcement","long-term":"Become the next Duke of Ubersreik"},"party-ambitions":{"name":"","short-term":"","long-term":""},"biography":{"type":"String","label":"Biography","value":"

Strictures

\n

Obey your orders.

\n

Aid Dwarf-folk, never do them harm.

\n

Promote the unity of the Empire. 

\n

Bear true allegiance to the imperial throne.

\n

Root out Greenskins, Chaos worshippers, and foul witches without mercy.

\n

---

\n

Animosity (anyone laughing at me)

\n

Guilt (Babies)

\n

Fear (Rats)

\n

Nemesis (Baker's Daughter)

\n

 

\n

Heske Glazer, Tower of Vane West of Ubersreik and marshes

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"motivation":{"type":"String","label":"Motivation","value":"I am a follower of Sigmar, and gain resolve whenever I follow the strictures"},"class":{"type":"String","label":"Class","value":""},"career":{"type":"String","label":"Career","value":""},"careerlevel":{"type":"String","label":"Career Level","value":""},"status":{"type":"String","standing":"","tier":0},"age":{"type":"String","label":"Age","value":"31"},"height":{"type":"String","label":"Height","value":""},"weight":{"type":"String","label":"Weight","value":""},"haircolour":{"type":"String","label":"Hair Colour","value":""},"eyecolour":{"type":"String","label":"Eye Colour","value":""},"distinguishingmark":{"type":"String","label":"Distinguishing Mark","value":"Pox marks in head"},"starsign":{"type":"String","label":"Star Sign","value":""}}},"folder":"dZ6oGBZwQQd6K6YB","sort":400000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/Tokens/Sigfried_RoundToken.png","token":{"flags":{},"name":"Sigfried","displayName":20,"img":"worlds/talesoldworld/userdata/Tokens/Sigfried_RoundToken.png","width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"8gk1rD34NADXB6pt","actorLink":true,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","flags":{"_sheetTab":"description"},"name":"Art","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Create works of art in your chosen medium. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"LGHozP5gmQ8cuDQV","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"d3VZwO4Y5JH5DXdT","flags":{"_sheetTab":"details"},"name":"Bribery","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to judge how likely a person is to accept a bribe, and how best to offer the bribe so they will accept it. A successful Bribery Test tells you if a target may be bribed. If so, your GM will secretly determine the price of their cooperation using the target’s Earnings, increasing the amount according to their usual honesty and the risk involved in taking the bribe. You then guess that target amount and the GM will tell you if the price is higher, lower, or equal. Each SL from your initial Bribery Test gives you another guess. At the end of this process, you determine how much money to offer, based on what you have gleaned.

\n

 

\n

In combat, you may use Bribery as above to try to stop the fight, but treat the Test as Hard (–20) owing to the stress of the situation. If your target is not susceptible, you cannot afford the fee, or your foes do not speak your tongue, your pathetic attempts to buy them off will be doomed to fail. Of course, if they have the advantage of numbers, what’s to prevent them from taking all of your money?

\n

 

\n

Example: Snorri is trying to bribe his way past a city watchman; a character of the Brass Tier 2, meaning they roll 4d10 Brass for Income. The GM decides the guard can be bribed and secretly rolls 21 on the 4d10, meaning the price for bribing the guard is 21 Brass. Letting Snorri through isn’t too risky for the watchman, and he does it often, so the GM doesn’t increase the bribe required. Snorri rolls 1 SL on his Bribery Test; so, he knows the watchman is open to a bribe, and has 2 guesses as to his price. Snorri’s first guess is 15 Brass, to which his GM replies ‘higher’. His second guess is 40, to which his GM replies ‘lower’. Snorri now knows he must bribe the watchman between 15 and 40 Brass, so decides to aim high, and offers 30. Smiling, the watchman waves Snorri through.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"exLrBrn2mjb6x2Cq","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

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Begging

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The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"4IGdIhnwTaZijzg7","flags":{"_sheetTab":"details"},"name":"Charm Animal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your aptitude for be friending, quickly calming, or subjugating animals.

\n

 

\n

Passing a Charm Animal Test allows you to influence the behavior of one or more animals, to a maximum of Willpower Bonus + SL. If the target animals are naturally docile, this Test may be uncontested, but it will generally be Opposed by the target’s Willpower.

\n

 

\n

In combat, you may use Charm Animal when facing animals. If you succeed, any affected targets will not attack you this Round and you gain +1 Advantage. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which the creature’s instincts take over and you have no further influence.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"sRuMlaPU5xdIrwhd","flags":{"_sheetTab":"description"},"name":"Climb","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

If time isn’t an issue, and a climb is relatively easy, anyone with Climb Skill is automatically assumed to be able to climb any reasonably small height.

\n

For any other climbing, Climbing during combat. You may even find yourself climbing large opponents, though whether that is prudent is debatable.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"R2ytluHiEFF2KQ5e","flags":{"_sheetTab":"description"},"name":"Consume Alcohol","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Your ability to handle alcohol without letting it cloud your judgment or render you senseless.

\n

After each alcoholic drink make a Consume Alcohol Test, modified by the strength of the drink. For each Test you fail, you suffer a –10 penalty to WS, BS, Ag, Dex, and Int, to a maximum of –30 per Characteristic. After you fail a number of Tests equal to your Toughness Bonus, you are Stinking Drunk. Roll on the following table to see what happens:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

 Marienburgher’s Courage!’: Gain a bonus of +20 to your Cool Skill.

\n
\n

3-4

\n
\n

You’re My Besht Mate!’: Ignore all your existing Prejudices and Animosities.

\n
\n

5-6

\n
\n

 ‘Why’s Everything Wobbling!’: On your Turn, you can either Move or take an Action, but not both.

\n
\n

7-8

\n
\n

‘I’ll Take Yer All On!’: Gain Animosity (Everybody)!

\n
\n

9-10

\n
\n

 ‘How Did I Get here?’: You wake up the next day, massively hungover, with little memory of what transpired. The GM and other players with you will fill in the embarrassing gaps if you investigate. Pass a Consume Alcohol Test or also gain a Poisoned Condition.

\n
\n
\n

 

\n

After not drinking for an hour, enact a Challenging (+0) Consume Alcohol Test. The effects of being drunk will wear

\n

off after 10–SL hours, with any Characteristic modifiers for being drunk lost over that time. After all effects wear off, enact another Challenging (+0) Consume Alcohol Test. You now gain a hangover, which is an Fatigued Condition that cannot be removed for 5–SL hours.

\n

You may expend 1 Resolve point to ignore the negative modifiers of being drunk until the end of the next round.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pxNjTxsp1Kp0SmQe","flags":{"_sheetTab":"description"},"name":"Cool","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Cool allows you to remain calm under stress, resist fear when faced with horror, and stick to your convictions.

\n

 

\n

Cool is generally used to resist other Skills — Charm, Intimidate, and similar — but you may also be required to make a Cool Test when faced with anything forcing you to do something you would rather not. Cool is also the primary Skill used to limit Psychology

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"1jCxbFAUuFuAPLJl","flags":{"_sheetTab":"description"},"name":"Dodge","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Dodge is your ability to avoid things, through ducking, diving, and moving quickly, and is used extensively to sidestep falling rocks, incoming weapons, unexpected traps, and the like.

\n

In combat, Dodge is generally used to resist attacks or avoid damage. Refer to Rolling to Hit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"iYan4z52v7HYM9u9","flags":{"_sheetTab":"details"},"name":"Drive","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Drive lets you guide vehicles — most commonly simple carts and lumbering coaches, not to mention the more ‘experimental’ creations of the Imperial Engineers — along the roads of the Empire with as little incident as possible.

\n

 

\n

Under normal circumstances, if you possess the Drive Skill, there is no need to Test. If conditions are less than ideal — perhaps the road is in poor condition, or the weather is terrible — a Drive Test will be required. If you do not possess the Drive Skill, you may be required to make a Test to carry out even basic maneuver. An Astounding Failure (-6) on a Drive Test means something bad has happened. Roll on the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

Snapped Harness: One horse (or equivalent) breaks free; reduce speed accordingly.

\n
\n

3-5

\n
\n

 Jolted Carriage: Passengers suffer 1 Wound and fragile cargos might be damaged.

\n
\n

6-8

\n
\n

Broken Wheel: Pass a Drive Test every round to avoid Crashing. Two-wheeled vehicles with a Broken Wheel Crash automatically.

\n
\n

9-10

\n
\n

 Broken Axle: The vehicle goes out of control and Crashes.

\n
\n
\n

 

\n

Crashing: Occupants of Crashing vehicles usually suffer 2d10 Wounds modified by Toughness Bonus and Armor Points

\n

unless the vehicle was moving slowly (as determined by the GM). Crashed vehicles must be repaired by someone with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). Spare wheels can be installed by anyone with a Drive Test or with an appropriate Trade Test. In combat, Drive may be used if circumstances allow — for instance, if the party is in a coach being raided by outlaws, and you wish to ram an enemy, or outrun them.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"CcNJsS4jSwB6Ug1J","flags":{"_sheetTab":"details"},"name":"Endurance","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Endurance Skill is called upon when you must endure hardship, withstand deprivation, sit without moving for long periods of time, or survive harsh environments. In particular, Endurance is Tested to resist or recover from various Conditions (see page 167) and helps you recover lost Wounds.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"0CwV96kTDRF0jUhk","flags":{"_sheetTab":"description"},"name":"Entertain","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"7pQo66cESWttzIlb","flags":{"_sheetTab":"details"},"name":"Gamble","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to measure the likelihood that a bet will pay off, as well as successfully engage in various games of chance.

\n

To represent a gambling match, all players make a Gamble Test — applying any appropriate modifiers for familiarity with the game — and the player with the highest SL wins. On a tie, any lower scoring players drop out, and those remaining enact another Gamble Test, repeating this process until you have a winner.

\n

If you wish to influence the game through less honest mechanics, see Sleight of Hand.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"RLQHm1s4IuY9RSr2","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"pKLMbmG3Ivt6mzMf","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"I0yPc4PH5erWJLmu","flags":{"_sheetTab":"description"},"name":"Intimidate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Allows you to coerce or frighten sentient creatures. The precise manner of initiating an Intimidate Test depends on context: while it is generally accompanied by an overt threat, sometimes a subtle implication or even a look is enough. Intimidate is almost always Opposed by your target’s Cool Skill; if successful, you can intimidate a number of targets up to your Strength Bonus + SL. Each will react to Intimidate based on their individual personalities and how successful you were in menacing them, but in all cases, they will back down or move out of the way and will not speak out against you, or they will alternatively accept combat is the only way forward and prepare their weapons.

\n

 

\n

In combat, you cause Fear in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

While strength is the default stat for Intimidate tests, the GM may decree certain situations may allow you to use a different characteristic: a steely witch hunter may use Willpower to stare down an inquisitive bystander, or an academic may use Intelligence to cow a lowly student with his intimidating knowledge, for instance. 

\n

 

\n

Example: Facing a group of footpads, Svetlana the Strong rolls 4 SL on her Intimidate Test. Combined with her SB of 5, this means she can affect up to 9 targets, more than enough to impact all three footpads who now Fear Svetlana. As she has won by 3 SL, she gains +1 Advantage point until the end of her next turn. In the next round, she ‘attacks’ the footpads using her Intimidate, intending to scare them into leaving her be. However, she fails the Test, and the footpads realize they outnumber her, and are armed… 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"cYtU0ORRFCOpQLWz","flags":{"_sheetTab":"details"},"name":"Intuition","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).

\n

 

\n

In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"oMaJZ5cvCJeOUq9H","flags":{"_sheetTab":"description"},"name":"Leadership","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

A measure of your ability to lead others and command their respect. While most often associated with martial situations, a resolute leader can quickly direct a fast response to a fire or other such calamity, and nobles use the Skill frequently to command their lessers.

\n

 

\n

A successful Leadership Test allows you to issue orders to a number of targets equal to your Fellowship Bonus + SL. If the targets are your natural subordinates — a noble commanding serfs, or a sergeant commanding his troops — commands are usually unopposed. If there is no natural hierarchy in place, or the order is particularly challenging — such as ordering your soldiers to charge a Hydra head on — the Test is Opposed by your targets’ Cool.

\n

 

\n

In combat, you may use Leadership to encourage your subordinates. A successful Leadership Test confers a bonus of +10 to all Psychology Tests until the end of the next round (see page 190).

\n

 

\n

Further, Leadership can be used to transfer Advantage to allies able to hear you; following a successful Leadership Test, you may transfer an Advantage to one ally of your choice, plus a further +1 Advantage per SL scored, which can again go to any allies of your choice within earshot.

\n

 

\n

Example: Lord Ludwig von Schemp has been watching his two bodyguards discourse with some ruffians for three Rounds, using his Intuition Skill to build up 3 Advantage. Feeling it is going nowhere, he issues a peremptory order to attack the ringleader; passing his Leadership Test with 5 SL, he gives one bodyguard 2 of his Advantage, and the remaining bodyguard 1 Advantage, hoping this will bring a swift end to proceedings. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"F8NfBZdVSEIGCMtu","flags":{"_sheetTab":"details"},"name":"Melee","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

\n

 

\n

Specializations: Basic, Brawling, Cavalry, Fencing, Flail, Parry, Pole-Arm, Two-Handed 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"zZUX7wO4rOo8k9F0","flags":{"_sheetTab":"details"},"name":"Navigation","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.

\n

 

\n

If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"os4NKy5Oy6sRt1eh","flags":{},"name":"Outdoor Survival","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Outdoor Survival Skill is used to survive in the wild, including the ability to fish, hunt, forage, and build fires and shelters. Experienced travelers are skilled at reading the signs of incoming inclement weather and finding the spoor of various dangerous beasts.

\n

 

\n

When camping, make an Outdoor Survival Test, modified by the harshness of conditions — for instance, a Test is Challenging (+0) if it is raining, Hard (–20) in a storm. A successful Test indicates you can provide yourself sustenance and shelter for the night. Each SL allows you to provide for one more character. If the Test is failed, you must make a Challenging (+0) Endurance Test or receive the Fatigued Condition. If you suffer an Astounding Failure, something untoward has happened, as determined by the GM; perhaps your camp is attacked in the night?

\n

 

\n

When fighting in the wilderness, you may make an Outdoor Survival Test to receive +1 Advantage, in the same way as Intuition, to a maximum number of Advantage equal to your Intelligence Bonus, as you spy out treacherous and advantageous terrain that you can best use to your advantage.

\n

 

\n

Gathering Food and Herbs

\n

Gathering food or herbs normally takes around 2 hours. Hunting and foraging parties make one assisted Outdoor Survival Test for the group, with the Difficulty determined by the circumstances.

\n\n

 

\n\n

 

\n\n

 

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"Fs06sr7y9JKpVQmB","flags":{"_sheetTab":"description"},"name":"Perception","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"MeXCAQ3wqJzX07X7","flags":{"_sheetTab":"description"},"name":"Ride","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"KL4pCOqma5E7fLG4","flags":{"_sheetTab":"details"},"name":"Row","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your prowess at pulling an oar and moving a boat through the water. The Row Skill is typically only used when racing, navigating rapids, desperately avoiding Bog Octopuses, or similar unusual or dangerous feats. Anyone with the Skill is automatically presumed to be able to scull about a pond, or over a gentle river, without a Test. Those without the skill may have to make a Test for anything but the most basic maneuvers. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"McTtmZu3Ac8Lh48W","flags":{},"name":"Stealth","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"0MYOJFx3vkYA95B4","flags":{"_sheetTab":"description"},"name":"Brass Penny","type":"money","img":"systems/wfrp4e/icons/currency/brasspenny.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":19},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}},"sort":2900000,"_changed":{"data":{"quantity":{"value":19}}}},{"_id":"Ggx0bRaCuq8MbF0g","flags":{"_sheetTab":"description"},"name":"Gold Crown","type":"money","img":"systems/wfrp4e/icons/currency/goldcrown.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}}},{"_id":"KB8HgDz56dh2w7w1","flags":{"_sheetTab":"description"},"name":"Silver Shilling","type":"money","img":"systems/wfrp4e/icons/currency/silvershilling.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}},"sort":3000000},{"_id":"7dtkrgTV8wY5coWe","flags":{},"name":"Thug","type":"career","img":"systems/wfrp4e/icons/careers/racketeer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Racketeer"},"class":{"type":"String","label":"Class","value":"Rogues"},"current":{"type":"Boolean","value":true},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ws","s","t"],"skills":["Consume Alcohol","Cool","Dodge","Endurance","Intimidate","Lore (Reikland)","Melee (Brawling)","Stealth (Urban)"],"talents":["Criminal","Etiquette (Criminals)","Menacing","Strike Mighty Blow"],"trappings":["Knuckledusters","Leather Jack"],"incomeSkill":[4],"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"PAy9AqeFrQyvpJTl","flags":{"_sheetTab":"details"},"name":"Melee (Brawling)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"FGvxE38XplOqn6yf","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"UHhhbzIBc9GadCiN","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"6PRFD1YVEWb2XlKz","flags":{"_sheetTab":"description"},"name":"Criminal","type":"talent","img":"systems/wfrp4e/icons/talents/criminal.png","data":{"description":{"type":"String","label":"Description","value":"

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"none"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"vE3KMRyLmOcMLg9L","flags":{},"name":"Menacing","type":"talent","img":"systems/wfrp4e/icons/talents/menacing.png","data":{"description":{"type":"String","label":"Description","value":"You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Intimidate"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mOR6ePrmTdBXwjCF","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"n79mEvZXEp1dMBAR","flags":{},"name":"Suave","type":"talent","img":"systems/wfrp4e/icons/talents/suave.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"5dADevvuq51Yl1Hx","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"oYaqpKMoFnbzKeWk","flags":{"_sheetTab":"description"},"name":"Read/Write","type":"talent","img":"systems/wfrp4e/icons/talents/readwrite.png","data":{"description":{"type":"String","label":"Description","value":"You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"ehGDKDNbZuRCtzmd","flags":{},"name":"Strong Legs","type":"talent","img":"systems/wfrp4e/icons/talents/strong-legs.png","data":{"description":{"type":"String","label":"Description","value":"You have strong legs able to carry you great distances when you jump. Add your Strong Legs level to your SL in any Athletics Tests involving Leaping"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"fLQ6uTizcQvvU2gU","flags":{"_sheetTab":"details"},"name":"Knuckledusters","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/knuckledusters.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"2","bp":"6"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"personal"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"brawling"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"CozX2m1sSX4B0Qro","flags":{"_sheetTab":"details"},"name":"Clothing","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/clothing.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"6","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"yFhhVsojKI5ZalER","flags":{"_sheetTab":"description"},"name":"Pouch","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/pouch.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"","ss":"0","bp":"4"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":1},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"9bcFiMJPWG4KxKT7","flags":{"_sheetTab":"description"},"name":"Candle","type":"trapping","img":"systems/wfrp4e/icons/equipment/miscellaneous_trappings/candle-dozen.png","data":{"description":{"type":"String","label":"Description","value":"

Provides illumination for 10 yards when lit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":2},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"1","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"PK9EBikkG2Ex6sMU","flags":{"_sheetTab":"details"},"name":"Match","type":"trapping","img":"systems/wfrp4e/icons/equipment/miscellaneous_trappings/match.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":10},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"0","bp":"1"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"s73W4JqzEET7JNi5","flags":{"_sheetTab":"description"},"name":"Hood","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/hood.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"5","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2700000},{"_id":"m34AeOBGwiSAdcfg","flags":{"_sheetTab":"details"},"name":"Sling Bag","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/sling-bag.png","data":{"description":{"type":"String","label":"Description","value":"

Counts as ‘worn’ when slung over your shoulder.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"","ss":"1","bp":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":2},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":2800000},{"_id":"DasUatZjI9FFG8cT","flags":{"_sheetTab":"details"},"name":"Leather Jack","type":"armour","img":"systems/wfrp4e/icons/equipment/armour/leather-jack.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"12","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"armorType":{"type":"String","label":"Armour Type","value":"softLeather"},"penalty":{"type":"String","label":"Penalty","value":""},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"maxAP":{"head":0,"lArm":1,"rArm":1,"lLeg":0,"rLeg":0,"body":1},"currentAP":{"head":-1,"lArm":-1,"rArm":-1,"lLeg":-1,"rLeg":-1,"body":-1},"source":{"type":"String","label":"Source"}},"sort":3100000},{"_id":"6uiV0pZW2A6dp1HA","flags":{"_sheetTab":"description"},"name":"Stealth (Urban)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":9},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":3200000},{"_id":"ZLSzMsGeKqA8XcHR","flags":{},"name":"Phobia (Rats)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

A phobia reflects a specific fear; it may be towards a type of creature, or towards a particular object or circumstance, such as Phobia (Insects), Phobia (Books), or Phobia (Confined Spaces).

\n\n

Example: Doktor Johannsen is a renowned antiquarian. Despite his many adventures and tales of derring-do, he suffers from Phobia (Snakes); no matter this aversion, he seems to encounter them with alarming regularity.

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"jN7mRzrptBNveyLp","flags":{},"name":"Animosity (Target who ridules me or Sigmar)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

When subject to Animosity,

Animosity is over-ridden by @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Fear} and @Compendium[wfrp4e.psychologies.meMkLEwdJIDLxM0B]{Terror}.

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":3300000},{"_id":"EDvTNOATb9FRRba7","flags":{},"name":"Dagger","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/dagger2.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"16","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"vshort"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":3400000},{"_id":"XSF9Vs5UDEny3gR6","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":3500000},{"_id":"subeXli9rggavgFu","flags":{"_sheetTab":"details"},"name":"Hand Weapon","type":"weapon","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"1","ss":"0","bp":"0","value":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+4","meleeValue":"SB+4","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"average"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":3600000}]} +{"_id":"8gk1rD34NADXB6pt","name":"Siegfried","permission":{"3tiGSLVyQypk3YyR":3},"type":"character","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":35,"advances":1},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":30,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":39,"advances":1},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":37,"advances":3},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":33,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":33,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":33,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":24,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":27,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":34,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":14,"max":14},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":"0","max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":"1"},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"fate":{"type":"Number","label":"Fate","value":3},"fortune":{"type":"Number","label":"Fortune","value":2},"resilience":{"type":"Number","label":"Resilience","value":3},"resolve":{"type":"Number","label":"Resolve","value":3}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"experience":{"type":"Number","label":"Experience","total":380,"spent":160,"current":80},"personal-ambitions":{"short-term":"Befriend a member of law enforcement","long-term":"Become the next Duke of Ubersreik"},"party-ambitions":{"name":"","short-term":"","long-term":""},"biography":{"type":"String","label":"Biography","value":"

Strictures

\n

Obey your orders.

\n

Aid Dwarf-folk, never do them harm.

\n

Promote the unity of the Empire. 

\n

Bear true allegiance to the imperial throne.

\n

Root out Greenskins, Chaos worshippers, and foul witches without mercy.

\n

---

\n

Animosity (anyone laughing at me)

\n

Guilt (Babies)

\n

Fear (Rats)

\n

Nemesis (Baker's Daughter)

\n

 

\n

Heske Glazer, Tower of Vane West of Ubersreik and marshes

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"motivation":{"type":"String","label":"Motivation","value":"I am a follower of Sigmar, and gain resolve whenever I follow the strictures"},"class":{"type":"String","label":"Class","value":""},"career":{"type":"String","label":"Career","value":""},"careerlevel":{"type":"String","label":"Career Level","value":""},"status":{"type":"String","standing":"","tier":0},"age":{"type":"String","label":"Age","value":"31"},"height":{"type":"String","label":"Height","value":""},"weight":{"type":"String","label":"Weight","value":""},"haircolour":{"type":"String","label":"Hair Colour","value":""},"eyecolour":{"type":"String","label":"Eye Colour","value":""},"distinguishingmark":{"type":"String","label":"Distinguishing Mark","value":"Pox marks in head"},"starsign":{"type":"String","label":"Star Sign","value":""}}},"folder":"dZ6oGBZwQQd6K6YB","sort":400000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/Tokens/Sigfried_RoundToken.png","token":{"flags":{},"name":"Sigfried","displayName":20,"img":"worlds/talesoldworld/userdata/Tokens/Sigfried_RoundToken.png","width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"8gk1rD34NADXB6pt","actorLink":true,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","flags":{"_sheetTab":"description"},"name":"Art","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Create works of art in your chosen medium. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"LGHozP5gmQ8cuDQV","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"d3VZwO4Y5JH5DXdT","flags":{"_sheetTab":"details"},"name":"Bribery","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to judge how likely a person is to accept a bribe, and how best to offer the bribe so they will accept it. A successful Bribery Test tells you if a target may be bribed. If so, your GM will secretly determine the price of their cooperation using the target’s Earnings, increasing the amount according to their usual honesty and the risk involved in taking the bribe. You then guess that target amount and the GM will tell you if the price is higher, lower, or equal. Each SL from your initial Bribery Test gives you another guess. At the end of this process, you determine how much money to offer, based on what you have gleaned.

\n

 

\n

In combat, you may use Bribery as above to try to stop the fight, but treat the Test as Hard (–20) owing to the stress of the situation. If your target is not susceptible, you cannot afford the fee, or your foes do not speak your tongue, your pathetic attempts to buy them off will be doomed to fail. Of course, if they have the advantage of numbers, what’s to prevent them from taking all of your money?

\n

 

\n

Example: Snorri is trying to bribe his way past a city watchman; a character of the Brass Tier 2, meaning they roll 4d10 Brass for Income. The GM decides the guard can be bribed and secretly rolls 21 on the 4d10, meaning the price for bribing the guard is 21 Brass. Letting Snorri through isn’t too risky for the watchman, and he does it often, so the GM doesn’t increase the bribe required. Snorri rolls 1 SL on his Bribery Test; so, he knows the watchman is open to a bribe, and has 2 guesses as to his price. Snorri’s first guess is 15 Brass, to which his GM replies ‘higher’. His second guess is 40, to which his GM replies ‘lower’. Snorri now knows he must bribe the watchman between 15 and 40 Brass, so decides to aim high, and offers 30. Smiling, the watchman waves Snorri through.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"exLrBrn2mjb6x2Cq","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"4IGdIhnwTaZijzg7","flags":{"_sheetTab":"details"},"name":"Charm Animal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your aptitude for be friending, quickly calming, or subjugating animals.

\n

 

\n

Passing a Charm Animal Test allows you to influence the behavior of one or more animals, to a maximum of Willpower Bonus + SL. If the target animals are naturally docile, this Test may be uncontested, but it will generally be Opposed by the target’s Willpower.

\n

 

\n

In combat, you may use Charm Animal when facing animals. If you succeed, any affected targets will not attack you this Round and you gain +1 Advantage. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which the creature’s instincts take over and you have no further influence.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"sRuMlaPU5xdIrwhd","flags":{"_sheetTab":"description"},"name":"Climb","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

If time isn’t an issue, and a climb is relatively easy, anyone with Climb Skill is automatically assumed to be able to climb any reasonably small height.

\n

For any other climbing, Climbing during combat. You may even find yourself climbing large opponents, though whether that is prudent is debatable.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"R2ytluHiEFF2KQ5e","flags":{"_sheetTab":"description"},"name":"Consume Alcohol","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Your ability to handle alcohol without letting it cloud your judgment or render you senseless.

\n

After each alcoholic drink make a Consume Alcohol Test, modified by the strength of the drink. For each Test you fail, you suffer a –10 penalty to WS, BS, Ag, Dex, and Int, to a maximum of –30 per Characteristic. After you fail a number of Tests equal to your Toughness Bonus, you are Stinking Drunk. Roll on the following table to see what happens:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

 Marienburgher’s Courage!’: Gain a bonus of +20 to your Cool Skill.

\n
\n

3-4

\n
\n

You’re My Besht Mate!’: Ignore all your existing Prejudices and Animosities.

\n
\n

5-6

\n
\n

 ‘Why’s Everything Wobbling!’: On your Turn, you can either Move or take an Action, but not both.

\n
\n

7-8

\n
\n

‘I’ll Take Yer All On!’: Gain Animosity (Everybody)!

\n
\n

9-10

\n
\n

 ‘How Did I Get here?’: You wake up the next day, massively hungover, with little memory of what transpired. The GM and other players with you will fill in the embarrassing gaps if you investigate. Pass a Consume Alcohol Test or also gain a Poisoned Condition.

\n
\n
\n

 

\n

After not drinking for an hour, enact a Challenging (+0) Consume Alcohol Test. The effects of being drunk will wear

\n

off after 10–SL hours, with any Characteristic modifiers for being drunk lost over that time. After all effects wear off, enact another Challenging (+0) Consume Alcohol Test. You now gain a hangover, which is an Fatigued Condition that cannot be removed for 5–SL hours.

\n

You may expend 1 Resolve point to ignore the negative modifiers of being drunk until the end of the next round.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pxNjTxsp1Kp0SmQe","flags":{"_sheetTab":"description"},"name":"Cool","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Cool allows you to remain calm under stress, resist fear when faced with horror, and stick to your convictions.

\n

 

\n

Cool is generally used to resist other Skills — Charm, Intimidate, and similar — but you may also be required to make a Cool Test when faced with anything forcing you to do something you would rather not. Cool is also the primary Skill used to limit Psychology

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"1jCxbFAUuFuAPLJl","flags":{"_sheetTab":"description"},"name":"Dodge","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Dodge is your ability to avoid things, through ducking, diving, and moving quickly, and is used extensively to sidestep falling rocks, incoming weapons, unexpected traps, and the like.

\n

In combat, Dodge is generally used to resist attacks or avoid damage. Refer to Rolling to Hit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"iYan4z52v7HYM9u9","flags":{"_sheetTab":"details"},"name":"Drive","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Drive lets you guide vehicles — most commonly simple carts and lumbering coaches, not to mention the more ‘experimental’ creations of the Imperial Engineers — along the roads of the Empire with as little incident as possible.

\n

 

\n

Under normal circumstances, if you possess the Drive Skill, there is no need to Test. If conditions are less than ideal — perhaps the road is in poor condition, or the weather is terrible — a Drive Test will be required. If you do not possess the Drive Skill, you may be required to make a Test to carry out even basic maneuver. An Astounding Failure (-6) on a Drive Test means something bad has happened. Roll on the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

Snapped Harness: One horse (or equivalent) breaks free; reduce speed accordingly.

\n
\n

3-5

\n
\n

 Jolted Carriage: Passengers suffer 1 Wound and fragile cargos might be damaged.

\n
\n

6-8

\n
\n

Broken Wheel: Pass a Drive Test every round to avoid Crashing. Two-wheeled vehicles with a Broken Wheel Crash automatically.

\n
\n

9-10

\n
\n

 Broken Axle: The vehicle goes out of control and Crashes.

\n
\n
\n

 

\n

Crashing: Occupants of Crashing vehicles usually suffer 2d10 Wounds modified by Toughness Bonus and Armor Points

\n

unless the vehicle was moving slowly (as determined by the GM). Crashed vehicles must be repaired by someone with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). Spare wheels can be installed by anyone with a Drive Test or with an appropriate Trade Test. In combat, Drive may be used if circumstances allow — for instance, if the party is in a coach being raided by outlaws, and you wish to ram an enemy, or outrun them.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"CcNJsS4jSwB6Ug1J","flags":{"_sheetTab":"details"},"name":"Endurance","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Endurance Skill is called upon when you must endure hardship, withstand deprivation, sit without moving for long periods of time, or survive harsh environments. In particular, Endurance is Tested to resist or recover from various Conditions (see page 167) and helps you recover lost Wounds.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"0CwV96kTDRF0jUhk","flags":{"_sheetTab":"description"},"name":"Entertain","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"7pQo66cESWttzIlb","flags":{"_sheetTab":"details"},"name":"Gamble","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to measure the likelihood that a bet will pay off, as well as successfully engage in various games of chance.

\n

To represent a gambling match, all players make a Gamble Test — applying any appropriate modifiers for familiarity with the game — and the player with the highest SL wins. On a tie, any lower scoring players drop out, and those remaining enact another Gamble Test, repeating this process until you have a winner.

\n

If you wish to influence the game through less honest mechanics, see Sleight of Hand.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"RLQHm1s4IuY9RSr2","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"pKLMbmG3Ivt6mzMf","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"I0yPc4PH5erWJLmu","flags":{"_sheetTab":"description"},"name":"Intimidate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Allows you to coerce or frighten sentient creatures. The precise manner of initiating an Intimidate Test depends on context: while it is generally accompanied by an overt threat, sometimes a subtle implication or even a look is enough. Intimidate is almost always Opposed by your target’s Cool Skill; if successful, you can intimidate a number of targets up to your Strength Bonus + SL. Each will react to Intimidate based on their individual personalities and how successful you were in menacing them, but in all cases, they will back down or move out of the way and will not speak out against you, or they will alternatively accept combat is the only way forward and prepare their weapons.

\n

 

\n

In combat, you cause Fear in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

While strength is the default stat for Intimidate tests, the GM may decree certain situations may allow you to use a different characteristic: a steely witch hunter may use Willpower to stare down an inquisitive bystander, or an academic may use Intelligence to cow a lowly student with his intimidating knowledge, for instance. 

\n

 

\n

Example: Facing a group of footpads, Svetlana the Strong rolls 4 SL on her Intimidate Test. Combined with her SB of 5, this means she can affect up to 9 targets, more than enough to impact all three footpads who now Fear Svetlana. As she has won by 3 SL, she gains +1 Advantage point until the end of her next turn. In the next round, she ‘attacks’ the footpads using her Intimidate, intending to scare them into leaving her be. However, she fails the Test, and the footpads realize they outnumber her, and are armed… 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"cYtU0ORRFCOpQLWz","flags":{"_sheetTab":"details"},"name":"Intuition","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).

\n

 

\n

In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"oMaJZ5cvCJeOUq9H","flags":{"_sheetTab":"description"},"name":"Leadership","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

A measure of your ability to lead others and command their respect. While most often associated with martial situations, a resolute leader can quickly direct a fast response to a fire or other such calamity, and nobles use the Skill frequently to command their lessers.

\n

 

\n

A successful Leadership Test allows you to issue orders to a number of targets equal to your Fellowship Bonus + SL. If the targets are your natural subordinates — a noble commanding serfs, or a sergeant commanding his troops — commands are usually unopposed. If there is no natural hierarchy in place, or the order is particularly challenging — such as ordering your soldiers to charge a Hydra head on — the Test is Opposed by your targets’ Cool.

\n

 

\n

In combat, you may use Leadership to encourage your subordinates. A successful Leadership Test confers a bonus of +10 to all Psychology Tests until the end of the next round (see page 190).

\n

 

\n

Further, Leadership can be used to transfer Advantage to allies able to hear you; following a successful Leadership Test, you may transfer an Advantage to one ally of your choice, plus a further +1 Advantage per SL scored, which can again go to any allies of your choice within earshot.

\n

 

\n

Example: Lord Ludwig von Schemp has been watching his two bodyguards discourse with some ruffians for three Rounds, using his Intuition Skill to build up 3 Advantage. Feeling it is going nowhere, he issues a peremptory order to attack the ringleader; passing his Leadership Test with 5 SL, he gives one bodyguard 2 of his Advantage, and the remaining bodyguard 1 Advantage, hoping this will bring a swift end to proceedings. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"F8NfBZdVSEIGCMtu","flags":{"_sheetTab":"details"},"name":"Melee","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

\n

 

\n

Specializations: Basic, Brawling, Cavalry, Fencing, Flail, Parry, Pole-Arm, Two-Handed 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"zZUX7wO4rOo8k9F0","flags":{"_sheetTab":"details"},"name":"Navigation","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.

\n

 

\n

If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"os4NKy5Oy6sRt1eh","flags":{},"name":"Outdoor Survival","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Outdoor Survival Skill is used to survive in the wild, including the ability to fish, hunt, forage, and build fires and shelters. Experienced travelers are skilled at reading the signs of incoming inclement weather and finding the spoor of various dangerous beasts.

\n

 

\n

When camping, make an Outdoor Survival Test, modified by the harshness of conditions — for instance, a Test is Challenging (+0) if it is raining, Hard (–20) in a storm. A successful Test indicates you can provide yourself sustenance and shelter for the night. Each SL allows you to provide for one more character. If the Test is failed, you must make a Challenging (+0) Endurance Test or receive the Fatigued Condition. If you suffer an Astounding Failure, something untoward has happened, as determined by the GM; perhaps your camp is attacked in the night?

\n

 

\n

When fighting in the wilderness, you may make an Outdoor Survival Test to receive +1 Advantage, in the same way as Intuition, to a maximum number of Advantage equal to your Intelligence Bonus, as you spy out treacherous and advantageous terrain that you can best use to your advantage.

\n

 

\n

Gathering Food and Herbs

\n

Gathering food or herbs normally takes around 2 hours. Hunting and foraging parties make one assisted Outdoor Survival Test for the group, with the Difficulty determined by the circumstances.

\n\n

 

\n\n

 

\n\n

 

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"Fs06sr7y9JKpVQmB","flags":{"_sheetTab":"description"},"name":"Perception","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"MeXCAQ3wqJzX07X7","flags":{"_sheetTab":"description"},"name":"Ride","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"KL4pCOqma5E7fLG4","flags":{"_sheetTab":"details"},"name":"Row","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your prowess at pulling an oar and moving a boat through the water. The Row Skill is typically only used when racing, navigating rapids, desperately avoiding Bog Octopuses, or similar unusual or dangerous feats. Anyone with the Skill is automatically presumed to be able to scull about a pond, or over a gentle river, without a Test. Those without the skill may have to make a Test for anything but the most basic maneuvers. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"McTtmZu3Ac8Lh48W","flags":{},"name":"Stealth","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"0MYOJFx3vkYA95B4","flags":{"_sheetTab":"description"},"name":"Brass Penny","type":"money","img":"systems/wfrp4e/icons/currency/brasspenny.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":18},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}},"sort":2900000,"_changed":{"data":{"quantity":{"value":18}}}},{"_id":"Ggx0bRaCuq8MbF0g","flags":{"_sheetTab":"description"},"name":"Gold Crown","type":"money","img":"systems/wfrp4e/icons/currency/goldcrown.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}}},{"_id":"KB8HgDz56dh2w7w1","flags":{"_sheetTab":"description"},"name":"Silver Shilling","type":"money","img":"systems/wfrp4e/icons/currency/silvershilling.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}},"sort":3000000},{"_id":"7dtkrgTV8wY5coWe","flags":{},"name":"Thug","type":"career","img":"systems/wfrp4e/icons/careers/racketeer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Racketeer"},"class":{"type":"String","label":"Class","value":"Rogues"},"current":{"type":"Boolean","value":true},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ws","s","t"],"skills":["Consume Alcohol","Cool","Dodge","Endurance","Intimidate","Lore (Reikland)","Melee (Brawling)","Stealth (Urban)"],"talents":["Criminal","Etiquette (Criminals)","Menacing","Strike Mighty Blow"],"trappings":["Knuckledusters","Leather Jack"],"incomeSkill":[4],"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"PAy9AqeFrQyvpJTl","flags":{"_sheetTab":"details"},"name":"Melee (Brawling)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"FGvxE38XplOqn6yf","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"UHhhbzIBc9GadCiN","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"6PRFD1YVEWb2XlKz","flags":{"_sheetTab":"description"},"name":"Criminal","type":"talent","img":"systems/wfrp4e/icons/talents/criminal.png","data":{"description":{"type":"String","label":"Description","value":"

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"none"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"vE3KMRyLmOcMLg9L","flags":{},"name":"Menacing","type":"talent","img":"systems/wfrp4e/icons/talents/menacing.png","data":{"description":{"type":"String","label":"Description","value":"You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Intimidate"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mOR6ePrmTdBXwjCF","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"n79mEvZXEp1dMBAR","flags":{},"name":"Suave","type":"talent","img":"systems/wfrp4e/icons/talents/suave.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"5dADevvuq51Yl1Hx","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"oYaqpKMoFnbzKeWk","flags":{"_sheetTab":"description"},"name":"Read/Write","type":"talent","img":"systems/wfrp4e/icons/talents/readwrite.png","data":{"description":{"type":"String","label":"Description","value":"You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"ehGDKDNbZuRCtzmd","flags":{},"name":"Strong Legs","type":"talent","img":"systems/wfrp4e/icons/talents/strong-legs.png","data":{"description":{"type":"String","label":"Description","value":"You have strong legs able to carry you great distances when you jump. Add your Strong Legs level to your SL in any Athletics Tests involving Leaping"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"fLQ6uTizcQvvU2gU","flags":{"_sheetTab":"details"},"name":"Knuckledusters","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/knuckledusters.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"2","bp":"6"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"personal"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"brawling"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"CozX2m1sSX4B0Qro","flags":{"_sheetTab":"details"},"name":"Clothing","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/clothing.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"6","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"yFhhVsojKI5ZalER","flags":{"_sheetTab":"description"},"name":"Pouch","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/pouch.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"","ss":"0","bp":"4"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":1},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"9bcFiMJPWG4KxKT7","flags":{"_sheetTab":"description"},"name":"Candle","type":"trapping","img":"systems/wfrp4e/icons/equipment/miscellaneous_trappings/candle-dozen.png","data":{"description":{"type":"String","label":"Description","value":"

Provides illumination for 10 yards when lit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":2},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"1","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"PK9EBikkG2Ex6sMU","flags":{"_sheetTab":"details"},"name":"Match","type":"trapping","img":"systems/wfrp4e/icons/equipment/miscellaneous_trappings/match.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":10},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"0","bp":"1"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"s73W4JqzEET7JNi5","flags":{"_sheetTab":"description"},"name":"Hood","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/hood.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"5","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2700000},{"_id":"m34AeOBGwiSAdcfg","flags":{"_sheetTab":"details"},"name":"Sling Bag","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/sling-bag.png","data":{"description":{"type":"String","label":"Description","value":"

Counts as ‘worn’ when slung over your shoulder.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"","ss":"1","bp":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":2},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":2800000},{"_id":"DasUatZjI9FFG8cT","flags":{"_sheetTab":"details"},"name":"Leather Jack","type":"armour","img":"systems/wfrp4e/icons/equipment/armour/leather-jack.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"12","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"armorType":{"type":"String","label":"Armour Type","value":"softLeather"},"penalty":{"type":"String","label":"Penalty","value":""},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"maxAP":{"head":0,"lArm":1,"rArm":1,"lLeg":0,"rLeg":0,"body":1},"currentAP":{"head":-1,"lArm":-1,"rArm":-1,"lLeg":-1,"rLeg":-1,"body":-1},"source":{"type":"String","label":"Source"}},"sort":3100000},{"_id":"6uiV0pZW2A6dp1HA","flags":{"_sheetTab":"description"},"name":"Stealth (Urban)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":9},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":3200000},{"_id":"ZLSzMsGeKqA8XcHR","flags":{},"name":"Phobia (Rats)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

A phobia reflects a specific fear; it may be towards a type of creature, or towards a particular object or circumstance, such as Phobia (Insects), Phobia (Books), or Phobia (Confined Spaces).

\n\n

Example: Doktor Johannsen is a renowned antiquarian. Despite his many adventures and tales of derring-do, he suffers from Phobia (Snakes); no matter this aversion, he seems to encounter them with alarming regularity.

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"jN7mRzrptBNveyLp","flags":{},"name":"Animosity (Target who ridules me or Sigmar)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

When subject to Animosity,

Animosity is over-ridden by @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Fear} and @Compendium[wfrp4e.psychologies.meMkLEwdJIDLxM0B]{Terror}.

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":3300000},{"_id":"EDvTNOATb9FRRba7","flags":{},"name":"Dagger","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/dagger2.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"16","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"vshort"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":3400000},{"_id":"XSF9Vs5UDEny3gR6","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":3500000},{"_id":"subeXli9rggavgFu","flags":{"_sheetTab":"details"},"name":"Hand Weapon","type":"weapon","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"1","ss":"0","bp":"0","value":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+4","meleeValue":"SB+4","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"average"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":3600000}]} +{"_id":"8gk1rD34NADXB6pt","name":"Siegfried","permission":{"3tiGSLVyQypk3YyR":3},"type":"character","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":35,"advances":1},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":30,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":39,"advances":1},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":37,"advances":3},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":33,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":33,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":33,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":24,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":27,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":34,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":14,"max":14},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":"0","max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":"1"},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"fate":{"type":"Number","label":"Fate","value":3},"fortune":{"type":"Number","label":"Fortune","value":2},"resilience":{"type":"Number","label":"Resilience","value":3},"resolve":{"type":"Number","label":"Resolve","value":3}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"experience":{"type":"Number","label":"Experience","total":380,"spent":160,"current":80},"personal-ambitions":{"short-term":"Befriend a member of law enforcement","long-term":"Become the next Duke of Ubersreik"},"party-ambitions":{"name":"","short-term":"","long-term":""},"biography":{"type":"String","label":"Biography","value":"

Strictures

\n

Obey your orders.

\n

Aid Dwarf-folk, never do them harm.

\n

Promote the unity of the Empire. 

\n

Bear true allegiance to the imperial throne.

\n

Root out Greenskins, Chaos worshippers, and foul witches without mercy.

\n

---

\n

Animosity (anyone laughing at me)

\n

Guilt (Babies)

\n

Fear (Rats)

\n

Nemesis (Baker's Daughter)

\n

 

\n

Heske Glazer, Tower of Vane West of Ubersreik and marshes

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"motivation":{"type":"String","label":"Motivation","value":"I am a follower of Sigmar, and gain resolve whenever I follow the strictures"},"class":{"type":"String","label":"Class","value":""},"career":{"type":"String","label":"Career","value":""},"careerlevel":{"type":"String","label":"Career Level","value":""},"status":{"type":"String","standing":"","tier":0},"age":{"type":"String","label":"Age","value":"31"},"height":{"type":"String","label":"Height","value":""},"weight":{"type":"String","label":"Weight","value":""},"haircolour":{"type":"String","label":"Hair Colour","value":""},"eyecolour":{"type":"String","label":"Eye Colour","value":""},"distinguishingmark":{"type":"String","label":"Distinguishing Mark","value":"Pox marks in head"},"starsign":{"type":"String","label":"Star Sign","value":""}}},"folder":"dZ6oGBZwQQd6K6YB","sort":400000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/Tokens/Sigfried_RoundToken.png","token":{"flags":{},"name":"Sigfried","displayName":20,"img":"worlds/talesoldworld/userdata/Tokens/Sigfried_RoundToken.png","width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"8gk1rD34NADXB6pt","actorLink":true,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","flags":{"_sheetTab":"description"},"name":"Art","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Create works of art in your chosen medium. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"LGHozP5gmQ8cuDQV","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"d3VZwO4Y5JH5DXdT","flags":{"_sheetTab":"details"},"name":"Bribery","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to judge how likely a person is to accept a bribe, and how best to offer the bribe so they will accept it. A successful Bribery Test tells you if a target may be bribed. If so, your GM will secretly determine the price of their cooperation using the target’s Earnings, increasing the amount according to their usual honesty and the risk involved in taking the bribe. You then guess that target amount and the GM will tell you if the price is higher, lower, or equal. Each SL from your initial Bribery Test gives you another guess. At the end of this process, you determine how much money to offer, based on what you have gleaned.

\n

 

\n

In combat, you may use Bribery as above to try to stop the fight, but treat the Test as Hard (–20) owing to the stress of the situation. If your target is not susceptible, you cannot afford the fee, or your foes do not speak your tongue, your pathetic attempts to buy them off will be doomed to fail. Of course, if they have the advantage of numbers, what’s to prevent them from taking all of your money?

\n

 

\n

Example: Snorri is trying to bribe his way past a city watchman; a character of the Brass Tier 2, meaning they roll 4d10 Brass for Income. The GM decides the guard can be bribed and secretly rolls 21 on the 4d10, meaning the price for bribing the guard is 21 Brass. Letting Snorri through isn’t too risky for the watchman, and he does it often, so the GM doesn’t increase the bribe required. Snorri rolls 1 SL on his Bribery Test; so, he knows the watchman is open to a bribe, and has 2 guesses as to his price. Snorri’s first guess is 15 Brass, to which his GM replies ‘higher’. His second guess is 40, to which his GM replies ‘lower’. Snorri now knows he must bribe the watchman between 15 and 40 Brass, so decides to aim high, and offers 30. Smiling, the watchman waves Snorri through.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"exLrBrn2mjb6x2Cq","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"4IGdIhnwTaZijzg7","flags":{"_sheetTab":"details"},"name":"Charm Animal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your aptitude for be friending, quickly calming, or subjugating animals.

\n

 

\n

Passing a Charm Animal Test allows you to influence the behavior of one or more animals, to a maximum of Willpower Bonus + SL. If the target animals are naturally docile, this Test may be uncontested, but it will generally be Opposed by the target’s Willpower.

\n

 

\n

In combat, you may use Charm Animal when facing animals. If you succeed, any affected targets will not attack you this Round and you gain +1 Advantage. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which the creature’s instincts take over and you have no further influence.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"sRuMlaPU5xdIrwhd","flags":{"_sheetTab":"description"},"name":"Climb","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

If time isn’t an issue, and a climb is relatively easy, anyone with Climb Skill is automatically assumed to be able to climb any reasonably small height.

\n

For any other climbing, Climbing during combat. You may even find yourself climbing large opponents, though whether that is prudent is debatable.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"R2ytluHiEFF2KQ5e","flags":{"_sheetTab":"description"},"name":"Consume Alcohol","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Your ability to handle alcohol without letting it cloud your judgment or render you senseless.

\n

After each alcoholic drink make a Consume Alcohol Test, modified by the strength of the drink. For each Test you fail, you suffer a –10 penalty to WS, BS, Ag, Dex, and Int, to a maximum of –30 per Characteristic. After you fail a number of Tests equal to your Toughness Bonus, you are Stinking Drunk. Roll on the following table to see what happens:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

 Marienburgher’s Courage!’: Gain a bonus of +20 to your Cool Skill.

\n
\n

3-4

\n
\n

You’re My Besht Mate!’: Ignore all your existing Prejudices and Animosities.

\n
\n

5-6

\n
\n

 ‘Why’s Everything Wobbling!’: On your Turn, you can either Move or take an Action, but not both.

\n
\n

7-8

\n
\n

‘I’ll Take Yer All On!’: Gain Animosity (Everybody)!

\n
\n

9-10

\n
\n

 ‘How Did I Get here?’: You wake up the next day, massively hungover, with little memory of what transpired. The GM and other players with you will fill in the embarrassing gaps if you investigate. Pass a Consume Alcohol Test or also gain a Poisoned Condition.

\n
\n
\n

 

\n

After not drinking for an hour, enact a Challenging (+0) Consume Alcohol Test. The effects of being drunk will wear

\n

off after 10–SL hours, with any Characteristic modifiers for being drunk lost over that time. After all effects wear off, enact another Challenging (+0) Consume Alcohol Test. You now gain a hangover, which is an Fatigued Condition that cannot be removed for 5–SL hours.

\n

You may expend 1 Resolve point to ignore the negative modifiers of being drunk until the end of the next round.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pxNjTxsp1Kp0SmQe","flags":{"_sheetTab":"description"},"name":"Cool","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Cool allows you to remain calm under stress, resist fear when faced with horror, and stick to your convictions.

\n

 

\n

Cool is generally used to resist other Skills — Charm, Intimidate, and similar — but you may also be required to make a Cool Test when faced with anything forcing you to do something you would rather not. Cool is also the primary Skill used to limit Psychology

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"1jCxbFAUuFuAPLJl","flags":{"_sheetTab":"description"},"name":"Dodge","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Dodge is your ability to avoid things, through ducking, diving, and moving quickly, and is used extensively to sidestep falling rocks, incoming weapons, unexpected traps, and the like.

\n

In combat, Dodge is generally used to resist attacks or avoid damage. Refer to Rolling to Hit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"iYan4z52v7HYM9u9","flags":{"_sheetTab":"details"},"name":"Drive","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Drive lets you guide vehicles — most commonly simple carts and lumbering coaches, not to mention the more ‘experimental’ creations of the Imperial Engineers — along the roads of the Empire with as little incident as possible.

\n

 

\n

Under normal circumstances, if you possess the Drive Skill, there is no need to Test. If conditions are less than ideal — perhaps the road is in poor condition, or the weather is terrible — a Drive Test will be required. If you do not possess the Drive Skill, you may be required to make a Test to carry out even basic maneuver. An Astounding Failure (-6) on a Drive Test means something bad has happened. Roll on the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

Snapped Harness: One horse (or equivalent) breaks free; reduce speed accordingly.

\n
\n

3-5

\n
\n

 Jolted Carriage: Passengers suffer 1 Wound and fragile cargos might be damaged.

\n
\n

6-8

\n
\n

Broken Wheel: Pass a Drive Test every round to avoid Crashing. Two-wheeled vehicles with a Broken Wheel Crash automatically.

\n
\n

9-10

\n
\n

 Broken Axle: The vehicle goes out of control and Crashes.

\n
\n
\n

 

\n

Crashing: Occupants of Crashing vehicles usually suffer 2d10 Wounds modified by Toughness Bonus and Armor Points

\n

unless the vehicle was moving slowly (as determined by the GM). Crashed vehicles must be repaired by someone with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). Spare wheels can be installed by anyone with a Drive Test or with an appropriate Trade Test. In combat, Drive may be used if circumstances allow — for instance, if the party is in a coach being raided by outlaws, and you wish to ram an enemy, or outrun them.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"CcNJsS4jSwB6Ug1J","flags":{"_sheetTab":"details"},"name":"Endurance","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Endurance Skill is called upon when you must endure hardship, withstand deprivation, sit without moving for long periods of time, or survive harsh environments. In particular, Endurance is Tested to resist or recover from various Conditions (see page 167) and helps you recover lost Wounds.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"0CwV96kTDRF0jUhk","flags":{"_sheetTab":"description"},"name":"Entertain","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"7pQo66cESWttzIlb","flags":{"_sheetTab":"details"},"name":"Gamble","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to measure the likelihood that a bet will pay off, as well as successfully engage in various games of chance.

\n

To represent a gambling match, all players make a Gamble Test — applying any appropriate modifiers for familiarity with the game — and the player with the highest SL wins. On a tie, any lower scoring players drop out, and those remaining enact another Gamble Test, repeating this process until you have a winner.

\n

If you wish to influence the game through less honest mechanics, see Sleight of Hand.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"RLQHm1s4IuY9RSr2","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"pKLMbmG3Ivt6mzMf","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"I0yPc4PH5erWJLmu","flags":{"_sheetTab":"description"},"name":"Intimidate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Allows you to coerce or frighten sentient creatures. The precise manner of initiating an Intimidate Test depends on context: while it is generally accompanied by an overt threat, sometimes a subtle implication or even a look is enough. Intimidate is almost always Opposed by your target’s Cool Skill; if successful, you can intimidate a number of targets up to your Strength Bonus + SL. Each will react to Intimidate based on their individual personalities and how successful you were in menacing them, but in all cases, they will back down or move out of the way and will not speak out against you, or they will alternatively accept combat is the only way forward and prepare their weapons.

\n

 

\n

In combat, you cause Fear in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

While strength is the default stat for Intimidate tests, the GM may decree certain situations may allow you to use a different characteristic: a steely witch hunter may use Willpower to stare down an inquisitive bystander, or an academic may use Intelligence to cow a lowly student with his intimidating knowledge, for instance. 

\n

 

\n

Example: Facing a group of footpads, Svetlana the Strong rolls 4 SL on her Intimidate Test. Combined with her SB of 5, this means she can affect up to 9 targets, more than enough to impact all three footpads who now Fear Svetlana. As she has won by 3 SL, she gains +1 Advantage point until the end of her next turn. In the next round, she ‘attacks’ the footpads using her Intimidate, intending to scare them into leaving her be. However, she fails the Test, and the footpads realize they outnumber her, and are armed… 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"cYtU0ORRFCOpQLWz","flags":{"_sheetTab":"details"},"name":"Intuition","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).

\n

 

\n

In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"oMaJZ5cvCJeOUq9H","flags":{"_sheetTab":"description"},"name":"Leadership","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

A measure of your ability to lead others and command their respect. While most often associated with martial situations, a resolute leader can quickly direct a fast response to a fire or other such calamity, and nobles use the Skill frequently to command their lessers.

\n

 

\n

A successful Leadership Test allows you to issue orders to a number of targets equal to your Fellowship Bonus + SL. If the targets are your natural subordinates — a noble commanding serfs, or a sergeant commanding his troops — commands are usually unopposed. If there is no natural hierarchy in place, or the order is particularly challenging — such as ordering your soldiers to charge a Hydra head on — the Test is Opposed by your targets’ Cool.

\n

 

\n

In combat, you may use Leadership to encourage your subordinates. A successful Leadership Test confers a bonus of +10 to all Psychology Tests until the end of the next round (see page 190).

\n

 

\n

Further, Leadership can be used to transfer Advantage to allies able to hear you; following a successful Leadership Test, you may transfer an Advantage to one ally of your choice, plus a further +1 Advantage per SL scored, which can again go to any allies of your choice within earshot.

\n

 

\n

Example: Lord Ludwig von Schemp has been watching his two bodyguards discourse with some ruffians for three Rounds, using his Intuition Skill to build up 3 Advantage. Feeling it is going nowhere, he issues a peremptory order to attack the ringleader; passing his Leadership Test with 5 SL, he gives one bodyguard 2 of his Advantage, and the remaining bodyguard 1 Advantage, hoping this will bring a swift end to proceedings. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"F8NfBZdVSEIGCMtu","flags":{"_sheetTab":"details"},"name":"Melee","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

\n

 

\n

Specializations: Basic, Brawling, Cavalry, Fencing, Flail, Parry, Pole-Arm, Two-Handed 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"zZUX7wO4rOo8k9F0","flags":{"_sheetTab":"details"},"name":"Navigation","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.

\n

 

\n

If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"os4NKy5Oy6sRt1eh","flags":{},"name":"Outdoor Survival","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Outdoor Survival Skill is used to survive in the wild, including the ability to fish, hunt, forage, and build fires and shelters. Experienced travelers are skilled at reading the signs of incoming inclement weather and finding the spoor of various dangerous beasts.

\n

 

\n

When camping, make an Outdoor Survival Test, modified by the harshness of conditions — for instance, a Test is Challenging (+0) if it is raining, Hard (–20) in a storm. A successful Test indicates you can provide yourself sustenance and shelter for the night. Each SL allows you to provide for one more character. If the Test is failed, you must make a Challenging (+0) Endurance Test or receive the Fatigued Condition. If you suffer an Astounding Failure, something untoward has happened, as determined by the GM; perhaps your camp is attacked in the night?

\n

 

\n

When fighting in the wilderness, you may make an Outdoor Survival Test to receive +1 Advantage, in the same way as Intuition, to a maximum number of Advantage equal to your Intelligence Bonus, as you spy out treacherous and advantageous terrain that you can best use to your advantage.

\n

 

\n

Gathering Food and Herbs

\n

Gathering food or herbs normally takes around 2 hours. Hunting and foraging parties make one assisted Outdoor Survival Test for the group, with the Difficulty determined by the circumstances.

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\n\n

 

\n\n

 

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"Fs06sr7y9JKpVQmB","flags":{"_sheetTab":"description"},"name":"Perception","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"MeXCAQ3wqJzX07X7","flags":{"_sheetTab":"description"},"name":"Ride","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

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If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

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Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"KL4pCOqma5E7fLG4","flags":{"_sheetTab":"details"},"name":"Row","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your prowess at pulling an oar and moving a boat through the water. The Row Skill is typically only used when racing, navigating rapids, desperately avoiding Bog Octopuses, or similar unusual or dangerous feats. Anyone with the Skill is automatically presumed to be able to scull about a pond, or over a gentle river, without a Test. Those without the skill may have to make a Test for anything but the most basic maneuvers. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"McTtmZu3Ac8Lh48W","flags":{},"name":"Stealth","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

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Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

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Specializations: Rural, Underground, Urban 

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Options: Shadowing

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Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

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\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"0MYOJFx3vkYA95B4","flags":{"_sheetTab":"description"},"name":"Brass Penny","type":"money","img":"systems/wfrp4e/icons/currency/brasspenny.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":17},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}},"sort":2900000,"_changed":{"data":{"quantity":{"value":17}}}},{"_id":"Ggx0bRaCuq8MbF0g","flags":{"_sheetTab":"description"},"name":"Gold Crown","type":"money","img":"systems/wfrp4e/icons/currency/goldcrown.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}}},{"_id":"KB8HgDz56dh2w7w1","flags":{"_sheetTab":"description"},"name":"Silver Shilling","type":"money","img":"systems/wfrp4e/icons/currency/silvershilling.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}},"sort":3000000},{"_id":"7dtkrgTV8wY5coWe","flags":{},"name":"Thug","type":"career","img":"systems/wfrp4e/icons/careers/racketeer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Racketeer"},"class":{"type":"String","label":"Class","value":"Rogues"},"current":{"type":"Boolean","value":true},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ws","s","t"],"skills":["Consume Alcohol","Cool","Dodge","Endurance","Intimidate","Lore (Reikland)","Melee (Brawling)","Stealth (Urban)"],"talents":["Criminal","Etiquette (Criminals)","Menacing","Strike Mighty Blow"],"trappings":["Knuckledusters","Leather Jack"],"incomeSkill":[4],"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"PAy9AqeFrQyvpJTl","flags":{"_sheetTab":"details"},"name":"Melee (Brawling)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"FGvxE38XplOqn6yf","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

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In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

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Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"UHhhbzIBc9GadCiN","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

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If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

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BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"6PRFD1YVEWb2XlKz","flags":{"_sheetTab":"description"},"name":"Criminal","type":"talent","img":"systems/wfrp4e/icons/talents/criminal.png","data":{"description":{"type":"String","label":"Description","value":"

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

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Bonus Money per time the Talent is taken

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\n

1

\n
\n

+2d10 brass pennies

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\n

2

\n
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+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

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Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"none"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"vE3KMRyLmOcMLg9L","flags":{},"name":"Menacing","type":"talent","img":"systems/wfrp4e/icons/talents/menacing.png","data":{"description":{"type":"String","label":"Description","value":"You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Intimidate"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mOR6ePrmTdBXwjCF","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"n79mEvZXEp1dMBAR","flags":{},"name":"Suave","type":"talent","img":"systems/wfrp4e/icons/talents/suave.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"5dADevvuq51Yl1Hx","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"oYaqpKMoFnbzKeWk","flags":{"_sheetTab":"description"},"name":"Read/Write","type":"talent","img":"systems/wfrp4e/icons/talents/readwrite.png","data":{"description":{"type":"String","label":"Description","value":"You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"ehGDKDNbZuRCtzmd","flags":{},"name":"Strong Legs","type":"talent","img":"systems/wfrp4e/icons/talents/strong-legs.png","data":{"description":{"type":"String","label":"Description","value":"You have strong legs able to carry you great distances when you jump. Add your Strong Legs level to your SL in any Athletics Tests involving Leaping"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"fLQ6uTizcQvvU2gU","flags":{"_sheetTab":"details"},"name":"Knuckledusters","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/knuckledusters.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"2","bp":"6"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"personal"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"brawling"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"CozX2m1sSX4B0Qro","flags":{"_sheetTab":"details"},"name":"Clothing","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/clothing.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"6","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"yFhhVsojKI5ZalER","flags":{"_sheetTab":"description"},"name":"Pouch","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/pouch.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"","ss":"0","bp":"4"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":1},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"9bcFiMJPWG4KxKT7","flags":{"_sheetTab":"description"},"name":"Candle","type":"trapping","img":"systems/wfrp4e/icons/equipment/miscellaneous_trappings/candle-dozen.png","data":{"description":{"type":"String","label":"Description","value":"

Provides illumination for 10 yards when lit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":2},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"1","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"PK9EBikkG2Ex6sMU","flags":{"_sheetTab":"details"},"name":"Match","type":"trapping","img":"systems/wfrp4e/icons/equipment/miscellaneous_trappings/match.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":10},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"0","bp":"1"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"s73W4JqzEET7JNi5","flags":{"_sheetTab":"description"},"name":"Hood","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/hood.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"5","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2700000},{"_id":"m34AeOBGwiSAdcfg","flags":{"_sheetTab":"details"},"name":"Sling Bag","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/sling-bag.png","data":{"description":{"type":"String","label":"Description","value":"

Counts as ‘worn’ when slung over your shoulder.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"","ss":"1","bp":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":2},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":2800000},{"_id":"DasUatZjI9FFG8cT","flags":{"_sheetTab":"details"},"name":"Leather Jack","type":"armour","img":"systems/wfrp4e/icons/equipment/armour/leather-jack.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"12","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"armorType":{"type":"String","label":"Armour Type","value":"softLeather"},"penalty":{"type":"String","label":"Penalty","value":""},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"maxAP":{"head":0,"lArm":1,"rArm":1,"lLeg":0,"rLeg":0,"body":1},"currentAP":{"head":-1,"lArm":-1,"rArm":-1,"lLeg":-1,"rLeg":-1,"body":-1},"source":{"type":"String","label":"Source"}},"sort":3100000},{"_id":"6uiV0pZW2A6dp1HA","flags":{"_sheetTab":"description"},"name":"Stealth (Urban)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":9},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":3200000},{"_id":"ZLSzMsGeKqA8XcHR","flags":{},"name":"Phobia (Rats)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

A phobia reflects a specific fear; it may be towards a type of creature, or towards a particular object or circumstance, such as Phobia (Insects), Phobia (Books), or Phobia (Confined Spaces).

\n\n

Example: Doktor Johannsen is a renowned antiquarian. Despite his many adventures and tales of derring-do, he suffers from Phobia (Snakes); no matter this aversion, he seems to encounter them with alarming regularity.

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"jN7mRzrptBNveyLp","flags":{},"name":"Animosity (Target who ridules me or Sigmar)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

When subject to Animosity,

Animosity is over-ridden by @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Fear} and @Compendium[wfrp4e.psychologies.meMkLEwdJIDLxM0B]{Terror}.

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":3300000},{"_id":"EDvTNOATb9FRRba7","flags":{},"name":"Dagger","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/dagger2.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"16","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"vshort"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":3400000},{"_id":"XSF9Vs5UDEny3gR6","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":3500000},{"_id":"subeXli9rggavgFu","flags":{"_sheetTab":"details"},"name":"Hand Weapon","type":"weapon","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"1","ss":"0","bp":"0","value":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+4","meleeValue":"SB+4","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"average"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":3600000}]} +{"_id":"8gk1rD34NADXB6pt","name":"Siegfried","permission":{"3tiGSLVyQypk3YyR":3},"type":"character","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":35,"advances":1},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":30,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":39,"advances":1},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":37,"advances":3},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":33,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":33,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":33,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":24,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":27,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":34,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":14,"max":14},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":"0","max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":"1"},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"fate":{"type":"Number","label":"Fate","value":3},"fortune":{"type":"Number","label":"Fortune","value":2},"resilience":{"type":"Number","label":"Resilience","value":3},"resolve":{"type":"Number","label":"Resolve","value":3}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"experience":{"type":"Number","label":"Experience","total":380,"spent":160,"current":80},"personal-ambitions":{"short-term":"Befriend a member of law enforcement","long-term":"Become the next Duke of Ubersreik"},"party-ambitions":{"name":"","short-term":"","long-term":""},"biography":{"type":"String","label":"Biography","value":"

Strictures

\n

Obey your orders.

\n

Aid Dwarf-folk, never do them harm.

\n

Promote the unity of the Empire. 

\n

Bear true allegiance to the imperial throne.

\n

Root out Greenskins, Chaos worshippers, and foul witches without mercy.

\n

---

\n

Animosity (anyone laughing at me)

\n

Guilt (Babies)

\n

Fear (Rats)

\n

Nemesis (Baker's Daughter)

\n

 

\n

Heske Glazer, Tower of Vane West of Ubersreik and marshes

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"motivation":{"type":"String","label":"Motivation","value":"I am a follower of Sigmar, and gain resolve whenever I follow the strictures"},"class":{"type":"String","label":"Class","value":""},"career":{"type":"String","label":"Career","value":""},"careerlevel":{"type":"String","label":"Career Level","value":""},"status":{"type":"String","standing":"","tier":0},"age":{"type":"String","label":"Age","value":"31"},"height":{"type":"String","label":"Height","value":""},"weight":{"type":"String","label":"Weight","value":""},"haircolour":{"type":"String","label":"Hair Colour","value":""},"eyecolour":{"type":"String","label":"Eye Colour","value":""},"distinguishingmark":{"type":"String","label":"Distinguishing Mark","value":"Pox marks in head"},"starsign":{"type":"String","label":"Star Sign","value":""}}},"folder":"dZ6oGBZwQQd6K6YB","sort":400000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/Tokens/Sigfried_RoundToken.png","token":{"flags":{},"name":"Sigfried","displayName":20,"img":"worlds/talesoldworld/userdata/Tokens/Sigfried_RoundToken.png","width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"8gk1rD34NADXB6pt","actorLink":true,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","flags":{"_sheetTab":"description"},"name":"Art","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Create works of art in your chosen medium. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"LGHozP5gmQ8cuDQV","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"d3VZwO4Y5JH5DXdT","flags":{"_sheetTab":"details"},"name":"Bribery","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to judge how likely a person is to accept a bribe, and how best to offer the bribe so they will accept it. A successful Bribery Test tells you if a target may be bribed. If so, your GM will secretly determine the price of their cooperation using the target’s Earnings, increasing the amount according to their usual honesty and the risk involved in taking the bribe. You then guess that target amount and the GM will tell you if the price is higher, lower, or equal. Each SL from your initial Bribery Test gives you another guess. At the end of this process, you determine how much money to offer, based on what you have gleaned.

\n

 

\n

In combat, you may use Bribery as above to try to stop the fight, but treat the Test as Hard (–20) owing to the stress of the situation. If your target is not susceptible, you cannot afford the fee, or your foes do not speak your tongue, your pathetic attempts to buy them off will be doomed to fail. Of course, if they have the advantage of numbers, what’s to prevent them from taking all of your money?

\n

 

\n

Example: Snorri is trying to bribe his way past a city watchman; a character of the Brass Tier 2, meaning they roll 4d10 Brass for Income. The GM decides the guard can be bribed and secretly rolls 21 on the 4d10, meaning the price for bribing the guard is 21 Brass. Letting Snorri through isn’t too risky for the watchman, and he does it often, so the GM doesn’t increase the bribe required. Snorri rolls 1 SL on his Bribery Test; so, he knows the watchman is open to a bribe, and has 2 guesses as to his price. Snorri’s first guess is 15 Brass, to which his GM replies ‘higher’. His second guess is 40, to which his GM replies ‘lower’. Snorri now knows he must bribe the watchman between 15 and 40 Brass, so decides to aim high, and offers 30. Smiling, the watchman waves Snorri through.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"exLrBrn2mjb6x2Cq","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"4IGdIhnwTaZijzg7","flags":{"_sheetTab":"details"},"name":"Charm Animal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your aptitude for be friending, quickly calming, or subjugating animals.

\n

 

\n

Passing a Charm Animal Test allows you to influence the behavior of one or more animals, to a maximum of Willpower Bonus + SL. If the target animals are naturally docile, this Test may be uncontested, but it will generally be Opposed by the target’s Willpower.

\n

 

\n

In combat, you may use Charm Animal when facing animals. If you succeed, any affected targets will not attack you this Round and you gain +1 Advantage. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which the creature’s instincts take over and you have no further influence.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"sRuMlaPU5xdIrwhd","flags":{"_sheetTab":"description"},"name":"Climb","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

If time isn’t an issue, and a climb is relatively easy, anyone with Climb Skill is automatically assumed to be able to climb any reasonably small height.

\n

For any other climbing, Climbing during combat. You may even find yourself climbing large opponents, though whether that is prudent is debatable.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"R2ytluHiEFF2KQ5e","flags":{"_sheetTab":"description"},"name":"Consume Alcohol","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Your ability to handle alcohol without letting it cloud your judgment or render you senseless.

\n

After each alcoholic drink make a Consume Alcohol Test, modified by the strength of the drink. For each Test you fail, you suffer a –10 penalty to WS, BS, Ag, Dex, and Int, to a maximum of –30 per Characteristic. After you fail a number of Tests equal to your Toughness Bonus, you are Stinking Drunk. Roll on the following table to see what happens:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

 Marienburgher’s Courage!’: Gain a bonus of +20 to your Cool Skill.

\n
\n

3-4

\n
\n

You’re My Besht Mate!’: Ignore all your existing Prejudices and Animosities.

\n
\n

5-6

\n
\n

 ‘Why’s Everything Wobbling!’: On your Turn, you can either Move or take an Action, but not both.

\n
\n

7-8

\n
\n

‘I’ll Take Yer All On!’: Gain Animosity (Everybody)!

\n
\n

9-10

\n
\n

 ‘How Did I Get here?’: You wake up the next day, massively hungover, with little memory of what transpired. The GM and other players with you will fill in the embarrassing gaps if you investigate. Pass a Consume Alcohol Test or also gain a Poisoned Condition.

\n
\n
\n

 

\n

After not drinking for an hour, enact a Challenging (+0) Consume Alcohol Test. The effects of being drunk will wear

\n

off after 10–SL hours, with any Characteristic modifiers for being drunk lost over that time. After all effects wear off, enact another Challenging (+0) Consume Alcohol Test. You now gain a hangover, which is an Fatigued Condition that cannot be removed for 5–SL hours.

\n

You may expend 1 Resolve point to ignore the negative modifiers of being drunk until the end of the next round.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pxNjTxsp1Kp0SmQe","flags":{"_sheetTab":"description"},"name":"Cool","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Cool allows you to remain calm under stress, resist fear when faced with horror, and stick to your convictions.

\n

 

\n

Cool is generally used to resist other Skills — Charm, Intimidate, and similar — but you may also be required to make a Cool Test when faced with anything forcing you to do something you would rather not. Cool is also the primary Skill used to limit Psychology

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"1jCxbFAUuFuAPLJl","flags":{"_sheetTab":"description"},"name":"Dodge","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Dodge is your ability to avoid things, through ducking, diving, and moving quickly, and is used extensively to sidestep falling rocks, incoming weapons, unexpected traps, and the like.

\n

In combat, Dodge is generally used to resist attacks or avoid damage. Refer to Rolling to Hit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"iYan4z52v7HYM9u9","flags":{"_sheetTab":"details"},"name":"Drive","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Drive lets you guide vehicles — most commonly simple carts and lumbering coaches, not to mention the more ‘experimental’ creations of the Imperial Engineers — along the roads of the Empire with as little incident as possible.

\n

 

\n

Under normal circumstances, if you possess the Drive Skill, there is no need to Test. If conditions are less than ideal — perhaps the road is in poor condition, or the weather is terrible — a Drive Test will be required. If you do not possess the Drive Skill, you may be required to make a Test to carry out even basic maneuver. An Astounding Failure (-6) on a Drive Test means something bad has happened. Roll on the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

Snapped Harness: One horse (or equivalent) breaks free; reduce speed accordingly.

\n
\n

3-5

\n
\n

 Jolted Carriage: Passengers suffer 1 Wound and fragile cargos might be damaged.

\n
\n

6-8

\n
\n

Broken Wheel: Pass a Drive Test every round to avoid Crashing. Two-wheeled vehicles with a Broken Wheel Crash automatically.

\n
\n

9-10

\n
\n

 Broken Axle: The vehicle goes out of control and Crashes.

\n
\n
\n

 

\n

Crashing: Occupants of Crashing vehicles usually suffer 2d10 Wounds modified by Toughness Bonus and Armor Points

\n

unless the vehicle was moving slowly (as determined by the GM). Crashed vehicles must be repaired by someone with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). Spare wheels can be installed by anyone with a Drive Test or with an appropriate Trade Test. In combat, Drive may be used if circumstances allow — for instance, if the party is in a coach being raided by outlaws, and you wish to ram an enemy, or outrun them.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"CcNJsS4jSwB6Ug1J","flags":{"_sheetTab":"details"},"name":"Endurance","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Endurance Skill is called upon when you must endure hardship, withstand deprivation, sit without moving for long periods of time, or survive harsh environments. In particular, Endurance is Tested to resist or recover from various Conditions (see page 167) and helps you recover lost Wounds.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"0CwV96kTDRF0jUhk","flags":{"_sheetTab":"description"},"name":"Entertain","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"7pQo66cESWttzIlb","flags":{"_sheetTab":"details"},"name":"Gamble","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to measure the likelihood that a bet will pay off, as well as successfully engage in various games of chance.

\n

To represent a gambling match, all players make a Gamble Test — applying any appropriate modifiers for familiarity with the game — and the player with the highest SL wins. On a tie, any lower scoring players drop out, and those remaining enact another Gamble Test, repeating this process until you have a winner.

\n

If you wish to influence the game through less honest mechanics, see Sleight of Hand.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"RLQHm1s4IuY9RSr2","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"pKLMbmG3Ivt6mzMf","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"I0yPc4PH5erWJLmu","flags":{"_sheetTab":"description"},"name":"Intimidate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Allows you to coerce or frighten sentient creatures. The precise manner of initiating an Intimidate Test depends on context: while it is generally accompanied by an overt threat, sometimes a subtle implication or even a look is enough. Intimidate is almost always Opposed by your target’s Cool Skill; if successful, you can intimidate a number of targets up to your Strength Bonus + SL. Each will react to Intimidate based on their individual personalities and how successful you were in menacing them, but in all cases, they will back down or move out of the way and will not speak out against you, or they will alternatively accept combat is the only way forward and prepare their weapons.

\n

 

\n

In combat, you cause Fear in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

While strength is the default stat for Intimidate tests, the GM may decree certain situations may allow you to use a different characteristic: a steely witch hunter may use Willpower to stare down an inquisitive bystander, or an academic may use Intelligence to cow a lowly student with his intimidating knowledge, for instance. 

\n

 

\n

Example: Facing a group of footpads, Svetlana the Strong rolls 4 SL on her Intimidate Test. Combined with her SB of 5, this means she can affect up to 9 targets, more than enough to impact all three footpads who now Fear Svetlana. As she has won by 3 SL, she gains +1 Advantage point until the end of her next turn. In the next round, she ‘attacks’ the footpads using her Intimidate, intending to scare them into leaving her be. However, she fails the Test, and the footpads realize they outnumber her, and are armed… 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"cYtU0ORRFCOpQLWz","flags":{"_sheetTab":"details"},"name":"Intuition","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).

\n

 

\n

In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"oMaJZ5cvCJeOUq9H","flags":{"_sheetTab":"description"},"name":"Leadership","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

A measure of your ability to lead others and command their respect. While most often associated with martial situations, a resolute leader can quickly direct a fast response to a fire or other such calamity, and nobles use the Skill frequently to command their lessers.

\n

 

\n

A successful Leadership Test allows you to issue orders to a number of targets equal to your Fellowship Bonus + SL. If the targets are your natural subordinates — a noble commanding serfs, or a sergeant commanding his troops — commands are usually unopposed. If there is no natural hierarchy in place, or the order is particularly challenging — such as ordering your soldiers to charge a Hydra head on — the Test is Opposed by your targets’ Cool.

\n

 

\n

In combat, you may use Leadership to encourage your subordinates. A successful Leadership Test confers a bonus of +10 to all Psychology Tests until the end of the next round (see page 190).

\n

 

\n

Further, Leadership can be used to transfer Advantage to allies able to hear you; following a successful Leadership Test, you may transfer an Advantage to one ally of your choice, plus a further +1 Advantage per SL scored, which can again go to any allies of your choice within earshot.

\n

 

\n

Example: Lord Ludwig von Schemp has been watching his two bodyguards discourse with some ruffians for three Rounds, using his Intuition Skill to build up 3 Advantage. Feeling it is going nowhere, he issues a peremptory order to attack the ringleader; passing his Leadership Test with 5 SL, he gives one bodyguard 2 of his Advantage, and the remaining bodyguard 1 Advantage, hoping this will bring a swift end to proceedings. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"F8NfBZdVSEIGCMtu","flags":{"_sheetTab":"details"},"name":"Melee","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

\n

 

\n

Specializations: Basic, Brawling, Cavalry, Fencing, Flail, Parry, Pole-Arm, Two-Handed 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"zZUX7wO4rOo8k9F0","flags":{"_sheetTab":"details"},"name":"Navigation","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.

\n

 

\n

If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"os4NKy5Oy6sRt1eh","flags":{},"name":"Outdoor Survival","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Outdoor Survival Skill is used to survive in the wild, including the ability to fish, hunt, forage, and build fires and shelters. Experienced travelers are skilled at reading the signs of incoming inclement weather and finding the spoor of various dangerous beasts.

\n

 

\n

When camping, make an Outdoor Survival Test, modified by the harshness of conditions — for instance, a Test is Challenging (+0) if it is raining, Hard (–20) in a storm. A successful Test indicates you can provide yourself sustenance and shelter for the night. Each SL allows you to provide for one more character. If the Test is failed, you must make a Challenging (+0) Endurance Test or receive the Fatigued Condition. If you suffer an Astounding Failure, something untoward has happened, as determined by the GM; perhaps your camp is attacked in the night?

\n

 

\n

When fighting in the wilderness, you may make an Outdoor Survival Test to receive +1 Advantage, in the same way as Intuition, to a maximum number of Advantage equal to your Intelligence Bonus, as you spy out treacherous and advantageous terrain that you can best use to your advantage.

\n

 

\n

Gathering Food and Herbs

\n

Gathering food or herbs normally takes around 2 hours. Hunting and foraging parties make one assisted Outdoor Survival Test for the group, with the Difficulty determined by the circumstances.

\n\n

 

\n\n

 

\n\n

 

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"Fs06sr7y9JKpVQmB","flags":{"_sheetTab":"description"},"name":"Perception","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"MeXCAQ3wqJzX07X7","flags":{"_sheetTab":"description"},"name":"Ride","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"KL4pCOqma5E7fLG4","flags":{"_sheetTab":"details"},"name":"Row","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your prowess at pulling an oar and moving a boat through the water. The Row Skill is typically only used when racing, navigating rapids, desperately avoiding Bog Octopuses, or similar unusual or dangerous feats. Anyone with the Skill is automatically presumed to be able to scull about a pond, or over a gentle river, without a Test. Those without the skill may have to make a Test for anything but the most basic maneuvers. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"McTtmZu3Ac8Lh48W","flags":{},"name":"Stealth","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"0MYOJFx3vkYA95B4","flags":{"_sheetTab":"description"},"name":"Brass Penny","type":"money","img":"systems/wfrp4e/icons/currency/brasspenny.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":16},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}},"sort":2900000,"_changed":{"data":{"quantity":{"value":16}}}},{"_id":"Ggx0bRaCuq8MbF0g","flags":{"_sheetTab":"description"},"name":"Gold Crown","type":"money","img":"systems/wfrp4e/icons/currency/goldcrown.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}}},{"_id":"KB8HgDz56dh2w7w1","flags":{"_sheetTab":"description"},"name":"Silver Shilling","type":"money","img":"systems/wfrp4e/icons/currency/silvershilling.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}},"sort":3000000},{"_id":"7dtkrgTV8wY5coWe","flags":{},"name":"Thug","type":"career","img":"systems/wfrp4e/icons/careers/racketeer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Racketeer"},"class":{"type":"String","label":"Class","value":"Rogues"},"current":{"type":"Boolean","value":true},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ws","s","t"],"skills":["Consume Alcohol","Cool","Dodge","Endurance","Intimidate","Lore (Reikland)","Melee (Brawling)","Stealth (Urban)"],"talents":["Criminal","Etiquette (Criminals)","Menacing","Strike Mighty Blow"],"trappings":["Knuckledusters","Leather Jack"],"incomeSkill":[4],"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"PAy9AqeFrQyvpJTl","flags":{"_sheetTab":"details"},"name":"Melee (Brawling)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"FGvxE38XplOqn6yf","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"UHhhbzIBc9GadCiN","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"6PRFD1YVEWb2XlKz","flags":{"_sheetTab":"description"},"name":"Criminal","type":"talent","img":"systems/wfrp4e/icons/talents/criminal.png","data":{"description":{"type":"String","label":"Description","value":"

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"none"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"vE3KMRyLmOcMLg9L","flags":{},"name":"Menacing","type":"talent","img":"systems/wfrp4e/icons/talents/menacing.png","data":{"description":{"type":"String","label":"Description","value":"You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Intimidate"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mOR6ePrmTdBXwjCF","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"n79mEvZXEp1dMBAR","flags":{},"name":"Suave","type":"talent","img":"systems/wfrp4e/icons/talents/suave.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"5dADevvuq51Yl1Hx","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"oYaqpKMoFnbzKeWk","flags":{"_sheetTab":"description"},"name":"Read/Write","type":"talent","img":"systems/wfrp4e/icons/talents/readwrite.png","data":{"description":{"type":"String","label":"Description","value":"You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"ehGDKDNbZuRCtzmd","flags":{},"name":"Strong Legs","type":"talent","img":"systems/wfrp4e/icons/talents/strong-legs.png","data":{"description":{"type":"String","label":"Description","value":"You have strong legs able to carry you great distances when you jump. Add your Strong Legs level to your SL in any Athletics Tests involving Leaping"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"fLQ6uTizcQvvU2gU","flags":{"_sheetTab":"details"},"name":"Knuckledusters","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/knuckledusters.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"2","bp":"6"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"personal"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"brawling"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"CozX2m1sSX4B0Qro","flags":{"_sheetTab":"details"},"name":"Clothing","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/clothing.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"6","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"yFhhVsojKI5ZalER","flags":{"_sheetTab":"description"},"name":"Pouch","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/pouch.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"","ss":"0","bp":"4"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":1},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"9bcFiMJPWG4KxKT7","flags":{"_sheetTab":"description"},"name":"Candle","type":"trapping","img":"systems/wfrp4e/icons/equipment/miscellaneous_trappings/candle-dozen.png","data":{"description":{"type":"String","label":"Description","value":"

Provides illumination for 10 yards when lit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":2},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"1","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"PK9EBikkG2Ex6sMU","flags":{"_sheetTab":"details"},"name":"Match","type":"trapping","img":"systems/wfrp4e/icons/equipment/miscellaneous_trappings/match.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":10},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"0","bp":"1"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"s73W4JqzEET7JNi5","flags":{"_sheetTab":"description"},"name":"Hood","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/hood.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"5","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2700000},{"_id":"m34AeOBGwiSAdcfg","flags":{"_sheetTab":"details"},"name":"Sling Bag","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/sling-bag.png","data":{"description":{"type":"String","label":"Description","value":"

Counts as ‘worn’ when slung over your shoulder.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"","ss":"1","bp":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":2},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":2800000},{"_id":"DasUatZjI9FFG8cT","flags":{"_sheetTab":"details"},"name":"Leather Jack","type":"armour","img":"systems/wfrp4e/icons/equipment/armour/leather-jack.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"12","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"armorType":{"type":"String","label":"Armour Type","value":"softLeather"},"penalty":{"type":"String","label":"Penalty","value":""},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"maxAP":{"head":0,"lArm":1,"rArm":1,"lLeg":0,"rLeg":0,"body":1},"currentAP":{"head":-1,"lArm":-1,"rArm":-1,"lLeg":-1,"rLeg":-1,"body":-1},"source":{"type":"String","label":"Source"}},"sort":3100000},{"_id":"6uiV0pZW2A6dp1HA","flags":{"_sheetTab":"description"},"name":"Stealth (Urban)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":9},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":3200000},{"_id":"ZLSzMsGeKqA8XcHR","flags":{},"name":"Phobia (Rats)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

A phobia reflects a specific fear; it may be towards a type of creature, or towards a particular object or circumstance, such as Phobia (Insects), Phobia (Books), or Phobia (Confined Spaces).

\n\n

Example: Doktor Johannsen is a renowned antiquarian. Despite his many adventures and tales of derring-do, he suffers from Phobia (Snakes); no matter this aversion, he seems to encounter them with alarming regularity.

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"jN7mRzrptBNveyLp","flags":{},"name":"Animosity (Target who ridules me or Sigmar)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

When subject to Animosity,

Animosity is over-ridden by @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Fear} and @Compendium[wfrp4e.psychologies.meMkLEwdJIDLxM0B]{Terror}.

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":3300000},{"_id":"EDvTNOATb9FRRba7","flags":{},"name":"Dagger","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/dagger2.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"16","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"vshort"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":3400000},{"_id":"XSF9Vs5UDEny3gR6","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":3500000},{"_id":"subeXli9rggavgFu","flags":{"_sheetTab":"details"},"name":"Hand Weapon","type":"weapon","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"1","ss":"0","bp":"0","value":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+4","meleeValue":"SB+4","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"average"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":3600000}]} +{"_id":"8gk1rD34NADXB6pt","name":"Siegfried","permission":{"3tiGSLVyQypk3YyR":3},"type":"character","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":35,"advances":1},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":30,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":39,"advances":1},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":37,"advances":3},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":33,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":33,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":33,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":24,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":27,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":34,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":14,"max":14},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":"0","max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":"1"},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"fate":{"type":"Number","label":"Fate","value":3},"fortune":{"type":"Number","label":"Fortune","value":2},"resilience":{"type":"Number","label":"Resilience","value":3},"resolve":{"type":"Number","label":"Resolve","value":3}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"experience":{"type":"Number","label":"Experience","total":380,"spent":160,"current":80},"personal-ambitions":{"short-term":"Befriend a member of law enforcement","long-term":"Become the next Duke of Ubersreik"},"party-ambitions":{"name":"","short-term":"","long-term":""},"biography":{"type":"String","label":"Biography","value":"

Strictures

\n

Obey your orders.

\n

Aid Dwarf-folk, never do them harm.

\n

Promote the unity of the Empire. 

\n

Bear true allegiance to the imperial throne.

\n

Root out Greenskins, Chaos worshippers, and foul witches without mercy.

\n

---

\n

Animosity (anyone laughing at me)

\n

Guilt (Babies)

\n

Fear (Rats)

\n

Nemesis (Baker's Daughter)

\n

 

\n

Heske Glazer, Tower of Vane West of Ubersreik and marshes

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"motivation":{"type":"String","label":"Motivation","value":"I am a follower of Sigmar, and gain resolve whenever I follow the strictures"},"class":{"type":"String","label":"Class","value":""},"career":{"type":"String","label":"Career","value":""},"careerlevel":{"type":"String","label":"Career Level","value":""},"status":{"type":"String","standing":"","tier":0},"age":{"type":"String","label":"Age","value":"31"},"height":{"type":"String","label":"Height","value":""},"weight":{"type":"String","label":"Weight","value":""},"haircolour":{"type":"String","label":"Hair Colour","value":""},"eyecolour":{"type":"String","label":"Eye Colour","value":""},"distinguishingmark":{"type":"String","label":"Distinguishing Mark","value":"Pox marks in head"},"starsign":{"type":"String","label":"Star Sign","value":""}}},"folder":"dZ6oGBZwQQd6K6YB","sort":400000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/Tokens/Sigfried_RoundToken.png","token":{"flags":{},"name":"Sigfried","displayName":20,"img":"worlds/talesoldworld/userdata/Tokens/Sigfried_RoundToken.png","width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"8gk1rD34NADXB6pt","actorLink":true,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","flags":{"_sheetTab":"description"},"name":"Art","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Create works of art in your chosen medium. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"LGHozP5gmQ8cuDQV","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"d3VZwO4Y5JH5DXdT","flags":{"_sheetTab":"details"},"name":"Bribery","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to judge how likely a person is to accept a bribe, and how best to offer the bribe so they will accept it. A successful Bribery Test tells you if a target may be bribed. If so, your GM will secretly determine the price of their cooperation using the target’s Earnings, increasing the amount according to their usual honesty and the risk involved in taking the bribe. You then guess that target amount and the GM will tell you if the price is higher, lower, or equal. Each SL from your initial Bribery Test gives you another guess. At the end of this process, you determine how much money to offer, based on what you have gleaned.

\n

 

\n

In combat, you may use Bribery as above to try to stop the fight, but treat the Test as Hard (–20) owing to the stress of the situation. If your target is not susceptible, you cannot afford the fee, or your foes do not speak your tongue, your pathetic attempts to buy them off will be doomed to fail. Of course, if they have the advantage of numbers, what’s to prevent them from taking all of your money?

\n

 

\n

Example: Snorri is trying to bribe his way past a city watchman; a character of the Brass Tier 2, meaning they roll 4d10 Brass for Income. The GM decides the guard can be bribed and secretly rolls 21 on the 4d10, meaning the price for bribing the guard is 21 Brass. Letting Snorri through isn’t too risky for the watchman, and he does it often, so the GM doesn’t increase the bribe required. Snorri rolls 1 SL on his Bribery Test; so, he knows the watchman is open to a bribe, and has 2 guesses as to his price. Snorri’s first guess is 15 Brass, to which his GM replies ‘higher’. His second guess is 40, to which his GM replies ‘lower’. Snorri now knows he must bribe the watchman between 15 and 40 Brass, so decides to aim high, and offers 30. Smiling, the watchman waves Snorri through.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"exLrBrn2mjb6x2Cq","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"4IGdIhnwTaZijzg7","flags":{"_sheetTab":"details"},"name":"Charm Animal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your aptitude for be friending, quickly calming, or subjugating animals.

\n

 

\n

Passing a Charm Animal Test allows you to influence the behavior of one or more animals, to a maximum of Willpower Bonus + SL. If the target animals are naturally docile, this Test may be uncontested, but it will generally be Opposed by the target’s Willpower.

\n

 

\n

In combat, you may use Charm Animal when facing animals. If you succeed, any affected targets will not attack you this Round and you gain +1 Advantage. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which the creature’s instincts take over and you have no further influence.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"sRuMlaPU5xdIrwhd","flags":{"_sheetTab":"description"},"name":"Climb","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

If time isn’t an issue, and a climb is relatively easy, anyone with Climb Skill is automatically assumed to be able to climb any reasonably small height.

\n

For any other climbing, Climbing during combat. You may even find yourself climbing large opponents, though whether that is prudent is debatable.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"R2ytluHiEFF2KQ5e","flags":{"_sheetTab":"description"},"name":"Consume Alcohol","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Your ability to handle alcohol without letting it cloud your judgment or render you senseless.

\n

After each alcoholic drink make a Consume Alcohol Test, modified by the strength of the drink. For each Test you fail, you suffer a –10 penalty to WS, BS, Ag, Dex, and Int, to a maximum of –30 per Characteristic. After you fail a number of Tests equal to your Toughness Bonus, you are Stinking Drunk. Roll on the following table to see what happens:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

 Marienburgher’s Courage!’: Gain a bonus of +20 to your Cool Skill.

\n
\n

3-4

\n
\n

You’re My Besht Mate!’: Ignore all your existing Prejudices and Animosities.

\n
\n

5-6

\n
\n

 ‘Why’s Everything Wobbling!’: On your Turn, you can either Move or take an Action, but not both.

\n
\n

7-8

\n
\n

‘I’ll Take Yer All On!’: Gain Animosity (Everybody)!

\n
\n

9-10

\n
\n

 ‘How Did I Get here?’: You wake up the next day, massively hungover, with little memory of what transpired. The GM and other players with you will fill in the embarrassing gaps if you investigate. Pass a Consume Alcohol Test or also gain a Poisoned Condition.

\n
\n
\n

 

\n

After not drinking for an hour, enact a Challenging (+0) Consume Alcohol Test. The effects of being drunk will wear

\n

off after 10–SL hours, with any Characteristic modifiers for being drunk lost over that time. After all effects wear off, enact another Challenging (+0) Consume Alcohol Test. You now gain a hangover, which is an Fatigued Condition that cannot be removed for 5–SL hours.

\n

You may expend 1 Resolve point to ignore the negative modifiers of being drunk until the end of the next round.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pxNjTxsp1Kp0SmQe","flags":{"_sheetTab":"description"},"name":"Cool","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Cool allows you to remain calm under stress, resist fear when faced with horror, and stick to your convictions.

\n

 

\n

Cool is generally used to resist other Skills — Charm, Intimidate, and similar — but you may also be required to make a Cool Test when faced with anything forcing you to do something you would rather not. Cool is also the primary Skill used to limit Psychology

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"1jCxbFAUuFuAPLJl","flags":{"_sheetTab":"description"},"name":"Dodge","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Dodge is your ability to avoid things, through ducking, diving, and moving quickly, and is used extensively to sidestep falling rocks, incoming weapons, unexpected traps, and the like.

\n

In combat, Dodge is generally used to resist attacks or avoid damage. Refer to Rolling to Hit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"iYan4z52v7HYM9u9","flags":{"_sheetTab":"details"},"name":"Drive","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Drive lets you guide vehicles — most commonly simple carts and lumbering coaches, not to mention the more ‘experimental’ creations of the Imperial Engineers — along the roads of the Empire with as little incident as possible.

\n

 

\n

Under normal circumstances, if you possess the Drive Skill, there is no need to Test. If conditions are less than ideal — perhaps the road is in poor condition, or the weather is terrible — a Drive Test will be required. If you do not possess the Drive Skill, you may be required to make a Test to carry out even basic maneuver. An Astounding Failure (-6) on a Drive Test means something bad has happened. Roll on the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

Snapped Harness: One horse (or equivalent) breaks free; reduce speed accordingly.

\n
\n

3-5

\n
\n

 Jolted Carriage: Passengers suffer 1 Wound and fragile cargos might be damaged.

\n
\n

6-8

\n
\n

Broken Wheel: Pass a Drive Test every round to avoid Crashing. Two-wheeled vehicles with a Broken Wheel Crash automatically.

\n
\n

9-10

\n
\n

 Broken Axle: The vehicle goes out of control and Crashes.

\n
\n
\n

 

\n

Crashing: Occupants of Crashing vehicles usually suffer 2d10 Wounds modified by Toughness Bonus and Armor Points

\n

unless the vehicle was moving slowly (as determined by the GM). Crashed vehicles must be repaired by someone with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). Spare wheels can be installed by anyone with a Drive Test or with an appropriate Trade Test. In combat, Drive may be used if circumstances allow — for instance, if the party is in a coach being raided by outlaws, and you wish to ram an enemy, or outrun them.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"CcNJsS4jSwB6Ug1J","flags":{"_sheetTab":"details"},"name":"Endurance","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Endurance Skill is called upon when you must endure hardship, withstand deprivation, sit without moving for long periods of time, or survive harsh environments. In particular, Endurance is Tested to resist or recover from various Conditions (see page 167) and helps you recover lost Wounds.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"0CwV96kTDRF0jUhk","flags":{"_sheetTab":"description"},"name":"Entertain","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"7pQo66cESWttzIlb","flags":{"_sheetTab":"details"},"name":"Gamble","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to measure the likelihood that a bet will pay off, as well as successfully engage in various games of chance.

\n

To represent a gambling match, all players make a Gamble Test — applying any appropriate modifiers for familiarity with the game — and the player with the highest SL wins. On a tie, any lower scoring players drop out, and those remaining enact another Gamble Test, repeating this process until you have a winner.

\n

If you wish to influence the game through less honest mechanics, see Sleight of Hand.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"RLQHm1s4IuY9RSr2","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"pKLMbmG3Ivt6mzMf","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"I0yPc4PH5erWJLmu","flags":{"_sheetTab":"description"},"name":"Intimidate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Allows you to coerce or frighten sentient creatures. The precise manner of initiating an Intimidate Test depends on context: while it is generally accompanied by an overt threat, sometimes a subtle implication or even a look is enough. Intimidate is almost always Opposed by your target’s Cool Skill; if successful, you can intimidate a number of targets up to your Strength Bonus + SL. Each will react to Intimidate based on their individual personalities and how successful you were in menacing them, but in all cases, they will back down or move out of the way and will not speak out against you, or they will alternatively accept combat is the only way forward and prepare their weapons.

\n

 

\n

In combat, you cause Fear in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

While strength is the default stat for Intimidate tests, the GM may decree certain situations may allow you to use a different characteristic: a steely witch hunter may use Willpower to stare down an inquisitive bystander, or an academic may use Intelligence to cow a lowly student with his intimidating knowledge, for instance. 

\n

 

\n

Example: Facing a group of footpads, Svetlana the Strong rolls 4 SL on her Intimidate Test. Combined with her SB of 5, this means she can affect up to 9 targets, more than enough to impact all three footpads who now Fear Svetlana. As she has won by 3 SL, she gains +1 Advantage point until the end of her next turn. In the next round, she ‘attacks’ the footpads using her Intimidate, intending to scare them into leaving her be. However, she fails the Test, and the footpads realize they outnumber her, and are armed… 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"cYtU0ORRFCOpQLWz","flags":{"_sheetTab":"details"},"name":"Intuition","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).

\n

 

\n

In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"oMaJZ5cvCJeOUq9H","flags":{"_sheetTab":"description"},"name":"Leadership","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

A measure of your ability to lead others and command their respect. While most often associated with martial situations, a resolute leader can quickly direct a fast response to a fire or other such calamity, and nobles use the Skill frequently to command their lessers.

\n

 

\n

A successful Leadership Test allows you to issue orders to a number of targets equal to your Fellowship Bonus + SL. If the targets are your natural subordinates — a noble commanding serfs, or a sergeant commanding his troops — commands are usually unopposed. If there is no natural hierarchy in place, or the order is particularly challenging — such as ordering your soldiers to charge a Hydra head on — the Test is Opposed by your targets’ Cool.

\n

 

\n

In combat, you may use Leadership to encourage your subordinates. A successful Leadership Test confers a bonus of +10 to all Psychology Tests until the end of the next round (see page 190).

\n

 

\n

Further, Leadership can be used to transfer Advantage to allies able to hear you; following a successful Leadership Test, you may transfer an Advantage to one ally of your choice, plus a further +1 Advantage per SL scored, which can again go to any allies of your choice within earshot.

\n

 

\n

Example: Lord Ludwig von Schemp has been watching his two bodyguards discourse with some ruffians for three Rounds, using his Intuition Skill to build up 3 Advantage. Feeling it is going nowhere, he issues a peremptory order to attack the ringleader; passing his Leadership Test with 5 SL, he gives one bodyguard 2 of his Advantage, and the remaining bodyguard 1 Advantage, hoping this will bring a swift end to proceedings. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"F8NfBZdVSEIGCMtu","flags":{"_sheetTab":"details"},"name":"Melee","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

\n

 

\n

Specializations: Basic, Brawling, Cavalry, Fencing, Flail, Parry, Pole-Arm, Two-Handed 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"zZUX7wO4rOo8k9F0","flags":{"_sheetTab":"details"},"name":"Navigation","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.

\n

 

\n

If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"os4NKy5Oy6sRt1eh","flags":{},"name":"Outdoor Survival","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Outdoor Survival Skill is used to survive in the wild, including the ability to fish, hunt, forage, and build fires and shelters. Experienced travelers are skilled at reading the signs of incoming inclement weather and finding the spoor of various dangerous beasts.

\n

 

\n

When camping, make an Outdoor Survival Test, modified by the harshness of conditions — for instance, a Test is Challenging (+0) if it is raining, Hard (–20) in a storm. A successful Test indicates you can provide yourself sustenance and shelter for the night. Each SL allows you to provide for one more character. If the Test is failed, you must make a Challenging (+0) Endurance Test or receive the Fatigued Condition. If you suffer an Astounding Failure, something untoward has happened, as determined by the GM; perhaps your camp is attacked in the night?

\n

 

\n

When fighting in the wilderness, you may make an Outdoor Survival Test to receive +1 Advantage, in the same way as Intuition, to a maximum number of Advantage equal to your Intelligence Bonus, as you spy out treacherous and advantageous terrain that you can best use to your advantage.

\n

 

\n

Gathering Food and Herbs

\n

Gathering food or herbs normally takes around 2 hours. Hunting and foraging parties make one assisted Outdoor Survival Test for the group, with the Difficulty determined by the circumstances.

\n\n

 

\n\n

 

\n\n

 

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"Fs06sr7y9JKpVQmB","flags":{"_sheetTab":"description"},"name":"Perception","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"MeXCAQ3wqJzX07X7","flags":{"_sheetTab":"description"},"name":"Ride","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"KL4pCOqma5E7fLG4","flags":{"_sheetTab":"details"},"name":"Row","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your prowess at pulling an oar and moving a boat through the water. The Row Skill is typically only used when racing, navigating rapids, desperately avoiding Bog Octopuses, or similar unusual or dangerous feats. Anyone with the Skill is automatically presumed to be able to scull about a pond, or over a gentle river, without a Test. Those without the skill may have to make a Test for anything but the most basic maneuvers. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"McTtmZu3Ac8Lh48W","flags":{},"name":"Stealth","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"0MYOJFx3vkYA95B4","flags":{"_sheetTab":"description"},"name":"Brass Penny","type":"money","img":"systems/wfrp4e/icons/currency/brasspenny.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":15},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}},"sort":2900000,"_changed":{"data":{"quantity":{"value":15}}}},{"_id":"Ggx0bRaCuq8MbF0g","flags":{"_sheetTab":"description"},"name":"Gold Crown","type":"money","img":"systems/wfrp4e/icons/currency/goldcrown.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}}},{"_id":"KB8HgDz56dh2w7w1","flags":{"_sheetTab":"description"},"name":"Silver Shilling","type":"money","img":"systems/wfrp4e/icons/currency/silvershilling.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}},"sort":3000000},{"_id":"7dtkrgTV8wY5coWe","flags":{},"name":"Thug","type":"career","img":"systems/wfrp4e/icons/careers/racketeer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Racketeer"},"class":{"type":"String","label":"Class","value":"Rogues"},"current":{"type":"Boolean","value":true},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ws","s","t"],"skills":["Consume Alcohol","Cool","Dodge","Endurance","Intimidate","Lore (Reikland)","Melee (Brawling)","Stealth (Urban)"],"talents":["Criminal","Etiquette (Criminals)","Menacing","Strike Mighty Blow"],"trappings":["Knuckledusters","Leather Jack"],"incomeSkill":[4],"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"PAy9AqeFrQyvpJTl","flags":{"_sheetTab":"details"},"name":"Melee (Brawling)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"FGvxE38XplOqn6yf","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"UHhhbzIBc9GadCiN","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"6PRFD1YVEWb2XlKz","flags":{"_sheetTab":"description"},"name":"Criminal","type":"talent","img":"systems/wfrp4e/icons/talents/criminal.png","data":{"description":{"type":"String","label":"Description","value":"

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"none"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"vE3KMRyLmOcMLg9L","flags":{},"name":"Menacing","type":"talent","img":"systems/wfrp4e/icons/talents/menacing.png","data":{"description":{"type":"String","label":"Description","value":"You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Intimidate"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mOR6ePrmTdBXwjCF","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"n79mEvZXEp1dMBAR","flags":{},"name":"Suave","type":"talent","img":"systems/wfrp4e/icons/talents/suave.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"5dADevvuq51Yl1Hx","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"oYaqpKMoFnbzKeWk","flags":{"_sheetTab":"description"},"name":"Read/Write","type":"talent","img":"systems/wfrp4e/icons/talents/readwrite.png","data":{"description":{"type":"String","label":"Description","value":"You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"ehGDKDNbZuRCtzmd","flags":{},"name":"Strong Legs","type":"talent","img":"systems/wfrp4e/icons/talents/strong-legs.png","data":{"description":{"type":"String","label":"Description","value":"You have strong legs able to carry you great distances when you jump. Add your Strong Legs level to your SL in any Athletics Tests involving Leaping"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"fLQ6uTizcQvvU2gU","flags":{"_sheetTab":"details"},"name":"Knuckledusters","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/knuckledusters.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"2","bp":"6"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"personal"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"brawling"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"CozX2m1sSX4B0Qro","flags":{"_sheetTab":"details"},"name":"Clothing","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/clothing.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"6","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"yFhhVsojKI5ZalER","flags":{"_sheetTab":"description"},"name":"Pouch","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/pouch.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"","ss":"0","bp":"4"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":1},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"9bcFiMJPWG4KxKT7","flags":{"_sheetTab":"description"},"name":"Candle","type":"trapping","img":"systems/wfrp4e/icons/equipment/miscellaneous_trappings/candle-dozen.png","data":{"description":{"type":"String","label":"Description","value":"

Provides illumination for 10 yards when lit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":2},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"1","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"PK9EBikkG2Ex6sMU","flags":{"_sheetTab":"details"},"name":"Match","type":"trapping","img":"systems/wfrp4e/icons/equipment/miscellaneous_trappings/match.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":10},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"0","bp":"1"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"s73W4JqzEET7JNi5","flags":{"_sheetTab":"description"},"name":"Hood","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/hood.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"5","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2700000},{"_id":"m34AeOBGwiSAdcfg","flags":{"_sheetTab":"details"},"name":"Sling Bag","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/sling-bag.png","data":{"description":{"type":"String","label":"Description","value":"

Counts as ‘worn’ when slung over your shoulder.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"","ss":"1","bp":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":2},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":2800000},{"_id":"DasUatZjI9FFG8cT","flags":{"_sheetTab":"details"},"name":"Leather Jack","type":"armour","img":"systems/wfrp4e/icons/equipment/armour/leather-jack.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"12","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"armorType":{"type":"String","label":"Armour Type","value":"softLeather"},"penalty":{"type":"String","label":"Penalty","value":""},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"maxAP":{"head":0,"lArm":1,"rArm":1,"lLeg":0,"rLeg":0,"body":1},"currentAP":{"head":-1,"lArm":-1,"rArm":-1,"lLeg":-1,"rLeg":-1,"body":-1},"source":{"type":"String","label":"Source"}},"sort":3100000},{"_id":"6uiV0pZW2A6dp1HA","flags":{"_sheetTab":"description"},"name":"Stealth (Urban)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":9},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":3200000},{"_id":"ZLSzMsGeKqA8XcHR","flags":{},"name":"Phobia (Rats)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

A phobia reflects a specific fear; it may be towards a type of creature, or towards a particular object or circumstance, such as Phobia (Insects), Phobia (Books), or Phobia (Confined Spaces).

\n\n

Example: Doktor Johannsen is a renowned antiquarian. Despite his many adventures and tales of derring-do, he suffers from Phobia (Snakes); no matter this aversion, he seems to encounter them with alarming regularity.

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"jN7mRzrptBNveyLp","flags":{},"name":"Animosity (Target who ridules me or Sigmar)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

When subject to Animosity,

Animosity is over-ridden by @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Fear} and @Compendium[wfrp4e.psychologies.meMkLEwdJIDLxM0B]{Terror}.

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":3300000},{"_id":"EDvTNOATb9FRRba7","flags":{},"name":"Dagger","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/dagger2.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"16","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"vshort"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":3400000},{"_id":"XSF9Vs5UDEny3gR6","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":3500000},{"_id":"subeXli9rggavgFu","flags":{"_sheetTab":"details"},"name":"Hand Weapon","type":"weapon","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"1","ss":"0","bp":"0","value":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+4","meleeValue":"SB+4","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"average"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":3600000}]} +{"_id":"8gk1rD34NADXB6pt","name":"Siegfried","permission":{"3tiGSLVyQypk3YyR":3},"type":"character","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":35,"advances":1},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":30,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":39,"advances":1},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":37,"advances":3},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":33,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":33,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":33,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":24,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":27,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":34,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":14,"max":14},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":"0","max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":"1"},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"fate":{"type":"Number","label":"Fate","value":3},"fortune":{"type":"Number","label":"Fortune","value":2},"resilience":{"type":"Number","label":"Resilience","value":3},"resolve":{"type":"Number","label":"Resolve","value":3}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"experience":{"type":"Number","label":"Experience","total":380,"spent":160,"current":80},"personal-ambitions":{"short-term":"Befriend a member of law enforcement","long-term":"Become the next Duke of Ubersreik"},"party-ambitions":{"name":"","short-term":"","long-term":""},"biography":{"type":"String","label":"Biography","value":"

Strictures

\n

Obey your orders.

\n

Aid Dwarf-folk, never do them harm.

\n

Promote the unity of the Empire. 

\n

Bear true allegiance to the imperial throne.

\n

Root out Greenskins, Chaos worshippers, and foul witches without mercy.

\n

---

\n

Animosity (anyone laughing at me)

\n

Guilt (Babies)

\n

Fear (Rats)

\n

Nemesis (Baker's Daughter)

\n

 

\n

Heske Glazer, Tower of Vane West of Ubersreik and marshes

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"motivation":{"type":"String","label":"Motivation","value":"I am a follower of Sigmar, and gain resolve whenever I follow the strictures"},"class":{"type":"String","label":"Class","value":""},"career":{"type":"String","label":"Career","value":""},"careerlevel":{"type":"String","label":"Career Level","value":""},"status":{"type":"String","standing":"","tier":0},"age":{"type":"String","label":"Age","value":"31"},"height":{"type":"String","label":"Height","value":""},"weight":{"type":"String","label":"Weight","value":""},"haircolour":{"type":"String","label":"Hair Colour","value":""},"eyecolour":{"type":"String","label":"Eye Colour","value":""},"distinguishingmark":{"type":"String","label":"Distinguishing Mark","value":"Pox marks in head"},"starsign":{"type":"String","label":"Star Sign","value":""}}},"folder":"dZ6oGBZwQQd6K6YB","sort":400000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/Tokens/Sigfried_RoundToken.png","token":{"flags":{},"name":"Sigfried","displayName":20,"img":"worlds/talesoldworld/userdata/Tokens/Sigfried_RoundToken.png","width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"8gk1rD34NADXB6pt","actorLink":true,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","flags":{"_sheetTab":"description"},"name":"Art","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Create works of art in your chosen medium. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"LGHozP5gmQ8cuDQV","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"d3VZwO4Y5JH5DXdT","flags":{"_sheetTab":"details"},"name":"Bribery","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to judge how likely a person is to accept a bribe, and how best to offer the bribe so they will accept it. A successful Bribery Test tells you if a target may be bribed. If so, your GM will secretly determine the price of their cooperation using the target’s Earnings, increasing the amount according to their usual honesty and the risk involved in taking the bribe. You then guess that target amount and the GM will tell you if the price is higher, lower, or equal. Each SL from your initial Bribery Test gives you another guess. At the end of this process, you determine how much money to offer, based on what you have gleaned.

\n

 

\n

In combat, you may use Bribery as above to try to stop the fight, but treat the Test as Hard (–20) owing to the stress of the situation. If your target is not susceptible, you cannot afford the fee, or your foes do not speak your tongue, your pathetic attempts to buy them off will be doomed to fail. Of course, if they have the advantage of numbers, what’s to prevent them from taking all of your money?

\n

 

\n

Example: Snorri is trying to bribe his way past a city watchman; a character of the Brass Tier 2, meaning they roll 4d10 Brass for Income. The GM decides the guard can be bribed and secretly rolls 21 on the 4d10, meaning the price for bribing the guard is 21 Brass. Letting Snorri through isn’t too risky for the watchman, and he does it often, so the GM doesn’t increase the bribe required. Snorri rolls 1 SL on his Bribery Test; so, he knows the watchman is open to a bribe, and has 2 guesses as to his price. Snorri’s first guess is 15 Brass, to which his GM replies ‘higher’. His second guess is 40, to which his GM replies ‘lower’. Snorri now knows he must bribe the watchman between 15 and 40 Brass, so decides to aim high, and offers 30. Smiling, the watchman waves Snorri through.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"exLrBrn2mjb6x2Cq","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"4IGdIhnwTaZijzg7","flags":{"_sheetTab":"details"},"name":"Charm Animal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your aptitude for be friending, quickly calming, or subjugating animals.

\n

 

\n

Passing a Charm Animal Test allows you to influence the behavior of one or more animals, to a maximum of Willpower Bonus + SL. If the target animals are naturally docile, this Test may be uncontested, but it will generally be Opposed by the target’s Willpower.

\n

 

\n

In combat, you may use Charm Animal when facing animals. If you succeed, any affected targets will not attack you this Round and you gain +1 Advantage. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which the creature’s instincts take over and you have no further influence.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"sRuMlaPU5xdIrwhd","flags":{"_sheetTab":"description"},"name":"Climb","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

If time isn’t an issue, and a climb is relatively easy, anyone with Climb Skill is automatically assumed to be able to climb any reasonably small height.

\n

For any other climbing, Climbing during combat. You may even find yourself climbing large opponents, though whether that is prudent is debatable.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"R2ytluHiEFF2KQ5e","flags":{"_sheetTab":"description"},"name":"Consume Alcohol","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Your ability to handle alcohol without letting it cloud your judgment or render you senseless.

\n

After each alcoholic drink make a Consume Alcohol Test, modified by the strength of the drink. For each Test you fail, you suffer a –10 penalty to WS, BS, Ag, Dex, and Int, to a maximum of –30 per Characteristic. After you fail a number of Tests equal to your Toughness Bonus, you are Stinking Drunk. Roll on the following table to see what happens:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

 Marienburgher’s Courage!’: Gain a bonus of +20 to your Cool Skill.

\n
\n

3-4

\n
\n

You’re My Besht Mate!’: Ignore all your existing Prejudices and Animosities.

\n
\n

5-6

\n
\n

 ‘Why’s Everything Wobbling!’: On your Turn, you can either Move or take an Action, but not both.

\n
\n

7-8

\n
\n

‘I’ll Take Yer All On!’: Gain Animosity (Everybody)!

\n
\n

9-10

\n
\n

 ‘How Did I Get here?’: You wake up the next day, massively hungover, with little memory of what transpired. The GM and other players with you will fill in the embarrassing gaps if you investigate. Pass a Consume Alcohol Test or also gain a Poisoned Condition.

\n
\n
\n

 

\n

After not drinking for an hour, enact a Challenging (+0) Consume Alcohol Test. The effects of being drunk will wear

\n

off after 10–SL hours, with any Characteristic modifiers for being drunk lost over that time. After all effects wear off, enact another Challenging (+0) Consume Alcohol Test. You now gain a hangover, which is an Fatigued Condition that cannot be removed for 5–SL hours.

\n

You may expend 1 Resolve point to ignore the negative modifiers of being drunk until the end of the next round.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pxNjTxsp1Kp0SmQe","flags":{"_sheetTab":"description"},"name":"Cool","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Cool allows you to remain calm under stress, resist fear when faced with horror, and stick to your convictions.

\n

 

\n

Cool is generally used to resist other Skills — Charm, Intimidate, and similar — but you may also be required to make a Cool Test when faced with anything forcing you to do something you would rather not. Cool is also the primary Skill used to limit Psychology

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"1jCxbFAUuFuAPLJl","flags":{"_sheetTab":"description"},"name":"Dodge","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Dodge is your ability to avoid things, through ducking, diving, and moving quickly, and is used extensively to sidestep falling rocks, incoming weapons, unexpected traps, and the like.

\n

In combat, Dodge is generally used to resist attacks or avoid damage. Refer to Rolling to Hit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"iYan4z52v7HYM9u9","flags":{"_sheetTab":"details"},"name":"Drive","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Drive lets you guide vehicles — most commonly simple carts and lumbering coaches, not to mention the more ‘experimental’ creations of the Imperial Engineers — along the roads of the Empire with as little incident as possible.

\n

 

\n

Under normal circumstances, if you possess the Drive Skill, there is no need to Test. If conditions are less than ideal — perhaps the road is in poor condition, or the weather is terrible — a Drive Test will be required. If you do not possess the Drive Skill, you may be required to make a Test to carry out even basic maneuver. An Astounding Failure (-6) on a Drive Test means something bad has happened. Roll on the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

Snapped Harness: One horse (or equivalent) breaks free; reduce speed accordingly.

\n
\n

3-5

\n
\n

 Jolted Carriage: Passengers suffer 1 Wound and fragile cargos might be damaged.

\n
\n

6-8

\n
\n

Broken Wheel: Pass a Drive Test every round to avoid Crashing. Two-wheeled vehicles with a Broken Wheel Crash automatically.

\n
\n

9-10

\n
\n

 Broken Axle: The vehicle goes out of control and Crashes.

\n
\n
\n

 

\n

Crashing: Occupants of Crashing vehicles usually suffer 2d10 Wounds modified by Toughness Bonus and Armor Points

\n

unless the vehicle was moving slowly (as determined by the GM). Crashed vehicles must be repaired by someone with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). Spare wheels can be installed by anyone with a Drive Test or with an appropriate Trade Test. In combat, Drive may be used if circumstances allow — for instance, if the party is in a coach being raided by outlaws, and you wish to ram an enemy, or outrun them.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"CcNJsS4jSwB6Ug1J","flags":{"_sheetTab":"details"},"name":"Endurance","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Endurance Skill is called upon when you must endure hardship, withstand deprivation, sit without moving for long periods of time, or survive harsh environments. In particular, Endurance is Tested to resist or recover from various Conditions (see page 167) and helps you recover lost Wounds.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"0CwV96kTDRF0jUhk","flags":{"_sheetTab":"description"},"name":"Entertain","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"7pQo66cESWttzIlb","flags":{"_sheetTab":"details"},"name":"Gamble","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to measure the likelihood that a bet will pay off, as well as successfully engage in various games of chance.

\n

To represent a gambling match, all players make a Gamble Test — applying any appropriate modifiers for familiarity with the game — and the player with the highest SL wins. On a tie, any lower scoring players drop out, and those remaining enact another Gamble Test, repeating this process until you have a winner.

\n

If you wish to influence the game through less honest mechanics, see Sleight of Hand.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"RLQHm1s4IuY9RSr2","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"pKLMbmG3Ivt6mzMf","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"I0yPc4PH5erWJLmu","flags":{"_sheetTab":"description"},"name":"Intimidate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Allows you to coerce or frighten sentient creatures. The precise manner of initiating an Intimidate Test depends on context: while it is generally accompanied by an overt threat, sometimes a subtle implication or even a look is enough. Intimidate is almost always Opposed by your target’s Cool Skill; if successful, you can intimidate a number of targets up to your Strength Bonus + SL. Each will react to Intimidate based on their individual personalities and how successful you were in menacing them, but in all cases, they will back down or move out of the way and will not speak out against you, or they will alternatively accept combat is the only way forward and prepare their weapons.

\n

 

\n

In combat, you cause Fear in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

While strength is the default stat for Intimidate tests, the GM may decree certain situations may allow you to use a different characteristic: a steely witch hunter may use Willpower to stare down an inquisitive bystander, or an academic may use Intelligence to cow a lowly student with his intimidating knowledge, for instance. 

\n

 

\n

Example: Facing a group of footpads, Svetlana the Strong rolls 4 SL on her Intimidate Test. Combined with her SB of 5, this means she can affect up to 9 targets, more than enough to impact all three footpads who now Fear Svetlana. As she has won by 3 SL, she gains +1 Advantage point until the end of her next turn. In the next round, she ‘attacks’ the footpads using her Intimidate, intending to scare them into leaving her be. However, she fails the Test, and the footpads realize they outnumber her, and are armed… 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"cYtU0ORRFCOpQLWz","flags":{"_sheetTab":"details"},"name":"Intuition","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).

\n

 

\n

In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"oMaJZ5cvCJeOUq9H","flags":{"_sheetTab":"description"},"name":"Leadership","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

A measure of your ability to lead others and command their respect. While most often associated with martial situations, a resolute leader can quickly direct a fast response to a fire or other such calamity, and nobles use the Skill frequently to command their lessers.

\n

 

\n

A successful Leadership Test allows you to issue orders to a number of targets equal to your Fellowship Bonus + SL. If the targets are your natural subordinates — a noble commanding serfs, or a sergeant commanding his troops — commands are usually unopposed. If there is no natural hierarchy in place, or the order is particularly challenging — such as ordering your soldiers to charge a Hydra head on — the Test is Opposed by your targets’ Cool.

\n

 

\n

In combat, you may use Leadership to encourage your subordinates. A successful Leadership Test confers a bonus of +10 to all Psychology Tests until the end of the next round (see page 190).

\n

 

\n

Further, Leadership can be used to transfer Advantage to allies able to hear you; following a successful Leadership Test, you may transfer an Advantage to one ally of your choice, plus a further +1 Advantage per SL scored, which can again go to any allies of your choice within earshot.

\n

 

\n

Example: Lord Ludwig von Schemp has been watching his two bodyguards discourse with some ruffians for three Rounds, using his Intuition Skill to build up 3 Advantage. Feeling it is going nowhere, he issues a peremptory order to attack the ringleader; passing his Leadership Test with 5 SL, he gives one bodyguard 2 of his Advantage, and the remaining bodyguard 1 Advantage, hoping this will bring a swift end to proceedings. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"F8NfBZdVSEIGCMtu","flags":{"_sheetTab":"details"},"name":"Melee","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

\n

 

\n

Specializations: Basic, Brawling, Cavalry, Fencing, Flail, Parry, Pole-Arm, Two-Handed 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"zZUX7wO4rOo8k9F0","flags":{"_sheetTab":"details"},"name":"Navigation","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.

\n

 

\n

If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"os4NKy5Oy6sRt1eh","flags":{},"name":"Outdoor Survival","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Outdoor Survival Skill is used to survive in the wild, including the ability to fish, hunt, forage, and build fires and shelters. Experienced travelers are skilled at reading the signs of incoming inclement weather and finding the spoor of various dangerous beasts.

\n

 

\n

When camping, make an Outdoor Survival Test, modified by the harshness of conditions — for instance, a Test is Challenging (+0) if it is raining, Hard (–20) in a storm. A successful Test indicates you can provide yourself sustenance and shelter for the night. Each SL allows you to provide for one more character. If the Test is failed, you must make a Challenging (+0) Endurance Test or receive the Fatigued Condition. If you suffer an Astounding Failure, something untoward has happened, as determined by the GM; perhaps your camp is attacked in the night?

\n

 

\n

When fighting in the wilderness, you may make an Outdoor Survival Test to receive +1 Advantage, in the same way as Intuition, to a maximum number of Advantage equal to your Intelligence Bonus, as you spy out treacherous and advantageous terrain that you can best use to your advantage.

\n

 

\n

Gathering Food and Herbs

\n

Gathering food or herbs normally takes around 2 hours. Hunting and foraging parties make one assisted Outdoor Survival Test for the group, with the Difficulty determined by the circumstances.

\n\n

 

\n\n

 

\n\n

 

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"Fs06sr7y9JKpVQmB","flags":{"_sheetTab":"description"},"name":"Perception","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"MeXCAQ3wqJzX07X7","flags":{"_sheetTab":"description"},"name":"Ride","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"KL4pCOqma5E7fLG4","flags":{"_sheetTab":"details"},"name":"Row","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your prowess at pulling an oar and moving a boat through the water. The Row Skill is typically only used when racing, navigating rapids, desperately avoiding Bog Octopuses, or similar unusual or dangerous feats. Anyone with the Skill is automatically presumed to be able to scull about a pond, or over a gentle river, without a Test. Those without the skill may have to make a Test for anything but the most basic maneuvers. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"McTtmZu3Ac8Lh48W","flags":{},"name":"Stealth","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"0MYOJFx3vkYA95B4","flags":{"_sheetTab":"description"},"name":"Brass Penny","type":"money","img":"systems/wfrp4e/icons/currency/brasspenny.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":14},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}},"sort":2900000,"_changed":{"data":{"quantity":{"value":14}}}},{"_id":"Ggx0bRaCuq8MbF0g","flags":{"_sheetTab":"description"},"name":"Gold Crown","type":"money","img":"systems/wfrp4e/icons/currency/goldcrown.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}}},{"_id":"KB8HgDz56dh2w7w1","flags":{"_sheetTab":"description"},"name":"Silver Shilling","type":"money","img":"systems/wfrp4e/icons/currency/silvershilling.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}},"sort":3000000},{"_id":"7dtkrgTV8wY5coWe","flags":{},"name":"Thug","type":"career","img":"systems/wfrp4e/icons/careers/racketeer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Racketeer"},"class":{"type":"String","label":"Class","value":"Rogues"},"current":{"type":"Boolean","value":true},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ws","s","t"],"skills":["Consume Alcohol","Cool","Dodge","Endurance","Intimidate","Lore (Reikland)","Melee (Brawling)","Stealth (Urban)"],"talents":["Criminal","Etiquette (Criminals)","Menacing","Strike Mighty Blow"],"trappings":["Knuckledusters","Leather Jack"],"incomeSkill":[4],"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"PAy9AqeFrQyvpJTl","flags":{"_sheetTab":"details"},"name":"Melee (Brawling)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"FGvxE38XplOqn6yf","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"UHhhbzIBc9GadCiN","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"6PRFD1YVEWb2XlKz","flags":{"_sheetTab":"description"},"name":"Criminal","type":"talent","img":"systems/wfrp4e/icons/talents/criminal.png","data":{"description":{"type":"String","label":"Description","value":"

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"none"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"vE3KMRyLmOcMLg9L","flags":{},"name":"Menacing","type":"talent","img":"systems/wfrp4e/icons/talents/menacing.png","data":{"description":{"type":"String","label":"Description","value":"You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Intimidate"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mOR6ePrmTdBXwjCF","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"n79mEvZXEp1dMBAR","flags":{},"name":"Suave","type":"talent","img":"systems/wfrp4e/icons/talents/suave.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"5dADevvuq51Yl1Hx","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"oYaqpKMoFnbzKeWk","flags":{"_sheetTab":"description"},"name":"Read/Write","type":"talent","img":"systems/wfrp4e/icons/talents/readwrite.png","data":{"description":{"type":"String","label":"Description","value":"You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"ehGDKDNbZuRCtzmd","flags":{},"name":"Strong Legs","type":"talent","img":"systems/wfrp4e/icons/talents/strong-legs.png","data":{"description":{"type":"String","label":"Description","value":"You have strong legs able to carry you great distances when you jump. Add your Strong Legs level to your SL in any Athletics Tests involving Leaping"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"fLQ6uTizcQvvU2gU","flags":{"_sheetTab":"details"},"name":"Knuckledusters","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/knuckledusters.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"2","bp":"6"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"personal"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"brawling"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"CozX2m1sSX4B0Qro","flags":{"_sheetTab":"details"},"name":"Clothing","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/clothing.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"6","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"yFhhVsojKI5ZalER","flags":{"_sheetTab":"description"},"name":"Pouch","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/pouch.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"","ss":"0","bp":"4"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":1},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"9bcFiMJPWG4KxKT7","flags":{"_sheetTab":"description"},"name":"Candle","type":"trapping","img":"systems/wfrp4e/icons/equipment/miscellaneous_trappings/candle-dozen.png","data":{"description":{"type":"String","label":"Description","value":"

Provides illumination for 10 yards when lit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":2},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"1","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"PK9EBikkG2Ex6sMU","flags":{"_sheetTab":"details"},"name":"Match","type":"trapping","img":"systems/wfrp4e/icons/equipment/miscellaneous_trappings/match.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":10},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"0","bp":"1"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"s73W4JqzEET7JNi5","flags":{"_sheetTab":"description"},"name":"Hood","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/hood.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"5","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2700000},{"_id":"m34AeOBGwiSAdcfg","flags":{"_sheetTab":"details"},"name":"Sling Bag","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/sling-bag.png","data":{"description":{"type":"String","label":"Description","value":"

Counts as ‘worn’ when slung over your shoulder.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"","ss":"1","bp":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":2},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":2800000},{"_id":"DasUatZjI9FFG8cT","flags":{"_sheetTab":"details"},"name":"Leather Jack","type":"armour","img":"systems/wfrp4e/icons/equipment/armour/leather-jack.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"12","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"armorType":{"type":"String","label":"Armour Type","value":"softLeather"},"penalty":{"type":"String","label":"Penalty","value":""},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"maxAP":{"head":0,"lArm":1,"rArm":1,"lLeg":0,"rLeg":0,"body":1},"currentAP":{"head":-1,"lArm":-1,"rArm":-1,"lLeg":-1,"rLeg":-1,"body":-1},"source":{"type":"String","label":"Source"}},"sort":3100000},{"_id":"6uiV0pZW2A6dp1HA","flags":{"_sheetTab":"description"},"name":"Stealth (Urban)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":9},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":3200000},{"_id":"ZLSzMsGeKqA8XcHR","flags":{},"name":"Phobia (Rats)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

A phobia reflects a specific fear; it may be towards a type of creature, or towards a particular object or circumstance, such as Phobia (Insects), Phobia (Books), or Phobia (Confined Spaces).

\n\n

Example: Doktor Johannsen is a renowned antiquarian. Despite his many adventures and tales of derring-do, he suffers from Phobia (Snakes); no matter this aversion, he seems to encounter them with alarming regularity.

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"jN7mRzrptBNveyLp","flags":{},"name":"Animosity (Target who ridules me or Sigmar)","type":"psychology","img":"systems/wfrp4e/icons/psychologies/psychology.png","data":{"description":{"type":"String","label":"Description","value":"

You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

When subject to Animosity,

Animosity is over-ridden by @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Fear} and @Compendium[wfrp4e.psychologies.meMkLEwdJIDLxM0B]{Terror}.

"},"gmdescription":{"type":"String","label":"Description","value":""},"source":{"type":"String","label":"Source"}},"sort":3300000},{"_id":"EDvTNOATb9FRRba7","flags":{},"name":"Dagger","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/dagger2.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"16","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"vshort"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":3400000},{"_id":"XSF9Vs5UDEny3gR6","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":3500000},{"_id":"subeXli9rggavgFu","flags":{"_sheetTab":"details"},"name":"Hand Weapon","type":"weapon","img":"systems/wfrp4e/icons/blank.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"1","ss":"0","bp":"0","value":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+4","meleeValue":"SB+4","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"average"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":3600000}]} +{"_id":"8gk1rD34NADXB6pt","name":"Siegfried","permission":{"3tiGSLVyQypk3YyR":3},"type":"character","data":{"characteristics":{"ws":{"type":"number","label":"Weapon Skill","abrev":"WS","initial":35,"advances":1},"bs":{"type":"Number","label":"Ballistic Skill","abrev":"BS","initial":30,"advances":0},"s":{"type":"Number","label":"Strength","abrev":"S","initial":39,"advances":1},"t":{"type":"Number","label":"Toughness","abrev":"T","initial":37,"advances":3},"i":{"type":"Number","label":"Initiative","abrev":"I","initial":33,"advances":0},"ag":{"type":"Number","label":"Agility","abrev":"Ag","initial":33,"advances":0},"dex":{"type":"Number","label":"Dexterity","abrev":"Dex","initial":33,"advances":0},"int":{"type":"Number","label":"Intelligence","abrev":"Int","initial":24,"advances":0},"wp":{"type":"Number","label":"Willpower","abrev":"WP","initial":27,"advances":0},"fel":{"type":"Number","label":"Fellowship","abrev":"Fel","initial":34,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":14,"max":14},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":"0","max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":"1"},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"fate":{"type":"Number","label":"Fate","value":3},"fortune":{"type":"Number","label":"Fortune","value":2},"resilience":{"type":"Number","label":"Resilience","value":3},"resolve":{"type":"Number","label":"Resolve","value":3}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"experience":{"type":"Number","label":"Experience","total":380,"spent":160,"current":80},"personal-ambitions":{"short-term":"Befriend a member of law enforcement","long-term":"Become the next Duke of Ubersreik"},"party-ambitions":{"name":"","short-term":"","long-term":""},"biography":{"type":"String","label":"Biography","value":"

Strictures

\n

Obey your orders.

\n

Aid Dwarf-folk, never do them harm.

\n

Promote the unity of the Empire. 

\n

Bear true allegiance to the imperial throne.

\n

Root out Greenskins, Chaos worshippers, and foul witches without mercy.

\n

---

\n

Animosity (anyone laughing at me)

\n

Guilt (Babies)

\n

Fear (Rats)

\n

Nemesis (Baker's Daughter)

\n

 

\n

Heske Glazer, Tower of Vane West of Ubersreik and marshes

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"motivation":{"type":"String","label":"Motivation","value":"I am a follower of Sigmar, and gain resolve whenever I follow the strictures"},"class":{"type":"String","label":"Class","value":""},"career":{"type":"String","label":"Career","value":""},"careerlevel":{"type":"String","label":"Career Level","value":""},"status":{"type":"String","standing":"","tier":0},"age":{"type":"String","label":"Age","value":"31"},"height":{"type":"String","label":"Height","value":""},"weight":{"type":"String","label":"Weight","value":""},"haircolour":{"type":"String","label":"Hair Colour","value":""},"eyecolour":{"type":"String","label":"Eye Colour","value":""},"distinguishingmark":{"type":"String","label":"Distinguishing Mark","value":"Pox marks in head"},"starsign":{"type":"String","label":"Star Sign","value":""}}},"folder":"dZ6oGBZwQQd6K6YB","sort":400000,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/Tokens/Sigfried_RoundToken.png","token":{"flags":{},"name":"Sigfried","displayName":20,"img":"worlds/talesoldworld/userdata/Tokens/Sigfried_RoundToken.png","width":1,"height":1,"scale":1,"mirrorX":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"8gk1rD34NADXB6pt","actorLink":true,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","flags":{"_sheetTab":"description"},"name":"Art","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Create works of art in your chosen medium. Not having access to appropriate Trade Tools will incur a penalty to your Test. The SL achieved determines the quality of the final piece. For complicated or large works of art, an Extended Test may be required. The Art Skill has little use in combat, but marble busts make marvelous improvised weapons.

\n

 

\n

Specializations: Cartography, Engraving, Mosaics, Painting, Sculpture, Tattoo, Weaving 

\n

 

\n

Example: Irina has been commissioned to paint a portrait of a local noble, whose favor her party is currying. Her GM determines this requires a total of 10 SL in an Extended Art Test, with each Test representing a week’s work.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"LGHozP5gmQ8cuDQV","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"d3VZwO4Y5JH5DXdT","flags":{"_sheetTab":"details"},"name":"Bribery","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to judge how likely a person is to accept a bribe, and how best to offer the bribe so they will accept it. A successful Bribery Test tells you if a target may be bribed. If so, your GM will secretly determine the price of their cooperation using the target’s Earnings, increasing the amount according to their usual honesty and the risk involved in taking the bribe. You then guess that target amount and the GM will tell you if the price is higher, lower, or equal. Each SL from your initial Bribery Test gives you another guess. At the end of this process, you determine how much money to offer, based on what you have gleaned.

\n

 

\n

In combat, you may use Bribery as above to try to stop the fight, but treat the Test as Hard (–20) owing to the stress of the situation. If your target is not susceptible, you cannot afford the fee, or your foes do not speak your tongue, your pathetic attempts to buy them off will be doomed to fail. Of course, if they have the advantage of numbers, what’s to prevent them from taking all of your money?

\n

 

\n

Example: Snorri is trying to bribe his way past a city watchman; a character of the Brass Tier 2, meaning they roll 4d10 Brass for Income. The GM decides the guard can be bribed and secretly rolls 21 on the 4d10, meaning the price for bribing the guard is 21 Brass. Letting Snorri through isn’t too risky for the watchman, and he does it often, so the GM doesn’t increase the bribe required. Snorri rolls 1 SL on his Bribery Test; so, he knows the watchman is open to a bribe, and has 2 guesses as to his price. Snorri’s first guess is 15 Brass, to which his GM replies ‘higher’. His second guess is 40, to which his GM replies ‘lower’. Snorri now knows he must bribe the watchman between 15 and 40 Brass, so decides to aim high, and offers 30. Smiling, the watchman waves Snorri through.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"exLrBrn2mjb6x2Cq","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"4IGdIhnwTaZijzg7","flags":{"_sheetTab":"details"},"name":"Charm Animal","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your aptitude for be friending, quickly calming, or subjugating animals.

\n

 

\n

Passing a Charm Animal Test allows you to influence the behavior of one or more animals, to a maximum of Willpower Bonus + SL. If the target animals are naturally docile, this Test may be uncontested, but it will generally be Opposed by the target’s Willpower.

\n

 

\n

In combat, you may use Charm Animal when facing animals. If you succeed, any affected targets will not attack you this Round and you gain +1 Advantage. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which the creature’s instincts take over and you have no further influence.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"sRuMlaPU5xdIrwhd","flags":{"_sheetTab":"description"},"name":"Climb","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

If time isn’t an issue, and a climb is relatively easy, anyone with Climb Skill is automatically assumed to be able to climb any reasonably small height.

\n

For any other climbing, Climbing during combat. You may even find yourself climbing large opponents, though whether that is prudent is debatable.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"R2ytluHiEFF2KQ5e","flags":{"_sheetTab":"description"},"name":"Consume Alcohol","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Your ability to handle alcohol without letting it cloud your judgment or render you senseless.

\n

After each alcoholic drink make a Consume Alcohol Test, modified by the strength of the drink. For each Test you fail, you suffer a –10 penalty to WS, BS, Ag, Dex, and Int, to a maximum of –30 per Characteristic. After you fail a number of Tests equal to your Toughness Bonus, you are Stinking Drunk. Roll on the following table to see what happens:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

 Marienburgher’s Courage!’: Gain a bonus of +20 to your Cool Skill.

\n
\n

3-4

\n
\n

You’re My Besht Mate!’: Ignore all your existing Prejudices and Animosities.

\n
\n

5-6

\n
\n

 ‘Why’s Everything Wobbling!’: On your Turn, you can either Move or take an Action, but not both.

\n
\n

7-8

\n
\n

‘I’ll Take Yer All On!’: Gain Animosity (Everybody)!

\n
\n

9-10

\n
\n

 ‘How Did I Get here?’: You wake up the next day, massively hungover, with little memory of what transpired. The GM and other players with you will fill in the embarrassing gaps if you investigate. Pass a Consume Alcohol Test or also gain a Poisoned Condition.

\n
\n
\n

 

\n

After not drinking for an hour, enact a Challenging (+0) Consume Alcohol Test. The effects of being drunk will wear

\n

off after 10–SL hours, with any Characteristic modifiers for being drunk lost over that time. After all effects wear off, enact another Challenging (+0) Consume Alcohol Test. You now gain a hangover, which is an Fatigued Condition that cannot be removed for 5–SL hours.

\n

You may expend 1 Resolve point to ignore the negative modifiers of being drunk until the end of the next round.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"pxNjTxsp1Kp0SmQe","flags":{"_sheetTab":"description"},"name":"Cool","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Cool allows you to remain calm under stress, resist fear when faced with horror, and stick to your convictions.

\n

 

\n

Cool is generally used to resist other Skills — Charm, Intimidate, and similar — but you may also be required to make a Cool Test when faced with anything forcing you to do something you would rather not. Cool is also the primary Skill used to limit Psychology

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"1jCxbFAUuFuAPLJl","flags":{"_sheetTab":"description"},"name":"Dodge","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Dodge is your ability to avoid things, through ducking, diving, and moving quickly, and is used extensively to sidestep falling rocks, incoming weapons, unexpected traps, and the like.

\n

In combat, Dodge is generally used to resist attacks or avoid damage. Refer to Rolling to Hit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"iYan4z52v7HYM9u9","flags":{"_sheetTab":"details"},"name":"Drive","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Drive lets you guide vehicles — most commonly simple carts and lumbering coaches, not to mention the more ‘experimental’ creations of the Imperial Engineers — along the roads of the Empire with as little incident as possible.

\n

 

\n

Under normal circumstances, if you possess the Drive Skill, there is no need to Test. If conditions are less than ideal — perhaps the road is in poor condition, or the weather is terrible — a Drive Test will be required. If you do not possess the Drive Skill, you may be required to make a Test to carry out even basic maneuver. An Astounding Failure (-6) on a Drive Test means something bad has happened. Roll on the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

Snapped Harness: One horse (or equivalent) breaks free; reduce speed accordingly.

\n
\n

3-5

\n
\n

 Jolted Carriage: Passengers suffer 1 Wound and fragile cargos might be damaged.

\n
\n

6-8

\n
\n

Broken Wheel: Pass a Drive Test every round to avoid Crashing. Two-wheeled vehicles with a Broken Wheel Crash automatically.

\n
\n

9-10

\n
\n

 Broken Axle: The vehicle goes out of control and Crashes.

\n
\n
\n

 

\n

Crashing: Occupants of Crashing vehicles usually suffer 2d10 Wounds modified by Toughness Bonus and Armor Points

\n

unless the vehicle was moving slowly (as determined by the GM). Crashed vehicles must be repaired by someone with an appropriate Trade Skill, such as Trade (Carpenter) or Trade (Cartwright). Spare wheels can be installed by anyone with a Drive Test or with an appropriate Trade Test. In combat, Drive may be used if circumstances allow — for instance, if the party is in a coach being raided by outlaws, and you wish to ram an enemy, or outrun them.

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"CcNJsS4jSwB6Ug1J","flags":{"_sheetTab":"details"},"name":"Endurance","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Endurance Skill is called upon when you must endure hardship, withstand deprivation, sit without moving for long periods of time, or survive harsh environments. In particular, Endurance is Tested to resist or recover from various Conditions (see page 167) and helps you recover lost Wounds.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"0CwV96kTDRF0jUhk","flags":{"_sheetTab":"description"},"name":"Entertain","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"7pQo66cESWttzIlb","flags":{"_sheetTab":"details"},"name":"Gamble","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to measure the likelihood that a bet will pay off, as well as successfully engage in various games of chance.

\n

To represent a gambling match, all players make a Gamble Test — applying any appropriate modifiers for familiarity with the game — and the player with the highest SL wins. On a tie, any lower scoring players drop out, and those remaining enact another Gamble Test, repeating this process until you have a winner.

\n

If you wish to influence the game through less honest mechanics, see Sleight of Hand.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"RLQHm1s4IuY9RSr2","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"pKLMbmG3Ivt6mzMf","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"I0yPc4PH5erWJLmu","flags":{"_sheetTab":"description"},"name":"Intimidate","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

 

\n

Allows you to coerce or frighten sentient creatures. The precise manner of initiating an Intimidate Test depends on context: while it is generally accompanied by an overt threat, sometimes a subtle implication or even a look is enough. Intimidate is almost always Opposed by your target’s Cool Skill; if successful, you can intimidate a number of targets up to your Strength Bonus + SL. Each will react to Intimidate based on their individual personalities and how successful you were in menacing them, but in all cases, they will back down or move out of the way and will not speak out against you, or they will alternatively accept combat is the only way forward and prepare their weapons.

\n

 

\n

In combat, you cause Fear in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

While strength is the default stat for Intimidate tests, the GM may decree certain situations may allow you to use a different characteristic: a steely witch hunter may use Willpower to stare down an inquisitive bystander, or an academic may use Intelligence to cow a lowly student with his intimidating knowledge, for instance. 

\n

 

\n

Example: Facing a group of footpads, Svetlana the Strong rolls 4 SL on her Intimidate Test. Combined with her SB of 5, this means she can affect up to 9 targets, more than enough to impact all three footpads who now Fear Svetlana. As she has won by 3 SL, she gains +1 Advantage point until the end of her next turn. In the next round, she ‘attacks’ the footpads using her Intimidate, intending to scare them into leaving her be. However, she fails the Test, and the footpads realize they outnumber her, and are armed… 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"cYtU0ORRFCOpQLWz","flags":{"_sheetTab":"details"},"name":"Intuition","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).

\n

 

\n

In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"oMaJZ5cvCJeOUq9H","flags":{"_sheetTab":"description"},"name":"Leadership","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

A measure of your ability to lead others and command their respect. While most often associated with martial situations, a resolute leader can quickly direct a fast response to a fire or other such calamity, and nobles use the Skill frequently to command their lessers.

\n

 

\n

A successful Leadership Test allows you to issue orders to a number of targets equal to your Fellowship Bonus + SL. If the targets are your natural subordinates — a noble commanding serfs, or a sergeant commanding his troops — commands are usually unopposed. If there is no natural hierarchy in place, or the order is particularly challenging — such as ordering your soldiers to charge a Hydra head on — the Test is Opposed by your targets’ Cool.

\n

 

\n

In combat, you may use Leadership to encourage your subordinates. A successful Leadership Test confers a bonus of +10 to all Psychology Tests until the end of the next round (see page 190).

\n

 

\n

Further, Leadership can be used to transfer Advantage to allies able to hear you; following a successful Leadership Test, you may transfer an Advantage to one ally of your choice, plus a further +1 Advantage per SL scored, which can again go to any allies of your choice within earshot.

\n

 

\n

Example: Lord Ludwig von Schemp has been watching his two bodyguards discourse with some ruffians for three Rounds, using his Intuition Skill to build up 3 Advantage. Feeling it is going nowhere, he issues a peremptory order to attack the ringleader; passing his Leadership Test with 5 SL, he gives one bodyguard 2 of his Advantage, and the remaining bodyguard 1 Advantage, hoping this will bring a swift end to proceedings. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"F8NfBZdVSEIGCMtu","flags":{"_sheetTab":"details"},"name":"Melee","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

\n

 

\n

Specializations: Basic, Brawling, Cavalry, Fencing, Flail, Parry, Pole-Arm, Two-Handed 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"zZUX7wO4rOo8k9F0","flags":{"_sheetTab":"details"},"name":"Navigation","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Navigation allows you to find your way in the wilderness using landmarks, stellar bodies or maps. Possessing the Navigation Skill means you know roughly where you are, and can find your way between well-known landmarks without a Test. A Test is only required if you are disoriented or travelling far from the beaten path, with success showing you the correct direction, or allowing you to avoid mishap.

\n

 

\n

If you are navigating a long journey, your GM may ask for an extended Navigation Test, modified by conditions, visible landmarks, and access to reliable geographical information. The SL required to succeed depends on how far the destination is, with each Test representing between an hour and a day’s travel, depending on the nature of the journey

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"os4NKy5Oy6sRt1eh","flags":{},"name":"Outdoor Survival","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Outdoor Survival Skill is used to survive in the wild, including the ability to fish, hunt, forage, and build fires and shelters. Experienced travelers are skilled at reading the signs of incoming inclement weather and finding the spoor of various dangerous beasts.

\n

 

\n

When camping, make an Outdoor Survival Test, modified by the harshness of conditions — for instance, a Test is Challenging (+0) if it is raining, Hard (–20) in a storm. A successful Test indicates you can provide yourself sustenance and shelter for the night. Each SL allows you to provide for one more character. If the Test is failed, you must make a Challenging (+0) Endurance Test or receive the Fatigued Condition. If you suffer an Astounding Failure, something untoward has happened, as determined by the GM; perhaps your camp is attacked in the night?

\n

 

\n

When fighting in the wilderness, you may make an Outdoor Survival Test to receive +1 Advantage, in the same way as Intuition, to a maximum number of Advantage equal to your Intelligence Bonus, as you spy out treacherous and advantageous terrain that you can best use to your advantage.

\n

 

\n

Gathering Food and Herbs

\n

Gathering food or herbs normally takes around 2 hours. Hunting and foraging parties make one assisted Outdoor Survival Test for the group, with the Difficulty determined by the circumstances.

\n\n

 

\n\n

 

\n\n

 

\n"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"Fs06sr7y9JKpVQmB","flags":{"_sheetTab":"description"},"name":"Perception","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"MeXCAQ3wqJzX07X7","flags":{"_sheetTab":"description"},"name":"Ride","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"KL4pCOqma5E7fLG4","flags":{"_sheetTab":"details"},"name":"Row","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your prowess at pulling an oar and moving a boat through the water. The Row Skill is typically only used when racing, navigating rapids, desperately avoiding Bog Octopuses, or similar unusual or dangerous feats. Anyone with the Skill is automatically presumed to be able to scull about a pond, or over a gentle river, without a Test. Those without the skill may have to make a Test for anything but the most basic maneuvers. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}}},{"_id":"McTtmZu3Ac8Lh48W","flags":{},"name":"Stealth","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"0MYOJFx3vkYA95B4","flags":{"_sheetTab":"description"},"name":"Brass Penny","type":"money","img":"systems/wfrp4e/icons/currency/brasspenny.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":13},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}},"sort":2900000,"_changed":{"data":{"quantity":{"value":13}}}},{"_id":"Ggx0bRaCuq8MbF0g","flags":{"_sheetTab":"description"},"name":"Gold Crown","type":"money","img":"systems/wfrp4e/icons/currency/goldcrown.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}}},{"_id":"KB8HgDz56dh2w7w1","flags":{"_sheetTab":"description"},"name":"Silver Shilling","type":"money","img":"systems/wfrp4e/icons/currency/silvershilling.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}},"sort":3000000},{"_id":"7dtkrgTV8wY5coWe","flags":{},"name":"Thug","type":"career","img":"systems/wfrp4e/icons/careers/racketeer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Racketeer"},"class":{"type":"String","label":"Class","value":"Rogues"},"current":{"type":"Boolean","value":true},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ws","s","t"],"skills":["Consume Alcohol","Cool","Dodge","Endurance","Intimidate","Lore (Reikland)","Melee (Brawling)","Stealth (Urban)"],"talents":["Criminal","Etiquette (Criminals)","Menacing","Strike Mighty Blow"],"trappings":["Knuckledusters","Leather Jack"],"incomeSkill":[4],"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"PAy9AqeFrQyvpJTl","flags":{"_sheetTab":"details"},"name":"Melee (Brawling)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"FGvxE38XplOqn6yf","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"UHhhbzIBc9GadCiN","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"6PRFD1YVEWb2XlKz","flags":{"_sheetTab":"description"},"name":"Criminal","type":"talent","img":"systems/wfrp4e/icons/talents/criminal.png","data":{"description":{"type":"String","label":"Description","value":"

You are an active criminal making money from illegal sources, and you’re not always quiet about it. For the purposes of securing money, either when Earning during play or performing an Income Endeavour, refer to the following table:

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Career Level

\n
\n

Bonus Money per time the Talent is taken

\n
\n

1

\n
\n

+2d10 brass pennies

\n
\n

2

\n
\n

+1d10 silver shillings

\n
\n

\n
\n

+2d10 silver shillings

\n
\n

4

\n
\n

+1 gold crown

\n
\n
\n

 

\n

Because of your obvious criminal nature, others consider you lower Status than them unless they also have the Criminal Talent, where Status is compared as normal — perhaps you have gang tattoos, look shifty, or are just rough around the edges, it’s your choice. Because of this, local law enforcers are always suspicious of you and suspect your motivations, which only gets worse the more times you have this Talent, with the exact implications determined by the GM. Lawbreakers without the Criminal Talent earn significantly less coin but are not obviously the sort to be breaking the law, so maintain their Status. With GM consent, you may spend XP to remove levels of the Criminal Talent for the same XP it cost to buy.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"none"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"vE3KMRyLmOcMLg9L","flags":{},"name":"Menacing","type":"talent","img":"systems/wfrp4e/icons/talents/menacing.png","data":{"description":{"type":"String","label":"Description","value":"You have an imposing presence. When using the Intimidate Skill, gain a SL bonus equal to your levels of Menacing."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Intimidate"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mOR6ePrmTdBXwjCF","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"n79mEvZXEp1dMBAR","flags":{},"name":"Suave","type":"talent","img":"systems/wfrp4e/icons/talents/suave.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"5dADevvuq51Yl1Hx","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"oYaqpKMoFnbzKeWk","flags":{"_sheetTab":"description"},"name":"Read/Write","type":"talent","img":"systems/wfrp4e/icons/talents/readwrite.png","data":{"description":{"type":"String","label":"Description","value":"You are one of the rare literate individuals in the Old World. You are assumed to be able to read and write (if appropriate) all of the Languages you can speak."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"ehGDKDNbZuRCtzmd","flags":{},"name":"Strong Legs","type":"talent","img":"systems/wfrp4e/icons/talents/strong-legs.png","data":{"description":{"type":"String","label":"Description","value":"You have strong legs able to carry you great distances when you jump. Add your Strong Legs level to your SL in any Athletics Tests involving Leaping"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"fLQ6uTizcQvvU2gU","flags":{"_sheetTab":"details"},"name":"Knuckledusters","type":"weapon","img":"systems/wfrp4e/icons/equipment/weapons/knuckledusters.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"2","bp":"6"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","value":"SB+2","meleeValue":"SB+2","rangedValue":""},"reach":{"type":"String","label":"Reach","value":"personal"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":"none"},"currentAmmo":{"type":"Number","value":0},"weaponGroup":{"type":"String","label":"Weapon Group","value":"brawling"},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":true,"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"CozX2m1sSX4B0Qro","flags":{"_sheetTab":"details"},"name":"Clothing","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/clothing.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"6","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"yFhhVsojKI5ZalER","flags":{"_sheetTab":"description"},"name":"Pouch","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/pouch.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"","ss":"0","bp":"4"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":1},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"9bcFiMJPWG4KxKT7","flags":{"_sheetTab":"description"},"name":"Candle","type":"trapping","img":"systems/wfrp4e/icons/equipment/miscellaneous_trappings/candle-dozen.png","data":{"description":{"type":"String","label":"Description","value":"

Provides illumination for 10 yards when lit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":2},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"1","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"PK9EBikkG2Ex6sMU","flags":{"_sheetTab":"details"},"name":"Match","type":"trapping","img":"systems/wfrp4e/icons/equipment/miscellaneous_trappings/match.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":10},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"0","bp":"1"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"misc"},"worn":false,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"s73W4JqzEET7JNi5","flags":{"_sheetTab":"description"},"name":"Hood","type":"trapping","img":"systems/wfrp4e/icons/equipment/clothing_and_accessories/hood.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"5","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"trappingType":{"type":"String","label":"Trapping Type","value":"clothingAccessories"},"worn":true,"spellIngredient":{"type":"String","value":""},"source":{"type":"String","label":"Source"}},"sort":2700000},{"_id":"m34AeOBGwiSAdcfg","flags":{"_sheetTab":"details"},"name":"Sling Bag","type":"container","img":"systems/wfrp4e/icons/equipment/packs_and_containers/sling-bag.png","data":{"description":{"type":"String","label":"Description","value":"

Counts as ‘worn’ when slung over your shoulder.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"","ss":"1","bp":""},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"wearable":{"type":"Boolean","label":"Wearable","value":true},"carries":{"type":"Number","label":"Carries","value":2},"countEnc":{"type":"Boolean","label":"Count Enc","value":true},"source":{"type":"String","label":"Source"}},"sort":2800000},{"_id":"DasUatZjI9FFG8cT","flags":{"_sheetTab":"details"},"name":"Leather Jack","type":"armour","img":"systems/wfrp4e/icons/equipment/armour/leather-jack.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":1},"price":{"type":"String","label":"Price","gc":"0","ss":"12","bp":"0"},"availability":{"type":"String","label":"Availability","value":"common"},"location":{"type":"Number","label":"Location","value":0},"worn":{"type":"Boolean","label":"Worn","value":true},"armorType":{"type":"String","label":"Armour Type","value":"softLeather"},"penalty":{"type":"String","label":"Penalty","value":""},"qualities":{"type":"String","label":"Qualities","value":""},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"maxAP":{"head":0,"lArm":1,"rArm":1,"lLeg":0,"rLeg":0,"body":1},"currentAP":{"head":-1,"lArm":-1,"rArm":-1,"lLeg":-1,"rLeg":-1,"body":-1},"source":{"type":"String","label":"Source"}},"sort":3100000},{"_id":"6uiV0pZW2A6dp1HA","flags":{"_sheetTab":"description"},"name":"Stealth (Urban)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to creep quietly and conceal yourself in shadows more readily than most. Stealth is generally Opposed by an opponent’s Perception Skill, and Tests will be modifed by how dark or well concealed your route is, as well as how circumspectly you are dressed. An Impressive or Astounding Failure on a Stealth Test will likely draw the immediate attention of the enemies you were trying to avoid in the first place.

\n

 

\n

Stealth has many potential applications in combat, most usefully to hide oneself in preparation for an Ambush, or to creep around an opponent in order to attack from behind. Of course, you can also use the Skill to escape a conflict unseen…

\n

 

\n

Options: Shadowing

\n

Shadowing is following someone secretly. To do this requires a Combined Perception and Stealth Test. If the target is actively trying to lose a tail, it is Opposed with the target’s Stealth Skill.

\n

 

\n

If you pass the Perception Test, and fail the Stealth Test you follow your target, but are spotted. If you fail the perception Test, yet pass the Stealth Test, you lose your target, but go unnoticed

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A phobia reflects a specific fear; it may be towards a type of creature, or towards a particular object or circumstance, such as Phobia (Insects), Phobia (Books), or Phobia (Confined Spaces).

\n\n

Example: Doktor Johannsen is a renowned antiquarian. Despite his many adventures and tales of derring-do, he suffers from Phobia (Snakes); no matter this aversion, he seems to encounter them with alarming regularity.

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You harbor an enmity for the Target, which will normally be a group of people or creatures, such as ‘Nordlanders’, ‘Beastmen’, or ‘Nobles’. You must attempt a Psychology Test whenever you encounter the group. If you pass, you may grumble and spit, but only suffer a penalty of –20 to all Fellowship Tests towards that group. Should you fail you are subject to Animosity.

\n

At the end of every subsequent Round, you may attempt another Psychology test to bring the Animosity to an end. If you do not, the effects of Animosity naturally come to an end when all members of the specified group in your line of sight are utterly pacified or gone, or you gain the Stunned or Unconscious Condition, or you become subject to another Psychology.

\n

When subject to Animosity,

Animosity is over-ridden by @Compendium[wfrp4e.psychologies.Ib2YQYChktDFN93y]{Fear} and @Compendium[wfrp4e.psychologies.meMkLEwdJIDLxM0B]{Terror}.

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The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

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The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

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The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":34,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":28,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":12,"max":12},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":34,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":28,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":12,"max":12},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":34,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":28,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":12,"max":12},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":34,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":28,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":12,"max":12},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":34,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":28,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":12,"max":12},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":34,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":28,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":12,"max":12},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":34,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":12,"max":12},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":34,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":12,"max":12},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":34,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":12,"max":12},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":34,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":34,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Commoner_Stone%20Mason_Holger%20Maurer.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Brawler_2.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Caliron_Round%20Token.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"HbUjABuk7ABfrsnD","flags":{},"name":"Entertainer","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":2},"status":{"tier":"b","standing":5},"characteristics":["ws","ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand","Entertain (Any)","Ride (Any)","Melee (Basic)","Perform (Any)","Play (Any) Ranged (Throwing)"],"talents":["Contortionist","Jump Up","Sharpshooter","Trick Riding"],"trappings":["Costume","Instrument","Selection of Scripts (that you can�t yet read)","Throwing Weapons"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1300000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - 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The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"HbUjABuk7ABfrsnD","flags":{},"name":"Entertainer","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":2},"status":{"tier":"b","standing":5},"characteristics":["ws","ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand","Entertain (Any)","Ride (Any)","Melee (Basic)","Perform (Any)","Play (Any) Ranged (Throwing)"],"talents":["Contortionist","Jump Up","Sharpshooter","Trick Riding"],"trappings":["Costume","Instrument","Selection of Scripts (that you can�t yet read)","Throwing Weapons"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1300000,"_changed":{"data":{"complete":{"value":true}}}}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"HbUjABuk7ABfrsnD","flags":{},"name":"Entertainer","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":2},"status":{"tier":"b","standing":5},"characteristics":["ws","ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand","Entertain (Any)","Ride (Any)","Melee (Basic)","Perform (Any)","Play (Any) Ranged (Throwing)"],"talents":["Contortionist","Jump Up","Sharpshooter","Trick Riding"],"trappings":["Costume","Instrument","Selection of Scripts (that you can�t yet read)","Throwing Weapons"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"g1xazuJidwYlXeBt","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"HbUjABuk7ABfrsnD","flags":{},"name":"Entertainer","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":2},"status":{"tier":"b","standing":5},"characteristics":["ws","ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand","Entertain (Any)","Ride (Any)","Melee (Basic)","Perform (Any)","Play (Any) Ranged (Throwing)"],"talents":["Contortionist","Jump Up","Sharpshooter","Trick Riding"],"trappings":["Costume","Instrument","Selection of Scripts (that you can�t yet read)","Throwing Weapons"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"g1xazuJidwYlXeBt","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"JNIznggYCm3YkfAm","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"HbUjABuk7ABfrsnD","flags":{},"name":"Entertainer","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":2},"status":{"tier":"b","standing":5},"characteristics":["ws","ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand","Entertain (Any)","Ride (Any)","Melee (Basic)","Perform (Any)","Play (Any) Ranged (Throwing)"],"talents":["Contortionist","Jump Up","Sharpshooter","Trick Riding"],"trappings":["Costume","Instrument","Selection of Scripts (that you can�t yet read)","Throwing Weapons"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"g1xazuJidwYlXeBt","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"JNIznggYCm3YkfAm","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mRcIzdPsMKH8YoAM","flags":{"_sheetTab":"description"},"name":"Entertain (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"HbUjABuk7ABfrsnD","flags":{},"name":"Entertainer","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":2},"status":{"tier":"b","standing":5},"characteristics":["ws","ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand","Entertain (Any)","Ride (Any)","Melee (Basic)","Perform (Any)","Play (Any) Ranged (Throwing)"],"talents":["Contortionist","Jump Up","Sharpshooter","Trick Riding"],"trappings":["Costume","Instrument","Selection of Scripts (that you can�t yet read)","Throwing Weapons"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"g1xazuJidwYlXeBt","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"JNIznggYCm3YkfAm","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mRcIzdPsMKH8YoAM","flags":{"_sheetTab":"description"},"name":"Entertain (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"iu4TovTGDzgjZcOD","flags":{},"name":"Perform (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

\n

 

\n

Specializations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"HbUjABuk7ABfrsnD","flags":{},"name":"Entertainer","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":2},"status":{"tier":"b","standing":5},"characteristics":["ws","ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand","Entertain (Any)","Ride (Any)","Melee (Basic)","Perform (Any)","Play (Any) Ranged (Throwing)"],"talents":["Contortionist","Jump Up","Sharpshooter","Trick Riding"],"trappings":["Costume","Instrument","Selection of Scripts (that you can�t yet read)","Throwing Weapons"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"g1xazuJidwYlXeBt","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"JNIznggYCm3YkfAm","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mRcIzdPsMKH8YoAM","flags":{"_sheetTab":"description"},"name":"Entertain (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"iu4TovTGDzgjZcOD","flags":{},"name":"Perform (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

\n

 

\n

Specializations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"zeM6VWgG5MI5FLse","flags":{},"name":"Play (any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"HbUjABuk7ABfrsnD","flags":{},"name":"Entertainer","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":2},"status":{"tier":"b","standing":5},"characteristics":["ws","ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand","Entertain (Any)","Ride (Any)","Melee (Basic)","Perform (Any)","Play (Any) Ranged (Throwing)"],"talents":["Contortionist","Jump Up","Sharpshooter","Trick Riding"],"trappings":["Costume","Instrument","Selection of Scripts (that you can�t yet read)","Throwing Weapons"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"g1xazuJidwYlXeBt","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"JNIznggYCm3YkfAm","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mRcIzdPsMKH8YoAM","flags":{"_sheetTab":"description"},"name":"Entertain (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"iu4TovTGDzgjZcOD","flags":{},"name":"Perform (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

\n

 

\n

Specializations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"zeM6VWgG5MI5FLse","flags":{},"name":"Play (any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"H6siID4bgoap4Fgc","flags":{"_sheetTab":"details"},"name":"Sleight of Hand","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Lets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.

\n

You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…

\n

Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a Dagger seemingly appear from nowhere, surprising a superstitious foe.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"}},"sort":100001}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"HbUjABuk7ABfrsnD","flags":{},"name":"Entertainer","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":2},"status":{"tier":"b","standing":5},"characteristics":["ws","ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand","Entertain (Any)","Ride (Any)","Melee (Basic)","Perform (Any)","Play (Any) Ranged (Throwing)"],"talents":["Contortionist","Jump Up","Sharpshooter","Trick Riding"],"trappings":["Costume","Instrument","Selection of Scripts (that you can�t yet read)","Throwing Weapons"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"g1xazuJidwYlXeBt","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"JNIznggYCm3YkfAm","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mRcIzdPsMKH8YoAM","flags":{"_sheetTab":"description"},"name":"Entertain (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"iu4TovTGDzgjZcOD","flags":{},"name":"Perform (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

\n

 

\n

Specializations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"zeM6VWgG5MI5FLse","flags":{},"name":"Play (any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"H6siID4bgoap4Fgc","flags":{"_sheetTab":"details"},"name":"Sleight of Hand","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Lets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.

\n

You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…

\n

Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a Dagger seemingly appear from nowhere, surprising a superstitious foe.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"}},"sort":100001},{"_id":"qRWBbhGyunL1CVy6","flags":{"_sheetTab":"description"},"name":"Ride (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"HbUjABuk7ABfrsnD","flags":{},"name":"Entertainer","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":2},"status":{"tier":"b","standing":5},"characteristics":["ws","ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand","Entertain (Any)","Ride (Any)","Melee (Basic)","Perform (Any)","Play (Any) Ranged (Throwing)"],"talents":["Contortionist","Jump Up","Sharpshooter","Trick Riding"],"trappings":["Costume","Instrument","Selection of Scripts (that you can�t yet read)","Throwing Weapons"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"g1xazuJidwYlXeBt","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"JNIznggYCm3YkfAm","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mRcIzdPsMKH8YoAM","flags":{"_sheetTab":"description"},"name":"Entertain (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"iu4TovTGDzgjZcOD","flags":{},"name":"Perform (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

\n

 

\n

Specializations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"zeM6VWgG5MI5FLse","flags":{},"name":"Play (any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"H6siID4bgoap4Fgc","flags":{"_sheetTab":"details"},"name":"Sleight of Hand","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Lets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.

\n

You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…

\n

Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a Dagger seemingly appear from nowhere, surprising a superstitious foe.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"}},"sort":100001},{"_id":"qRWBbhGyunL1CVy6","flags":{"_sheetTab":"description"},"name":"Ride (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"0NysEOfLT2kud0xn","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2000000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"HbUjABuk7ABfrsnD","flags":{},"name":"Entertainer","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":2},"status":{"tier":"b","standing":5},"characteristics":["ws","ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand","Entertain (Any)","Ride (Any)","Melee (Basic)","Perform (Any)","Play (Any) Ranged (Throwing)"],"talents":["Contortionist","Jump Up","Sharpshooter","Trick Riding"],"trappings":["Costume","Instrument","Selection of Scripts (that you can�t yet read)","Throwing Weapons"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"g1xazuJidwYlXeBt","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"JNIznggYCm3YkfAm","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mRcIzdPsMKH8YoAM","flags":{"_sheetTab":"description"},"name":"Entertain (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"iu4TovTGDzgjZcOD","flags":{},"name":"Perform (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

\n

 

\n

Specializations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"zeM6VWgG5MI5FLse","flags":{},"name":"Play (any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"H6siID4bgoap4Fgc","flags":{"_sheetTab":"details"},"name":"Sleight of Hand","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Lets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.

\n

You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…

\n

Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a Dagger seemingly appear from nowhere, surprising a superstitious foe.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"}},"sort":100001},{"_id":"qRWBbhGyunL1CVy6","flags":{"_sheetTab":"description"},"name":"Ride (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"0NysEOfLT2kud0xn","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"uGM4R5VEVLVjqYdW","flags":{},"name":"Play (Any) Ranged (Throwing)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2100000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"HbUjABuk7ABfrsnD","flags":{},"name":"Entertainer","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":2},"status":{"tier":"b","standing":5},"characteristics":["ws","ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand","Entertain (Any)","Ride (Any)","Melee (Basic)","Perform (Any)","Play (Any) Ranged (Throwing)"],"talents":["Contortionist","Jump Up","Sharpshooter","Trick Riding"],"trappings":["Costume","Instrument","Selection of Scripts (that you can�t yet read)","Throwing Weapons"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"g1xazuJidwYlXeBt","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"JNIznggYCm3YkfAm","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mRcIzdPsMKH8YoAM","flags":{"_sheetTab":"description"},"name":"Entertain (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"iu4TovTGDzgjZcOD","flags":{},"name":"Perform (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

\n

 

\n

Specializations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"zeM6VWgG5MI5FLse","flags":{},"name":"Play (any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"H6siID4bgoap4Fgc","flags":{"_sheetTab":"details"},"name":"Sleight of Hand","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Lets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.

\n

You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…

\n

Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a Dagger seemingly appear from nowhere, surprising a superstitious foe.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"}},"sort":100001},{"_id":"qRWBbhGyunL1CVy6","flags":{"_sheetTab":"description"},"name":"Ride (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"0NysEOfLT2kud0xn","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"uGM4R5VEVLVjqYdW","flags":{},"name":"Play (Any) Ranged (Throwing)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"aWEamD4cXQE5ihxt","flags":{},"name":"Contortionist","type":"talent","img":"systems/wfrp4e/icons/talents/contortionist.png","data":{"description":{"type":"String","label":"Description","value":"You can bend and manipulate your body in a myriad of seemingly unnatural ways. This allows you to squeeze through unlikely gaps and bend your body in crazy ways, giving benefits determined by the GM, possibly with a successful Agility test."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perform and Agility Tests when contorting helps"},"source":{"type":"String","label":"Source"}},"sort":2200000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"HbUjABuk7ABfrsnD","flags":{},"name":"Entertainer","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":2},"status":{"tier":"b","standing":5},"characteristics":["ws","ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand","Entertain (Any)","Ride (Any)","Melee (Basic)","Perform (Any)","Play (Any) Ranged (Throwing)"],"talents":["Contortionist","Jump Up","Sharpshooter","Trick Riding"],"trappings":["Costume","Instrument","Selection of Scripts (that you can�t yet read)","Throwing Weapons"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"g1xazuJidwYlXeBt","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"JNIznggYCm3YkfAm","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mRcIzdPsMKH8YoAM","flags":{"_sheetTab":"description"},"name":"Entertain (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"iu4TovTGDzgjZcOD","flags":{},"name":"Perform (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

\n

 

\n

Specializations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"zeM6VWgG5MI5FLse","flags":{},"name":"Play (any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"H6siID4bgoap4Fgc","flags":{"_sheetTab":"details"},"name":"Sleight of Hand","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Lets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.

\n

You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…

\n

Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a Dagger seemingly appear from nowhere, surprising a superstitious foe.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"}},"sort":100001},{"_id":"qRWBbhGyunL1CVy6","flags":{"_sheetTab":"description"},"name":"Ride (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"0NysEOfLT2kud0xn","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"uGM4R5VEVLVjqYdW","flags":{},"name":"Play (Any) Ranged (Throwing)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"aWEamD4cXQE5ihxt","flags":{},"name":"Contortionist","type":"talent","img":"systems/wfrp4e/icons/talents/contortionist.png","data":{"description":{"type":"String","label":"Description","value":"You can bend and manipulate your body in a myriad of seemingly unnatural ways. This allows you to squeeze through unlikely gaps and bend your body in crazy ways, giving benefits determined by the GM, possibly with a successful Agility test."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perform and Agility Tests when contorting helps"},"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"HiEatMUMATovLFi0","flags":{"_sheetTab":"description"},"name":"Jump Up","type":"talent","img":"systems/wfrp4e/icons/talents/jump-up.png","data":{"description":{"type":"String","label":"Description","value":"

You are hard to keep down. You may perform a Challenging (+0) Athletics Test to immediately regain your feet whenever you gain a Prone Condition. This Athletics Test is often modified by the Strength behind the blow that knocks you down: for every +10 Strength the blow has over your Toughness, you suffer a penalty of –10 to the Athletics Test, and vice versa

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2300000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"HbUjABuk7ABfrsnD","flags":{},"name":"Entertainer","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":2},"status":{"tier":"b","standing":5},"characteristics":["ws","ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand","Entertain (Any)","Ride (Any)","Melee (Basic)","Perform (Any)","Play (Any) Ranged (Throwing)"],"talents":["Contortionist","Jump Up","Sharpshooter","Trick Riding"],"trappings":["Costume","Instrument","Selection of Scripts (that you can�t yet read)","Throwing Weapons"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"g1xazuJidwYlXeBt","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"JNIznggYCm3YkfAm","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mRcIzdPsMKH8YoAM","flags":{"_sheetTab":"description"},"name":"Entertain (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"iu4TovTGDzgjZcOD","flags":{},"name":"Perform (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

\n

 

\n

Specializations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"zeM6VWgG5MI5FLse","flags":{},"name":"Play (any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"H6siID4bgoap4Fgc","flags":{"_sheetTab":"details"},"name":"Sleight of Hand","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Lets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.

\n

You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…

\n

Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a Dagger seemingly appear from nowhere, surprising a superstitious foe.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"}},"sort":100001},{"_id":"qRWBbhGyunL1CVy6","flags":{"_sheetTab":"description"},"name":"Ride (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"0NysEOfLT2kud0xn","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"uGM4R5VEVLVjqYdW","flags":{},"name":"Play (Any) Ranged (Throwing)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"aWEamD4cXQE5ihxt","flags":{},"name":"Contortionist","type":"talent","img":"systems/wfrp4e/icons/talents/contortionist.png","data":{"description":{"type":"String","label":"Description","value":"You can bend and manipulate your body in a myriad of seemingly unnatural ways. This allows you to squeeze through unlikely gaps and bend your body in crazy ways, giving benefits determined by the GM, possibly with a successful Agility test."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perform and Agility Tests when contorting helps"},"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"HiEatMUMATovLFi0","flags":{"_sheetTab":"description"},"name":"Jump Up","type":"talent","img":"systems/wfrp4e/icons/talents/jump-up.png","data":{"description":{"type":"String","label":"Description","value":"

You are hard to keep down. You may perform a Challenging (+0) Athletics Test to immediately regain your feet whenever you gain a Prone Condition. This Athletics Test is often modified by the Strength behind the blow that knocks you down: for every +10 Strength the blow has over your Toughness, you suffer a penalty of –10 to the Athletics Test, and vice versa

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"vySKA510KnhZAOQK","flags":{},"name":"Sharpshooter","type":"talent","img":"systems/wfrp4e/icons/talents/sharpshooter.png","data":{"description":{"type":"String","label":"Description","value":"You can make aimed shots of exceptional accuracy. You ignore any negative Difficulty modifier to Ranged Tests due to the size of your target."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2400000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"HbUjABuk7ABfrsnD","flags":{},"name":"Entertainer","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":2},"status":{"tier":"b","standing":5},"characteristics":["ws","ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand","Entertain (Any)","Ride (Any)","Melee (Basic)","Perform (Any)","Play (Any) Ranged (Throwing)"],"talents":["Contortionist","Jump Up","Sharpshooter","Trick Riding"],"trappings":["Costume","Instrument","Selection of Scripts (that you can�t yet read)","Throwing Weapons"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"g1xazuJidwYlXeBt","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"JNIznggYCm3YkfAm","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mRcIzdPsMKH8YoAM","flags":{"_sheetTab":"description"},"name":"Entertain (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"iu4TovTGDzgjZcOD","flags":{},"name":"Perform (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

\n

 

\n

Specializations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"zeM6VWgG5MI5FLse","flags":{},"name":"Play (any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"H6siID4bgoap4Fgc","flags":{"_sheetTab":"details"},"name":"Sleight of Hand","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Lets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.

\n

You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…

\n

Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a Dagger seemingly appear from nowhere, surprising a superstitious foe.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"}},"sort":100001},{"_id":"qRWBbhGyunL1CVy6","flags":{"_sheetTab":"description"},"name":"Ride (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"0NysEOfLT2kud0xn","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"uGM4R5VEVLVjqYdW","flags":{},"name":"Play (Any) Ranged (Throwing)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"aWEamD4cXQE5ihxt","flags":{},"name":"Contortionist","type":"talent","img":"systems/wfrp4e/icons/talents/contortionist.png","data":{"description":{"type":"String","label":"Description","value":"You can bend and manipulate your body in a myriad of seemingly unnatural ways. This allows you to squeeze through unlikely gaps and bend your body in crazy ways, giving benefits determined by the GM, possibly with a successful Agility test."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perform and Agility Tests when contorting helps"},"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"HiEatMUMATovLFi0","flags":{"_sheetTab":"description"},"name":"Jump Up","type":"talent","img":"systems/wfrp4e/icons/talents/jump-up.png","data":{"description":{"type":"String","label":"Description","value":"

You are hard to keep down. You may perform a Challenging (+0) Athletics Test to immediately regain your feet whenever you gain a Prone Condition. This Athletics Test is often modified by the Strength behind the blow that knocks you down: for every +10 Strength the blow has over your Toughness, you suffer a penalty of –10 to the Athletics Test, and vice versa

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"vySKA510KnhZAOQK","flags":{},"name":"Sharpshooter","type":"talent","img":"systems/wfrp4e/icons/talents/sharpshooter.png","data":{"description":{"type":"String","label":"Description","value":"You can make aimed shots of exceptional accuracy. You ignore any negative Difficulty modifier to Ranged Tests due to the size of your target."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"Vl17DzoKCIxwZaxa","flags":{},"name":"Trick Riding","type":"talent","img":"systems/wfrp4e/icons/talents/trick-riding.png","data":{"description":{"type":"String","label":"Description","value":"You are capable of amazing feats of agility on horseback. You can use any of your Performer Skills and unmodified Dodge skill when on horseback. Further, when mounted, you can make your Move at the start of the Round instead of on your Turn."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Dodge Tests on Horseback, Ride (Horse)"},"source":{"type":"String","label":"Source"}},"sort":2500000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":10},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":10},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":10},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":10}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"HbUjABuk7ABfrsnD","flags":{},"name":"Entertainer","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":2},"status":{"tier":"b","standing":5},"characteristics":["ws","ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand","Entertain (Any)","Ride (Any)","Melee (Basic)","Perform (Any)","Play (Any) Ranged (Throwing)"],"talents":["Contortionist","Jump Up","Sharpshooter","Trick Riding"],"trappings":["Costume","Instrument","Selection of Scripts (that you can�t yet read)","Throwing Weapons"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"g1xazuJidwYlXeBt","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"JNIznggYCm3YkfAm","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mRcIzdPsMKH8YoAM","flags":{"_sheetTab":"description"},"name":"Entertain (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"iu4TovTGDzgjZcOD","flags":{},"name":"Perform (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

\n

 

\n

Specializations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"zeM6VWgG5MI5FLse","flags":{},"name":"Play (any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"H6siID4bgoap4Fgc","flags":{"_sheetTab":"details"},"name":"Sleight of Hand","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Lets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.

\n

You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…

\n

Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a Dagger seemingly appear from nowhere, surprising a superstitious foe.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"}},"sort":100001},{"_id":"qRWBbhGyunL1CVy6","flags":{"_sheetTab":"description"},"name":"Ride (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"0NysEOfLT2kud0xn","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"uGM4R5VEVLVjqYdW","flags":{},"name":"Play (Any) Ranged (Throwing)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"aWEamD4cXQE5ihxt","flags":{},"name":"Contortionist","type":"talent","img":"systems/wfrp4e/icons/talents/contortionist.png","data":{"description":{"type":"String","label":"Description","value":"You can bend and manipulate your body in a myriad of seemingly unnatural ways. This allows you to squeeze through unlikely gaps and bend your body in crazy ways, giving benefits determined by the GM, possibly with a successful Agility test."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perform and Agility Tests when contorting helps"},"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"HiEatMUMATovLFi0","flags":{"_sheetTab":"description"},"name":"Jump Up","type":"talent","img":"systems/wfrp4e/icons/talents/jump-up.png","data":{"description":{"type":"String","label":"Description","value":"

You are hard to keep down. You may perform a Challenging (+0) Athletics Test to immediately regain your feet whenever you gain a Prone Condition. This Athletics Test is often modified by the Strength behind the blow that knocks you down: for every +10 Strength the blow has over your Toughness, you suffer a penalty of –10 to the Athletics Test, and vice versa

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"vySKA510KnhZAOQK","flags":{},"name":"Sharpshooter","type":"talent","img":"systems/wfrp4e/icons/talents/sharpshooter.png","data":{"description":{"type":"String","label":"Description","value":"You can make aimed shots of exceptional accuracy. You ignore any negative Difficulty modifier to Ranged Tests due to the size of your target."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"Vl17DzoKCIxwZaxa","flags":{},"name":"Trick Riding","type":"talent","img":"systems/wfrp4e/icons/talents/trick-riding.png","data":{"description":{"type":"String","label":"Description","value":"You are capable of amazing feats of agility on horseback. You can use any of your Performer Skills and unmodified Dodge skill when on horseback. Further, when mounted, you can make your Move at the start of the Round instead of on your Turn."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Dodge Tests on Horseback, Ride (Horse)"},"source":{"type":"String","label":"Source"}},"sort":2500000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":10},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":10},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":10},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":10}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000,"_changed":{"data":{"complete":{"value":true}}}},{"_id":"HbUjABuk7ABfrsnD","flags":{},"name":"Entertainer","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":2},"status":{"tier":"b","standing":5},"characteristics":["ws","ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand","Entertain (Any)","Ride (Any)","Melee (Basic)","Perform (Any)","Play (Any) Ranged (Throwing)"],"talents":["Contortionist","Jump Up","Sharpshooter","Trick Riding"],"trappings":["Costume","Instrument","Selection of Scripts (that you can�t yet read)","Throwing Weapons"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"g1xazuJidwYlXeBt","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"JNIznggYCm3YkfAm","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mRcIzdPsMKH8YoAM","flags":{"_sheetTab":"description"},"name":"Entertain (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"iu4TovTGDzgjZcOD","flags":{},"name":"Perform (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

\n

 

\n

Specializations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"zeM6VWgG5MI5FLse","flags":{},"name":"Play (any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"H6siID4bgoap4Fgc","flags":{"_sheetTab":"details"},"name":"Sleight of Hand","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Lets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.

\n

You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…

\n

Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a Dagger seemingly appear from nowhere, surprising a superstitious foe.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"}},"sort":100001},{"_id":"qRWBbhGyunL1CVy6","flags":{"_sheetTab":"description"},"name":"Ride (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"0NysEOfLT2kud0xn","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"uGM4R5VEVLVjqYdW","flags":{},"name":"Play (Any) Ranged (Throwing)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"aWEamD4cXQE5ihxt","flags":{},"name":"Contortionist","type":"talent","img":"systems/wfrp4e/icons/talents/contortionist.png","data":{"description":{"type":"String","label":"Description","value":"You can bend and manipulate your body in a myriad of seemingly unnatural ways. This allows you to squeeze through unlikely gaps and bend your body in crazy ways, giving benefits determined by the GM, possibly with a successful Agility test."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perform and Agility Tests when contorting helps"},"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"HiEatMUMATovLFi0","flags":{"_sheetTab":"description"},"name":"Jump Up","type":"talent","img":"systems/wfrp4e/icons/talents/jump-up.png","data":{"description":{"type":"String","label":"Description","value":"

You are hard to keep down. You may perform a Challenging (+0) Athletics Test to immediately regain your feet whenever you gain a Prone Condition. This Athletics Test is often modified by the Strength behind the blow that knocks you down: for every +10 Strength the blow has over your Toughness, you suffer a penalty of –10 to the Athletics Test, and vice versa

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"vySKA510KnhZAOQK","flags":{},"name":"Sharpshooter","type":"talent","img":"systems/wfrp4e/icons/talents/sharpshooter.png","data":{"description":{"type":"String","label":"Description","value":"You can make aimed shots of exceptional accuracy. You ignore any negative Difficulty modifier to Ranged Tests due to the size of your target."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"Vl17DzoKCIxwZaxa","flags":{},"name":"Trick Riding","type":"talent","img":"systems/wfrp4e/icons/talents/trick-riding.png","data":{"description":{"type":"String","label":"Description","value":"You are capable of amazing feats of agility on horseback. You can use any of your Performer Skills and unmodified Dodge skill when on horseback. Further, when mounted, you can make your Move at the start of the Round instead of on your Turn."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Dodge Tests on Horseback, Ride (Horse)"},"source":{"type":"String","label":"Source"}},"sort":2500000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":10},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":10},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":10},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":10}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"HbUjABuk7ABfrsnD","flags":{},"name":"Entertainer","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":2},"status":{"tier":"b","standing":5},"characteristics":["ws","ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand","Entertain (Any)","Ride (Any)","Melee (Basic)","Perform (Any)","Play (Any) Ranged (Throwing)"],"talents":["Contortionist","Jump Up","Sharpshooter","Trick Riding"],"trappings":["Costume","Instrument","Selection of Scripts (that you can�t yet read)","Throwing Weapons"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"g1xazuJidwYlXeBt","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"JNIznggYCm3YkfAm","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mRcIzdPsMKH8YoAM","flags":{"_sheetTab":"description"},"name":"Entertain (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"iu4TovTGDzgjZcOD","flags":{},"name":"Perform (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

\n

 

\n

Specializations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"zeM6VWgG5MI5FLse","flags":{},"name":"Play (any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"H6siID4bgoap4Fgc","flags":{"_sheetTab":"details"},"name":"Sleight of Hand","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Lets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.

\n

You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…

\n

Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a Dagger seemingly appear from nowhere, surprising a superstitious foe.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"}},"sort":100001},{"_id":"qRWBbhGyunL1CVy6","flags":{"_sheetTab":"description"},"name":"Ride (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"0NysEOfLT2kud0xn","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"uGM4R5VEVLVjqYdW","flags":{},"name":"Play (Any) Ranged (Throwing)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"aWEamD4cXQE5ihxt","flags":{},"name":"Contortionist","type":"talent","img":"systems/wfrp4e/icons/talents/contortionist.png","data":{"description":{"type":"String","label":"Description","value":"You can bend and manipulate your body in a myriad of seemingly unnatural ways. This allows you to squeeze through unlikely gaps and bend your body in crazy ways, giving benefits determined by the GM, possibly with a successful Agility test."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perform and Agility Tests when contorting helps"},"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"HiEatMUMATovLFi0","flags":{"_sheetTab":"description"},"name":"Jump Up","type":"talent","img":"systems/wfrp4e/icons/talents/jump-up.png","data":{"description":{"type":"String","label":"Description","value":"

You are hard to keep down. You may perform a Challenging (+0) Athletics Test to immediately regain your feet whenever you gain a Prone Condition. This Athletics Test is often modified by the Strength behind the blow that knocks you down: for every +10 Strength the blow has over your Toughness, you suffer a penalty of –10 to the Athletics Test, and vice versa

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"vySKA510KnhZAOQK","flags":{},"name":"Sharpshooter","type":"talent","img":"systems/wfrp4e/icons/talents/sharpshooter.png","data":{"description":{"type":"String","label":"Description","value":"You can make aimed shots of exceptional accuracy. You ignore any negative Difficulty modifier to Ranged Tests due to the size of your target."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"Vl17DzoKCIxwZaxa","flags":{},"name":"Trick Riding","type":"talent","img":"systems/wfrp4e/icons/talents/trick-riding.png","data":{"description":{"type":"String","label":"Description","value":"You are capable of amazing feats of agility on horseback. You can use any of your Performer Skills and unmodified Dodge skill when on horseback. Further, when mounted, you can make your Move at the start of the Round instead of on your Turn."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Dodge Tests on Horseback, Ride (Horse)"},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"1RGnQZIn5FXJCESd","flags":{"_sheetTab":"details"},"name":"Attractive","type":"talent","img":"systems/wfrp4e/icons/talents/attractive.png","data":{"description":{"type":"String","label":"Description","value":"

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Tests to influence those attracted to you"},"source":{"type":"String","label":"Source"}},"sort":2600000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":10},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":10},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":10},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":10}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"HbUjABuk7ABfrsnD","flags":{},"name":"Entertainer","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":2},"status":{"tier":"b","standing":5},"characteristics":["ws","ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand","Entertain (Any)","Ride (Any)","Melee (Basic)","Perform (Any)","Play (Any) Ranged (Throwing)"],"talents":["Contortionist","Jump Up","Sharpshooter","Trick Riding"],"trappings":["Costume","Instrument","Selection of Scripts (that you can�t yet read)","Throwing Weapons"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"g1xazuJidwYlXeBt","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"JNIznggYCm3YkfAm","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mRcIzdPsMKH8YoAM","flags":{"_sheetTab":"description"},"name":"Entertain (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"iu4TovTGDzgjZcOD","flags":{},"name":"Perform (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

\n

 

\n

Specializations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"zeM6VWgG5MI5FLse","flags":{},"name":"Play (any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"H6siID4bgoap4Fgc","flags":{"_sheetTab":"details"},"name":"Sleight of Hand","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Lets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.

\n

You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…

\n

Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a Dagger seemingly appear from nowhere, surprising a superstitious foe.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"}},"sort":100001},{"_id":"qRWBbhGyunL1CVy6","flags":{"_sheetTab":"description"},"name":"Ride (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"0NysEOfLT2kud0xn","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"uGM4R5VEVLVjqYdW","flags":{},"name":"Play (Any) Ranged (Throwing)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"aWEamD4cXQE5ihxt","flags":{},"name":"Contortionist","type":"talent","img":"systems/wfrp4e/icons/talents/contortionist.png","data":{"description":{"type":"String","label":"Description","value":"You can bend and manipulate your body in a myriad of seemingly unnatural ways. This allows you to squeeze through unlikely gaps and bend your body in crazy ways, giving benefits determined by the GM, possibly with a successful Agility test."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perform and Agility Tests when contorting helps"},"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"HiEatMUMATovLFi0","flags":{"_sheetTab":"description"},"name":"Jump Up","type":"talent","img":"systems/wfrp4e/icons/talents/jump-up.png","data":{"description":{"type":"String","label":"Description","value":"

You are hard to keep down. You may perform a Challenging (+0) Athletics Test to immediately regain your feet whenever you gain a Prone Condition. This Athletics Test is often modified by the Strength behind the blow that knocks you down: for every +10 Strength the blow has over your Toughness, you suffer a penalty of –10 to the Athletics Test, and vice versa

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"vySKA510KnhZAOQK","flags":{},"name":"Sharpshooter","type":"talent","img":"systems/wfrp4e/icons/talents/sharpshooter.png","data":{"description":{"type":"String","label":"Description","value":"You can make aimed shots of exceptional accuracy. You ignore any negative Difficulty modifier to Ranged Tests due to the size of your target."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"Vl17DzoKCIxwZaxa","flags":{},"name":"Trick Riding","type":"talent","img":"systems/wfrp4e/icons/talents/trick-riding.png","data":{"description":{"type":"String","label":"Description","value":"You are capable of amazing feats of agility on horseback. You can use any of your Performer Skills and unmodified Dodge skill when on horseback. Further, when mounted, you can make your Move at the start of the Round instead of on your Turn."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Dodge Tests on Horseback, Ride (Horse)"},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"1RGnQZIn5FXJCESd","flags":{"_sheetTab":"details"},"name":"Attractive","type":"talent","img":"systems/wfrp4e/icons/talents/attractive.png","data":{"description":{"type":"String","label":"Description","value":"

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Tests to influence those attracted to you"},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"fQU7VIHjdi5A9P1O","flags":{},"name":"Mimic","type":"talent","img":"systems/wfrp4e/icons/talents/mimic.png","data":{"description":{"type":"String","label":"Description","value":"You have a good ear for accents and dialects, and can reproduce them accurately. You may replicate any accent you are exposed to for at least a day with an Initiative Test; this Test may be attempted once per day. Once passed, you may always mimic the accent, and locals will believe you to be one of their own"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Entertain (Acting) Tests where accents are important"},"source":{"type":"String","label":"Source"}},"sort":2700000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":10},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":10},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":10},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":10}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"HbUjABuk7ABfrsnD","flags":{},"name":"Entertainer","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":2},"status":{"tier":"b","standing":5},"characteristics":["ws","ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand","Entertain (Any)","Ride (Any)","Melee (Basic)","Perform (Any)","Play (Any) Ranged (Throwing)"],"talents":["Contortionist","Jump Up","Sharpshooter","Trick Riding"],"trappings":["Costume","Instrument","Selection of Scripts (that you can�t yet read)","Throwing Weapons"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"g1xazuJidwYlXeBt","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"JNIznggYCm3YkfAm","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mRcIzdPsMKH8YoAM","flags":{"_sheetTab":"description"},"name":"Entertain (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"iu4TovTGDzgjZcOD","flags":{},"name":"Perform (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

\n

 

\n

Specializations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"zeM6VWgG5MI5FLse","flags":{},"name":"Play (any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"H6siID4bgoap4Fgc","flags":{"_sheetTab":"details"},"name":"Sleight of Hand","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Lets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.

\n

You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…

\n

Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a Dagger seemingly appear from nowhere, surprising a superstitious foe.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"}},"sort":100001},{"_id":"qRWBbhGyunL1CVy6","flags":{"_sheetTab":"description"},"name":"Ride (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"0NysEOfLT2kud0xn","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"uGM4R5VEVLVjqYdW","flags":{},"name":"Play (Any) Ranged (Throwing)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"aWEamD4cXQE5ihxt","flags":{},"name":"Contortionist","type":"talent","img":"systems/wfrp4e/icons/talents/contortionist.png","data":{"description":{"type":"String","label":"Description","value":"You can bend and manipulate your body in a myriad of seemingly unnatural ways. This allows you to squeeze through unlikely gaps and bend your body in crazy ways, giving benefits determined by the GM, possibly with a successful Agility test."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perform and Agility Tests when contorting helps"},"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"HiEatMUMATovLFi0","flags":{"_sheetTab":"description"},"name":"Jump Up","type":"talent","img":"systems/wfrp4e/icons/talents/jump-up.png","data":{"description":{"type":"String","label":"Description","value":"

You are hard to keep down. You may perform a Challenging (+0) Athletics Test to immediately regain your feet whenever you gain a Prone Condition. This Athletics Test is often modified by the Strength behind the blow that knocks you down: for every +10 Strength the blow has over your Toughness, you suffer a penalty of –10 to the Athletics Test, and vice versa

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"vySKA510KnhZAOQK","flags":{},"name":"Sharpshooter","type":"talent","img":"systems/wfrp4e/icons/talents/sharpshooter.png","data":{"description":{"type":"String","label":"Description","value":"You can make aimed shots of exceptional accuracy. You ignore any negative Difficulty modifier to Ranged Tests due to the size of your target."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"Vl17DzoKCIxwZaxa","flags":{},"name":"Trick Riding","type":"talent","img":"systems/wfrp4e/icons/talents/trick-riding.png","data":{"description":{"type":"String","label":"Description","value":"You are capable of amazing feats of agility on horseback. You can use any of your Performer Skills and unmodified Dodge skill when on horseback. Further, when mounted, you can make your Move at the start of the Round instead of on your Turn."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Dodge Tests on Horseback, Ride (Horse)"},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"1RGnQZIn5FXJCESd","flags":{"_sheetTab":"details"},"name":"Attractive","type":"talent","img":"systems/wfrp4e/icons/talents/attractive.png","data":{"description":{"type":"String","label":"Description","value":"

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Tests to influence those attracted to you"},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"fQU7VIHjdi5A9P1O","flags":{},"name":"Mimic","type":"talent","img":"systems/wfrp4e/icons/talents/mimic.png","data":{"description":{"type":"String","label":"Description","value":"You have a good ear for accents and dialects, and can reproduce them accurately. You may replicate any accent you are exposed to for at least a day with an Initiative Test; this Test may be attempted once per day. Once passed, you may always mimic the accent, and locals will believe you to be one of their own"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Entertain (Acting) Tests where accents are important"},"source":{"type":"String","label":"Source"}},"sort":2700000},{"_id":"03VV8tfxGFifnBZ6","flags":{"_sheetTab":"description"},"name":"Public Speaker","type":"talent","img":"systems/wfrp4e/icons/talents/public-speaker.png","data":{"description":{"type":"String","label":"Description","value":"

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill (see page 120) when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2800000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":10},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":10},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":10},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":32,"advances":10}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"HbUjABuk7ABfrsnD","flags":{},"name":"Entertainer","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":2},"status":{"tier":"b","standing":5},"characteristics":["ws","ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand","Entertain (Any)","Ride (Any)","Melee (Basic)","Perform (Any)","Play (Any) Ranged (Throwing)"],"talents":["Contortionist","Jump Up","Sharpshooter","Trick Riding"],"trappings":["Costume","Instrument","Selection of Scripts (that you can�t yet read)","Throwing Weapons"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"g1xazuJidwYlXeBt","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"JNIznggYCm3YkfAm","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mRcIzdPsMKH8YoAM","flags":{"_sheetTab":"description"},"name":"Entertain (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"iu4TovTGDzgjZcOD","flags":{},"name":"Perform (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

\n

 

\n

Specializations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"zeM6VWgG5MI5FLse","flags":{},"name":"Play (any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"H6siID4bgoap4Fgc","flags":{"_sheetTab":"details"},"name":"Sleight of Hand","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Lets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.

\n

You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…

\n

Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a Dagger seemingly appear from nowhere, surprising a superstitious foe.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"}},"sort":100001},{"_id":"qRWBbhGyunL1CVy6","flags":{"_sheetTab":"description"},"name":"Ride (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"0NysEOfLT2kud0xn","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"uGM4R5VEVLVjqYdW","flags":{},"name":"Play (Any) Ranged (Throwing)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"aWEamD4cXQE5ihxt","flags":{},"name":"Contortionist","type":"talent","img":"systems/wfrp4e/icons/talents/contortionist.png","data":{"description":{"type":"String","label":"Description","value":"You can bend and manipulate your body in a myriad of seemingly unnatural ways. This allows you to squeeze through unlikely gaps and bend your body in crazy ways, giving benefits determined by the GM, possibly with a successful Agility test."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perform and Agility Tests when contorting helps"},"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"HiEatMUMATovLFi0","flags":{"_sheetTab":"description"},"name":"Jump Up","type":"talent","img":"systems/wfrp4e/icons/talents/jump-up.png","data":{"description":{"type":"String","label":"Description","value":"

You are hard to keep down. You may perform a Challenging (+0) Athletics Test to immediately regain your feet whenever you gain a Prone Condition. This Athletics Test is often modified by the Strength behind the blow that knocks you down: for every +10 Strength the blow has over your Toughness, you suffer a penalty of –10 to the Athletics Test, and vice versa

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"vySKA510KnhZAOQK","flags":{},"name":"Sharpshooter","type":"talent","img":"systems/wfrp4e/icons/talents/sharpshooter.png","data":{"description":{"type":"String","label":"Description","value":"You can make aimed shots of exceptional accuracy. You ignore any negative Difficulty modifier to Ranged Tests due to the size of your target."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"Vl17DzoKCIxwZaxa","flags":{},"name":"Trick Riding","type":"talent","img":"systems/wfrp4e/icons/talents/trick-riding.png","data":{"description":{"type":"String","label":"Description","value":"You are capable of amazing feats of agility on horseback. You can use any of your Performer Skills and unmodified Dodge skill when on horseback. Further, when mounted, you can make your Move at the start of the Round instead of on your Turn."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Dodge Tests on Horseback, Ride (Horse)"},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"1RGnQZIn5FXJCESd","flags":{"_sheetTab":"details"},"name":"Attractive","type":"talent","img":"systems/wfrp4e/icons/talents/attractive.png","data":{"description":{"type":"String","label":"Description","value":"

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Tests to influence those attracted to you"},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"fQU7VIHjdi5A9P1O","flags":{},"name":"Mimic","type":"talent","img":"systems/wfrp4e/icons/talents/mimic.png","data":{"description":{"type":"String","label":"Description","value":"You have a good ear for accents and dialects, and can reproduce them accurately. You may replicate any accent you are exposed to for at least a day with an Initiative Test; this Test may be attempted once per day. Once passed, you may always mimic the accent, and locals will believe you to be one of their own"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Entertain (Acting) Tests where accents are important"},"source":{"type":"String","label":"Source"}},"sort":2700000},{"_id":"03VV8tfxGFifnBZ6","flags":{"_sheetTab":"description"},"name":"Public Speaker","type":"talent","img":"systems/wfrp4e/icons/talents/public-speaker.png","data":{"description":{"type":"String","label":"Description","value":"

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill (see page 120) when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2800000},{"_id":"0CRLrJKnAblK6RlP","flags":{},"name":"Suave","type":"talent","img":"systems/wfrp4e/icons/talents/suave.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2900000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":10},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":10},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":10},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":37,"advances":10}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"HbUjABuk7ABfrsnD","flags":{},"name":"Entertainer","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":2},"status":{"tier":"b","standing":5},"characteristics":["ws","ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand","Entertain (Any)","Ride (Any)","Melee (Basic)","Perform (Any)","Play (Any) Ranged (Throwing)"],"talents":["Contortionist","Jump Up","Sharpshooter","Trick Riding"],"trappings":["Costume","Instrument","Selection of Scripts (that you can�t yet read)","Throwing Weapons"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"g1xazuJidwYlXeBt","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"JNIznggYCm3YkfAm","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mRcIzdPsMKH8YoAM","flags":{"_sheetTab":"description"},"name":"Entertain (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"iu4TovTGDzgjZcOD","flags":{},"name":"Perform (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

\n

 

\n

Specializations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"zeM6VWgG5MI5FLse","flags":{},"name":"Play (any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"H6siID4bgoap4Fgc","flags":{"_sheetTab":"details"},"name":"Sleight of Hand","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Lets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.

\n

You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…

\n

Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a Dagger seemingly appear from nowhere, surprising a superstitious foe.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"}},"sort":100001},{"_id":"qRWBbhGyunL1CVy6","flags":{"_sheetTab":"description"},"name":"Ride (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"0NysEOfLT2kud0xn","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"uGM4R5VEVLVjqYdW","flags":{},"name":"Play (Any) Ranged (Throwing)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"aWEamD4cXQE5ihxt","flags":{},"name":"Contortionist","type":"talent","img":"systems/wfrp4e/icons/talents/contortionist.png","data":{"description":{"type":"String","label":"Description","value":"You can bend and manipulate your body in a myriad of seemingly unnatural ways. This allows you to squeeze through unlikely gaps and bend your body in crazy ways, giving benefits determined by the GM, possibly with a successful Agility test."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perform and Agility Tests when contorting helps"},"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"HiEatMUMATovLFi0","flags":{"_sheetTab":"description"},"name":"Jump Up","type":"talent","img":"systems/wfrp4e/icons/talents/jump-up.png","data":{"description":{"type":"String","label":"Description","value":"

You are hard to keep down. You may perform a Challenging (+0) Athletics Test to immediately regain your feet whenever you gain a Prone Condition. This Athletics Test is often modified by the Strength behind the blow that knocks you down: for every +10 Strength the blow has over your Toughness, you suffer a penalty of –10 to the Athletics Test, and vice versa

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"vySKA510KnhZAOQK","flags":{},"name":"Sharpshooter","type":"talent","img":"systems/wfrp4e/icons/talents/sharpshooter.png","data":{"description":{"type":"String","label":"Description","value":"You can make aimed shots of exceptional accuracy. You ignore any negative Difficulty modifier to Ranged Tests due to the size of your target."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"Vl17DzoKCIxwZaxa","flags":{},"name":"Trick Riding","type":"talent","img":"systems/wfrp4e/icons/talents/trick-riding.png","data":{"description":{"type":"String","label":"Description","value":"You are capable of amazing feats of agility on horseback. You can use any of your Performer Skills and unmodified Dodge skill when on horseback. Further, when mounted, you can make your Move at the start of the Round instead of on your Turn."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Dodge Tests on Horseback, Ride (Horse)"},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"1RGnQZIn5FXJCESd","flags":{"_sheetTab":"details"},"name":"Attractive","type":"talent","img":"systems/wfrp4e/icons/talents/attractive.png","data":{"description":{"type":"String","label":"Description","value":"

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Tests to influence those attracted to you"},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"fQU7VIHjdi5A9P1O","flags":{},"name":"Mimic","type":"talent","img":"systems/wfrp4e/icons/talents/mimic.png","data":{"description":{"type":"String","label":"Description","value":"You have a good ear for accents and dialects, and can reproduce them accurately. You may replicate any accent you are exposed to for at least a day with an Initiative Test; this Test may be attempted once per day. Once passed, you may always mimic the accent, and locals will believe you to be one of their own"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Entertain (Acting) Tests where accents are important"},"source":{"type":"String","label":"Source"}},"sort":2700000},{"_id":"03VV8tfxGFifnBZ6","flags":{"_sheetTab":"description"},"name":"Public Speaker","type":"talent","img":"systems/wfrp4e/icons/talents/public-speaker.png","data":{"description":{"type":"String","label":"Description","value":"

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill (see page 120) when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2800000},{"_id":"0CRLrJKnAblK6RlP","flags":{},"name":"Suave","type":"talent","img":"systems/wfrp4e/icons/talents/suave.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2900000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":10},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":10},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":10},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":37,"advances":10}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"HbUjABuk7ABfrsnD","flags":{},"name":"Entertainer","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":2},"status":{"tier":"b","standing":5},"characteristics":["ws","ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand","Entertain (Any)","Ride (Any)","Melee (Basic)","Perform (Any)","Play (Any) Ranged (Throwing)"],"talents":["Contortionist","Jump Up","Sharpshooter","Trick Riding"],"trappings":["Costume","Instrument","Selection of Scripts (that you can�t yet read)","Throwing Weapons"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1300000,"_changed":{"data":{"complete":{"value":false}}}},{"_id":"g1xazuJidwYlXeBt","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"JNIznggYCm3YkfAm","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mRcIzdPsMKH8YoAM","flags":{"_sheetTab":"description"},"name":"Entertain (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"iu4TovTGDzgjZcOD","flags":{},"name":"Perform (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

\n

 

\n

Specializations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"zeM6VWgG5MI5FLse","flags":{},"name":"Play (any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"H6siID4bgoap4Fgc","flags":{"_sheetTab":"details"},"name":"Sleight of Hand","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Lets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.

\n

You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…

\n

Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a Dagger seemingly appear from nowhere, surprising a superstitious foe.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"}},"sort":100001},{"_id":"qRWBbhGyunL1CVy6","flags":{"_sheetTab":"description"},"name":"Ride (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"0NysEOfLT2kud0xn","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"uGM4R5VEVLVjqYdW","flags":{},"name":"Play (Any) Ranged (Throwing)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"aWEamD4cXQE5ihxt","flags":{},"name":"Contortionist","type":"talent","img":"systems/wfrp4e/icons/talents/contortionist.png","data":{"description":{"type":"String","label":"Description","value":"You can bend and manipulate your body in a myriad of seemingly unnatural ways. This allows you to squeeze through unlikely gaps and bend your body in crazy ways, giving benefits determined by the GM, possibly with a successful Agility test."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perform and Agility Tests when contorting helps"},"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"HiEatMUMATovLFi0","flags":{"_sheetTab":"description"},"name":"Jump Up","type":"talent","img":"systems/wfrp4e/icons/talents/jump-up.png","data":{"description":{"type":"String","label":"Description","value":"

You are hard to keep down. You may perform a Challenging (+0) Athletics Test to immediately regain your feet whenever you gain a Prone Condition. This Athletics Test is often modified by the Strength behind the blow that knocks you down: for every +10 Strength the blow has over your Toughness, you suffer a penalty of –10 to the Athletics Test, and vice versa

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"vySKA510KnhZAOQK","flags":{},"name":"Sharpshooter","type":"talent","img":"systems/wfrp4e/icons/talents/sharpshooter.png","data":{"description":{"type":"String","label":"Description","value":"You can make aimed shots of exceptional accuracy. You ignore any negative Difficulty modifier to Ranged Tests due to the size of your target."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"Vl17DzoKCIxwZaxa","flags":{},"name":"Trick Riding","type":"talent","img":"systems/wfrp4e/icons/talents/trick-riding.png","data":{"description":{"type":"String","label":"Description","value":"You are capable of amazing feats of agility on horseback. You can use any of your Performer Skills and unmodified Dodge skill when on horseback. Further, when mounted, you can make your Move at the start of the Round instead of on your Turn."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Dodge Tests on Horseback, Ride (Horse)"},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"1RGnQZIn5FXJCESd","flags":{"_sheetTab":"details"},"name":"Attractive","type":"talent","img":"systems/wfrp4e/icons/talents/attractive.png","data":{"description":{"type":"String","label":"Description","value":"

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Tests to influence those attracted to you"},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"fQU7VIHjdi5A9P1O","flags":{},"name":"Mimic","type":"talent","img":"systems/wfrp4e/icons/talents/mimic.png","data":{"description":{"type":"String","label":"Description","value":"You have a good ear for accents and dialects, and can reproduce them accurately. You may replicate any accent you are exposed to for at least a day with an Initiative Test; this Test may be attempted once per day. Once passed, you may always mimic the accent, and locals will believe you to be one of their own"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Entertain (Acting) Tests where accents are important"},"source":{"type":"String","label":"Source"}},"sort":2700000},{"_id":"03VV8tfxGFifnBZ6","flags":{"_sheetTab":"description"},"name":"Public Speaker","type":"talent","img":"systems/wfrp4e/icons/talents/public-speaker.png","data":{"description":{"type":"String","label":"Description","value":"

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill (see page 120) when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2800000},{"_id":"0CRLrJKnAblK6RlP","flags":{},"name":"Suave","type":"talent","img":"systems/wfrp4e/icons/talents/suave.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2900000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":10},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":10},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":10},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":37,"advances":10}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"HbUjABuk7ABfrsnD","flags":{},"name":"Entertainer","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":2},"status":{"tier":"b","standing":5},"characteristics":["ws","ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand","Entertain (Any)","Ride (Any)","Melee (Basic)","Perform (Any)","Play (Any) Ranged (Throwing)"],"talents":["Contortionist","Jump Up","Sharpshooter","Trick Riding"],"trappings":["Costume","Instrument","Selection of Scripts (that you can�t yet read)","Throwing Weapons"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1300000,"_changed":{"data":{"complete":{"value":true}}}},{"_id":"g1xazuJidwYlXeBt","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"JNIznggYCm3YkfAm","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mRcIzdPsMKH8YoAM","flags":{"_sheetTab":"description"},"name":"Entertain (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"iu4TovTGDzgjZcOD","flags":{},"name":"Perform (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

\n

 

\n

Specializations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"zeM6VWgG5MI5FLse","flags":{},"name":"Play (any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"H6siID4bgoap4Fgc","flags":{"_sheetTab":"details"},"name":"Sleight of Hand","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Lets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.

\n

You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…

\n

Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a Dagger seemingly appear from nowhere, surprising a superstitious foe.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"}},"sort":100001},{"_id":"qRWBbhGyunL1CVy6","flags":{"_sheetTab":"description"},"name":"Ride (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"0NysEOfLT2kud0xn","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"uGM4R5VEVLVjqYdW","flags":{},"name":"Play (Any) Ranged (Throwing)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"aWEamD4cXQE5ihxt","flags":{},"name":"Contortionist","type":"talent","img":"systems/wfrp4e/icons/talents/contortionist.png","data":{"description":{"type":"String","label":"Description","value":"You can bend and manipulate your body in a myriad of seemingly unnatural ways. This allows you to squeeze through unlikely gaps and bend your body in crazy ways, giving benefits determined by the GM, possibly with a successful Agility test."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perform and Agility Tests when contorting helps"},"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"HiEatMUMATovLFi0","flags":{"_sheetTab":"description"},"name":"Jump Up","type":"talent","img":"systems/wfrp4e/icons/talents/jump-up.png","data":{"description":{"type":"String","label":"Description","value":"

You are hard to keep down. You may perform a Challenging (+0) Athletics Test to immediately regain your feet whenever you gain a Prone Condition. This Athletics Test is often modified by the Strength behind the blow that knocks you down: for every +10 Strength the blow has over your Toughness, you suffer a penalty of –10 to the Athletics Test, and vice versa

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"vySKA510KnhZAOQK","flags":{},"name":"Sharpshooter","type":"talent","img":"systems/wfrp4e/icons/talents/sharpshooter.png","data":{"description":{"type":"String","label":"Description","value":"You can make aimed shots of exceptional accuracy. You ignore any negative Difficulty modifier to Ranged Tests due to the size of your target."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"Vl17DzoKCIxwZaxa","flags":{},"name":"Trick Riding","type":"talent","img":"systems/wfrp4e/icons/talents/trick-riding.png","data":{"description":{"type":"String","label":"Description","value":"You are capable of amazing feats of agility on horseback. You can use any of your Performer Skills and unmodified Dodge skill when on horseback. Further, when mounted, you can make your Move at the start of the Round instead of on your Turn."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Dodge Tests on Horseback, Ride (Horse)"},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"1RGnQZIn5FXJCESd","flags":{"_sheetTab":"details"},"name":"Attractive","type":"talent","img":"systems/wfrp4e/icons/talents/attractive.png","data":{"description":{"type":"String","label":"Description","value":"

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Tests to influence those attracted to you"},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"fQU7VIHjdi5A9P1O","flags":{},"name":"Mimic","type":"talent","img":"systems/wfrp4e/icons/talents/mimic.png","data":{"description":{"type":"String","label":"Description","value":"You have a good ear for accents and dialects, and can reproduce them accurately. You may replicate any accent you are exposed to for at least a day with an Initiative Test; this Test may be attempted once per day. Once passed, you may always mimic the accent, and locals will believe you to be one of their own"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Entertain (Acting) Tests where accents are important"},"source":{"type":"String","label":"Source"}},"sort":2700000},{"_id":"03VV8tfxGFifnBZ6","flags":{"_sheetTab":"description"},"name":"Public Speaker","type":"talent","img":"systems/wfrp4e/icons/talents/public-speaker.png","data":{"description":{"type":"String","label":"Description","value":"

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill (see page 120) when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2800000},{"_id":"0CRLrJKnAblK6RlP","flags":{},"name":"Suave","type":"talent","img":"systems/wfrp4e/icons/talents/suave.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2900000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":10},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":10},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":10},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":37,"advances":10}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"HbUjABuk7ABfrsnD","flags":{},"name":"Entertainer","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":2},"status":{"tier":"b","standing":5},"characteristics":["ws","ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand","Entertain (Any)","Ride (Any)","Melee (Basic)","Perform (Any)","Play (Any) Ranged (Throwing)"],"talents":["Contortionist","Jump Up","Sharpshooter","Trick Riding"],"trappings":["Costume","Instrument","Selection of Scripts (that you can�t yet read)","Throwing Weapons"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"g1xazuJidwYlXeBt","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"JNIznggYCm3YkfAm","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mRcIzdPsMKH8YoAM","flags":{"_sheetTab":"description"},"name":"Entertain (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"iu4TovTGDzgjZcOD","flags":{},"name":"Perform (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

\n

 

\n

Specializations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"zeM6VWgG5MI5FLse","flags":{},"name":"Play (any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"H6siID4bgoap4Fgc","flags":{"_sheetTab":"details"},"name":"Sleight of Hand","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Lets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.

\n

You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…

\n

Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a Dagger seemingly appear from nowhere, surprising a superstitious foe.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"}},"sort":100001},{"_id":"qRWBbhGyunL1CVy6","flags":{"_sheetTab":"description"},"name":"Ride (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"0NysEOfLT2kud0xn","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"uGM4R5VEVLVjqYdW","flags":{},"name":"Play (Any) Ranged (Throwing)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"aWEamD4cXQE5ihxt","flags":{},"name":"Contortionist","type":"talent","img":"systems/wfrp4e/icons/talents/contortionist.png","data":{"description":{"type":"String","label":"Description","value":"You can bend and manipulate your body in a myriad of seemingly unnatural ways. This allows you to squeeze through unlikely gaps and bend your body in crazy ways, giving benefits determined by the GM, possibly with a successful Agility test."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perform and Agility Tests when contorting helps"},"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"HiEatMUMATovLFi0","flags":{"_sheetTab":"description"},"name":"Jump Up","type":"talent","img":"systems/wfrp4e/icons/talents/jump-up.png","data":{"description":{"type":"String","label":"Description","value":"

You are hard to keep down. You may perform a Challenging (+0) Athletics Test to immediately regain your feet whenever you gain a Prone Condition. This Athletics Test is often modified by the Strength behind the blow that knocks you down: for every +10 Strength the blow has over your Toughness, you suffer a penalty of –10 to the Athletics Test, and vice versa

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"vySKA510KnhZAOQK","flags":{},"name":"Sharpshooter","type":"talent","img":"systems/wfrp4e/icons/talents/sharpshooter.png","data":{"description":{"type":"String","label":"Description","value":"You can make aimed shots of exceptional accuracy. You ignore any negative Difficulty modifier to Ranged Tests due to the size of your target."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"Vl17DzoKCIxwZaxa","flags":{},"name":"Trick Riding","type":"talent","img":"systems/wfrp4e/icons/talents/trick-riding.png","data":{"description":{"type":"String","label":"Description","value":"You are capable of amazing feats of agility on horseback. You can use any of your Performer Skills and unmodified Dodge skill when on horseback. Further, when mounted, you can make your Move at the start of the Round instead of on your Turn."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Dodge Tests on Horseback, Ride (Horse)"},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"1RGnQZIn5FXJCESd","flags":{"_sheetTab":"details"},"name":"Attractive","type":"talent","img":"systems/wfrp4e/icons/talents/attractive.png","data":{"description":{"type":"String","label":"Description","value":"

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Tests to influence those attracted to you"},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"fQU7VIHjdi5A9P1O","flags":{},"name":"Mimic","type":"talent","img":"systems/wfrp4e/icons/talents/mimic.png","data":{"description":{"type":"String","label":"Description","value":"You have a good ear for accents and dialects, and can reproduce them accurately. You may replicate any accent you are exposed to for at least a day with an Initiative Test; this Test may be attempted once per day. Once passed, you may always mimic the accent, and locals will believe you to be one of their own"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Entertain (Acting) Tests where accents are important"},"source":{"type":"String","label":"Source"}},"sort":2700000},{"_id":"03VV8tfxGFifnBZ6","flags":{"_sheetTab":"description"},"name":"Public Speaker","type":"talent","img":"systems/wfrp4e/icons/talents/public-speaker.png","data":{"description":{"type":"String","label":"Description","value":"

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill (see page 120) when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2800000},{"_id":"0CRLrJKnAblK6RlP","flags":{},"name":"Suave","type":"talent","img":"systems/wfrp4e/icons/talents/suave.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2900000},{"_id":"eNpBwM2ikbIf2xTx","flags":{},"name":"Contortionist","type":"talent","img":"systems/wfrp4e/icons/talents/contortionist.png","data":{"description":{"type":"String","label":"Description","value":"You can bend and manipulate your body in a myriad of seemingly unnatural ways. This allows you to squeeze through unlikely gaps and bend your body in crazy ways, giving benefits determined by the GM, possibly with a successful Agility test."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perform and Agility Tests when contorting helps"},"source":{"type":"String","label":"Source"}},"sort":3000000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":10},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":10},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":10},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":37,"advances":10}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"HbUjABuk7ABfrsnD","flags":{},"name":"Entertainer","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":2},"status":{"tier":"b","standing":5},"characteristics":["ws","ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand","Entertain (Any)","Ride (Any)","Melee (Basic)","Perform (Any)","Play (Any) Ranged (Throwing)"],"talents":["Contortionist","Jump Up","Sharpshooter","Trick Riding"],"trappings":["Costume","Instrument","Selection of Scripts (that you can�t yet read)","Throwing Weapons"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"g1xazuJidwYlXeBt","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"JNIznggYCm3YkfAm","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mRcIzdPsMKH8YoAM","flags":{"_sheetTab":"description"},"name":"Entertain (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"iu4TovTGDzgjZcOD","flags":{},"name":"Perform (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

\n

 

\n

Specializations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"zeM6VWgG5MI5FLse","flags":{},"name":"Play (any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"H6siID4bgoap4Fgc","flags":{"_sheetTab":"details"},"name":"Sleight of Hand","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Lets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.

\n

You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…

\n

Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a Dagger seemingly appear from nowhere, surprising a superstitious foe.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"}},"sort":100001},{"_id":"qRWBbhGyunL1CVy6","flags":{"_sheetTab":"description"},"name":"Ride (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"0NysEOfLT2kud0xn","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"uGM4R5VEVLVjqYdW","flags":{},"name":"Play (Any) Ranged (Throwing)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"aWEamD4cXQE5ihxt","flags":{},"name":"Contortionist","type":"talent","img":"systems/wfrp4e/icons/talents/contortionist.png","data":{"description":{"type":"String","label":"Description","value":"You can bend and manipulate your body in a myriad of seemingly unnatural ways. This allows you to squeeze through unlikely gaps and bend your body in crazy ways, giving benefits determined by the GM, possibly with a successful Agility test."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perform and Agility Tests when contorting helps"},"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"HiEatMUMATovLFi0","flags":{"_sheetTab":"description"},"name":"Jump Up","type":"talent","img":"systems/wfrp4e/icons/talents/jump-up.png","data":{"description":{"type":"String","label":"Description","value":"

You are hard to keep down. You may perform a Challenging (+0) Athletics Test to immediately regain your feet whenever you gain a Prone Condition. This Athletics Test is often modified by the Strength behind the blow that knocks you down: for every +10 Strength the blow has over your Toughness, you suffer a penalty of –10 to the Athletics Test, and vice versa

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"vySKA510KnhZAOQK","flags":{},"name":"Sharpshooter","type":"talent","img":"systems/wfrp4e/icons/talents/sharpshooter.png","data":{"description":{"type":"String","label":"Description","value":"You can make aimed shots of exceptional accuracy. You ignore any negative Difficulty modifier to Ranged Tests due to the size of your target."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"Vl17DzoKCIxwZaxa","flags":{},"name":"Trick Riding","type":"talent","img":"systems/wfrp4e/icons/talents/trick-riding.png","data":{"description":{"type":"String","label":"Description","value":"You are capable of amazing feats of agility on horseback. You can use any of your Performer Skills and unmodified Dodge skill when on horseback. Further, when mounted, you can make your Move at the start of the Round instead of on your Turn."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Dodge Tests on Horseback, Ride (Horse)"},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"1RGnQZIn5FXJCESd","flags":{"_sheetTab":"details"},"name":"Attractive","type":"talent","img":"systems/wfrp4e/icons/talents/attractive.png","data":{"description":{"type":"String","label":"Description","value":"

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Tests to influence those attracted to you"},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"fQU7VIHjdi5A9P1O","flags":{},"name":"Mimic","type":"talent","img":"systems/wfrp4e/icons/talents/mimic.png","data":{"description":{"type":"String","label":"Description","value":"You have a good ear for accents and dialects, and can reproduce them accurately. You may replicate any accent you are exposed to for at least a day with an Initiative Test; this Test may be attempted once per day. Once passed, you may always mimic the accent, and locals will believe you to be one of their own"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Entertain (Acting) Tests where accents are important"},"source":{"type":"String","label":"Source"}},"sort":2700000},{"_id":"03VV8tfxGFifnBZ6","flags":{"_sheetTab":"description"},"name":"Public Speaker","type":"talent","img":"systems/wfrp4e/icons/talents/public-speaker.png","data":{"description":{"type":"String","label":"Description","value":"

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill (see page 120) when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2800000},{"_id":"0CRLrJKnAblK6RlP","flags":{},"name":"Suave","type":"talent","img":"systems/wfrp4e/icons/talents/suave.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2900000},{"_id":"eNpBwM2ikbIf2xTx","flags":{},"name":"Contortionist","type":"talent","img":"systems/wfrp4e/icons/talents/contortionist.png","data":{"description":{"type":"String","label":"Description","value":"You can bend and manipulate your body in a myriad of seemingly unnatural ways. This allows you to squeeze through unlikely gaps and bend your body in crazy ways, giving benefits determined by the GM, possibly with a successful Agility test."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perform and Agility Tests when contorting helps"},"source":{"type":"String","label":"Source"}},"sort":3000000},{"_id":"2BwCTQdLXHmkos9C","flags":{"_sheetTab":"description"},"name":"Jump Up","type":"talent","img":"systems/wfrp4e/icons/talents/jump-up.png","data":{"description":{"type":"String","label":"Description","value":"

You are hard to keep down. You may perform a Challenging (+0) Athletics Test to immediately regain your feet whenever you gain a Prone Condition. This Athletics Test is often modified by the Strength behind the blow that knocks you down: for every +10 Strength the blow has over your Toughness, you suffer a penalty of –10 to the Athletics Test, and vice versa

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":3100000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":10},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":10},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":10},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":37,"advances":10}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"HbUjABuk7ABfrsnD","flags":{},"name":"Entertainer","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":2},"status":{"tier":"b","standing":5},"characteristics":["ws","ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand","Entertain (Any)","Ride (Any)","Melee (Basic)","Perform (Any)","Play (Any) Ranged (Throwing)"],"talents":["Contortionist","Jump Up","Sharpshooter","Trick Riding"],"trappings":["Costume","Instrument","Selection of Scripts (that you can�t yet read)","Throwing Weapons"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"g1xazuJidwYlXeBt","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"JNIznggYCm3YkfAm","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mRcIzdPsMKH8YoAM","flags":{"_sheetTab":"description"},"name":"Entertain (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"iu4TovTGDzgjZcOD","flags":{},"name":"Perform (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

\n

 

\n

Specializations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"zeM6VWgG5MI5FLse","flags":{},"name":"Play (any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"H6siID4bgoap4Fgc","flags":{"_sheetTab":"details"},"name":"Sleight of Hand","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Lets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.

\n

You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…

\n

Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a Dagger seemingly appear from nowhere, surprising a superstitious foe.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"}},"sort":100001},{"_id":"qRWBbhGyunL1CVy6","flags":{"_sheetTab":"description"},"name":"Ride (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"0NysEOfLT2kud0xn","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"uGM4R5VEVLVjqYdW","flags":{},"name":"Play (Any) Ranged (Throwing)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"aWEamD4cXQE5ihxt","flags":{},"name":"Contortionist","type":"talent","img":"systems/wfrp4e/icons/talents/contortionist.png","data":{"description":{"type":"String","label":"Description","value":"You can bend and manipulate your body in a myriad of seemingly unnatural ways. This allows you to squeeze through unlikely gaps and bend your body in crazy ways, giving benefits determined by the GM, possibly with a successful Agility test."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perform and Agility Tests when contorting helps"},"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"HiEatMUMATovLFi0","flags":{"_sheetTab":"description"},"name":"Jump Up","type":"talent","img":"systems/wfrp4e/icons/talents/jump-up.png","data":{"description":{"type":"String","label":"Description","value":"

You are hard to keep down. You may perform a Challenging (+0) Athletics Test to immediately regain your feet whenever you gain a Prone Condition. This Athletics Test is often modified by the Strength behind the blow that knocks you down: for every +10 Strength the blow has over your Toughness, you suffer a penalty of –10 to the Athletics Test, and vice versa

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"vySKA510KnhZAOQK","flags":{},"name":"Sharpshooter","type":"talent","img":"systems/wfrp4e/icons/talents/sharpshooter.png","data":{"description":{"type":"String","label":"Description","value":"You can make aimed shots of exceptional accuracy. You ignore any negative Difficulty modifier to Ranged Tests due to the size of your target."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"Vl17DzoKCIxwZaxa","flags":{},"name":"Trick Riding","type":"talent","img":"systems/wfrp4e/icons/talents/trick-riding.png","data":{"description":{"type":"String","label":"Description","value":"You are capable of amazing feats of agility on horseback. You can use any of your Performer Skills and unmodified Dodge skill when on horseback. Further, when mounted, you can make your Move at the start of the Round instead of on your Turn."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Dodge Tests on Horseback, Ride (Horse)"},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"1RGnQZIn5FXJCESd","flags":{"_sheetTab":"details"},"name":"Attractive","type":"talent","img":"systems/wfrp4e/icons/talents/attractive.png","data":{"description":{"type":"String","label":"Description","value":"

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Tests to influence those attracted to you"},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"fQU7VIHjdi5A9P1O","flags":{},"name":"Mimic","type":"talent","img":"systems/wfrp4e/icons/talents/mimic.png","data":{"description":{"type":"String","label":"Description","value":"You have a good ear for accents and dialects, and can reproduce them accurately. You may replicate any accent you are exposed to for at least a day with an Initiative Test; this Test may be attempted once per day. Once passed, you may always mimic the accent, and locals will believe you to be one of their own"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Entertain (Acting) Tests where accents are important"},"source":{"type":"String","label":"Source"}},"sort":2700000},{"_id":"03VV8tfxGFifnBZ6","flags":{"_sheetTab":"description"},"name":"Public Speaker","type":"talent","img":"systems/wfrp4e/icons/talents/public-speaker.png","data":{"description":{"type":"String","label":"Description","value":"

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill (see page 120) when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2800000},{"_id":"0CRLrJKnAblK6RlP","flags":{},"name":"Suave","type":"talent","img":"systems/wfrp4e/icons/talents/suave.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2900000},{"_id":"eNpBwM2ikbIf2xTx","flags":{},"name":"Contortionist","type":"talent","img":"systems/wfrp4e/icons/talents/contortionist.png","data":{"description":{"type":"String","label":"Description","value":"You can bend and manipulate your body in a myriad of seemingly unnatural ways. This allows you to squeeze through unlikely gaps and bend your body in crazy ways, giving benefits determined by the GM, possibly with a successful Agility test."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perform and Agility Tests when contorting helps"},"source":{"type":"String","label":"Source"}},"sort":3000000},{"_id":"2BwCTQdLXHmkos9C","flags":{"_sheetTab":"description"},"name":"Jump Up","type":"talent","img":"systems/wfrp4e/icons/talents/jump-up.png","data":{"description":{"type":"String","label":"Description","value":"

You are hard to keep down. You may perform a Challenging (+0) Athletics Test to immediately regain your feet whenever you gain a Prone Condition. This Athletics Test is often modified by the Strength behind the blow that knocks you down: for every +10 Strength the blow has over your Toughness, you suffer a penalty of –10 to the Athletics Test, and vice versa

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":3100000},{"_id":"fDIw8i11QlMyLUIz","flags":{},"name":"Sharpshooter","type":"talent","img":"systems/wfrp4e/icons/talents/sharpshooter.png","data":{"description":{"type":"String","label":"Description","value":"You can make aimed shots of exceptional accuracy. You ignore any negative Difficulty modifier to Ranged Tests due to the size of your target."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":3200000}]} +{"_id":"lRS4IYRlAHdaggtX","name":"Stephan Schadenfreude - Entertainer","permission":{"default":0,"2Hruae7FTjv0sSwL":3},"type":"npc","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":29,"advances":10},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":39,"advances":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":33,"advances":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":32,"advances":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":34,"advances":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":28,"advances":10},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":27,"advances":10},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":33,"advances":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":33,"advances":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":37,"advances":10}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":15,"max":15},"advantage":{"type":"Number","label":"Advantage","value":"0","max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0}},"details":{"species":{"type":"String","label":"Species","value":"Human"},"gender":{"type":"String","label":"Gender","value":"Male"},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":"4","walk":0,"run":0},"god":{"type":"String","label":"God","value":""},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"short-term":"","long-term":""},"motivation":{"value":""}}},"folder":null,"sort":300001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"modifier":""},"img":"worlds/talesoldworld/userdata/tokens/Musician.png","token":{"flags":{},"name":"Stephan Schadenfreude","displayName":20,"img":"worlds/talesoldworld/userdata/tokens/Musician.png","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"actorId":"lRS4IYRlAHdaggtX","actorLink":false,"actorData":{},"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"XZbzZgKAEbaogWmz","flags":{"_sheetTab":"description"},"name":"Language (Wastelander)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

Wastelander: Spoken by the rural folk of the Wasteland, a windswept territory to the west of the Reikland. The official language of the Wasteland’s capital, Marienburg, is Reikspiel, a reminder that the realm was once part of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":100000},{"_id":"EcJEsNJUs8zHZdqX","flags":{},"name":"Lore (Reikland)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Having a Lore Skill means you’ve been formally taught, or have somehow otherwise learned, a branch of specialist knowledge. Possessing a Lore Skill means you are broadly knowledgeable in the specialization and don’t need to make a Test in order for the GM to supply you with relevant facts. If you are seeking specific, less well-known information, you will be required to make a Lore Test, modified by how obscure the information is, with the SL indicating how much detail you recall.

\n

 

\n

In combat, successful Lore Tests may afford you +1 Advantage if appropriate (with your GM’s approval). For instance, Lore (Geology) may give you an edge if fighting in a rocky cavern, or Lore (Engineering) may help you if fighting a foe armed with a complex mechanical device. You may continue building Advantage in subsequent turns providing the circumstances are correct (as determined by the GM) and you are not interrupted; you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.

\n

 

\n

Specializations: Engineering, Geology, Heraldry, History, Law, Magick, Metallurgy, Science, Theology 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":200000},{"_id":"YCa3HHTAPgEvHCEX","flags":{"_sheetTab":"description"},"name":"Language (Bretonnian)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Language Skill grants you access to extra languages beyond your native tongue. All characters are automatically assumed to be able to speak ‘Reikspiel’ — the language of the Empire — and their native language (if your character has one different to Reikspiel), without ever having to Test. If your game is not set in the Empire, replace Reikspiel with the local language.

\n

 

\n

If you possess a Language Skill, you are generally able to make yourself understood in that language, or to understand simple concepts. You will be asked to Test your Language Skill when a particularly difficult concept must be conveyed, or an obscure dialect or vocabulary is employed.

\n

 

\n

BretonnianSpoken by the folk of Bretonnia, who are commonly encountered in the Reikland. Bretonnia is a chivalric realm to the south-west of the Empire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":5},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":300000},{"_id":"NTND88jOUSsnPVt9","flags":{"_sheetTab":"description"},"name":"Gossip","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You can quickly ferret out interesting and useful news, and spread rumors of your own. A successful Gossip Test means you have found out one useful piece of information, which your GM can impart to you, about the local area. Each SL either offers you an additional piece of information, or the chance to spread a rumor to a number of individuals equal to your Fellowship Bonus. The time required for a Gossip Test depends on how circumspect the players are being, and how busy the area is, as determined by the GM.

\n

It is unlikely that Gossip will be much use in combat, but if your attacker happens to be local, and you happen to know something really juicy…

\n

 

\n

Half-Heard Whispers

\n

While it may be expedient for GMs to quickly share information gleaned from Gossip tests to all players at once, it is often more fun to share the information only with individual players (either through a note, or through briefly taking them aside). This means the players must relate this information to one another in-character — aiding the immersive roleplaying experience — which allows for mistakes and misunderstandings, sometimes leading to hilarious, or horrific, results. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000},{"_id":"raJzJkuqkI9niEfm","flags":{"_sheetTab":"description"},"name":"Haggle","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Haggle allows you to secure better deals when negotiating with others. In general, Haggle is used to see whether you do, or do not, make a good deal, most commonly with an Opposed Haggle Test. Specifically, it can be used when shopping to secure better prices. For information on this, refer to Chapter 11: Consumers’ Guide.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000},{"_id":"R7sjHD4KTGp0nSaq","flags":{"_sheetTab":"description"},"name":"Ranged (Bow)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Whilst anyone can throw a rock simply using their Ballistic Skill, it takes training and practice to use weapons like bows and pistols. Each Ranged Specialization is specific to a group of ranged weapons. If you don’t have the Ranged Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide to see what penalties you will suffer when using the weapon. See Chapter 5: Rules for full detail about ranged combat.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"bs"},"advances":{"type":"Number","label":"Advances","value":3},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000},{"_id":"UBdjuNo6ybJtC0PK","flags":{},"name":"Doomed","type":"talent","img":"systems/wfrp4e/icons/talents/doomed.png","data":{"description":{"type":"String","label":"Description","value":"At the age of 10, a Priest of Morr called a Doomsayer took you aside to foretell your death in an incense-laden, coming-of-age ritual called the Dooming. In conjunction with your GM, come up with a suitable Dooming. Should your character die in a fashion that matches your Dooming, your next character gains a bonus of half the total XP your dead character accrued during play."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":700000},{"_id":"hgQ9G98taGCHMY4E","flags":{},"name":"Savvy","type":"talent","img":"systems/wfrp4e/icons/talents/savvy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Intelligence Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":800000},{"_id":"NQ4cXkFUXLqC0V4v","flags":{},"name":"Animal Affinity","type":"talent","img":"systems/wfrp4e/icons/talents/animal-affinity.png","data":{"description":{"type":"String","label":"Description","value":"Wild animals feel comfortable in your presence, and often follow your lead. All creatures with the Bestial Trait not trained to be belligerent will automatically be calm in your presence unless they have a reason not to be, such as pain, an attack, being naturally hyper-aggressive, or having nearby young."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Animal"},"source":{"type":"String","label":"Source"}},"sort":900000},{"_id":"8DnWo5zUpHXd1ffq","flags":{},"name":"Hardy","type":"talent","img":"systems/wfrp4e/icons/talents/hardy.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent addition to your Wounds, equal to your Toughness Bonus. If your Toughness Bonus should increase, then the number of Wounds Hardy provides also increases."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1000000},{"_id":"xYkh8TCOHJUoy5E2","flags":{},"name":"Marksman","type":"talent","img":"systems/wfrp4e/icons/talents/marksman.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Ballistic Skill (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":1100000},{"_id":"BcOVHejjmFCsoGRV","flags":{},"name":"Busker","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-01.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":1},"status":{"tier":"b","standing":3},"characteristics":["ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand"],"talents":["Attractive","Mimic","Public Speaker","Suave"],"trappings":["Bowl","Instrument"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1200000},{"_id":"HbUjABuk7ABfrsnD","flags":{},"name":"Entertainer","type":"career","img":"systems/wfrp4e/icons/careers/entertainer-02.png","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Entertainer"},"class":{"type":"String","label":"Class","value":"Ranger"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":true},"level":{"type":"String","label":"Career Level","value":2},"status":{"tier":"b","standing":5},"characteristics":["ws","ag","dex","fel"],"skills":["Athletics","Charm","Entertain (Any)","Gossip","Haggle","Perform (Any)","Play (any)","Sleight of Hand","Entertain (Any)","Ride (Any)","Melee (Basic)","Perform (Any)","Play (Any) Ranged (Throwing)"],"talents":["Contortionist","Jump Up","Sharpshooter","Trick Riding"],"trappings":["Costume","Instrument","Selection of Scripts (that you can�t yet read)","Throwing Weapons"],"incomeSkill":[2],"source":{"type":"String","label":"Source"}},"sort":1300000},{"_id":"g1xazuJidwYlXeBt","flags":{"_sheetTab":"description"},"name":"Athletics","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to run, jump and move with speed or grace, and to perform any general physical activity. Refer to Moving for details on using Athletics in combat movement. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000},{"_id":"JNIznggYCm3YkfAm","flags":{"_sheetTab":"description"},"name":"Charm","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Charm makes people think favorably of you, your opinions, and proposed actions. Passing an Opposed Charm/Cool Test allows you to influence the behavior of one or more targets, up to a maximum number equal to your Fellowship Bonus + SL, affecting those with the lowest Willpower first. If a target is amenable to your Charm, the Test will be uncontested.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

Your GM may permit you to use Charm in Combat if they think your foes might be susceptible to you pleading for your life or making persuasive arguments to stop the violence (although good luck charming a Goblin)!

\n

If you use Charm as your Action, calculate the number of targets affected as normal. If you use it to defend, you only affect your attacker. If you succeed, any affected targets will not attack you this round and you gain +1 Advantage as normal. You may do this in successive rounds until you choose to stop or fail a Charm Test, after which your words carry no more weight.

\n

 

\n

Public Speaking

\n

The charm skill can be used to make impressive speeches to sway multiple targets to your way of thinking. assuming they can hear you and are inclined to listen, you can influence up to your Fellowship Bonus + SL targets with a single charm Test, influencing targets with the lowest Willpower first. If the crowd is unruly, or not receptive to your words, the test is opposed by the crowd’s average Willpower (typically 35). A failure shows the crowd is unconvinced. the public speaking and master orator talents can significantly increase the number of people you affect with public speaking. an astounding Failure (-6) (see page 152) in a charm test means your crowd quickly becomes an angry mob, with you as the target of their ire… 

\n

 

\n

Begging

\n

The Charm skill can be used to beg on the streets. A successful test will scrounge Fellowship Bonus × SL brass pennies per hour from passers-by, with the Difficulty modified by the pitch chosen for begging, and how much sympathy your appearance can elicit. If you score no SL, but still pass the skill test, you only manage to scrounge a single pfennig. an astounding Failure (-6) means you may have attracted problems from the local Watchmen, found some trouble with  other, local beggars, or suffer some other significant set-back.

\n

Note: Characters who are caught begging by their peers or associates will likely lose status unless they are already in the Beggar, or in some other destitute, career. 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000},{"_id":"mRcIzdPsMKH8YoAM","flags":{"_sheetTab":"description"},"name":"Entertain (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Allows you to delight crowds with the spoken word, perhaps by singing, acting, or attempting a few jokes. A successful use of the Entertain Skill means you have entertained patrons near enough to hear you; the SL indicates how well you have done.

\n

In combat, it is unlikely that Entertain will be of much use, although you may come up with an interesting way to use Entertain (Acting) to confuse or mislead your opponents.

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000},{"_id":"iu4TovTGDzgjZcOD","flags":{},"name":"Perform (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

You’ve learned a physically demanding art, perhaps as a way of making a living, maybe as a street entertainer or as part of a travelling carnival. A successful use of the Perform Skill allows you to entertain all patrons close enough to see and hear you; the SL indicate how well you have done.

\n

 

\n

In combat, certain physical Perform specializations may give you an edge. With your GM’s permission, Perform (Acrobatics) may be used in lieu of Dodge. Other Perform Skills may be useful in distracting foes, perhaps gaining you an Advantage if you can come up with a creative way to do so. And some Perform skills can be directly used as a weapon if you have the correct trappings, such as Perform (Firebreathing)!

\n

 

\n

Specializations: Acrobatics, Clowning, Dancing, Firebreathing, Juggling, Miming, Rope Walking 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000},{"_id":"zeM6VWgG5MI5FLse","flags":{},"name":"Play (any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000},{"_id":"H6siID4bgoap4Fgc","flags":{"_sheetTab":"details"},"name":"Sleight of Hand","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Lets you pick pockets, palm objects, and perform minor tricks of prestidigitation, as well as cheating with games of chance. This Skill is typically Opposed by the Perception Skill of your target; success means you have palmed the object, picked the pocket, or swapped the cards, while a Marginal Success (+0 to +1) may suggest that your nefarious misdeeds have left your opponent suspicious.

\n

You can also use Sleight of Hand to ‘help’ your Gamble Skill when playing appropriate games of chance. Before any round (or similar, depending upon the game at hand) you can attempt a Sleight of Hand Test (which will be opposed if others suspect). If successful, you may reverse your Gamble Test for the round if this will score a Success. If failed, your opponents may not be best pleased…

\n

Sleight of Hand and combat rarely mix, though inventive players may be able to conjure an impressive distraction with GM approval, perhaps even gaining Advantage by making a Dagger seemingly appear from nowhere, surprising a superstitious foe.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"}},"sort":100001},{"_id":"qRWBbhGyunL1CVy6","flags":{"_sheetTab":"description"},"name":"Ride (Any)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

How proficient you are at riding a particular group of animals; Ride (Horse), for example, will let you ride Horses, Mules, Donkeys, and similar. You’ll only need to make a Test when doing something out of the ordinary, such as racing, dressage, traversing dangerous terrain, or charging into combat. Otherwise, if you have at least one Advance in the Skill, you are presumed to be able to ride around without need of a Test.

\n

 

\n

If mounted on a steed, you move using the steed’s Movement statistic; if you wish to run, jump, or leap, you use your Ride Skill, not Athletics. An extended Ride Test may be needed if you are racing somewhere, the target SL depending on the length of the journey, the number of Tests indicating how long you take to arrive. A Ride Test may be modified by environmental conditions, and the temperament of your mount. For more information on mounts, see Chapter 12: Bestiary. The Ride skill can be used extensively in combat. See Chapter 5: Rules, for more on mounted combat.

\n

 

\n

Specializations: Demigryph, Great Wolf, Griffon, Horse, Pegasus 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000},{"_id":"0NysEOfLT2kud0xn","flags":{"_sheetTab":"details"},"name":"Melee (Basic)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

The Melee Skill represents specific training with a single type of close combat weaponry. Each Melee Specialization indicates training in using a specific class of weapon. If you don’t have the correct Specialization for a weapon you wish to use, refer to Chapter 11: Consumers’ Guide for the correct weapon entry, and what penalties you will suffer. See Chapter 5: Rules for more detail about combat and using the Melee Skill.

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2000000},{"_id":"uGM4R5VEVLVjqYdW","flags":{},"name":"Play (Any) Ranged (Throwing)","type":"skill","img":"systems/wfrp4e/icons/skills/skill.png","data":{"description":{"type":"String","label":"Description","value":"

Your ability to make music with an instrument, hopefully well enough to impress others. A successful Play Test lets you entertain those near enough to see and hear you; the SL indicates the quality of the piece played. 

\n

 

\n

Specialties: Bagpipe, Lute, Harpsichord, Horn, Violin 

\n

 

\n

The Old World's A Stage…

\n

While there is some overlap between the skills of entertain, Perform, and Play, each reflects a distinct group of Skills.

\n

 

\n

Entertain is a Basic skill using Fellowship. It represents those skills of entertainment that anyone can attempt, even without training, such as singing or telling stories.

\n

Perform is an advanced skill using Agility. Perform specializations require training to attempt, and rely on physical speed and coordination.

\n

Play is also an advanced skill, this time using Dexterity. It represents training in specific musical instruments, all of which need teaching and practice to perform well.

\n

 

\n

You should choose carefully when determining whether your chosen specialization belongs to entertain, perform, or play; consider how the character will physically enact the skill, and whether an untrained beginner could do so with any success. after all, someone without any musical training could feasibly sing beautifully, but hand them a set of bagpipes…

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"adv","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":10},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2100000},{"_id":"aWEamD4cXQE5ihxt","flags":{},"name":"Contortionist","type":"talent","img":"systems/wfrp4e/icons/talents/contortionist.png","data":{"description":{"type":"String","label":"Description","value":"You can bend and manipulate your body in a myriad of seemingly unnatural ways. This allows you to squeeze through unlikely gaps and bend your body in crazy ways, giving benefits determined by the GM, possibly with a successful Agility test."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perform and Agility Tests when contorting helps"},"source":{"type":"String","label":"Source"}},"sort":2200000},{"_id":"HiEatMUMATovLFi0","flags":{"_sheetTab":"description"},"name":"Jump Up","type":"talent","img":"systems/wfrp4e/icons/talents/jump-up.png","data":{"description":{"type":"String","label":"Description","value":"

You are hard to keep down. You may perform a Challenging (+0) Athletics Test to immediately regain your feet whenever you gain a Prone Condition. This Athletics Test is often modified by the Strength behind the blow that knocks you down: for every +10 Strength the blow has over your Toughness, you suffer a penalty of –10 to the Athletics Test, and vice versa

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2300000},{"_id":"vySKA510KnhZAOQK","flags":{},"name":"Sharpshooter","type":"talent","img":"systems/wfrp4e/icons/talents/sharpshooter.png","data":{"description":{"type":"String","label":"Description","value":"You can make aimed shots of exceptional accuracy. You ignore any negative Difficulty modifier to Ranged Tests due to the size of your target."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2400000},{"_id":"Vl17DzoKCIxwZaxa","flags":{},"name":"Trick Riding","type":"talent","img":"systems/wfrp4e/icons/talents/trick-riding.png","data":{"description":{"type":"String","label":"Description","value":"You are capable of amazing feats of agility on horseback. You can use any of your Performer Skills and unmodified Dodge skill when on horseback. Further, when mounted, you can make your Move at the start of the Round instead of on your Turn."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Dodge Tests on Horseback, Ride (Horse)"},"source":{"type":"String","label":"Source"}},"sort":2500000},{"_id":"1RGnQZIn5FXJCESd","flags":{"_sheetTab":"details"},"name":"Attractive","type":"talent","img":"systems/wfrp4e/icons/talents/attractive.png","data":{"description":{"type":"String","label":"Description","value":"

Whether it’s your piercing eyes, your strong frame, or maybe the way you flash your perfect teeth, you know how to make the best use of what the gods gave you. When you successfully use Charm to influence those attracted to you, you can choose to either use your rolled SL, or the number rolled on your units die. So, a successful roll of 38 could be used for +8 SL.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Tests to influence those attracted to you"},"source":{"type":"String","label":"Source"}},"sort":2600000},{"_id":"fQU7VIHjdi5A9P1O","flags":{},"name":"Mimic","type":"talent","img":"systems/wfrp4e/icons/talents/mimic.png","data":{"description":{"type":"String","label":"Description","value":"You have a good ear for accents and dialects, and can reproduce them accurately. You may replicate any accent you are exposed to for at least a day with an Initiative Test; this Test may be attempted once per day. Once passed, you may always mimic the accent, and locals will believe you to be one of their own"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Entertain (Acting) Tests where accents are important"},"source":{"type":"String","label":"Source"}},"sort":2700000},{"_id":"03VV8tfxGFifnBZ6","flags":{"_sheetTab":"description"},"name":"Public Speaker","type":"talent","img":"systems/wfrp4e/icons/talents/public-speaker.png","data":{"description":{"type":"String","label":"Description","value":"

You are a skilled orator and know how to work large groups of people. Refer to the following table to see how many people you can now influence with your Charm Skill (see page 120) when Public Speaking.

\n

 

\n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
\n

Talent Taken

\n
\n

Number of soldiers influenced

\n
\n

1

\n
\n

As normal × 5

\n
\n

2

\n
\n

As normal × 10

\n
\n

3

\n
\n

 As normal × 20

\n
\n

4

\n
\n

 As normal × 50

\n
\n

5

\n
\n

 As normal × 100

\n
\n

6

\n
\n

 As normal × 200

\n
\n

7

\n
\n

 As normal × 500

\n
\n

8

\n
\n

 As normal × 1000

\n
\n

9

\n
\n

 All who can hear your inspiring voice

\n
\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2800000},{"_id":"0CRLrJKnAblK6RlP","flags":{},"name":"Suave","type":"talent","img":"systems/wfrp4e/icons/talents/suave.png","data":{"description":{"type":"String","label":"Description","value":"You gain a permanent +5 bonus to your starting Fellowship Characteristic (this does not count towards your Advances)."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":2900000},{"_id":"eNpBwM2ikbIf2xTx","flags":{},"name":"Contortionist","type":"talent","img":"systems/wfrp4e/icons/talents/contortionist.png","data":{"description":{"type":"String","label":"Description","value":"You can bend and manipulate your body in a myriad of seemingly unnatural ways. This allows you to squeeze through unlikely gaps and bend your body in crazy ways, giving benefits determined by the GM, possibly with a successful Agility test."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perform and Agility Tests when contorting helps"},"source":{"type":"String","label":"Source"}},"sort":3000000},{"_id":"2BwCTQdLXHmkos9C","flags":{"_sheetTab":"description"},"name":"Jump Up","type":"talent","img":"systems/wfrp4e/icons/talents/jump-up.png","data":{"description":{"type":"String","label":"Description","value":"

You are hard to keep down. You may perform a Challenging (+0) Athletics Test to immediately regain your feet whenever you gain a Prone Condition. This Athletics Test is often modified by the Strength behind the blow that knocks you down: for every +10 Strength the blow has over your Toughness, you suffer a penalty of –10 to the Athletics Test, and vice versa

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":3100000},{"_id":"fDIw8i11QlMyLUIz","flags":{},"name":"Sharpshooter","type":"talent","img":"systems/wfrp4e/icons/talents/sharpshooter.png","data":{"description":{"type":"String","label":"Description","value":"You can make aimed shots of exceptional accuracy. You ignore any negative Difficulty modifier to Ranged Tests due to the size of your target."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""},"source":{"type":"String","label":"Source"}},"sort":3200000},{"_id":"LzxUitsFNFby9lSp","flags":{},"name":"Trick Riding","type":"talent","img":"systems/wfrp4e/icons/talents/trick-riding.png","data":{"description":{"type":"String","label":"Description","value":"You are capable of amazing feats of agility on horseback. You can use any of your Performer Skills and unmodified Dodge skill when on horseback. Further, when mounted, you can make your Move at the start of the Round instead of on your Turn."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Dodge Tests on Horseback, Ride (Horse)"},"source":{"type":"String","label":"Source"}},"sort":3300000}]} diff --git a/packs/plats-dauberges.db b/packs/plats-dauberges.db index f360531..14c44a4 100644 --- a/packs/plats-dauberges.db +++ b/packs/plats-dauberges.db @@ -1,9 +1,9 @@ {"_id":"4l60Lxv8cpsyy2Cg","name":"PlatsQualité","permission":{"default":0,"Kpf9UoAn5sUsof48":3},"flags":{"exportSource":{"world":"wh4_strikes_back","system":"wfrp4e","coreVersion":"0.5.5","systemVersion":"1.2.5"}},"description":"Plats de Bonne Qualité\r\n","results":[{"_id":"xVAW8sgAStUllMo7","flags":{},"type":0,"text":"Jambon aux 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