From fbf8be07754d5484f661e7256f72c7ffa39ab055 Mon Sep 17 00:00:00 2001 From: LeRatierBretonnien Date: Wed, 22 Apr 2020 20:45:15 +0200 Subject: [PATCH] Enhance translation of EiS --- compendium/eis.eisitems.json | 105 ++++++ compendium/eis.eisspells.json | 160 +++++++++ compendium/eis.expandedmutations.json | 455 ++++++++++++++++++++++++++ module.json | 2 +- 4 files changed, 721 insertions(+), 1 deletion(-) create mode 100644 compendium/eis.eisitems.json create mode 100644 compendium/eis.eisspells.json create mode 100644 compendium/eis.expandedmutations.json diff --git a/compendium/eis.eisitems.json b/compendium/eis.eisitems.json new file mode 100644 index 0000000..8a81d90 --- /dev/null +++ b/compendium/eis.eisitems.json @@ -0,0 +1,105 @@ +{ + "label": "Items Ennemis Intérieur", + "entries": [ + { + "id": "Absorb", + "name": "Absorber", + "description": "

At the end of the Round, if the creature has a higher Advantage than all engaged opponents, it absorbs one opponent of equal Size or smaller. An absorbed victim gains a number of Entangled Conditions equal to the creature's Strength Bonus, and counts as being in a Grapple. An absorbed victim loses the creature’s Strength Bonus in Wounds at the end of each Round; Armour points or Toughness Bonus do not reduce this loss. The same number of Wounds are ‘healed’ by the creature. If an absorbed victim is killed, the creature retreats to digest the suspended corpse over the next few days. Any attack that hits the creature does an equal amount of Damage to the absorbed victim.

" + }, + { + "id": "Amorphous", + "name": "Amorphe", + "description": "

The creature is an amorphous blob. It halves any Wounds
suffered from Damage other than fire, cold, or magic. It ignores all Critical Wounds, and can only be destroyed by being reduced to 0 Wounds by extreme cold, fire, or magic. If reduced to 0 Wounds by other means, it falls dormant for d10 Rounds, then regenerates +1 Wound. Amorphous creatures shy away from extreme sources of heat or cold
.

" + }, + { + "id": "Blighted", + "name": "Pourri", + "description": "

The creature harbours the disease listed, and it can pass it on with a touch. If touched, the victim must check for Contraction, but the Test is 2 steps more Difficult than normal. If the disease is contracted, its Incubation is changed to ‘Instant’.

" + }, + { + "id": "Chosen of Tzeentch", + "name": "Choisi par Tzeentch", + "description": "" + }, + { + "id": "Common Cold", + "name": "Froidure Courante", + "description": "

Seasonal, like the reddening of leaves in the autumn, the Common Cold is nonetheless a constant bane of  the Old World. What begins with weak coughing and sneezing might develop into something serious in a matter of days, if not tended to. Every elderly person in the Empire has their own home remedies and wards against the illness, as well as memories of it worsening and taking friends and loved ones into Morr’s embrace.

\n

Characters with the Common Cold who again suffer from Exposure due to rain or snow will have the duration of the disease extended by 1d10 days. If a Character ever suffers more than 14 days of the Common Cold, it develops into Pneumonia.

\n

 

" + }, + { + "id": "Cult Acolyte", + "name": "Acolyte du Culte", + "description": "" + }, + { + "id": "Cult Magus", + "name": "Magus du Culte", + "description": "" + }, + { + "id": "Disciple of Change", + "name": "Disciple du Changement", + "description": "

When a mutation is gained, roll twice and choose one of the two results.

" + }, + { + "id": "Double Life", + "name": "Double Vie", + "description": "

So adept are you at maintaining your Secret Identity, that you are able to live two completely separate lives. When you purchase this Talent, you may enter into a second Career alongside your Chaos Career. You now count as belonging to both Careers, and may purchase Advances and Talents in either one, as well as enter and leave new Careers from either. As always, any changes in Career need approval from your GM so they best fit any campaign plans and properly reflect your double life.

" + }, + { + "id": "Fleshthief", + "name": "Voleur de chair", + "description": "

The creature, which must have the @Compendium[wfrp4e.traits.v3uzEthcq0JRar0J]{Daemonic} Trait, can wear the flesh of any Human it kills. Further, it can impersonate the Character of the worn flesh perfectly, able to mimic voices and mannerisms with an uncanny ability. Preparing the flesh takes 1d10 Rounds, after which it can be worn or removed at will, which takes 1 Round. Once prepared, the flesh only rots should the creature die, but it can be damaged by normal means. If the creature wishes, it can burst free from a worn flesh suit in a horrific fashion, granting the @Compendium[wfrp4e.traits.kJNAY1YRaCy9IgmT]{Terror 1}  Trait for 1 Round, but also ruining the flesh, meaning it cannot be used again.

\n


Those who know the Character being impersonated may attempt a
Futile (-40) Intuition Test to detect that there is something wrong, though they will not know exactly what .

" + }, + { + "id": "Mark of Tzeentch", + "name": "Marque de Tzeentch", + "description": "

Tzeentch, the Lord of Change, has marked this creature with a physical brand, proclaiming it as an important piece in the great game. This creature gains 1d10/3 Mutations (rounding up), alternating between Mental and Physical Mutations. All Physical Mutations should be determined using the Tzeentch column. This creature gains Etiquette (Followers of Tzeentch), and is subject to Animosity towards overt followers of Nurgle. The creature is also subject to Animosity by followers of Nurgle, so long as the Mark of Tzeentch can be seen. Additionally, this creature may purchase the following Talents as if they were Career Advances: Aethyric Attunement, Arcane Magic (Any), Chaos
Magic (Tzeentch), Fast Hands, Instinctive Diction, Magical Sense, Petty Magic, Second Sight, War Wizard, and Witch! for the normal XP costs.

" + }, + { + "id": "Master Magus", + "name": "Maitre Magus", + "description": "" + }, + { + "id": "Mindless", + "name": "Sans cerveau", + "description": "

The creature is mindless, living by base instinct or magical compulsion alone. It has no Initiative, Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. For the purposes of calculating Wounds, it uses its Stength Bonus whenever Willpower Bonus is required. As it has no Initiative Characteristic, it always takes its Turn last in any Round .

" + }, + { + "id": "Pneumonia", + "name": "Pneumonie", + "description": "

This is a build-up of fluid in the lungs from other illnesses that cause inflammation, fever, and sometimes even death. Pneumonia is known colloquially as ‘Morr’s Rattle’, named after the chilling rattling noise made when the infected attempt to breathe deeply.

\n

A Character with Pneumonia must succeed on a Challenging (+0) Endurance Test every day that they exert themselves through travel, combat, or any other physical activity. Failure causes the Fever symptom to become Severe. Whilst the Fever (Severe) symptom is in effect, the same Test must be passed every day, otherwise the disease develops the Blight symptom as well.

" + }, + { + "id": "Ring of Opsianon", + "name": "Anneau d'Opsianon", + "description": "

Gideon wears a gold ring set with a black, faceted obsidian stone.

" + }, + { + "id": "Shapeshifter", + "name": "Changeforme", + "description": "

This creature can shift at will between their regular form and that of the denoted Creature. The transformation takes one full Round, during which neither Movement nor Action is possible. When the moon Mannslieb is full, this creature must make an Average (+20) Willpower Test at dusk to avoid transforming spontaneously. Creatures that gain this Trait through greater difficulty with this Test at first, at GM discretion. When transformed, the creature retains its mental attributes (Int, WP, and Fel), but the rest
of its profile becomes that of the denoted Creature.

" + }, + { + "id": "Split", + "name": "Séparation", + "description": "

If the creature suffers a Critical Wound, or loses all its Wounds, it splits in half and is replaced by two Blue Horrors, both of which are unwounded.

" + }, + { + "id": "Suffused with Magic", + "name": "Répand la Magie", + "description": "

All spells cast within Willpower Bonus yards of you gain +1 SL to cast. This Bonus may only be claimed once per casting, no matter how many Characters with this Talent are in the vicinity.

" + }, + { + "id": "Tzeentch's Blessing", + "name": "Bénédiction de Tzeentch", + "description": "

Tzeentch, the Chaos God of Magic, has gifted you with a worming parasite within your mind. When you purchase this Talent, a single Spell wriggles free into your head where it takes residence, occasionally whispering to you as you sleep. The Spell can be chosen from any Colour Magic lore.

\n


After this, you may purchase one more Colour Magic spell for 100 XP for every spell you have memorised from the Lore of Tzeentch.

" + }, + { + "id": "Tzeentch's Fire", + "name": "Feu de Tzeentch", + "description": "

The creature is wreathed with Tzeentchs fire that frequently flies forth from fingertips, mouths, or burning eyes. All creatures of the same type (e.g. all Pink Horrors, or all Blue Horrors) in the vicinity pool their power. One Horror is chosen to be the focus (caster), and may cast 1 Tzeentch Spell: Pink Horrors cast the @Compendium[eis.eisspells.sklbZU3K8ogeu3mC]{Pink Fire of Tzeentch} Spell; other creatures cast the @Compendium[eis.eisspells.mR4cEXEAfLCqlnQ6]{Blue Fire of Tzeentch} Spell. Each additional contributing creature adds +1 SL, to a maximum of +9 SL, as a Free Action.

" + } + ] +} diff --git a/compendium/eis.eisspells.json b/compendium/eis.eisspells.json new file mode 100644 index 0000000..7db9840 --- /dev/null +++ b/compendium/eis.eisspells.json @@ -0,0 +1,160 @@ +{ + "label": "Sorts Ennemi Intérieur", + "entries": [ + { + "id": "Blast of Corruption (Tzeentch)", + "name": "Explosion de Corruption (Tzeentch)", + "description": "

You channel profane magic into an explosive blast of corruption. This is a magic missile with Damage +5 that targets everyone in the Area of Effect. Everyone affected by the spell must pass a Challenging (+0) Endurance Test, or gain 1 Corruption.

" + }, + { + "id": "Blast of Corruption (Undivided)", + "name": "Explosion de Corruption (Undivided)", + "description": "

You channel profane magic into an explosive blast of corruption. This is a magic missile with Damage +5 that targets everyone in the Area of Effect. Everyone affected by the spell must pass a Challenging (+0) Endurance Test, or gain 1 Corruption.

" + }, + { + "id": "Blue Fire of Tzeentch", + "name": "Flamme Bleu de Tzeentch", + "description": "

Your words conjure a writhing ball of coruscating blue fire that engulfs your foes. Blue Fire of Tzeentch is a magic missile. Anyone within your Initiative Bonus yards of the target suffers a +3 Damage hit, and gains +1 Ablaze Condition.

\n

Should a Character of size small or larger be reduced to 0
Wounds by this spell, or while suffering from an Ablaze Condition from
Blue Fire of Tzeentch, roll a d10. On a roll of 9, two Blue Horrors claw their way out of the Character’s screaming flesh, killing them in the process.

" + }, + { + "id": "Bolt of Change", + "name": "Eclair de Changement", + "description": "

A pulsating bolt of scintillating Chaotic energy rends the air. Bolt of Change is a magic missile, and targets suffer a +7 Damage hit. Further, targets must make a Challenging (+0) Endurance Test. A target that fails gains +1 Corruption Point. On a fumble, the target immediately rolls for a Mutation, and gains the @Compendium[wfrp4e.talents.hiU7vhBOVpVI8c7C]{Chaos Magic (Tzeentch)}  Talent. A Character affected by this spell may resist a mutation by spending a point of Resolve. 

" + }, + { + "id": "Bolt of Corruption (Tzeentch)", + "name": "Eclair de Corruption (Tzeentch)", + "description": "

You channel dark magic into a damaging bolt of corrosive power. This is a magic missile with a Damage of +6. Targets affected by the spell must pass a Challenging (+0) Endurance Test, or gain 1 Corruption.

" + }, + { + "id": "Bolt of Corruption (Undivided)", + "name": "Eclair de Corruption (Undivided)", + "description": "

You channel dark magic into a damaging bolt of corrosive power. This is a magic missile with a Damage of +6. Targets affected by the spell must pass a Challenging (+0) Endurance Test, or gain 1 Corruption.

" + }, + { + "id": "Boon of Tzeentch", + "name": "Aubaine de Tzeentch", + "description": "

Your words, imbued with the labyrinthine prescience of the Changer of the Ways, twist your mind, granting you access to new arcane knowledge. Choose one Spell from any Lore (to ensure swift play, the GM may impose a nine second time limit). While Boon of Tzeentch is in effect, you may cast your new Spell as if you had memorised it, but may not record it in a Grimoire, Scroll, or similar. If you channel to cast the new Spell, you may use either Channelling (Dhar) or the Channelling Skill appropriate to the Lore the spell normally requires, should you possess it.

\n

If you suffer a miscast when channelling or casting this new Spell, the Boon of Tzeentch Spell quits your mind in disgust, and also erases itself from your grimoire should it have allowed itself to be recorded there.

" + }, + { + "id": "Curse of Tzeentch", + "name": "Malédiction de Tzeentch", + "description": "

Tzeentchian Lore has it that all spells ultimately derive from the God’s will, and so belong to him. Using this spell, a Tzeentch sorcerer can cause another wizard to lose the knowledge and ability to cast a spell they previously had mastery of.

\n

Should the curse of Tzeentch be successfully cast, the caster must then make an opposed Willpower Test against the target. If the caster wins, the target loses access to a randomly selected spell. The effects of the spell lasts for one day for every level of success scored by the caster during the opposed test.

" + }, + { + "id": "Demonic Mien (Tzeentch)", + "name": "Demonic Mien (Tzeentch)", + "description": "

You channel the transformative power of Chaos into your own flesh, temporarily sacrificing your mortal form on the altar of your god’s will. Your body is warped, assuming aspects of a Daemon loyal to your patron god. Roll 1d10 on the Demonic Miens table, and apply the relevant Trait for the duration of the spell. For every +2 SL you may both extend the duration and roll again on the table. Should you roll the @Compendium[wfrp4e.traits.v3uzEthcq0JRar0J]{Daemonic} Trait and be reduced to 0 Wounds, your soul is sucked into the Realms of Chaos as described in the Creature Traits rules.

" + }, + { + "id": "Demonic Mien (Undivided)", + "name": "Demonic Mien (Undivided)", + "description": "

You channel the transformative power of Chaos into your own flesh, temporarily sacrificing your mortal form on the altar of your god’s will. Your body is warped, assuming aspects of a Daemon loyal to your patron god. Roll 1d10 on the Demonic Miens table, and apply the relevant Trait for the duration of the spell. For every +2 SL you may both extend the duration and roll again on the table. Should you roll the @Compendium[wfrp4e.traits.v3uzEthcq0JRar0J]{Daemonic} Trait and be reduced to 0 Wounds, your soul is sucked into the Realms of Chaos as described in the Creature Traits rules.

" + }, + { + "id": "Foul Messenger (Tzeentch)", + "name": "Messager Infect (Tzeentch)", + "description": "

You conjure forth a swarm of minor daemons shackled to  your will. The form of the daemons will vary depending on your deity. The daemons will bear a short message (approximately 25 words) to your target. They travel almost instantaneously, and are invisible (and inaudible) to anyone without the Second Sight Talent even while delivering their message. Anyone with the Talent may make a Hard (–20) Perception Test to notice the swarm, and hear their message. For every +2 SLs, you may double the length of the message.

" + }, + { + "id": "Foul Messenger (Undivided)", + "name": "Messager Infect (Undivided)", + "description": "

You conjure forth a swarm of minor daemons shackled to  your will. The form of the daemons will vary depending on your deity. The daemons will bear a short message (approximately 25 words) to your target. They travel almost instantaneously, and are invisible (and inaudible) to anyone without the Second Sight Talent even while delivering their message. Anyone with the Talent may make a Hard (–20) Perception Test to notice the swarm, and hear their message. For every +2 SLs, you may double the length of the message.

" + }, + { + "id": "Joyous Aspect (Tzeentch)", + "name": "Aspect Joyeux (Tzeentch)", + "description": "

The caster infuses the target (perhaps themselves) with a corrupted caul of Dhar-infused Ulgu, sheathing them in an aura of concealment. While the spell is in force, the target appears without flaw, or blemish. Scars, deformities and, most crucially, mutations are undetectable, save through Divine means. 

\n

While obvious deformities are hidden, the targets can appear strange, or outlandish, infused with too much life, or unnaturally alluring. Passing a Hard (–20) Perception Test reveals something is awry, though not precisely what. For Characters with the Second Sight Talent the Test is  Challenging (+0), and should they succeed they will become aware that a spell is in place, but not what it hides.

" + }, + { + "id": "Joyous Aspect (Undivided)", + "name": "Aspect Joyeux (Undivided)", + "description": "

The caster infuses the target (perhaps themselves) with a corrupted caul of Dhar-infused Ulgu, sheathing them in an aura of concealment. While the spell is in force, the target appears without flaw, or blemish. Scars, deformities and, most crucially, mutations are undetectable, save through Divine means. 

\n

While obvious deformities are hidden, the targets can appear strange, or outlandish, infused with too much life, or unnaturally alluring. Passing a Hard (–20) Perception Test reveals something is awry, though not precisely what. For Characters with the Second Sight Talent the Test is  Challenging (+0), and should they succeed they will become aware that a spell is in place, but not what it hides.

" + }, + { + "id": "Master of Fortune", + "name": "Maître de la Chance", + "description": "

Tzeentch sorcerers often bargain with their master to provide them with insights about their potential fate. Scrying in this manner is dangerous, for Tzeentch is a capricious god, even in the case of his own favoured servants.Once the spell is cast it may not be cast again until its duration has run out.

\n


Determine the result of the
Language (Magick) Test needed to cast the spell. For every positive SL the caster benefits from an a point of Fortune which they can use as normal for the duration of the spell.However, if the spell fails then for every negative level of success the caster receives a point of Corruption as they receive a dizzying array of disturbing future echoes.

" + }, + { + "id": "Mindfire", + "name": "Esprit Enflammé", + "description": "

The air warps around your fingertips, forming a bolt of shimmering, hazy magical energy that can be hurled at your target. Anyone affected by Mindfire must make a Challenging (+0) Cool Test, or gain 1 Corruption Point. For every +2 SL, you may make one target gain an additional Corruption Point if the Cool Test is failed. Should a Mutation occur as a result of this Spell, the target automatically rolls on the Mental Mutation table, and gains +1 Ablaze Condition as unnatural fire spills from every orifice in their head.

" + }, + { + "id": "Obsession (Tzeentch)", + "name": "Obsession (Tzeentch)", + "description": "

You must possess a beloved or precious object belonging to the target. You weave magic infused with the raw stuff of Chaos into the object that, in turn, affects the target. They become obsessed with something: the precise nature of the obsession depends onthe individual in question, and your Lore. For instance, when cast with the Lore of Nurgle, Obsession may cause a recently wounded target to become obsessed with picking at their scabs. The Lore of Slaanesh may cause an epicure or gourmand to overeat.

\n


The target must pass an
Average (+20) Endurance Test every hour, or succumb to their obsession. On a failure, future tests become Challenging (+0). Subsequent failings make Tests increasingly harder, until they become Very Hard (–30). Should the target ever Fumble one of these Tests (fail while rolling a double), the target becomes completely obsessed. They can do nothing except indulge the obsession, no matter the costs or implications, for d10–Will Power Bonus hours (minimum 1 hour). At the end of the spell’s duration, in addition to any other physical, social, or financial implications, the target must pass a Challenging (+0) Endurance Test or gain +1 Corruption Point.

\n

A target may only ever be affected once by this spell once for each Lore with which it is cast. Any future attempts on the same target with this spell have no effect.

" + }, + { + "id": "Obsession (Undivided)", + "name": "Obsession (Undivided)", + "description": "

You must possess a beloved or precious object belonging to the target. You weave magic infused with the raw stuff of Chaos into the object that, in turn, affects the target. They become obsessed with something: the precise nature of the obsession depends onthe individual in question, and your Lore. For instance, when cast with the Lore of Nurgle, Obsession may cause a recently wounded target to become obsessed with picking at their scabs. The Lore of Slaanesh may cause an epicure or gourmand to overeat.

\n


The target must pass an
Average (+20) Endurance Test every hour, or succumb to their obsession. On a failure, future tests become Challenging (+0). Subsequent failings make Tests increasingly harder, until they become Very Hard (–30). Should the target ever Fumble one of these Tests (fail while rolling a double), the target becomes completely obsessed. They can do nothing except indulge the obsession, no matter the costs or implications, for d10–Will Power Bonus hours (minimum 1 hour). At the end of the spell’s duration, in addition to any other physical, social, or financial implications, the target must pass a Challenging (+0) Endurance Test or gain +1 Corruption Point.

\n

A target may only ever be affected once by this spell once for each Lore with which it is cast. Any future attempts on the same target with this spell have no effect.

" + }, + { + "id": "Pink Fire of Tzeentch", + "name": "Flammes Roses de Tzeentch", + "description": "

Swirling bolts of pink fire arc from your outstretched fingertips, causing reality to scream in anguish. Pink Fire of Tzeentch is a magic missile. Targets affected suffer a +6 Damage hit, and gain +1 Ablaze Condition.

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Should a Character of size small or larger be reduced to 0 Wounds by this spell, or while suffering from an Ablaze Condition caused by
Pink Fire of Tzeentch, roll a d10. On a roll of 9, a Pink Horror claws its way out of the target’s writhing corpse, killing the individual.

" + }, + { + "id": "Power of Chaos (Tzeentch)", + "name": "Puissance du Chaos (Tzeentch)", + "description": "

You call on the Dark Gods of Chaos to aid your efforts by tearing a small rent to the aethyr. Any spells cast within Fellowship Bonus yards of the point targeted by the spell have their CN halved. Anyone within the AoE must pass an Average (+20) Endurance Test at the end of each Round or gain +1 Corruption Point. Anyone casting a spell within the AoE makes their Test at Average (+20) Difficulty.

" + }, + { + "id": "Power of Chaos (Undivided)", + "name": "Puissance du Chaos (Undivided)", + "description": "

You call on the Dark Gods of Chaos to aid your efforts by tearing a small rent to the aethyr. Any spells cast within
Fellowship Bonus yards of the point targeted by the spell have their CN halved. Anyone within the AoE must pass an
Average (+20) Endurance Test at the end of each Round or gain +1 Corruption Point. Anyone casting a spell within the AoE makes their Test at Average (+20) Difficulty.

" + }, + { + "id": "Rend Aethyr (Tzeentch)", + "name": "Déchirement d'Aethyr (Tzeentch)", + "description": "

Your foul, profane words tear apart the fabric of reality, ripping a hole in the world, through which the servants of the Dark Gods are free to pour. A ragged portal to the aethyr appears.

\n


At the end of every Round, one Lesser Daemon crosses from the Realms of Chaos through the portal. These Daemons are not under your control, but are likely to defend you and attack your enemies, should that be your unholy master’s will. The Daemons summoned depend on your Chaos Lore: Daemonettes of Slaanesh, Plaguebearers of Nurgle, Horrors of Tzeentch, Bloodletters of Khorne, and, for Sorcerers of Chaos Undivided, Furies of Chaos. While the spell is in effect, any Daemons it summons are immune to the
Unstable Condition.

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For every +5 SL Overcast, you may increase the rate the
Daemons arrive by +1.

\n


Living creatures must pass an
Average (+20) Endurance Test at the end of every Round where they can see the tear, or gain +1 Corruption. Any living creature foolish or unlucky enough to enter the rift falls into the Realms of Chaos and is immediately killed, unless a Fate point is spent. In that case, they are spat back into reality, perhaps saved by some power for an as of yet unfulfilled purpose.

\n


Should you Fumble the casting of this spell, the Daemons crossing from the Realms of Chaos belong to a rival deity, and may well be immediately hostile to their summoner!

" + }, + { + "id": "Rend Aethyr (Undivided)", + "name": "Déchirement d'Aethyr (Undivided)", + "description": "

Your foul, profane words tear apart the fabric of reality, ripping a hole in the world, through which the servants of the Dark Gods are free to pour. A ragged portal to the aethyr appears.

\n


At the end of every Round, one Lesser Daemon crosses from the Realms of Chaos through the portal. These Daemons are not under your control, but are likely to defend you and attack your enemies, should that be your unholy master’s will. The Daemons summoned depend on your Chaos Lore: Daemonettes of Slaanesh, Plaguebearers of Nurgle, Horrors of Tzeentch, Bloodletters of Khorne, and, for Sorcerers of Chaos Undivided, Furies of Chaos. While the spell is in effect, any Daemons it summons are immune to the 
Unstable Condition.

\n


For every +5 SL Overcast, you may increase the rate the
Daemons arrive by +1.

\n


Living creatures must pass an 
Average (+20) Endurance Test at the end of every Round where they can see the tear, or gain +1 Corruption. Any living creature foolish or unlucky enough to enter the rift falls into the Realms of Chaos and is immediately killed, unless a Fate point is spent. In that case, they are spat back into reality, perhaps saved by some power for an as of yet unfulfilled purpose.

\n


Should you Fumble the casting of this spell, the Daemons crossing from the Realms of Chaos belong to a rival deity, and may well be immediately hostile to their summoner!
 

" + }, + { + "id": "Sense the Skein", + "name": "Sens de la Vie", + "description": "

Your eyes glow pink and blue as you speak forbidden words of power. The scales fall from your eyes and you see, for a few fleeting moments, the interconnected fate of all things. You may choose one target you can see, and the GM must reveal the target’s Motivation, Short-Term Ambition, and Long-Term Ambition.

" + }, + { + "id": "Slave to Darkness (Tzeentch)", + "name": "Esclave des ténèbres (Tzeentch)", + "description": "

You implore your patron to take the soul of your target, replacing it with something terrible. Make an Opposed Willpower Test, which you must win by at least 2+ SL. Should you do this, the victim’s soul is sent howling into the Realms of Chaos, and the remaining body is possessed by a Daemon. Unless the target spends a Fate point, control of the Character is passed to the GM. Should you not win the  Test by at least 2+ SL, you instead suffer a Major Miscast, and the spell fails. Should you Fumble the Test, you are punished by your god for your arrogance. Your soul is torn from your body, never to return unless you spend a Fate point to resist this, although your patron is unlikely to be pleased if you flagrantly reject their authority in such a fashion.

\n

Given the risks and limitations inherent in this spell, it is generally cast on victims that have been ‘prepared’ for their sacrifice; they have been bound, drugged, and/or otherwise pacified.

" + }, + { + "id": "Slave to Darkness (Undivided)", + "name": "Esclave des ténèbres (Undivided)", + "description": "

You implore your patron to take the soul of your target, replacing it with something terrible. Make an Opposed Willpower Test, which you must win by at least 2+ SL. Should you do this, the victim’s soul is sent howling into the Realms of Chaos, and the remaining body is possessed by a Daemon. Unless the target spends a Fate point, control of the Character is passed to the GM. Should you not win the  Test by at least 2+ SL, you instead suffer a Major Miscast, and the spell fails. Should you Fumble the Test, you are punished by your god for your arrogance. Your soul is torn from your body, never to return unless you spend a Fate point to resist this, although your patron is unlikely to be pleased if you flagrantly reject their authority in such a fashion.

\n

Given the risks and limitations inherent in this spell, it is generally cast on victims that have been ‘prepared’ for their sacrifice; they have been bound, drugged, and/or otherwise pacified.

" + }, + { + "id": "The Flickering Flames of Fickle Fate", + "name": "Flammes Vacillantes du Destin", + "description": "

You conjure forth a torrent of magical fire, which spits, crackles and burns without material fuel. The fire has no physical properties and does not burn, damage, or emit heat. All living creatures and Daemons who can see the fire may choose to reroll every Test once, as if they had spent a Fortune Point, even if they passed the Test. Each time they do so, they must then pass a Challenging (+0) Endurance Test or gain +1 Corruption Point. Characters bearing the Mark of Tzeentch are immune to this Corruption. The Test to resist gaining Corruption may not be rerolled using this Spell’s effect.

" + }, + { + "id": "Transformation of Tzeentch", + "name": "Transformation de Tzeentch", + "description": "

At your command, bonds of aethyric fire coil from the earth, enshrouding your target in a cocoon of magical energy. Targets affected gain the Prone Condition, and are considered Helpless for the duration of the Spell. When Transformation of Tzeentch ends, the target must make a Challenging (+0) Endurance Test, opposed by your Language (Magick) Skill. If they lose, they gain +1 Corruption Point, +1 extra Point for every SL by which they lost.

" + }, + { + "id": "Tzeentch's Firestorm", + "name": "Tempête de feu de Tzeentch", + "description": "

A swirling storm of purple arcane fire bursts forth, summoned by your profane cackling. Tzeentch’s Firestorm is a magic missile. Everyone within Initiative Bonus yards of the target suffers a +9 Damage hit, and gains +1 Ablaze Condition.

\n


Should a Character of size small or larger be reduced to 0 Wounds by this Spell, or while suffering from an Ablaze Condition caused by
Tzeentch’s Firestorm, roll a d10. On a roll of 9, two Pink Horrors claw their way out of the target’s magically burning corpse, killing the poor unfortunate.

" + }, + { + "id": "Tzeentch's Golden Aura", + "name": "Aura Doré de Tzeentch", + "description": "

This is one of the most straightforward and practical spells in a Tzeentch sorcerer’s arsenal. A swirling vortex of yellow fire is summoned out of the aethyr and wraps about the caster’s body, shielding them from incoming blows and missiles. Whilst the spell is in effect, the caster benefits from the Creature Trait @Compendium[wfrp4e.traits.Bvd2aZ0gQUXHfCTh]{Ward 9+} .

" + }, + { + "id": "Word of Tzeentch", + "name": "Mot de Tzeentch", + "description": "

As your tongue forms the twisted sound-patterns of this blasphemous Spell, two voices seem to utter from your throat, in unholy and unnatural harmony with each other. Your words carry extra meaning for those affected by the Spell, though targets can never remember what was said. They are left with a haunting sense of foreboding, as if they have forgotten something very important about their own future.

\n


Living targets affected by the Spell must make an
Opposed Intelligence Test with you. If the target loses, they gain 1 Stunned Condition, +1 additional Stunned Condition for each SL by which they lost. If they Fumble, they gain the Unconscious Condition, and +1 Corruption.

\n

Once all Conditions have been removed, targets affected must pass an Average (+20) Endurance Test, or gain +1 Corruption. Should they Fumble, they immediately gain 1 Mental Mutation, and may not take a Short-term Ambition for the next 1d10 weeks.

" + } + ] +} diff --git a/compendium/eis.expandedmutations.json b/compendium/eis.expandedmutations.json new file mode 100644 index 0000000..4065401 --- /dev/null +++ b/compendium/eis.expandedmutations.json @@ -0,0 +1,455 @@ +{ + "label": "Mutations Supplémentaires", + "entries": [ + { + "id": "Acid Blood", + "name": "Sang acide", + "description": "

Gain the @Compendium[wfrp4e.traits.M5QSWOYt2Rbv2yxW]{Corrosive Blood} Creature Trait

" + }, + { + "id": "Aethyric Leak", + "name": "Aethyric Leak", + "description": "

Gain the @Compendium[wfrp4e.talents.qdMbxW09FUoYBzmB]{Witch!} Talent

" + }, + { + "id": "Animalistic Legs", + "name": "Jambes Animales", + "description": "+1 Movement; this mutation can only be hidden by clothing; difficult (–10) Athletics Test to walk with a normal gait" + }, + { + "id": "Animalistic Psyche", + "name": "Esprit Animal", + "description": "

Gain the @Compendium[wfrp4e.traits.AGcJl5rHjkyIQBPP]{Bestial} Creature Trait for 1d10 hours if you fail a Test derived from Willpower

" + }, + { + "id": "Beacon of Corruption", + "name": "Beacon of Corruption", + "description": "

Whenever subject to Psychology, gain the @Compendium[wfrp4e.traits.xsGbDFqK2qh7lsIj]{Corruption} (Minor) Creature Trait

" + }, + { + "id": "Beaked Face", + "name": "Beaked Face", + "description": "

Gain the @Compendium[wfrp4e.traits.pLW9SVX0TVTYPiPv]{Bite} +3 Creature Trait; this mutation cannot be hidden

" + }, + { + "id": "Bear Head", + "name": "Tête d'ours", + "description": "

+1 Armour Point to the Head; Gain the @Compendium[wfrp4e.traits.pLW9SVX0TVTYPiPv]{Bite} +9 Creature Trait; this mutation cannot be hidden

" + }, + { + "id": "Beast Head", + "name": "Tête de bête", + "description": "

Roll on the Bestial Heads Table; this mutation cannot be hidden

" + }, + { + "id": "Beweaponed Extremities", + "name": "Beweaponed Extremities", + "description": "Permanently reduce Dexterity to 0. You cannot be disarmed; this mutation cannot be hidden" + }, + { + "id": "Beyond Pain", + "name": "Beyond Pain", + "description": "

Gain the @Compendium[wfrp4e.traits.wMwSRDmgiF2IdCJr]{Painless} Creature Trait

" + }, + { + "id": "Big Ears", + "name": "Grandes Oreilles", + "description": "

Gain the @Compendium[wfrp4e.talents.9h82z72XGo9tfgQS]{Acute Sense} (Hearing) Talent; this mutation can only be hidden by clothing

" + }, + { + "id": "Bird's Feet", + "name": "Pieds d'Oiseaux", + "description": "

Gain the @Compendium[wfrp4e.traits.rOV2s6PQBBrhpMOv]{Arboreal} Creature Trait

" + }, + { + "id": "Blank Face", + "name": "Blank Face", + "description": "

Gain the @Compendium[wfrp4e.traits.pTorrE0l3VybAbtn]{Fear} 2 Creature Trait; this mutation can only be hidden by clothing

" + }, + { + "id": "Blasphemous Soul", + "name": "Blasphemous Soul", + "description": "

Gain the @Compendium[wfrp4e.traits.aE3pyW20Orvdjzj0]{Hatred} (Religion) Creature Trait

" + }, + { + "id": "Blasted Mind", + "name": "Blasted Mind", + "description": "

Gain the @Compendium[wfrp4e.traits.IAWyzDfC286a9MPz]{Immunity to Psychology} Creature Trait for 1d10  Rounds whenever you would take a Broken Condition, afterwards take 1d10 Broken Conditions

" + }, + { + "id": "Boar Head", + "name": "Boar Head", + "description": "

+1 Armour Point to the Head; @Compendium[wfrp4e.traits.BqPZn6q3VHn9HUrW]{Horns (Tusks)} Creature Trait; this mutation cannot be hidden

" + }, + { + "id": "Breathe Fire", + "name": "Breathe Fire", + "description": "

Gain the @Compendium[wfrp4e.traits.uqGxFOEqeurwkAO3]{Breath} 5 Fire Creature Trait

" + }, + { + "id": "Bulging Eyes", + "name": "Bulging Eyes", + "description": "+10 Initiative; this mutation can only be hidden by clothing" + }, + { + "id": "Bull Head", + "name": "Bull Head", + "description": "

+1 Armour Point to the Head; gain the@Compendium[wfrp4e.traits.BqPZn6q3VHn9HUrW]{Horns} Creature Trait; this mutation cannot be hidden

" + }, + { + "id": "Burning Skin", + "name": "Burning Skin", + "description": "Creatures and objects that physically touch you must pass an Athletics Test or gain 1 Ablaze Condition; this mutation cannot be hidden" + }, + { + "id": "Carapace", + "name": "Carapace", + "description": "

+1 Armour Point on two random Hit Locations; this mutation can only be hidden by clothing

" + }, + { + "id": "Claws", + "name": "Claws", + "description": "

Hands count as a Creature @Compendium[wfrp4e.traits.AtpAudHA4ybXVlWM]{Weapon}of Damage equal to your SB; this mutation cannot be hidden

" + }, + { + "id": "Cloud of Flies", + "name": "Cloud of Flies", + "description": "

Gain the @Compendium[wfrp4e.traits.MVI0lXcg6vvtooAF]{Distracting} Creature Trait; this mutation cannot be hidden

" + }, + { + "id": "Corpulent", + "name": "Corpulent", + "description": "-1 Movement, +5 Strength, +5 Toughness" + }, + { + "id": "Crested Head", + "name": "Crested Head", + "description": "

Gain the @Compendium[wfrp4e.talents.6l3jvIAvrKxt0lA9]{Attractive} Talent when Dealing with Mutants and Beastmen; this mutation cannot be hidden

" + }, + { + "id": "Deafening Cry", + "name": "Deafening Cry", + "description": "

Gain the @Compendium[wfrp4e.traits.MVI0lXcg6vvtooAF]{Distracting} Creature Trait

" + }, + { + "id": "Distended Digits", + "name": "Distended Digits", + "description": "+10 Dexterity; this mutation cannot be hidden" + }, + { + "id": "Dog Head", + "name": "Dog Head", + "description": "

Gain the @Compendium[wfrp4e.traits.pLW9SVX0TVTYPiPv]{Bite} +5 Creature Trait; this mutation cannot be hidden

" + }, + { + "id": "Eagle Head", + "name": "Eagle Head", + "description": "

Gain the @Compendium[wfrp4e.traits.pLW9SVX0TVTYPiPv]{Bite} +4 Creature Trait; this mutation cannot be hidden

" + }, + { + "id": "Elastic Arms", + "name": "Elastic Arms", + "description": "You may count any melee weapon as having a Reach up to 2 steps longer" + }, + { + "id": "Emaciated", + "name": "Emaciated", + "description": "-10 Strength, +5 Agility" + }, + { + "id": "Evil Eye", + "name": "Evil Eye", + "description": "" + }, + { + "id": "Extra Leg Joints", + "name": "Extra Leg Joints", + "description": "+5 Agility; this mutation cannot be hidden" + }, + { + "id": "Extra Mouth", + "name": "Extra Mouth", + "description": "

Roll on the Hit Location table to see where; this mutation can only be hidden by clothing

" + }, + { + "id": "Eyestalks", + "name": "Eyestalks", + "description": "See over/around obstacles; this mutation cannot be hidden" + }, + { + "id": "Fantasist", + "name": "Fantasist", + "description": "" + }, + { + "id": "Fitful Hatred", + "name": "Fitful Hatred", + "description": "

Gain the @Compendium[wfrp4e.traits.aE3pyW20Orvdjzj0]{Hatred} (Target) Creature Trait. Roll on the Fixations Table once per day for the Target

" + }, + { + "id": "Fleshy Tentacle", + "name": "Fleshy Tentacle", + "description": "

Gain the @Compendium[wfrp4e.traits.4xF7M6ylIiGntekh]{# Tentacles} Creature Trait; this mutation can only be hidden by clothing

" + }, + { + "id": "Foul Odour", + "name": "Foul Odour", + "description": "

Gain the @Compendium[wfrp4e.traits.MVI0lXcg6vvtooAF]{Distracting} Creature Trait

" + }, + { + "id": "Furred Skin", + "name": "Furred Skin", + "description": "You no longer suffer the effects of Exposure in cold climates; the effects of Exposure in hot climates are doubled; this mutation cannot be hidden" + }, + { + "id": "Giant Spider Head", + "name": "Giant Spider Head", + "description": "

Gain the @Compendium[wfrp4e.traits.pLW9SVX0TVTYPiPv]{Bite} +3 and @Compendium[wfrp4e.traits.gFkRm9wS65qe18Xv]{Venom (Average} Creature Traits, this mutation cannot be hidden

" + }, + { + "id": "Gills", + "name": "Gills", + "description": "You can breathe underwater; this mutation can only be hidden by clothing" + }, + { + "id": "Glorious Corruption", + "name": "Glorious Corruption", + "description": "

Gain a Fatigued Condition for every week you go without gaining a Corruption Point, or where you are not responsible for another Character gaining a Corruption Point; lose all Fatigued Conditions if either situation occurs

" + }, + { + "id": "Glowing Skin", + "name": "Glowing Skin", + "description": "Effective light of a candle; this mutation cannot be hidden" + }, + { + "id": "Goat Head", + "name": "Goat Head", + "description": "

Gain the @Compendium[wfrp4e.traits.BqPZn6q3VHn9HUrW]{Horns} Creature Trait, this mutation cannot be hidden

" + }, + { + "id": "Headless", + "name": "Headless", + "description": "

Gain the @Compendium[wfrp4e.traits.pTorrE0l3VybAbtn]{Fear} 2 Creature Trait; Head hits count as misses; this mutation cannot be hidden

" + }, + { + "id": "Hopper", + "name": "Hopper", + "description": "

Your Movement is reduced to 2 and cannot be increase; gain the @Compendium[wfrp4e.traits.j6v78dnOOdCB6c3d]{Bounce} Creature Trait; this mutation cannot be hidden

" + }, + { + "id": "Hounds of Despair", + "name": "Hounds of Despair", + "description": "

Gain the Malaise Symptom for 1d10 hours if you fail a Test Derived from Willpower

" + }, + { + "id": "Hurried Masochism", + "name": "Hurried Masochism", + "description": "

Gain the @Compendium[wfrp4e.traits.GbDyBCu8ZjDp6dkj]{Belligerent} Creature Trait; you cannot Flee voluntarilly

" + }, + { + "id": "Inhuman Beauty", + "name": "Inhuman Beauty", + "description": "+10 Fellowship; you do not scar" + }, + { + "id": "Iron Skin", + "name": "Iron Skin", + "description": "+2 Armour Points to all locations; -10 Agility" + }, + { + "id": "Lingering Foulness", + "name": "Lingering Foulness", + "description": "

Gain the Nausea Symptom for 1d10  hours after interacting with filth

" + }, + { + "id": "Lolling Tongue", + "name": "Lolling Tongue", + "description": "-10 to all Language Tests when speaking; this mutation cannot be hidden" + }, + { + "id": "Long Arms", + "name": "Long Arms", + "description": "If you and your opponent have weapons of the same Reach, your weapon counts as longer; this mutation cannot be hidden" + }, + { + "id": "Long Legs", + "name": "Long Legs", + "description": "+2 Movement; this mutation cannot be hidden" + }, + { + "id": "Long Neck", + "name": "Long Neck", + "description": "Half of body hits are head hits; this mutation cannot be hidden" + }, + { + "id": "Mindless Wandering", + "name": "Mindless Wandering", + "description": "

Gain the @Compendium[wfrp4e.traits.9GNpAqgsKzxZKJpp]{Stupid} Creature Trait when alone

" + }, + { + "id": "Monstrous Paranoia", + "name": "Monstrous Paranoia", + "description": "

Gain the @Compendium[wfrp4e.traits.IPKRMGry6WotuS1G]{Skittish} Creature Trait

" + }, + { + "id": "Multiple Arms", + "name": "Multiple Arms", + "description": "

Gain one Free Attack; this mutation cannot be hidden

" + }, + { + "id": "Multiple Legs", + "name": "Multiple Legs", + "description": "+1 Movement; this mutation cannot be hidden" + }, + { + "id": "One Eye", + "name": "One Eye", + "description": "-20 Ballistic Skill; this mutation can only be hidden by clothing" + }, + { + "id": "Panicked Urgency", + "name": "Panicked Urgency", + "description": "" + }, + { + "id": "Patchy Feathers", + "name": "Patchy Feathers", + "description": "

Roll on the Hit Location table twice to see where

" + }, + { + "id": "Pin Head", + "name": "Pin Head", + "description": "

Gain the @Compendium[wfrp4e.traits.9GNpAqgsKzxZKJpp]{Stupid} Creature Trait; this mutation cannot be hidden

" + }, + { + "id": "Pointed Head", + "name": "Pointed Head", + "description": "

Gain the @Compendium[wfrp4e.traits.9GNpAqgsKzxZKJpp]{Stupid} Creature Trait; you cannot wear a helmet; this mutation cannot be hidden

" + }, + { + "id": "Rat Head", + "name": "Rat Head", + "description": "

Gain the @Compendium[wfrp4e.traits.pLW9SVX0TVTYPiPv]{Bite} +4 and @Compendium[wfrp4e.traits.V0c3qBU1CMm8bmsW]{Infected} Creature Traits; this mutation cannot be hidden

" + }, + { + "id": "Ravenous Hunger", + "name": "Ravenous Hunger", + "description": "

Gain the @Compendium[wfrp4e.traits.xneBqGOs1QS7kfUr]{Hungry} Creature Trait

" + }, + { + "id": "Rearranged Face", + "name": "Rearranged Face", + "description": "

Gain the @Compendium[wfrp4e.traits.pTorrE0l3VybAbtn]{Fear} 1 Creature Trait; Characters trying to determine if you are lying suffer a -20 penalty to Intuition; this mutation can only be hidden by clothing

" + }, + { + "id": "Rotting Flesh", + "name": "Rotting Flesh", + "description": "

Gain the @Compendium[wfrp4e.traits.pTorrE0l3VybAbtn]{Fear} 2, and @Compendium[wfrp4e.traits.V0c3qBU1CMm8bmsW]{Infected} Creature Traits

" + }, + { + "id": "Shifting Colours", + "name": "Shifting Colours", + "description": "

Gain the @Compendium[wfrp4e.traits.MVI0lXcg6vvtooAF]{Distracting} Creature Trait; this mutation cannot be hidden

" + }, + { + "id": "Short Legs", + "name": "Short Legs", + "description": "-1 Movement; this mutation cannot be hidden" + }, + { + "id": "Skull Face", + "name": "Skull Face", + "description": "

Gain the @Compendium[wfrp4e.traits.pTorrE0l3VybAbtn]{Fear} 2 Creature Trait; this mutation can only be hidden by clothing

" + }, + { + "id": "Snake Head", + "name": "Snake Head", + "description": "

+1 Armour Point to the Head; gain the @Compendium[wfrp4e.traits.pLW9SVX0TVTYPiPv]{Bite} +3 and @Compendium[wfrp4e.traits.gFkRm9wS65qe18Xv]{Venom (Average)} Creature Traits; this mutation cannot be hidden

" + }, + { + "id": "Spiked Skin", + "name": "Spiked Skin", + "description": "

Cannot waer armour; +1 Armour Points on all locations; gain a Free Attack (@Compendium[wfrp4e.traits.AtpAudHA4ybXVlWM]{Weapon} +4 Creature Trait) when Charging; this mutation cannot be hidden

" + }, + { + "id": "Suckered Hands and Feet", + "name": "Suckered Hands and Feet", + "description": "

Gain the @Compendium[wfrp4e.traits.KII1gWnxIZ8HzmU5]{Wallcrawler} Creature Trait; this mutation can only be hidden by clothing

" + }, + { + "id": "Terrible Phobia", + "name": "Terrible Phobia", + "description": "

Gain the @Compendium[wfrp4e.traits.4CMKeDTDrRQZbPIJ]{Afraid} (Target) Creature Trait, rolling on the Fixations Table to determine the Target

" + }, + { + "id": "Thorny Scales", + "name": "Thorny Scales", + "description": "+1 Armour Points to all locations; this mutation can only be hidden by clothing" + }, + { + "id": "Three Eyes", + "name": "Three Eyes", + "description": "

Gain the @Compendium[wfrp4e.talents.9h82z72XGo9tfgQS]{Acute Sense} (Vision) Talent; this mutation can only be hidden by clothing

" + }, + { + "id": "Three Eyes", + "name": "Three Eyes", + "description": "

Gain the @Compendium[wfrp4e.talents.9h82z72XGo9tfgQS]{Acute Sense} (Vision) Talent; this mutation can only be hidden by clothing

" + }, + { + "id": "Thrill Seeker", + "name": "Thrill Seeker", + "description": "" + }, + { + "id": "Transparent Skin", + "name": "Transparent Skin", + "description": "

Gain the @Compendium[wfrp4e.traits.pTorrE0l3VybAbtn]{Fear} 2 Creature Trait; this mutation cannot be hidden

" + }, + { + "id": "Two Heads", + "name": "Two Heads", + "description": "

Gain the @Compendium[wfrp4e.talents.IFKWu98qmWpaSfUi]{Ambidextrous} Talent; this mutation cannot be hidden

" + }, + { + "id": "Uneven Horns", + "name": "Uneven Horns", + "description": "+1 Armour Points to the Head; counts as a Creature Weapon of Damage equal to your SB; this mutation cannot be hidden" + }, + { + "id": "Unusual Skin", + "name": "Unusual Skin", + "description": "Odd colour or texture: orange, striped, spotted, warty, etc.; this mutation cannot be hidden" + }, + { + "id": "Warp Frenzy", + "name": "Warp Frenzy", + "description": "

Gain the @Compendium[wfrp4e.traits.yRhhOlt18COq4e1q]{Frenzy} Creature Trait; whilst Frenzied, temporarily gain another random physical mutation

" + }, + { + "id": "Webbed Feet", + "name": "Webbed Feet", + "description": "

Gain the @Compendium[wfrp4e.traits.sJ3yX1kvzu2hgNq5]{Amphibious} Creature Trait; this mutation can only be hidden by clothing

" + }, + { + "id": "Weeping Pus", + "name": "Weeping Pus", + "description": "Roll on the table to twice to see where" + }, + { + "id": "Whiskered Snout", + "name": "Whiskered Snout", + "description": "+10 Track; this mutation can only be hidden by clothing" + }, + { + "id": "Wings", + "name": "Wings", + "description": "

Gain the @Compendium[wfrp4e.traits.EO05HX7jql0g605A]{Flight} 60 Creature Trait; this mutation can only be hidden by clothing

" + }, + { + "id": "Wolf Head", + "name": "Wolf Head", + "description": "

+1 Armour Point to the Head; gain the @Compendium[wfrp4e.traits.pLW9SVX0TVTYPiPv]{Bite} +6 Creature Trait; gain the @Compendium[wfrp4e.talents.9h82z72XGo9tfgQS]{Acute Sense (Smell)} Talent; this mutation cannot be hidden

" + } + ] +} diff --git a/module.json b/module.json index 8613f1d..d58020a 100644 --- a/module.json +++ b/module.json @@ -2,7 +2,7 @@ "name": "WH4-fr-translation", "title": "Traduction du module WH4 en Français.", "description": "La traduction du module WH4.", - "version": "0.57", + "version": "0.58", "minimumCoreVersion" : "0.5.1", "compatibleCoreVersion": "0.5.5", "author": "LeRatierBretonnien",