diff --git a/compendium/wfrp4e-archives1.actors.json b/compendium/wfrp4e-archives1.actors.json index 9c95ca8..419da54 100644 --- a/compendium/wfrp4e-archives1.actors.json +++ b/compendium/wfrp4e-archives1.actors.json @@ -1,5 +1,5 @@ { - "label": "Acteurs (Archives Vol. I)", + "label": "Acteurs (Archives Vol. I)", "mapping": { "description": "system.details.biography.value", "items": { @@ -11,58 +11,58 @@ "converter": "npc_characteristics" } }, - "entries": { - "Alrik Skagsson": { - "name": "Alrik Skagsson", - "description": "" - }, - "Belliquotious ‘Bella’ Lowhaven IV": { - "name": "Belliquotious ‘Bella’ Lowhaven IV", - "description": "" - }, - "Gurniksson Hammerback": { - "name": "Gurniksson Hammerback", - "description": "" - }, - "Karstin Largsdottir": { - "name": "Karstin Largsdottir", - "description": "" - }, - "Luitpoldstrasse ‘Louis’ Lostpockets": { - "name": "Luitpoldstrasse ‘Louis’ Lostpockets", - "description": "" - }, - "Misodoctakleidist ‘Doc’ Ashfield": { - "name": "Misodoctakleidist ‘Doc’ Ashfield", - "description": "" - }, - "Ragni Thorisson": { - "name": "Ragni Thorisson", - "description": "" - }, - "Spoondrift ‘Spoony’ Skelfsider": { - "name": "Spoondrift ‘Spoony’ Skelfsider", - "description": "" - }, - "Suffonsification ‘Suffy’ Rumster LVI": { - "name": "Suffonsification ‘Suffy’ Rumster LVI", - "description": "" - }, - "Thelonius Hardcastle Monkenbridge Thorncobble XII": { - "name": "Thelonius Hardcastle Monkenbridge Thorncobble XII", - "description": "" - }, - "Thomasina ‘Tina’ Brambledown": { - "name": "Thomasina ‘Tina’ Brambledown", - "description": "" - }, - "Thyk Hurgarsson": { - "name": "Thyk Hurgarsson", - "description": "" - }, - "Volund Sliverscar": { - "name": "Volund Sliverscar", - "description": "" - } - } + "entries": { + "Alrik Skagsson": { + "name": "Alrik Skagsson", + "description": "" + }, + "Belliquotious ‘Bella’ Lowhaven IV": { + "name": "Belliquotious ‘Bella’ Lowhaven IV", + "description": "" + }, + "Gurniksson Hammerback": { + "name": "Gurniksson Hammerback", + "description": "" + }, + "Karstin Largsdottir": { + "name": "Karstin Largsdottir", + "description": "" + }, + "Luitpoldstrasse ‘Louis’ Lostpockets": { + "name": "Luitpoldstrasse ‘Louis’ Lostpockets", + "description": "" + }, + "Misodoctakleidist ‘Doc’ Ashfield": { + "name": "Misodoctakleidist ‘Doc’ Ashfield", + "description": "" + }, + "Ragni Thorisson": { + "name": "Ragni Thorisson", + "description": "" + }, + "Spoondrift ‘Spoony’ Skelfsider": { + "name": "Spoondrift ‘Spoony’ Skelfsider", + "description": "" + }, + "Suffonsification ‘Suffy’ Rumster LVI": { + "name": "Suffonsification ‘Suffy’ Rumster LVI", + "description": "" + }, + "Thelonius Hardcastle Monkenbridge Thorncobble XII": { + "name": "Thelonius Hardcastle Monkenbridge Thorncobble XII", + "description": "" + }, + "Thomasina ‘Tina’ Brambledown": { + "name": "Thomasina ‘Tina’ Brambledown", + "description": "" + }, + "Thyk Hurgarsson": { + "name": "Thyk Hurgarsson", + "description": "" + }, + "Volund Sliverscar": { + "name": "Volund Sliverscar", + "description": "" + } + } } \ No newline at end of file diff --git a/compendium/wfrp4e-archives1.items.json b/compendium/wfrp4e-archives1.items.json index 59d3897..df7cae6 100644 --- a/compendium/wfrp4e-archives1.items.json +++ b/compendium/wfrp4e-archives1.items.json @@ -24,274 +24,274 @@ }, "entries": [ { - "id": "Dwarf Crossbow", - "name": "Arbalète naine", - "description": "
Bien que les différences entre les arbalètes naines et impériales soient moins prononcées que celles entre leurs armes à poudre noire, les arbalètes naines fabriquées avec une minutie qu'aucun artisan humain ne saurait égaler, et sont donc plus précises.
" - }, - { - "id": "Karak Mountain Strider", - "name": "Arpenteur des karak", - "description": "@Compendium[wfrp4e-archives1.journals.GBhO6rb28jKbYfEk]{Patrouilleur des Karak}
", - "career_careergroup": "Patrouilleur des karak", - "trappings": [ - "4 apprentis Coureurs des forts", - "cartes", - "souvenirs de nombreux voyages" - ] - }, - { - "id": "Dwarf Handgun", - "name": "Arquebuse naine", - "description": "Les armes à poudre sorties des forges humaines désespèrent souvent les nains, car elles sont souvent aussi dangereuses pour leur porteur que pour sa cible. Les armes à poudre noire des nains sont soigneusement fabriquées et renforcées, les rendant moins susceptibles de râtés et conférant aux projectiles une force supplémentaire.
" - }, - { - "id": "Cinderblast Bomb", - "name": "Bombe calcinante", - "description": "Ces armes mortelles sont indispensables pour le combat dans les tunnels qui s'enfoncent profondément sous le Vieux Monde, alors que les nains repoussent désespérément les attaques des skavens, des gobelins, et bien pire encore. Ces bombes sont généralement lancées au beau milieu des forces ennemies, explosant en souffles enflammés et éclats, terrifiants à comtempler.
" - }, - { - "id": "Field Warden Captain", - "name": "Capitaine Gardechamps", - "description": "@Compendium[wfrp4e-archives1.journals.vnLLLPnNYS97hJVe]{Gardechamps}
", - "career_careergroup": "Gardechamps", - "trappings": [ - "garnison de Sergent Gardechamps", - "respect de la communauté" - ] - }, - { - "id": "Drakefire Shot", - "name": "Cartouche Drac de feu", - "description": "Cette munition incendiaire pouvant être utilisée avec les pistolets Drac de feu, est à la fois dangereuse et rare. Elle ne convient vraiment qu'à cette arme spécifique. Néanmoins, elle peut être chargée dans n'importe quelle arme à poudre noire, qui pourra fonctionner ainsi une seule fois avant d'exploser entre les mains de l'utilisateur. Cela se résout comme si un Échec critique avait été obtenu à chaque coup.
" - }, - { - "id": "Precision Shot and Powder", - "name": "Cartouche et poudre de précision", - "description": "Une poudre préparée par des mains expertes et des balles soigneusement arrondies et lissées peuvent être combinées pour permettre des coups plus précis, plus fiables avec toute arme à poudre noire qui convient.
" - }, - { - "id": "Badger Rider", - "name": "Chevaucheur de blaireau", - "description": "@Compendium[wfrp4e-archives1.journals.AKNVB3Of7B82YFT1]{Chevaucheur de blaireau}
", - "career_careergroup": "Chevaucheur de blaireau", - "trappings": [ - "fontes de selle", - "plastron de cuir", - "arme de lancer ou d'entraves" - ] - }, - { - "id": "Hold Runner", - "name": "Coureur des forts", - "description": "@Compendium[wfrp4e-archives1.journals.GBhO6rb28jKbYfEk]{Patrouilleur des Karak}
", - "career_careergroup": "Patrouilleur des karak", - "trappings": [ - "sac à dos", - "arme simple", - "veste en cuir", - "outils professionnels (Cartographe)" - ] - }, - { - "id": "Forest's Wrath", - "name": "Courrouxde de la forêt", - "description": "@Compendium[wfrp4e-archives1.journals.J4o6g4sjXQ8OXjIj]{Rôdeur Fantôme}
", - "career_careergroup": "Rôdeur fantôme", - "trappings": [ - "trophée d'un ennemi légendaire", - "flèche elfique antique (pour proie spéciale)", - "réputation effrayante" - ] - }, - { - "id": "Wildwood Sword", - "name": "Épée du Bois sauvage", - "description": "Lames à deux mains dotées d'une poignée de bois vivant, ces armes semblent se mouvoir de leur propre chef, frappant plus rapidement que leur taille ne semble leur permettre.
" - }, - { - "id": "Windwraith", - "name": "Esprit du vent", - "description": "@Compendium[wfrp4e-archives1.journals.J4o6g4sjXQ8OXjIj]{Rôdeur Fantôme}
", - "career_careergroup": "Rôdeur fantôme", - "trappings": [ - "arc elfique et armure de cuir avec au moins 1 Atout chacun", - "10 flèches elfiques" - ] - }, - { - "id": "Starfire Shafts", - "name": "Flèches Lumière des astres", - "description": "Le bois des arbres Lumière des astres est un anathème pour la corruption, et les flèches qui en sont tirées sont imprégnées d'un esprit féroce et flamboyant. Ceux qui sont atteints par ces flèches prennent souvent feu et leur usage massif en temps de guerre est terrifiant à contempler.
" - }, - { - "id": "Swiftshiver Shafts", - "name": "Flèches Vif Frisson", - "description": "Faites d'un bois si léger et résistant qu'elles semblent jaillir du carquois de leur propre chef, il est aisé pour un archer compétent d'encocher et de tirer plus d'une flèche de ce type à la fois.
" - }, - { - "id": "Forest Ranger", - "name": "Garde forestier", - "description": "@Compendium[wfrp4e-archives1.journals.J4o6g4sjXQ8OXjIj]{Rôdeur Fantôme}
", - "career_careergroup": "Rôdeur fantôme", - "trappings": [ - "sac à dos", - "cape à capuche", - "arc long et 10 flèches", - "outils professionnels (Fabricant d'arcs)" - ] - }, - { - "id": "Novice Warden", - "name": "Garde novice", - "description": "@Compendium[wfrp4e-archives1.journals.vnLLLPnNYS97hJVe]{Gardechamps}
", - "career_careergroup": "Gardechamps", - "trappings": [ - "sac à dos", - "tente", - "carte de la région", - "fronde avec 10 pierres", - "outils professionnels (même spécialisation que Métier)" - ] - }, - { - "id": "Field Warden", - "name": "Gardechamps", - "description": "@Compendium[wfrp4e-archives1.journals.vnLLLPnNYS97hJVe]{Gardechamps}
", - "career_careergroup": "Gardechamps", - "trappings": [ - "veste en cuir", - "arme simple", - "lanterne et huile" - ] - }, - { - "id": "Karak Pathkeeper", - "name": "Gardien des routes des karak", - "description": "@Compendium[wfrp4e-archives1.journals.GBhO6rb28jKbYfEk]{Patrouilleur des Karak}
", - "career_careergroup": "Patrouilleur des karak", - "trappings": [ - "outils (Maçonnerie)" - ] - }, - { - "id": "Bearded Axe", - "name": "Hache à barbe", - "description": "Prisée par beaucoup de nains durant les combats, la tête de ces haches s'incurve vers le manche, ce qui créé un espace entre le manche et la lame, parfait pour arracher leurs armes aux ennemis peu méfiants.
" - }, - { - "id": "Slayer's Axe", - "name": "Hache de Tueur", - "description": "Les Tueurs sont extrêmement fiers de leur arme, les affûtant de manière presque rituelle à toute occasion. Les plus célèbres d'entre elles ont gagné une réputation de puissance presque aussi importante que leurs porteurs. Ce sont des armes dévastatrices, et les Tueurs qui les manient ne semblent pas être gênés par leur taille.
" - }, - { - "id": "Nan's Cleaver", - "name": "Hachoir de Mamie", - "description": "Les cuisiniers halflings sont aussi soigneux avec leurs ustensiles de cuisine que le plus méticuleux des guerriers avec son épée. Il n'est donc pas étonnant que ces armes soient utiles en temps de guerre, et que plus d'un gobelin soit tombé sous les coups d'un hachoir qui avait, juste avant, été utilisé pour préparer un généreux ragoût à déguster après la bataille.
" - }, - { - "id": "Blackbriar Javelin", - "name": "Javelot Noireronce", - "description": "Taillées dans le bois des arbres dont les esprits ont été tordus et rendus néfastes, ces armes vivantes distillent un poison létal. On prétend qu'elles apportent la malchance, et c'est sûrement le cas pour ceux qui doivent les affronter en combat.
" - }, - { - "id": "Eonir War Blade", - "name": "Lame de guerre éonir", - "description": "Les lames finement ouvragées des Éonirs sont fabriquées pour être plus légères que les armes types de l'Empire et leur équilibre parfait permet des coups rapides et précis.
" - }, - { - "id": "Eonir Spear", - "name": "Lance éonir", - "description": "Fléau des forces montées, ces lances à la pointe acérée sont plus légères que les armes types de l'Empire. Leur extrémité est trempée et affûtée par des méthodes connues uniquement des elfes sylvains. Elles transpercent les armures avec aisance.
" - }, - { - "id": "Badger Master", - "name": "Maître blaireau", - "description": "@Compendium[wfrp4e-archives1.journals.AKNVB3Of7B82YFT1]{Chevaucheur de blaireau}
", - "career_careergroup": "Chevaucheur de blaireau", - "trappings": [ - "gros blaireau apprivoisé (blaireau-poney tacheté du Moot)", - "1 écuyer (Taquineur de blaireau)", - "armure de plates", - "sens de l'humour" - ] - }, - { - "id": "Dwarf Hammer", - "name": "Marteau nain", - "description": "Les nains, de notoriété publique, utilisent les mêmes marteaux dans la forge en temps de paix et sur le champ de bataille en temps de guerre. Ces outils si lourds sont parfaits pour fracasser même le plus dur des crânes orcs.
" - }, - { - "id": "Karak Ranger", - "name": "Patrouilleur des karak", - "description": "@Compendium[wfrp4e-archives1.journals.GBhO6rb28jKbYfEk]{Patrouilleur des Karak}
", - "career_careergroup": "Patrouilleur des karak", - "trappings": [ - "arme à poudre noire avec munitions", - "grappin et corde" - ] - }, - { - "id": "Drakefire Pistol", - "name": "Pistolet Drac de feu", - "description": "Exemple de l'ingéniosité des nains, ce pistolet Drac de feu balaye les cibles de coups incendiaires, les enflammant souvent. Les particularités de sa conception sont un secret bien gardé des nains et il est peu probable que d'autres races puissent en copier les subtilités, même si le concept venait à en être compris. Elles constituent les armes favorites de tout nain qui tiendrait tête à des skavens, loin sous terre, car voir brûler leur fourrure puante est en soi très satisfaisant.
" - }, - { - "id": "Dwarf Pistol", - "name": "Pistolet nain", - "description": "Les armes à poudre sorties des forges humaines désespèrent souvent les nains, car elles sont souvent aussi dangereuses pour leur porteur que pour sa cible. Les armes à poudre noire des nains sont soigneusement fabriquées et renforcées, les rendant moins susceptibles de râtés et conférant aux projectiles une force supplémentaire.
" - }, - { - "id": "Iron Skillet", - "name": "Poêle de fer", - "description": "En dépit de leur petite taille, ces pots, casseroles et poêles à frire des halflings sont fabriqués pour être plus lourds qu'on ne le pense. On pourrait en rire, mais plus d'une lame a été détournée d'un coup fatal par la poêle d'un halfling. Ces ustensiles, grêlés et éraflés, font toujours la fierté des foyers de ce peuple.
" - }, - { - "id": "Ghost Strider", - "name": "Rôdeur fantôme", - "description": "@Compendium[wfrp4e-archives1.journals.J4o6g4sjXQ8OXjIj]{Rôdeur Fantôme}
", - "career_careergroup": "Rôdeur fantôme", - "trappings": [ - "arc elfique et 10 flèches fabriquées par le Personnage", - "assortiment de pièges", - "veste en cuir" - ] - }, - { - "id": "Youngblood", - "name": "Sang neuf", - "description": "Votre famille est vue comme une nouvelle venue dans la Laurelorn, et est traitée avec condescendance par les Éonirs des autres lignages. Votre Statut est toujours considéré comme plus bas que celui des autres Éonirs, à moins qu'ils aient, eux aussi, le Talent Sang neuf. Un membre du jeune lignage de deuxième génération peut perdre ce Talent s'il réussit une série d'épreuves pour rejoindre 1 lignée des Enfants de la forêt.
" - }, - { - "id": "Badger Sergeant", - "name": "Sergent blaireau", - "description": "@Compendium[wfrp4e-archives1.journals.AKNVB3Of7B82YFT1]{Chevaucheur de blaireau}
", - "career_careergroup": "Chevaucheur de blaireau", - "trappings": [ - "caparaçon pour blaireau (2 PA sur la tête et le torse)", - "arme de corps à corps (base ou cavalerie)" - ] - }, - { - "id": "Field Warden Sergeant", - "name": "Sergent Gardechamps", - "description": "@Compendium[wfrp4e-archives1.journals.vnLLLPnNYS97hJVe]{Gardechamps}
", - "career_careergroup": "Gardechamps", - "trappings": [ - "chemise de mailles de bonne qualité", - "escouade de Gardes novices" - ] - }, - { - "id": "Badger Botherer", - "name": "Taquineur de blaireau", - "description": "@Compendium[wfrp4e-archives1.journals.AKNVB3Of7B82YFT1]{Chevaucheur de blaireau}
", - "career_careergroup": "Chevaucheur de blaireau", - "trappings": [ - "sac à dos", - "veste de cuir", - "fronde", - "blaireau apprivoisé avec selle et harnais" - ] - } + "id": "Dwarf Crossbow", + "name": "Arbalète naine", + "description": "Bien que les différences entre les arbalètes naines et impériales soient moins prononcées que celles entre leurs armes à poudre noire, les arbalètes naines fabriquées avec une minutie qu'aucun artisan humain ne saurait égaler, et sont donc plus précises.
" + }, + { + "id": "Karak Mountain Strider", + "name": "Arpenteur des karak", + "description": "@Compendium[wfrp4e-archives1.journals.GBhO6rb28jKbYfEk]{Patrouilleur des Karak}
", + "career_careergroup": "Patrouilleur des karak", + "trappings": [ + "4 apprentis Coureurs des forts", + "cartes", + "souvenirs de nombreux voyages" + ] + }, + { + "id": "Dwarf Handgun", + "name": "Arquebuse naine", + "description": "Les armes à poudre sorties des forges humaines désespèrent souvent les nains, car elles sont souvent aussi dangereuses pour leur porteur que pour sa cible. Les armes à poudre noire des nains sont soigneusement fabriquées et renforcées, les rendant moins susceptibles de râtés et conférant aux projectiles une force supplémentaire.
" + }, + { + "id": "Cinderblast Bomb", + "name": "Bombe calcinante", + "description": "Ces armes mortelles sont indispensables pour le combat dans les tunnels qui s'enfoncent profondément sous le Vieux Monde, alors que les nains repoussent désespérément les attaques des skavens, des gobelins, et bien pire encore. Ces bombes sont généralement lancées au beau milieu des forces ennemies, explosant en souffles enflammés et éclats, terrifiants à comtempler.
" + }, + { + "id": "Field Warden Captain", + "name": "Capitaine Gardechamps", + "description": "@Compendium[wfrp4e-archives1.journals.vnLLLPnNYS97hJVe]{Gardechamps}
", + "career_careergroup": "Gardechamps", + "trappings": [ + "garnison de Sergent Gardechamps", + "respect de la communauté" + ] + }, + { + "id": "Drakefire Shot", + "name": "Cartouche Drac de feu", + "description": "Cette munition incendiaire pouvant être utilisée avec les pistolets Drac de feu, est à la fois dangereuse et rare. Elle ne convient vraiment qu'à cette arme spécifique. Néanmoins, elle peut être chargée dans n'importe quelle arme à poudre noire, qui pourra fonctionner ainsi une seule fois avant d'exploser entre les mains de l'utilisateur. Cela se résout comme si un Échec critique avait été obtenu à chaque coup.
" + }, + { + "id": "Precision Shot and Powder", + "name": "Cartouche et poudre de précision", + "description": "Une poudre préparée par des mains expertes et des balles soigneusement arrondies et lissées peuvent être combinées pour permettre des coups plus précis, plus fiables avec toute arme à poudre noire qui convient.
" + }, + { + "id": "Badger Rider", + "name": "Chevaucheur de blaireau", + "description": "@Compendium[wfrp4e-archives1.journals.AKNVB3Of7B82YFT1]{Chevaucheur de blaireau}
", + "career_careergroup": "Chevaucheur de blaireau", + "trappings": [ + "fontes de selle", + "plastron de cuir", + "arme de lancer ou d'entraves" + ] + }, + { + "id": "Hold Runner", + "name": "Coureur des forts", + "description": "@Compendium[wfrp4e-archives1.journals.GBhO6rb28jKbYfEk]{Patrouilleur des Karak}
", + "career_careergroup": "Patrouilleur des karak", + "trappings": [ + "sac à dos", + "arme simple", + "veste en cuir", + "outils professionnels (Cartographe)" + ] + }, + { + "id": "Forest's Wrath", + "name": "Courrouxde de la forêt", + "description": "@Compendium[wfrp4e-archives1.journals.J4o6g4sjXQ8OXjIj]{Rôdeur Fantôme}
", + "career_careergroup": "Rôdeur fantôme", + "trappings": [ + "trophée d'un ennemi légendaire", + "flèche elfique antique (pour proie spéciale)", + "réputation effrayante" + ] + }, + { + "id": "Wildwood Sword", + "name": "Épée du Bois sauvage", + "description": "Lames à deux mains dotées d'une poignée de bois vivant, ces armes semblent se mouvoir de leur propre chef, frappant plus rapidement que leur taille ne semble leur permettre.
" + }, + { + "id": "Windwraith", + "name": "Esprit du vent", + "description": "@Compendium[wfrp4e-archives1.journals.J4o6g4sjXQ8OXjIj]{Rôdeur Fantôme}
", + "career_careergroup": "Rôdeur fantôme", + "trappings": [ + "arc elfique et armure de cuir avec au moins 1 Atout chacun", + "10 flèches elfiques" + ] + }, + { + "id": "Starfire Shafts", + "name": "Flèches Lumière des astres", + "description": "Le bois des arbres Lumière des astres est un anathème pour la corruption, et les flèches qui en sont tirées sont imprégnées d'un esprit féroce et flamboyant. Ceux qui sont atteints par ces flèches prennent souvent feu et leur usage massif en temps de guerre est terrifiant à contempler.
" + }, + { + "id": "Swiftshiver Shafts", + "name": "Flèches Vif Frisson", + "description": "Faites d'un bois si léger et résistant qu'elles semblent jaillir du carquois de leur propre chef, il est aisé pour un archer compétent d'encocher et de tirer plus d'une flèche de ce type à la fois.
" + }, + { + "id": "Forest Ranger", + "name": "Garde forestier", + "description": "@Compendium[wfrp4e-archives1.journals.J4o6g4sjXQ8OXjIj]{Rôdeur Fantôme}
", + "career_careergroup": "Rôdeur fantôme", + "trappings": [ + "sac à dos", + "cape à capuche", + "arc long et 10 flèches", + "outils professionnels (Fabricant d'arcs)" + ] + }, + { + "id": "Novice Warden", + "name": "Garde novice", + "description": "@Compendium[wfrp4e-archives1.journals.vnLLLPnNYS97hJVe]{Gardechamps}
", + "career_careergroup": "Gardechamps", + "trappings": [ + "sac à dos", + "tente", + "carte de la région", + "fronde avec 10 pierres", + "outils professionnels (même spécialisation que Métier)" + ] + }, + { + "id": "Field Warden", + "name": "Gardechamps", + "description": "@Compendium[wfrp4e-archives1.journals.vnLLLPnNYS97hJVe]{Gardechamps}
", + "career_careergroup": "Gardechamps", + "trappings": [ + "veste en cuir", + "arme simple", + "lanterne et huile" + ] + }, + { + "id": "Karak Pathkeeper", + "name": "Gardien des routes des karak", + "description": "@Compendium[wfrp4e-archives1.journals.GBhO6rb28jKbYfEk]{Patrouilleur des Karak}
", + "career_careergroup": "Patrouilleur des karak", + "trappings": [ + "outils (Maçonnerie)" + ] + }, + { + "id": "Bearded Axe", + "name": "Hache à barbe", + "description": "Prisée par beaucoup de nains durant les combats, la tête de ces haches s'incurve vers le manche, ce qui créé un espace entre le manche et la lame, parfait pour arracher leurs armes aux ennemis peu méfiants.
" + }, + { + "id": "Slayer's Axe", + "name": "Hache de Tueur", + "description": "Les Tueurs sont extrêmement fiers de leur arme, les affûtant de manière presque rituelle à toute occasion. Les plus célèbres d'entre elles ont gagné une réputation de puissance presque aussi importante que leurs porteurs. Ce sont des armes dévastatrices, et les Tueurs qui les manient ne semblent pas être gênés par leur taille.
" + }, + { + "id": "Nan's Cleaver", + "name": "Hachoir de Mamie", + "description": "Les cuisiniers halflings sont aussi soigneux avec leurs ustensiles de cuisine que le plus méticuleux des guerriers avec son épée. Il n'est donc pas étonnant que ces armes soient utiles en temps de guerre, et que plus d'un gobelin soit tombé sous les coups d'un hachoir qui avait, juste avant, été utilisé pour préparer un généreux ragoût à déguster après la bataille.
" + }, + { + "id": "Blackbriar Javelin", + "name": "Javelot Noireronce", + "description": "Taillées dans le bois des arbres dont les esprits ont été tordus et rendus néfastes, ces armes vivantes distillent un poison létal. On prétend qu'elles apportent la malchance, et c'est sûrement le cas pour ceux qui doivent les affronter en combat.
" + }, + { + "id": "Eonir War Blade", + "name": "Lame de guerre éonir", + "description": "Les lames finement ouvragées des Éonirs sont fabriquées pour être plus légères que les armes types de l'Empire et leur équilibre parfait permet des coups rapides et précis.
" + }, + { + "id": "Eonir Spear", + "name": "Lance éonir", + "description": "Fléau des forces montées, ces lances à la pointe acérée sont plus légères que les armes types de l'Empire. Leur extrémité est trempée et affûtée par des méthodes connues uniquement des elfes sylvains. Elles transpercent les armures avec aisance.
" + }, + { + "id": "Badger Master", + "name": "Maître blaireau", + "description": "@Compendium[wfrp4e-archives1.journals.AKNVB3Of7B82YFT1]{Chevaucheur de blaireau}
", + "career_careergroup": "Chevaucheur de blaireau", + "trappings": [ + "gros blaireau apprivoisé (blaireau-poney tacheté du Moot)", + "1 écuyer (Taquineur de blaireau)", + "armure de plates", + "sens de l'humour" + ] + }, + { + "id": "Dwarf Hammer", + "name": "Marteau nain", + "description": "Les nains, de notoriété publique, utilisent les mêmes marteaux dans la forge en temps de paix et sur le champ de bataille en temps de guerre. Ces outils si lourds sont parfaits pour fracasser même le plus dur des crânes orcs.
" + }, + { + "id": "Karak Ranger", + "name": "Patrouilleur des karak", + "description": "@Compendium[wfrp4e-archives1.journals.GBhO6rb28jKbYfEk]{Patrouilleur des Karak}
", + "career_careergroup": "Patrouilleur des karak", + "trappings": [ + "arme à poudre noire avec munitions", + "grappin et corde" + ] + }, + { + "id": "Drakefire Pistol", + "name": "Pistolet Drac de feu", + "description": "Exemple de l'ingéniosité des nains, ce pistolet Drac de feu balaye les cibles de coups incendiaires, les enflammant souvent. Les particularités de sa conception sont un secret bien gardé des nains et il est peu probable que d'autres races puissent en copier les subtilités, même si le concept venait à en être compris. Elles constituent les armes favorites de tout nain qui tiendrait tête à des skavens, loin sous terre, car voir brûler leur fourrure puante est en soi très satisfaisant.
" + }, + { + "id": "Dwarf Pistol", + "name": "Pistolet nain", + "description": "Les armes à poudre sorties des forges humaines désespèrent souvent les nains, car elles sont souvent aussi dangereuses pour leur porteur que pour sa cible. Les armes à poudre noire des nains sont soigneusement fabriquées et renforcées, les rendant moins susceptibles de râtés et conférant aux projectiles une force supplémentaire.
" + }, + { + "id": "Iron Skillet", + "name": "Poêle de fer", + "description": "En dépit de leur petite taille, ces pots, casseroles et poêles à frire des halflings sont fabriqués pour être plus lourds qu'on ne le pense. On pourrait en rire, mais plus d'une lame a été détournée d'un coup fatal par la poêle d'un halfling. Ces ustensiles, grêlés et éraflés, font toujours la fierté des foyers de ce peuple.
" + }, + { + "id": "Ghost Strider", + "name": "Rôdeur fantôme", + "description": "@Compendium[wfrp4e-archives1.journals.J4o6g4sjXQ8OXjIj]{Rôdeur Fantôme}
", + "career_careergroup": "Rôdeur fantôme", + "trappings": [ + "arc elfique et 10 flèches fabriquées par le Personnage", + "assortiment de pièges", + "veste en cuir" + ] + }, + { + "id": "Youngblood", + "name": "Sang neuf", + "description": "Votre famille est vue comme une nouvelle venue dans la Laurelorn, et est traitée avec condescendance par les Éonirs des autres lignages. Votre Statut est toujours considéré comme plus bas que celui des autres Éonirs, à moins qu'ils aient, eux aussi, le Talent Sang neuf. Un membre du jeune lignage de deuxième génération peut perdre ce Talent s'il réussit une série d'épreuves pour rejoindre 1 lignée des Enfants de la forêt.
" + }, + { + "id": "Badger Sergeant", + "name": "Sergent blaireau", + "description": "@Compendium[wfrp4e-archives1.journals.AKNVB3Of7B82YFT1]{Chevaucheur de blaireau}
", + "career_careergroup": "Chevaucheur de blaireau", + "trappings": [ + "caparaçon pour blaireau (2 PA sur la tête et le torse)", + "arme de corps à corps (base ou cavalerie)" + ] + }, + { + "id": "Field Warden Sergeant", + "name": "Sergent Gardechamps", + "description": "@Compendium[wfrp4e-archives1.journals.vnLLLPnNYS97hJVe]{Gardechamps}
", + "career_careergroup": "Gardechamps", + "trappings": [ + "chemise de mailles de bonne qualité", + "escouade de Gardes novices" + ] + }, + { + "id": "Badger Botherer", + "name": "Taquineur de blaireau", + "description": "@Compendium[wfrp4e-archives1.journals.AKNVB3Of7B82YFT1]{Chevaucheur de blaireau}
", + "career_careergroup": "Chevaucheur de blaireau", + "trappings": [ + "sac à dos", + "veste de cuir", + "fronde", + "blaireau apprivoisé avec selle et harnais" + ] + } ] } \ No newline at end of file diff --git a/compendium/wfrp4e-archives1.tables.json b/compendium/wfrp4e-archives1.tables.json index 2e564dd..79b7036 100644 --- a/compendium/wfrp4e-archives1.tables.json +++ b/compendium/wfrp4e-archives1.tables.json @@ -1,25 +1,25 @@ { - "label": "Tables (Archives Vol. I)", + "label": "Tables (Archives Vol. I)", "mapping": { "results": { "path": "results", "converter": "resultConverter" } }, - "entries": [ - { - "id": "Career - Wood Elf (Toriour)", - "name": "Carrière - Elfe Sylvain (Toriour)" - }, - { - "id": "Random Euphemisms - Noun", - "name": "Euphémismes aléatoires - Nom", + "entries": [ + { + "id": "Career - Wood Elf (Toriour)", + "name": "Carrière - Elfe Sylvain (Toriour)" + }, + { + "id": "Random Euphemisms - Noun", + "name": "Euphémismes aléatoires - Nom", "results": {"6-6":"...la Saucisse de Sigmar","7-7":"...la croute des Tourtes","8-8":"...les Dingleberries","9-9":"...les Morveux","10-10":"...la tour du Sorcier","1-1":"...le Mouton","2-2":"...le Manche à balai","3-3":"...le Tromblon","4-4":"...le vieux Quinsberry","5-5":"...les Royaumes du Chaos"} - }, - { - "id": "Random Euphemisms - Participle", - "name": "Euphémismes aléatoires - Participe", + }, + { + "id": "Random Euphemisms - Participle", + "name": "Euphémismes aléatoires - Participe", "results": {"1-1":"En polissant","2-2":"En visitant","3-3":"Aggravant","4-4":"En cuisinant","5-5":"En secouant","6-6":"En grignotant","7-7":"En enchantant","8-8":"En mutant","9-9":"En tirant","10-10":"En pillant"} - } - ] + } + ] } \ No newline at end of file diff --git a/compendium/wfrp4e-archives2.items.json b/compendium/wfrp4e-archives2.items.json index 3d36be3..fcef496 100644 --- a/compendium/wfrp4e-archives2.items.json +++ b/compendium/wfrp4e-archives2.items.json @@ -1,5 +1,5 @@ { - "label": "Items (Archives Vol. II)", + "label": "Items (Archives Vol. II)", "folders": { "Careers": "Carrières", "Criticals": "Critiques", @@ -68,434 +68,434 @@ "converter": "trapping_qualities_flaws" } }, - "entries": { - "All-Seeing Mirror": { - "name": "All-Seeing Mirror", - "description": "These mirrors are made in pairs. Instead of seeing their reflection in the mirror, a Character sees whatever is presented to the sister mirror. The effect is broken if the mirrors are parted by a distance of more than 500 miles.If the Characters find an All-Seeing Mirror, there is a 70% chance the sister mirror is in someone else’s possession.
" - }, - "Amulet of Righteous Silver": { - "name": "Amulet of Righteous Silver", - "description": "The wearer of this amulet does not suffer from the effects of Fear, and gains a +2SL bonus on Tests to resist Terror.
" - }, - "Amulet of Thrice-Blessed Copper": { - "name": "Amulet of Thrice-Blessed Copper", - "description": "This amulet reduces the Damage of all attacks made against the wearer by -1. The wearer of such an amulet also receives a +30 bonus to Endurance Tests made to remove @Condition[Poisoned] Conditions. The amulet also turns green in the presence of poisons.
" - }, - "Arrow of Potency": { - "name": "Arrow of Potency", - "description": "If a hit from an Arrow of Potency deals Damage, it inflicts an additional [[/r 1d10]] Damage which ignores Armour and Toughness.
" - }, - "Arrow of True Flight": { - "name": "Arrow of True Flight", - "description": "These arrows grant +30 Ballistic Skill when fired.
" - }, - "Ballista": { - "name": "Ballista", - "description": "Crew: 4
Similar to a crossbow, but much larger, a Ballista can fire large bolts across great distances. It’s far too heavy to be carried, so it’s usually attached to a fixed surface or uses wheels to move around the battlefield.
*Cannot be used at Point Blank.
" - }, - "Battering Ram": { - "name": "Battering Ram", - "description": "Crew: 6
Used for tearing down doors and gates, a Battering Ram consists of a heavy tree trunk suspended by chains or ropes on a wooden frame with wheels. Some have a spiked metal end, while others have it forged to resemble a ram’s head.
*Battering Rams only deal damage to doors and gates. They are otherwise considered an Improvised Weapon.
" - }, - "Bellicose Cup": { - "name": "Bellicose Cup", - "description": "Several grim drinking vessals hail from Norsca, with a handful making their way to the Empire. They take many forms — some are simply carved from wood, others are human skulls sealed with pitch and clay. They were typically used at the start or end of ritual combat, and many who lost their lives in such bouts subsequently donated their skulls towards the creation of another cup.
One person may drink from the cup once each day. Drinking water from the cup lets the user ignore the first @Condition[Bleeding] Condition they acquire that day. Drinking strong alcohol from the cup lets the user ignore the first Critical Wound they suffer that day. Drinking the fresh blood of a fallen enemy from the cup grants the user @Exp[100, Drank the blood of a fallen enemy]{100 XP} and a single Corruption point.
" - }, - "Big Ogre Club": { - "name": "Big Ogre Club", - "description": "Ogres love their clubs. They are the simplest sort of weapon, which appeals to the Ogre mindset greatly. Ogres scour battlefields, forests, and boneyards to find a good solid club and materials to customise it to their liking. If you wish you may customise an Ogre Club or Big Club to add one of the following options.
@UUID[Compendium.wfrp4e-archives2.items.n1fVud1csGlzM9fI]{Metal Plates}: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#pummel]{Pummel} Quality.
@UUID[Compendium.wfrp4e-archives2.items.6jnKkzFvQKrI7iCo]{Rusty Spikes}: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Quality.
@UUID[Compendium.wfrp4e-archives2.items.gnDvFsTIenXj9TBP]{Scavenged Blades}: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#hack]{Hack} Quality.
* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.
" - }, - "Big Ogre Club (Metal Plates)": { - "name": "Big Ogre Club (Metal Plates)", - "description": "Ogres love their clubs. They are the simplest sort of weapon, which appeals to the Ogre mindset greatly. Ogres scour battlefields, forests, and boneyards to find a good solid club and materials to customise it to their liking. If you wish you may customise an Ogre Club or Big Club to add one of the following options.
Metal Plates: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#pummel]{Pummel} Quality.
* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.
" - }, - "Big Ogre Club (Rusty Spikes)": { - "name": "Big Ogre Club (Rusty Spikes)", - "description": "Ogres love their clubs. They are the simplest sort of weapon, which appeals to the Ogre mindset greatly. Ogres scour battlefields, forests, and boneyards to find a good solid club and materials to customise it to their liking. If you wish you may customise an Ogre Club or Big Club to add one of the following options.
Rusty Spikes: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Quality.
* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.
" - }, - "Big Ogre Club (Scavenged Blades)": { - "name": "Big Ogre Club (Scavenged Blades)", - "description": "Ogres love their clubs. They are the simplest sort of weapon, which appeals to the Ogre mindset greatly. Ogres scour battlefields, forests, and boneyards to find a good solid club and materials to customise it to their liking. If you wish you may customise an Ogre Club or Big Club to add one of the following options.
Scavenged Blades: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#hack]{Hack} Quality.
* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.
" - }, - "Bonecrusher": { - "name": "Bonecrusher", - "description": "You crunch loudly on a mouthful of bones while snarling a curse at a nearby foe. Bonecrusher is a magic missile with a Damage of +4 which ignores your target’s Armour Points but not their Toughness Bonus. Additionally, if your attack inflicts a Critical Wound, add +20 to the roll on the appropriate Critical Wound table to determine its severity.
\n\n Lore: Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.
\n\n Domaine: Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.
" - }, - "Braingobbler": { - "name": "Braingobbler", - "description": "
You devour an entire head, brains and all. Your prodigious gut distils the essence of nightmares from within the unfortunate skull and projects them in a wave of nauseating horror about you. You gain the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear 2} Creature Trait. If the late owner of the devoured head had a close relationship to someone who is affected by your Fear Trait, they make any Cool Tests to resist the Fear at a – 20 penalty.
\n\n Lore: Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.
\n\n Domaine: Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.
" - }, - "Bullgorger": { - "name": "Bullgorger", - "description": "
You devour the heart of a mighty beast, projecting its strength and power onto a nearby creature. For the spell’s duration, your target adds +2 to their Strength Bonus for the purposes of Damage they inflict or for other appropriate feats of Strength. However, when the spell ends, they find themselves consumed by an immense hunger and must immediately gorge themselves on a substantial meal or gain a @Condition[Fatigued] Condition.
If the target wishes to reject your gift, they may attempt a Difficult (+20) Cool Test to ignore its effects.
\n\n Lore: Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.
\n\n Domaine: Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.
" - }, - "Butcher": { - "name": "Butcher", - "description": "
@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.oHnxmjA1CtIhumiz]{Ogre Butcher}
" - }, - "Cacklefax the Cockerel": { - "name": "Cacklefax the Cockerel", - "description": "Classical Name: Kakeros
Ascendant: Winter
Calendar Dates: Ulriczeit 1st – Ulriczeit 16th
Associated God: Kakarol (Horses (Ostland))
Appearance: Two coins
Bonus: Gain one level of the @UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker} Talent
Penalty: −3 Fellowship
Those born under Cackelfax the Cockerel have lofty goals and their eyes towards the future. You’ll rarely find a spendthrift Cockerel. They go about achieving their goals in the most direct way possible, and that means acquisition — of connections, favors, property, skill, and most of all, money: scads of money. As they rise, they take care of those who took care of them. Many established and aspiring political figures in the Old World were born under the sign of the Cockerel, or claim they were. Other signs may find the Cockerel greedy or ruthless, but they know their truth: in this world, success isn’t earned by the most meritorious. It is bought — with money or with blood.
" - }, - "Cannon": { - "name": "Cannon", - "description": "Crew: 4
Using the same principles as Blackpowder weapons, cannons are loaded with powder and a large cannonball in the front, and ignited from the back. The force with which a cannonball strikes is enough to knock down most walls and tear apart troops on the field.
*Cannot be used at Point Blank.
" - }, - "Chain Trap": { - "name": "Chain Trap", - "description": "A set of spring-loaded metal jaws on a length of stout chain, the Chain Trap is a tool used by Ogre Hunters. Originally designed to be chained to a rock or tree and left set in the hopes of catching prey, most Ogres lack the patience for this sort of approach and found it more expedient simply to fling the trap at a target and reel in the meat.
* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.
" - }, - "Crown of Command": { - "name": "Crown of Command", - "description": "These golden circlets were made by Wizards to assist military commanders when inspiring their soldiers. The wearer of the Crown of Command benefits from a +20 bonus to Leadership Tests.
" - }, - "Dawnstone": { - "name": "Dawnstone", - "description": "A Dawnstone is often attached to a piece of armour, imbuing it with a degree of extra protection. If the piece of armour is damaged, the Dawnstone breaks, ignoring the damage.
" - }, - "Dazh’s Flint": { - "name": "Dazh’s Flint", - "description": "These small pieces of flint are said to be blessed by a Kislevite god of fire. When this item is pressed to a flammable source, it automatically catches on fire.
" - }, - "Dragomas the Drake": { - "name": "Dragomas the Drake", - "description": "Classical Name: Drakonos
Ascendant: Spring
Calendar Dates: Jarhdrung 17th – Pflugzeit 7th
Associated God: Khaine
Appearance: A rearing dragon
Bonus: +2 Willpower, +2 Fellowship
Penalty: −3 Dexterity
Bold, assertive, and strong, people born under Dragomas the Drake are instinctive leaders. They project confidence and assurance into the world, and people simply want to follow them. This charisma can quickly cross the line into an inflexible arrogance, and what begins with gentle leadership and guidance may end in tyranny. Being a leader comes with responsibility to one’s followers, and those born under the Drake are wise to remember this.
" - }, - "Dwarf Flame Cannon": { - "name": "Dwarf Flame Cannon", - "description": "Crew: 4
Armed with alchemical concoction within the cannon’s barrel, this weapon uses pressure to release a spray of flesh-searing oil that spreads throughout the enemy ranks. Dwarf Flame Cannons give every affected target 2 + SL Ablaze Conditions.
*Cannot be used at Point Blank.
" - }, - "Earthing Rod": { - "name": "Earthing Rod", - "description": "The wand helps control the dispersion of magical energies. When using the wand, a spellcaster may ignore one Minor Miscast when making a Casting or Channelling Test. The rampant magic is trapped in the wand, and slowly discharged into the earth over the following 24 hours. During this time, the wand cannot be used to ignore another Minor Miscast.
" - }, - "Elven Cloak": { - "name": "Elven Cloak", - "description": "These cloaks are created by Wood Elf mages and provide the wearer with excellent camouflage in rural environments. Any sight-based Perception or Ballistic Skill Tests made against the wearer suffer from a –20 penalty.
" - }, - "Feast of the Fallen": { - "name": "Feast of the Fallen", - "description": "You bathe your favourite blade in the blood of a freshly fallen foe, drawing power to you and awakening a thirst for blood in your allies. Any creatures of your choosing in the area of effect gain the @UUID[Compendium.wfrp4e-core.items.3MDwUi7BVxwWVI2V]{Vampiric} Creature Trait for the duration of this spell. The target does not need to bite their opponents to enjoy the benefits of this Trait, merely wound them in melee combat. Additionally, they may continue to benefit from healing from other sources. If a creature wishes to resist this spell, they may attempt a Difficult (+20) Endurance Test to ignore its effects.
For the duration of this spell, the blood of foes gushes towards those affected, seeping across their blades, up their arms, and into their mouths. Ogres are not bothered by this effect, and in fact most revel in it, but other creatures typically find being made subject to this spell extremely unsettling. When the spell ends, non-Ogres who wounded at least one opponent in melee while under its effects must make a Challenging (+0) Cool Test or gain a @Condition[Stunned] Condition. Additionally, if they wounded an opponent who had the @UUID[Compendium.wfrp4e-core.items.V0c3qBU1CMm8bmsW]{Infected} or @UUID[Compendium.wfrp4e-core.items.PaW8i6JOxWyzAZCz]{Diseased} Creature Traits, any Test made to avoid the negative effects of those Traits suffers a –30 penalty.
\n\n Lore: Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.
\n\n Domaine: Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.
" - }, - "Forbidden Rod": { - "name": "Forbidden Rod", - "description": "
This dangerous magical artefact assists channelling the Winds of Magic by leeching the vitality of the wielder. If a spellcaster is attempting to cast a spell but fails, they may choose to lose up to three Wounds, adding +1 SL to the Casting Test for each Wound. After using this ability, the Forbidden Rod cannot be used for 24 hours.
" - }, - "Fresh Meat": { - "name": "Fresh Meat", - "description": "@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.kxcmiebXRV7PPs8Y]{Maneater}
" - }, - "Gnuthus the Ox": { - "name": "Gnuthus the Ox", - "description": "Classical Name: Nuthlos
Ascendant: Early Spring
Calendar Dates: Nachhexen 29th – Jahrdrung 16th
Associated God: Guvaur (Bulls (Ostland))
Appearance: An ox
Bonus: +2 Toughness, +2 Willpower
Penalty: − 3 Intelligence
Those born under the sign of the Ox are devoted allies and fast friends. When they pledge themselves to a person, an ideal, or a cause, they cannot be moved. If they make a promise, they honor it. If they owe someone a debt, they find a way to pay it, no matter the cost to themselves. Their honesty is just as often naiveté, and they must be on guard lest others take advantage. In addition, they pledge themselves to the wrong causes and losing sides just as often as they find themselves on the side of righteousness.
" - }, - "Great Throwing Spear": { - "name": "Great Throwing Spear", - "description": "Used by Ogre Hunters in their pursuit of the great beasts of the Mountains of Mourne, these are large, crude, and terribly effective javelins.
* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.
" - }, - "Grungni's Baldric": { - "name": "Grungni's Baldric", - "description": "Classical Name: Gileon
Ascendant: Late Spring/Early Summer
Calendar Dates: Pflugzeit 32nd – Sigmarzeit 22nd
Associated God: Grungni (Dwarfs, the Forge (Stirland)), Margileo (Honour (Averland))
Appearance: A dwarf with a baldric
Bonus: +2 Weapon Skill, +2 Willpower
Penalty: −3 Fellowship
Grungni’s Baldric is sacred to soldiers and Dwarfs, and as such, those born under its light are honorable, disciplined, and naturally disposed to the soldiering life. Even those who are not soldiers tend to approach their personal lives with a martial rigor. It is difficult for people born under the Baldric to relax and enjoy the finer things in life. People born under more tranquil signs may find them single-minded and humorless.
" - }, - "Hail of Doom Arrow": { - "name": "Hail of Doom Arrow", - "description": "After firing a Hail of Doom Arrow, it splits into [[/r 1d10]] arrows in flight. Roll to hit and damage with each arrow. These arrows can all hit the same target, or may hit secondary targets provided they are within 5 feet of the primary target and that the shooter has a clear line of sight to them.
" - }, - "Harpoon": { - "name": "Harpoon", - "description": "" - }, - "Harpoon Launcher": { - "name": "Harpoon Launcher", - "description": "Used to hunt prey, a Harpoon Launcher fires a massive bolt the size of a spear, attached to a long length of rope. There is no mechanism to pull the rope back in automatically — the Ogre simply grabs the rope and reels in their prey by hand. Harpoon Launchers can be used with either the Ranged (Crossbow) or Ranged (Entangling) Skills at no penalty. If the rope is removed from the bolt, the range increases to 60 and no longer has the Entangle Quality.
Remember to unselect \"Consumes Ammo\" in the Item Details if the rope is removed, reflecting that the user cannot reel in the harpoon anymore.
* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.
" - }, - "Hellblaster Volley Cannon": { - "name": "Hellblaster Volley Cannon", - "description": "Crew: 4
A Helblaster Volley Cannon has nine barrels divided into groups of three, built around a shaft. The cannon can fire each group separately, or all three of them in quick succession, rapidly laying waste to most enemy troops.
*Cannot be used at Point Blank
" - }, - "Helstorm Rocket Battery": { - "name": "Helstorm Rocket Battery", - "description": "Crew: 4
Based on fireworks, the @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb.JournalEntryPage.HYkHeQZtD2AML3oG]{Imperial School of Engineers} created these extremely dangerous and inaccurate missiles. Known for the piercing sound they make as they fly wildly through the air, and the devastating result of their explosions.
*Cannot be used at Point Blank.
" - }, - "Illusory Weapon": { - "name": "Illusory Weapon", - "description": "Sometimes created for rogues or thespians, these weapons look like the real deal but inflict no damage. Illusory weapons are usually daggers, but larger illusory weapons are known and there have even been illusory quivers of arrows.
" - }, - "Ironfist": { - "name": "Ironfist", - "description": "A tribute to the sacred art of pit fighting, an Ironfist is a massive gauntlet Ogres use to bash aside blows and crack heads. Ironfists are secured tight to the Ogre’s fist — an Ogre can never be disarmed of an Ironfist. They may use the hand wearing the Ironfist to hold a weapon or perform simple actions.
* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.
" - }, - "Large": { - "name": "Large", - "description": "You are much bigger than most folk in the Old World. The full rules for different Sizes are found in @UUID[Compendium.wfrp4e-core.items.8slW8CJ2oVTxeQ6q]{Size}.
" - }, - "Leadbelcher Ball": { - "name": "Leadbelcher Ball", - "description": "Essentially a cannon ball, the price given for a Leadbelcher Ball includes 2/– for enough powder to fire a single shot. The ball can often be recovered, and may be fired again for just the price of the powder.
" - }, - "Leadbelcher Gun": { - "name": "Leadbelcher Gun", - "description": "Essentially a cannon, the Leadbelcher Gun is the height of Ogre engineering. Breech loaded, extremely hard wearing (it would have to be) and fired by lighting a simple fuse, the Leadbelcher Gun is usually loaded with whatever the Ogre has to hand — lengths of chain, bricks, lead shot, stones, rusted nails, and the like. Occasionally they may be loaded with actual cannonballs, which Ogres typically reclaim from the battlefield after use. Lucky cannonballs are often named and carried about as a valued comrade.
* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.
" - }, - "Leadbelcher Shot": { - "name": "Leadbelcher Shot", - "description": "" - }, - "Magical Arrow": { - "name": "Magical Arrow", - "description": "The arrow is capable of damaging creatures that are immune to non-magical attacks and inflicts +1 Damage, but has no particular ability.
" - }, - "Mammit the Wise": { - "name": "Mammit the Wise", - "description": "Classical Name: Mammius
Ascendant: Early Summer
Calendar Dates: Sigmarzeit 23rd – Sommerzeit 11th
Associated God: Verena
Appearance: An owl
Bonus: +2 Initiative, +2 Intelligence
Penalty: −3 Fellowship
To the person born under Mammit the Wise, everything is an opportunity for learning. This introspective bent makes them clever, fair, and kind — but it can lead them to view the misfortunes of others as simply another subject for study. This allows them to act with detachment when they must, but taken too far, their detachment can become indifference and cruelty.
" - }, - "Maneater": { - "name": "Maneater", - "description": "@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.kxcmiebXRV7PPs8Y]{Maneater}
" - }, - "Maneater Captain": { - "name": "Maneater Captain", - "description": "@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.kxcmiebXRV7PPs8Y]{Maneater}
" - }, - "Maneater Crusher": { - "name": "Maneater Crusher", - "description": "@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.kxcmiebXRV7PPs8Y]{Maneater}
" - }, - "Mangonel Catapult": { - "name": "Mangonel Catapult", - "description": "Crew: 6
A Mangonel Catapult holds large projectiles like rock or debris in a large bucket. It flings them by bending the arm holding the bucket backwards and then releasing it.
*Cannot be used at Point Blank.
" - }, - "Mawsage": { - "name": "Mawsage", - "description": "@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.oHnxmjA1CtIhumiz]{Ogre Butcher}
" - }, - "Mortar": { - "name": "Mortar", - "description": "Crew: 6
Specifically designed with indirect fire in mind, Mortars are used for arcing shots that go over castle walls to hit the troops inside with an exploding shell of shrapnel.
*Cannot be used if the distance to the target is less than Short Range.
*Cannot be used at Point Blank.
" - }, - "Mummit the Fool": { - "name": "Mummit the Fool", - "description": "Classical Name: The Fool
Ascendant: Summer
Calendar Dates: Sommerzeit 12th – Sommerzeit 29th
Associated God: Ranald
Appearance: A smiling face
Bonus: Gain one level of the @UUID[Compendium.wfrp4e-core.items.u0CFf3xwiyidD9T5]{Luck} Talent
Penalty: −4 Willpower
Mummit the Fool smiles down at the world from the night sky and heralds a time of new beginnings. People born under Mummit the Fool are sensible, intuitive, and above all, improbably lucky. Things simply work out for them, or seem to. As such, they are known to struggle with impulsivity and wanderlust — a desire to leave it all behind and avoid responsibility for as long as they can.
" - }, - "Obsidian Lodestone": { - "name": "Obsidian Lodestone", - "description": "These amulets are enchanted to disrupt hostile magics targeting the wearer. The wearer may make an attempt to dispel any spell that targets them (count the bearer as possessing a Language (Magick) of 30 for the purpose of dispelling spells).
" - }, - "Ogre Club": { - "name": "Ogre Club", - "description": "Ogres love their clubs. They are the simplest sort of weapon, which appeals to the Ogre mindset greatly. Ogres scour battlefields, forests, and boneyards to find a good solid club and materials to customise it to their liking. If you wish you may customise an Ogre Club or Big Club to add one of the following options.
@UUID[Compendium.wfrp4e-archives2.items.IhyZAbMf1XdQoEqN]{Metal Plates}: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#pummel]{Pummel} Quality.
@UUID[Compendium.wfrp4e-archives2.items.nAOj5eE2ZiNVjnZu]{Rusty Spikes}: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Quality.
@UUID[Compendium.wfrp4e-archives2.items.IpzDjA8XwnMq09yw]{Scavenged Blades}: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#hack]{Hack} Quality.
* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.
" - }, - "Ogre Club (Metal Plates)": { - "name": "Ogre Club (Metal Plates)", - "description": "Ogres love their clubs. They are the simplest sort of weapon, which appeals to the Ogre mindset greatly. Ogres scour battlefields, forests, and boneyards to find a good solid club and materials to customise it to their liking. If you wish you may customise an Ogre Club or Big Club to add one of the following options.
Metal Plates: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#pummel]{Pummel} Quality.
* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.
" - }, - "Ogre Club (Rusty Spikes)": { - "name": "Ogre Club (Rusty Spikes)", - "description": "Ogres love their clubs. They are the simplest sort of weapon, which appeals to the Ogre mindset greatly. Ogres scour battlefields, forests, and boneyards to find a good solid club and materials to customise it to their liking. If you wish you may customise an Ogre Club or Big Club to add one of the following options.
Rusty Spikes: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Quality.
* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.
" - }, - "Ogre Club (Scavenged Blades)": { - "name": "Ogre Club (Scavenged Blades)", - "description": "Ogres love their clubs. They are the simplest sort of weapon, which appeals to the Ogre mindset greatly. Ogres scour battlefields, forests, and boneyards to find a good solid club and materials to customise it to their liking. If you wish you may customise an @UUID[Compendium.wfrp4e-archives2.items.2MpNIjAFXnRnZZdL]{Ogre Club} or Big Club to add one of the following options.
Scavenged Blades: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#hack]{Hack} Quality.
* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.
" - }, - "Ogre Gutplate": { - "name": "Ogre Gutplate", - "description": "A massive slab of metal, hardwood, bone or leather, an Ogre's gutplate is prized above even the most well-worn club. The plate protects the Ogre's belly, where most of their vital organs reside, and acts as both a source of protection and a canvas for military or religious markings. Many gutplates carry the symbol of the Great Maw, a ring of jagged teeth that represent both the Ogre's hungry god and their own ravenous appetite.
* Ogre Gutplates are uniquely suited to Ogre anatomy, and indeed even if scaled down would provide incomplete protection to members of species who do not keep most of their vital organs in their gut.
" - }, - "Ogre Pistol": { - "name": "Ogre Pistol", - "description": "An Ogre Pistol is a reinforced Empire weapon and can use all the same shot and powder as a typical blackpowder weapon. However, they are strong enough to also serve as a Hand Weapon, only breaking on a Fumbled attack.
* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.
" - }, - "Onager Catapult": { - "name": "Onager Catapult", - "description": "Crew: 6
Similar to the @UUID[Compendium.wfrp4e-archives2.items.YBNeaZ0Wt30jTWrD]{Mangonel Catapult}, this siege weapon uses a sling to increase its effective range.
*Cannot be used at Point Blank.
" - }, - "Opal Amulet": { - "name": "Opal Amulet", - "description": "The Opal Amulet contains a powerful healing enchantment. Remove [[/r 1d10]] Wounds from the first attack the wearer suffers. The amulet can only be used once every 24-hour period.
" - }, - "Protection Ring": { - "name": "Protection Ring", - "description": "The Opal Amulet will automatically roll and reduce incoming Damage from Opposed Tests, then automatically disable itself. It must then be re-enabled manually.
These rings are enchanted to protect the wearer from a particular sort of Creature. In order to determine what sort of Creature this is, roll on the @Table[random-creature]{Random Creature Table}. The wearer halves any Wounds taken from a Creature of this type.
" - }, - "Quietened Mail Chausses": { - "name": "Quietened Mail Chausses", - "description": "First commissioned by a late Duke of Carroburg for the same skillful assassin who would ultimately kill him, these full suits of mail (Chausses, @UUID[Compendium.wfrp4e-archives2.items.BDbQ70J9MM8mdxxo]{Coat} and a @UUID[Compendium.wfrp4e-archives2.items.3dQNE54s7ojwwqWG]{Coif}) have been enchanted to remove the rattle of metal rings that mail armour normally makes. The usual -10 Penalty to Stealth associated with items of Mail armour does not apply. However, the spells used to create this armour were never perfected, and those wearing the Coif can speak no louder than a whisper.
" - }, - "Quietened Mail Coat": { - "name": "Quietened Mail Coat", - "description": "First commissioned by a late Duke of Carroburg for the same skillful assassin who would ultimately kill him, these full suits of mail (@UUID[Compendium.wfrp4e-archives2.items.Cya63L5XXQQgphhR]{Chausses}, Coat and a @UUID[Compendium.wfrp4e-archives2.items.3dQNE54s7ojwwqWG]{Coif}) have been enchanted to remove the rattle of metal rings that mail armour normally makes. The usual -10 Penalty to Stealth associated with items of Mail armour does not apply. However, the spells used to create this armour were never perfected, and those wearing the Coif can speak no louder than a whisper.
" - }, - "Quietened Mail Coif": { - "name": "Quietened Mail Coif", - "description": "First commissioned by a late Duke of Carroburg for the same skillful assassin who would ultimately kill him, these full suits of mail (@UUID[Compendium.wfrp4e-archives2.items.Cya63L5XXQQgphhR]{Chausses}, @UUID[Compendium.wfrp4e-archives2.items.BDbQ70J9MM8mdxxo]{Coat} and a Coif) have been enchanted to remove the rattle of metal rings that mail armour normally makes. The usual -10 Penalty to Stealth associated with items of Mail armour does not apply. However, the spells used to create this armour were never perfected, and those wearing the Coif can speak no louder than a whisper.
" - }, - "Rhinox Breaker": { - "name": "Rhinox Breaker", - "description": "@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.VG6hzml2D3Oe7PYX]{Rhinox Herder}
" - }, - "Rhinox Herder": { - "name": "Rhinox Herder", - "description": "@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.VG6hzml2D3Oe7PYX]
" - }, - "Rhinox Master": { - "name": "Rhinox Master", - "description": "@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.VG6hzml2D3Oe7PYX]{Rhinox Herder}
" - }, - "Rhinox Rustler": { - "name": "Rhinox Rustler", - "description": "@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.VG6hzml2D3Oe7PYX]{Rhinox Herder}
" - }, - "Rhya's Cauldron": { - "name": "Rhya's Cauldron", - "description": "Classical Name: Rionyes
Ascendant: Early Winter
Calendar Dates: Kaldezeit 18th – Kaldezeit 33rd
Associated God: Rhya
Appearance: A cauldron
Bonus: Gain one level of the @UUID[Compendium.wfrp4e-core.items.mgeiaDZXei7JBEgo]{Iron Will} Talent
Penalty: −3 Agility
Rhya’s Cauldron is revered by Astromancers, Wizards of the Jade and Amethyst orders, and astrologers alike. It is associated with the budding of new things in nature, and also their inevitable death. People born under its light are known to be righteous in their ideals and merciful towards the innocent. No matter what their station in life, they are relentless in their pursuit of justice. This relentlessness, if unchecked, can make them careless and even callous towards the lives and well-being of others.
" - }, - "Ruby Ring of Ruin": { - "name": "Ruby Ring of Ruin", - "description": "The Ruby Ring of Ruin is a type of Spell Ring which can be used to cast the @UUID[Compendium.wfrp4e-core.items.HpFkVJ2lYPAWumUL]{Great Fires of U’Zhul} spell from the Lore of Fire. Unlike normal Spell Rings, a Ruby Ring of Ruin can be used three times during any 24-hour period.
" - }, - "Sand of Flinging": { - "name": "Sand of Flinging", - "description": "This fine but abrasive substance is said to have been made in Ind. It comes in small pouches containing enough sand for four uses. The sand may be thrown in exactly the same way as a dart. The sand does not inflict any damage, but if the target is hit in the head, they suffer one @Condition[Blinded] Condition.
" - }, - "Screaming Stone": { - "name": "Screaming Stone", - "description": "An unusual item, even by the standards of such magical oddities, the Screaming Stone is a small skull hewn of polished white granite. Whenever a living creature of size Small or larger is in view of the Stone, it begins screaming loudly. This screaming ends once the skull can no longer see a living creature, for example if it moves out of sight or the skull's eyes are covered. If someone attempts to sneak past the skull, treat it as though it has a Perception of 75.
" - }, - "Seed of Rebirth": { - "name": "Seed of Rebirth", - "description": "These amulets look like simple wooden carvings but are powerful artefacts. The wearer of a Seed of Rebirth counts as having the @UUID[Compendium.wfrp4e-core.items.SfUUdOGjdYpr3KSR]{Regenerate} Creature Trait.
" - }, - "Self-Cleaning Commode": { - "name": "Self-Cleaning Commode", - "description": "These light ceramic pieces of pottery are associated with the city of Marienburg, where the Elven community present them as gifts to their Human neighbours. A Character who makes regular use of such a device gains a +10 bonus to Endurance Tests made to resist contracting a disease.
" - }, - "Self-Tuning Lute": { - "name": "Self-Tuning Lute", - "description": "Musical purists may quibble, but a minstrel in possession of one of these lutes is able to concentrate on their performances without worrying about their instruments being off-key. A musician equipped with a Self-Tuning Lute benefits from a +10 bonus to Play (Lute) Tests.
" - }, - "Shinsmasher's Club": { - "name": "Shinsmasher's Club", - "description": "The providence of this brutal looking club is unknown. It turned up in @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf} in the hands of a @UUID[Compendium.wfrp4e-altdorf.journals.rSRadYoaNXkEq8gs.JournalEntryPage.jisr4ys6obOel7r1#the-hooks]{Hook} enforcer, but has since changed hands a dozen times. Any Critical Wound inflicted by this hammer on an opponent’s legs enjoys a bonus of +20 to the severity roll. The club otherwise functions as a normal @UUID[Compendium.wfrp4e-core.items.1zaqojk0Oq1m8vYv]{Hand Weapon}.
" - }, - "Slaughtermaster": { - "name": "Slaughtermaster", - "description": "@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.oHnxmjA1CtIhumiz]{Ogre Butcher}
" - }, - "Slopscooper": { - "name": "Slopscooper", - "description": "@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.oHnxmjA1CtIhumiz]{Ogre Butcher}
" - }, - "Spell Ring": { - "name": "Spell Ring", - "description": "A Spell Ring works in a similar way as a scroll, allowing the wearer to cast a single spell. Unlike a scroll, the ring is not destroyed after casting the spell and the wearer does not need to make a Language Test. Determine the spell within a Spell Ring using the same method for a scroll. When the wearer casts the spell, the ring may not be used for a period of 24 hours. Spell Rings are rare in the Empire, and to the frustration of Wizards who know better, all are inevitably called ‘The’ Ring of Volans, as the techniques required for Human Wizards to manufacture these artefacts were first taught under his supervision.
" - }, - "Striking Ring": { - "name": "Striking Ring", - "description": "The wearer of this ring may use each of its powers one at a time for one turn in each 24-hour period. The power duplicates the effects of one of the following Talents: @UUID[Compendium.wfrp4e-core.items.4MJJCiOKPkBByYwW]{Strike Mighty Blow}, @UUID[Compendium.wfrp4e-core.items.RWJrupj9seau0w31]{Strike to Injure}, @UUID[Compendium.wfrp4e-core.items.jt0DmVK9IiF6Sd2h]{Strike to Stun}
" - }, - "Taste Death": { - "name": "Taste Death", - "description": "By consuming part of a corpse you learn about when and how the creature died. You learn if the victim was stabbed, poisoned, killed by magic, died of natural causes, and so on. The information you gain is general. For example, you may learn that the victim was stabbed to death with a sword, but not what kind of sword. You also do not learn anything about who may have been responsible, save the method they used. If the target suffered a ‘clean’ death — that is, did not die of poison or disease — it is considered proper to consume the remainder of the corpse.
\n\n Lore: Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.
\n\n Domaine: Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.
" - }, - "The Big Cross": { - "name": "The Big Cross", - "description": "
Classical Name: Azurios
Ascendant: Midwinter
Calendar Dates: Vorxehen 28th – Nachhexen 8th
Associated God: Ulric
Appearance: An X
Bonus: +2 Strength, +2 Willpower
Penalty: −3 Initiative
There is no uncertainty in the hearts of those born under the Big Cross. The path they must take through the world seems obvious to them, and they make sensible choices to keep on it. But this rationality can lead to a predictable passivity and detachment from the world around them.
If their path is already made, why deviate from it? It is vital that they find something to fight for, rather than simply allowing the tides of fate to sweep them away.
" - }, - "The Bonesaw": { - "name": "The Bonesaw", - "description": "Classical Name: Alyoi
Ascendant: Winter
Calendar Dates: Ulriczeit 17th – Ulriczeit 31st
Associated God: Shallya
Appearance: A knife
Bonus: +2 Intelligence, +2 Fellowship
Penalty: −3 Weapon Skill
The Bonesaw is the sign of the philosopher — above all else, they crave knowledge. They live to explore and experiment. Unlike other inquisitive signs, however, they do not want to hoard what they know for its own sake, and they do not withdraw into themselves. One born under the Bonesaw wants to disseminate what they know as widely as possible. This can, however, make them seem like overbearing know-it-alls, rather than passionate scholars of the world.
" - }, - "The Broken Cart": { - "name": "The Broken Cart", - "description": "Classical Name: Kharnos
Ascendant: Autumn
Calendar Dates: Brauzeit 7th – Brauzeit 27th
Associated God: Nurgle
Appearance: A cart with a broken wheel
Bonus: Gain one level of the @UUID[Compendium.wfrp4e-core.items.vMYEkrWj0ip6ZOdv]{Resistance (Disease)} Talent
Penalty: −3 Willpower
At times, people born under the Broken Cart can be prideful and over-concerned with appearances. They might spend their last coin in pursuit of the finer things in life, or dash themselves on the rocks looking for the approval of their betters. When this tendency is curbed — when they come to peace with the fundamental insecurities that cause them to spend their lives searching for things to fulfill them — their pride becomes confidence, and their conceit mellows into likeability.
The Broken Cart’s association with Nurgle is rarely acknowledged, as worship of any Ruinous Power is grounds for a short trip to a tall pyre in most parts of the world. All know that there is something dark and primal about the sign, however, and its associations with disease are common across many cultures. Many folk know that the Father of Plagues is a force in the world, and when disease scours the land, the desperate often recall old tales and forbidden rites, and make offerings just the same.
" - }, - "The Dancer": { - "name": "The Dancer", - "description": "Classical Name: Adamnos
Ascendant: Late Summer
Calendar Dates: Vorgeheim 14th – Nachgeheim 2nd
Associated God: Millavog (Dancing (Wissenland)) Appearance: A whirling dancer
Bonus: Gain one level of the @UUID[Compendium.wfrp4e-core.items.oGbDwnLOn3isPJpO]{Impassioned Zeal} Talent. (You do not need to choose the focus of your zeal during Character creation, but may instead discover it during gameplay.)
Penalty: −3 Initiative
The Dancer is the sign of passion — and of obsession. What those born under the sign choose to pursue they chase with a single-minded devotion. Whether their focus is a lover or a mystery to solve, the world falls away in the face of their determination. When they are scorned, they take it poorly, and may react violently.
" - }, - "The Drummer": { - "name": "The Drummer", - "description": "Classical Name: Lupios
Ascendant: Late Summer/Early Autumn
Calendar Dates: Nachgeheim 3rd – Nachgeheim 24th
Associated God: Lupos (Predators (Hochland))
Appearance: A drum
Bonus: Gain one level of the @UUID[Compendium.wfrp4e-core.items.hTgrGkWnmIR4xhVe]{Carouser} Talent
Penalty: −3 Willpower
A person born under the Drummer is distinguishable by their expansive, generous spirit. They do nothing in moderation, and when they give, they give everything. A Drummer never fails to give alms to the poor or take care of ailing family members. They also never turn down an invitation to a tavern or a party. They are a joy to be around, but this joy can swiftly turn to ruinous excess and hedonism if left unchecked.
" - }, - "The Gloaming": { - "name": "The Gloaming", - "description": "Classical Name: Tartotes
Ascendant: Spring
Calendar Dates: Pflugzeit 8th – Pflugzeit 31st
Associated God: Morr
Appearance: A collection of red and blue stars that appears only at twilight
Bonus: +2 Intelligence, +2 Initiative
Penalty: −3 Willpower
The stars that make up the Gloaming appear only under specific conditions, at twilight. People born under the Gloaming are doubters and skeptics. This skepticism can morph into paranoia and unreasonable suspicion of anything they cannot see or touch. The metaphysical, the theoretical—none of it is trustworthy. Only the hard, physical reality of the world is reliable. At their best, natives of the Gloaming are brilliant investigators and scholars. They are often inclined toward sorcery despite their distrust of the mystical.
" - }, - "The Greased Goat": { - "name": "The Greased Goat", - "description": "Classical Name: Talios
Ascendant: Late Autumn
Calendar Dates: Brauzeit 28th – Kaldezeit 17th
Associated God: Taal
Appearance: A goat
Bonus: Gain one level of the @UUID[Compendium.wfrp4e-core.items.9fq6p9Q6H02LjaSi]{Animal Affinity} Talent
Penalty: −3 Toughness
A person born under the Greased Goat refuses to let anyone get too near. They can seem aloof and apathetic, but this is an attempt to make sure they are not hurt by the disappointments that are assuredly coming their way. When they are knocked down, they wallow in their pain. On the rare occasions they allow themselves to feel joy, their joy is infectious.
Children born under the Greased Goat who have an aptitude for magic often find themselves drawn towards the Amber wind of Ghur. Those born under the Greased Goat would be wise to remember that the world is not there to victimize them. Everyone has a run of bad luck sometimes, but it does not define them.
" - }, - "The Limner's Line": { - "name": "The Limner's Line", - "description": "Classical Name: Verros
Ascendant: Late Winter/Early Spring
Calendar Dates: Nachhexen 9th – Nachhexen 28th
Associated God: Vallich (Smithing and Ship Building (Nordland))
Appearance: An archer with a drawn bow
Bonus: +2 Ballistic Skill, +2 Agility
Penalty: −3 Weapon Skill
Natives of the Limner’s Line were born to be poets, painters, sculptors — artists of all kinds. They create beauty wherever they go, and even those who by circumstance do not find themselves in an artistic field still find a way to make their life’s work into a kind of art. If they are doktors, they are surgeons. If they are soldiers, they become master tacticians. People born under the Limner’s Line must take care not to become too critical of themselves or their work.
" - }, - "The Maw": { - "name": "The Maw", - "description": "You devour the better part of a large beast, drawing out the Great Maw itself, causing a sliver of it to manifest. The ground splits apart, a thousand gnashing teeth waiting hungrily in the chasm. The pit is bottomless, its hunger endless, its teeth shards of razor, and the sound of its roiling jaws like the grinding of glass on stone.
Anyone in the affected area must make an immediate Challenging (+0) Dodge Test to scramble clear. If they succeed, targets take a Damage +8 hit as they pull themselves out of the Maw, with the Damage reduced by 1 for each SL achieved on the Dodge Test.
Anyone who fails the Test plunges into the Maw, which begins the methodical work of swallowing them alive. They immediately suffer a Damage +10 hit to a randomly chosen location, and gain 3 @Condition[Entangled] Conditions. Attempts to remove these Conditions are resisted by the Maw’s Strength of 60. The victim may not escape the Maw until all 3 @Condition[Entangled] conditions are removed. At the end of each of their turns, creatures inside the Maw suffer another Damage +10 hit to a randomly chosen location.
The Maw’s teeth are sharp, and it does not give up prey easily. As soon as the spell ends, the Maw vanishes, but attempts to keep any limbs that remain inside it as it goes. If a creature is inside the Maw when it vanishes, they immediately suffer a Critical Wound to a randomly chosen hit location.
\n\n Lore: Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.
\n\n Domaine: Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.
" - }, - "The Piper": { - "name": "The Piper", - "description": "
Classical Name: Sangist
Ascendant: Autumn
Calendar Dates: Nachgheim 25th – Erntezeit 16th
Associated God: Ranald, Katya (Disarming Beauty (Reikland))
Appearance: A capering piper
Bonus: +2 Fellowship, +2 Dexterity
Penalty: −3 Weapon Skill
The best diplomats are born under the Piper’s rule, and so are the best thieves. They are cunning, slick, and very tactful when they need to be. In a negotiation, there is none better to have one’s back. However, they do not hesitate to play both sides to their advantage — or take advantage of allies, if they think they’ll come out the better for it. Theologians disagree as to the correct deity to associate with the Piper. In Marienburg it is considered a particularly fortuitous sign, and some families attempt to conceive nine months before it rises ascendant.
" - }, - "The Two Bullocks": { - "name": "The Two Bullocks", - "description": "Classical Name: Hashoor
Ascendant: Midsummer
Calendar Dates: Sommerzeit 30th – Vorgeheim 13th
Associated God: Ahalt (Hunting, Fertility, and Sacrifice (Wissenland))
Appearance: Two oxen
Bonus: Gain one level of the @UUID[Compendium.wfrp4e-core.items.GRRN3XAKIpEVCY7z]{Craftsman} Talent. (You need not choose the associated Trade at this time, but should do so after determining your starting Career.)
Penalty: −3 Intelligence
People born under the Two Bullocks are innovators; they are diligent, creative, and can create nearly anything they put their minds to. Fortunately for the world, what they most want to do is help others, whether that means making improvements to a printing press or designing a better plow for their family’s fields. Unfortunately, the projects they throw themselves into can be fanciful and impractical, and malefactors might bend their idealism to dangerous or unrighteous causes.
" - }, - "The Witchling Star": { - "name": "The Witchling Star", - "description": "Classical Name: Solkios
Ascendant: Winter
Calendar Dates: Urliczeit 32nd – Vorhexen 11th
Associated God: Soll
Appearance: A single bright star
Bonus: Gain the @UUID[Compendium.wfrp4e-core.items.mdPGZsn2396dEpOf]{Petty Magic} Talent
Penalty: −3 Strength
Magical and mysterious, the Witchling Star is considered an ominous sign by most astrologers. Those under its rule have great courage. They possess a sort of mercuriality that stops just short of dishonesty or inconstancy, but which occasionally causes problems for those around them. Whatever scrapes they get themselves into, they can generally get out of. Their charm can seem nearly mystical at times, almost as though they were blessed by the winds of magic themselves.
" - }, - "Throatseeker's Blade": { - "name": "Throatseeker's Blade", - "description": "These magical Rapiers are created with an innate blood lust all of their own, guiding the tip past even the best defence. A Throatseeker’s Blade ignores any AP provided by armour that has the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.yYXaAw24i93B4vzk#weakpoints]{Weakpoints} Flaw. This weapon otherwise functions as a normal Rapier.
" - }, - "Trackless Boots": { - "name": "Trackless Boots", - "description": "These boots leave no prints behind them, making tracking a Character who wears them very challenging. All Track Tests made against the Character suffer a –20 penalty.
" - }, - "Trebuchet": { - "name": "Trebuchet", - "description": "Crew: 8
An improvement from the @UUID[Compendium.wfrp4e-archives2.items.y7ki6uSBiFKkooV9]{Onager Catapult}, the Bretonnian Trebuchet uses a counterweight instead of torsion to release its sling, giving it a much larger range.
*Cannot be used if the distance to the target is less than Short Range.
*Cannot be used at Point Blank.
" - }, - "Trollguts": { - "name": "Trollguts", - "description": "You swallow a tiny amount of Troll Bile or similar, imbibing and distilling that creature’s immense regenerative powers and gifting them to another. Your target gains the @UUID[Compendium.wfrp4e-core.items.SfUUdOGjdYpr3KSR]{Regenerate} Creature Trait. Ogres suffer no additional effects from this spell, but other Species may be less lucky. Anyone other than an Ogre who recovers Wounds from the effects of this spell must make an Average (+20) Endurance Test. If they fail, new flesh growing over their wounds takes on a mottled green or blue appearance, not at all unlike the skin of a Troll. This effect is particularly prominent if the spell happens to be responsible for a limb growing back. Though this effect is not a mutation, it is likely to be mistaken for one by anyone who sees it, with all the potential unpleasant consequences that may ensue.
\n\n Lore: Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.
\n\n Domaine: Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.
" - }, - "Vice": { - "name": "Vice", - "description": "
You are plagued by a need to indulge in your Vice constantly, with your thoughts always straying towards them. Indulging in your Vice must be to an unhealthy extent — indulging in food doesn’t mean having a meal, but being a glutton and eating everything you can until you are bloated and made sick. Whenever you are confronted by the Target of your Vice, you must attempt a @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.5w5YLPNd6AaU4f85#psychology-test]{Psychology Test}. If you fail, you must immediately indulge in your Vice, forsaking all other actions and duties. You indulge until you are insensible, gaining one @Condition[Fatigued] Condition. At the end of every subsequent Round, you may attempt another Psychology Test to bring this state to an end. You suffer –20 to all Fellowship Tests towards any Characters who have witnessed your gluttony, as they are repulsed by your behaviour. For each full day you spend having not indulged in your Vice, you gain a cumulative –20 to all Psychology Tests until you do so.
" - }, - "Vice (Target)": { - "name": "Vice (Target)", - "description": "You are consumed with a need to indulge in a particular vice, suffering from the @UUID[Compendium.wfrp4e-archives2.items.anIlqJXFOIEzIOo1]{Vice} Psychology. Each time you take this Talent you develop a new vice. Examples you could take include: Alcohol, Food, Narcotics, Pleasure.
" - }, - "Vobist the Faint": { - "name": "Vobist the Faint", - "description": "Classical Name: Vobist
Ascendant: Autumn
Calendar Dates: Erntezeit 17 th – Brauzeit 6th
Associated God: Ranald
Appearance: No stars
Bonus: Gain one level of the @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense} Talent
Penalty: −3 Initiative
A void of stars. An empty spot in the heavens. Someone born under Vobist the Faint seems erratic and uncertain at times; after all, they were born under pure darkness. They can be overcautious at times, but they can also be bold and courageous when others least expect it, leaping into the fray before even their bravest friends. What seems to be a fundamental uncertainty is also a keen sense of which battles to fight, and how. For Morrslieb, the Chaos Moon, to rise full while Vobist the Faint is ascendent is a particularly bad omen.
" - }, - "Wand of Jade": { - "name": "Wand of Jade", - "description": "This wand increases the range of spells. Double the range of any spells cast while holding a Wand of Jade.
" - }, - "Wand of Jet": { - "name": "Wand of Jet", - "description": "This wand is used by spellcasters to increase the duration of their spells. A spell cast with the aid of a Wand of Jet has its duration doubled.
" - }, - "Wand of the Winds": { - "name": "Wand of the Winds", - "description": "The wand is constructed in such a way that compensates for those times when the Winds of Magic blow weakly. If a spellcaster is in a situation where they receive negative modifiers as a result of the @Table[wintds]{Swirling Winds}, they may ignore these modifiers for [[/r 1d10]] Rounds. After this period the wand is depleted. It takes the wand 24 hours to replenish its own store of magical energy.
" - }, - "Wanderer’s Charm": { - "name": "Wanderer’s Charm", - "description": "These amulets are often crafted by Hedge Wizards, and are beloved by wanderers, pedlars, soldiers and vagabonds. Those who carry them may ignore the first @Condition[Fatigued] Condition they receive each day.
" - }, - "Writ of the Fifth Lore": { - "name": "Writ of the Fifth Lore", - "description": "When this small scroll is presented to someone with an explanation of what it is, be that a license, a charter, or a letter of introduction, the perceiver must make a Very Difficult (–30) Perception Test. If they fail, the scroll seems to be exactly what the bearer claimed it was.
" - }, - "Wymund the Anchorite": { - "name": "Wymund the Anchorite", - "description": "Classical Name: Wymenos
Ascendant: Midwinter
Calendar Dates: Vorhexen 12th – Vorhexen 27th
Associated God: Manaan
Appearance: A stern face
Bonus: +2 Fellowship, +2 Initiative
Penalty: −3 Intelligence
People born under the light of Wymund the Anchorite are patient and methodical. They prefer to scrutinize every detail of a situation before deciding how to proceed.
Their slowness to pass judgment and tolerance of the foibles of others makes them kind, loyal friends — sometimes to a fault. Often, they forgive others the unforgivable, to their detriment. But when they decide that a person is no longer worthy of their grace, they are harsh, implacable foes.
" - } - } + "entries": { + "All-Seeing Mirror": { + "name": "All-Seeing Mirror", + "description": "These mirrors are made in pairs. Instead of seeing their reflection in the mirror, a Character sees whatever is presented to the sister mirror. The effect is broken if the mirrors are parted by a distance of more than 500 miles.If the Characters find an All-Seeing Mirror, there is a 70% chance the sister mirror is in someone else’s possession.
" + }, + "Amulet of Righteous Silver": { + "name": "Amulet of Righteous Silver", + "description": "The wearer of this amulet does not suffer from the effects of Fear, and gains a +2SL bonus on Tests to resist Terror.
" + }, + "Amulet of Thrice-Blessed Copper": { + "name": "Amulet of Thrice-Blessed Copper", + "description": "This amulet reduces the Damage of all attacks made against the wearer by -1. The wearer of such an amulet also receives a +30 bonus to Endurance Tests made to remove @Condition[Poisoned] Conditions. The amulet also turns green in the presence of poisons.
" + }, + "Arrow of Potency": { + "name": "Arrow of Potency", + "description": "If a hit from an Arrow of Potency deals Damage, it inflicts an additional [[/r 1d10]] Damage which ignores Armour and Toughness.
" + }, + "Arrow of True Flight": { + "name": "Arrow of True Flight", + "description": "These arrows grant +30 Ballistic Skill when fired.
" + }, + "Ballista": { + "name": "Ballista", + "description": "Crew: 4
Similar to a crossbow, but much larger, a Ballista can fire large bolts across great distances. It’s far too heavy to be carried, so it’s usually attached to a fixed surface or uses wheels to move around the battlefield.
*Cannot be used at Point Blank.
" + }, + "Battering Ram": { + "name": "Battering Ram", + "description": "Crew: 6
Used for tearing down doors and gates, a Battering Ram consists of a heavy tree trunk suspended by chains or ropes on a wooden frame with wheels. Some have a spiked metal end, while others have it forged to resemble a ram’s head.
*Battering Rams only deal damage to doors and gates. They are otherwise considered an Improvised Weapon.
" + }, + "Bellicose Cup": { + "name": "Bellicose Cup", + "description": "Several grim drinking vessals hail from Norsca, with a handful making their way to the Empire. They take many forms — some are simply carved from wood, others are human skulls sealed with pitch and clay. They were typically used at the start or end of ritual combat, and many who lost their lives in such bouts subsequently donated their skulls towards the creation of another cup.
One person may drink from the cup once each day. Drinking water from the cup lets the user ignore the first @Condition[Bleeding] Condition they acquire that day. Drinking strong alcohol from the cup lets the user ignore the first Critical Wound they suffer that day. Drinking the fresh blood of a fallen enemy from the cup grants the user @Exp[100, Drank the blood of a fallen enemy]{100 XP} and a single Corruption point.
" + }, + "Big Ogre Club": { + "name": "Big Ogre Club", + "description": "Ogres love their clubs. They are the simplest sort of weapon, which appeals to the Ogre mindset greatly. Ogres scour battlefields, forests, and boneyards to find a good solid club and materials to customise it to their liking. If you wish you may customise an Ogre Club or Big Club to add one of the following options.
@UUID[Compendium.wfrp4e-archives2.items.n1fVud1csGlzM9fI]{Metal Plates}: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#pummel]{Pummel} Quality.
@UUID[Compendium.wfrp4e-archives2.items.6jnKkzFvQKrI7iCo]{Rusty Spikes}: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Quality.
@UUID[Compendium.wfrp4e-archives2.items.gnDvFsTIenXj9TBP]{Scavenged Blades}: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#hack]{Hack} Quality.
* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.
" + }, + "Big Ogre Club (Metal Plates)": { + "name": "Big Ogre Club (Metal Plates)", + "description": "Ogres love their clubs. They are the simplest sort of weapon, which appeals to the Ogre mindset greatly. Ogres scour battlefields, forests, and boneyards to find a good solid club and materials to customise it to their liking. If you wish you may customise an Ogre Club or Big Club to add one of the following options.
Metal Plates: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#pummel]{Pummel} Quality.
* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.
" + }, + "Big Ogre Club (Rusty Spikes)": { + "name": "Big Ogre Club (Rusty Spikes)", + "description": "Ogres love their clubs. They are the simplest sort of weapon, which appeals to the Ogre mindset greatly. Ogres scour battlefields, forests, and boneyards to find a good solid club and materials to customise it to their liking. If you wish you may customise an Ogre Club or Big Club to add one of the following options.
Rusty Spikes: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Quality.
* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.
" + }, + "Big Ogre Club (Scavenged Blades)": { + "name": "Big Ogre Club (Scavenged Blades)", + "description": "Ogres love their clubs. They are the simplest sort of weapon, which appeals to the Ogre mindset greatly. Ogres scour battlefields, forests, and boneyards to find a good solid club and materials to customise it to their liking. If you wish you may customise an Ogre Club or Big Club to add one of the following options.
Scavenged Blades: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#hack]{Hack} Quality.
* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.
" + }, + "Bonecrusher": { + "name": "Bonecrusher", + "description": "You crunch loudly on a mouthful of bones while snarling a curse at a nearby foe. Bonecrusher is a magic missile with a Damage of +4 which ignores your target’s Armour Points but not their Toughness Bonus. Additionally, if your attack inflicts a Critical Wound, add +20 to the roll on the appropriate Critical Wound table to determine its severity.
\n\n Lore: Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.
\n\n Domaine: Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.
" + }, + "Braingobbler": { + "name": "Braingobbler", + "description": "
You devour an entire head, brains and all. Your prodigious gut distils the essence of nightmares from within the unfortunate skull and projects them in a wave of nauseating horror about you. You gain the @UUID[Compendium.wfrp4e-core.items.pTorrE0l3VybAbtn]{Fear 2} Creature Trait. If the late owner of the devoured head had a close relationship to someone who is affected by your Fear Trait, they make any Cool Tests to resist the Fear at a – 20 penalty.
\n\n Lore: Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.
\n\n Domaine: Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.
" + }, + "Bullgorger": { + "name": "Bullgorger", + "description": "
You devour the heart of a mighty beast, projecting its strength and power onto a nearby creature. For the spell’s duration, your target adds +2 to their Strength Bonus for the purposes of Damage they inflict or for other appropriate feats of Strength. However, when the spell ends, they find themselves consumed by an immense hunger and must immediately gorge themselves on a substantial meal or gain a @Condition[Fatigued] Condition.
If the target wishes to reject your gift, they may attempt a Difficult (+20) Cool Test to ignore its effects.
\n\n Lore: Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.
\n\n Domaine: Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.
" + }, + "Butcher": { + "name": "Butcher", + "description": "
@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.oHnxmjA1CtIhumiz]{Ogre Butcher}
" + }, + "Cacklefax the Cockerel": { + "name": "Cacklefax the Cockerel", + "description": "Classical Name: Kakeros
Ascendant: Winter
Calendar Dates: Ulriczeit 1st – Ulriczeit 16th
Associated God: Kakarol (Horses (Ostland))
Appearance: Two coins
Bonus: Gain one level of the @UUID[Compendium.wfrp4e-core.items.epPBu7x6BRWp2PHG]{Dealmaker} Talent
Penalty: −3 Fellowship
Those born under Cackelfax the Cockerel have lofty goals and their eyes towards the future. You’ll rarely find a spendthrift Cockerel. They go about achieving their goals in the most direct way possible, and that means acquisition — of connections, favors, property, skill, and most of all, money: scads of money. As they rise, they take care of those who took care of them. Many established and aspiring political figures in the Old World were born under the sign of the Cockerel, or claim they were. Other signs may find the Cockerel greedy or ruthless, but they know their truth: in this world, success isn’t earned by the most meritorious. It is bought — with money or with blood.
" + }, + "Cannon": { + "name": "Cannon", + "description": "Crew: 4
Using the same principles as Blackpowder weapons, cannons are loaded with powder and a large cannonball in the front, and ignited from the back. The force with which a cannonball strikes is enough to knock down most walls and tear apart troops on the field.
*Cannot be used at Point Blank.
" + }, + "Chain Trap": { + "name": "Chain Trap", + "description": "A set of spring-loaded metal jaws on a length of stout chain, the Chain Trap is a tool used by Ogre Hunters. Originally designed to be chained to a rock or tree and left set in the hopes of catching prey, most Ogres lack the patience for this sort of approach and found it more expedient simply to fling the trap at a target and reel in the meat.
* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.
" + }, + "Crown of Command": { + "name": "Crown of Command", + "description": "These golden circlets were made by Wizards to assist military commanders when inspiring their soldiers. The wearer of the Crown of Command benefits from a +20 bonus to Leadership Tests.
" + }, + "Dawnstone": { + "name": "Dawnstone", + "description": "A Dawnstone is often attached to a piece of armour, imbuing it with a degree of extra protection. If the piece of armour is damaged, the Dawnstone breaks, ignoring the damage.
" + }, + "Dazh’s Flint": { + "name": "Dazh’s Flint", + "description": "These small pieces of flint are said to be blessed by a Kislevite god of fire. When this item is pressed to a flammable source, it automatically catches on fire.
" + }, + "Dragomas the Drake": { + "name": "Dragomas the Drake", + "description": "Classical Name: Drakonos
Ascendant: Spring
Calendar Dates: Jarhdrung 17th – Pflugzeit 7th
Associated God: Khaine
Appearance: A rearing dragon
Bonus: +2 Willpower, +2 Fellowship
Penalty: −3 Dexterity
Bold, assertive, and strong, people born under Dragomas the Drake are instinctive leaders. They project confidence and assurance into the world, and people simply want to follow them. This charisma can quickly cross the line into an inflexible arrogance, and what begins with gentle leadership and guidance may end in tyranny. Being a leader comes with responsibility to one’s followers, and those born under the Drake are wise to remember this.
" + }, + "Dwarf Flame Cannon": { + "name": "Dwarf Flame Cannon", + "description": "Crew: 4
Armed with alchemical concoction within the cannon’s barrel, this weapon uses pressure to release a spray of flesh-searing oil that spreads throughout the enemy ranks. Dwarf Flame Cannons give every affected target 2 + SL Ablaze Conditions.
*Cannot be used at Point Blank.
" + }, + "Earthing Rod": { + "name": "Earthing Rod", + "description": "The wand helps control the dispersion of magical energies. When using the wand, a spellcaster may ignore one Minor Miscast when making a Casting or Channelling Test. The rampant magic is trapped in the wand, and slowly discharged into the earth over the following 24 hours. During this time, the wand cannot be used to ignore another Minor Miscast.
" + }, + "Elven Cloak": { + "name": "Elven Cloak", + "description": "These cloaks are created by Wood Elf mages and provide the wearer with excellent camouflage in rural environments. Any sight-based Perception or Ballistic Skill Tests made against the wearer suffer from a –20 penalty.
" + }, + "Feast of the Fallen": { + "name": "Feast of the Fallen", + "description": "You bathe your favourite blade in the blood of a freshly fallen foe, drawing power to you and awakening a thirst for blood in your allies. Any creatures of your choosing in the area of effect gain the @UUID[Compendium.wfrp4e-core.items.3MDwUi7BVxwWVI2V]{Vampiric} Creature Trait for the duration of this spell. The target does not need to bite their opponents to enjoy the benefits of this Trait, merely wound them in melee combat. Additionally, they may continue to benefit from healing from other sources. If a creature wishes to resist this spell, they may attempt a Difficult (+20) Endurance Test to ignore its effects.
For the duration of this spell, the blood of foes gushes towards those affected, seeping across their blades, up their arms, and into their mouths. Ogres are not bothered by this effect, and in fact most revel in it, but other creatures typically find being made subject to this spell extremely unsettling. When the spell ends, non-Ogres who wounded at least one opponent in melee while under its effects must make a Challenging (+0) Cool Test or gain a @Condition[Stunned] Condition. Additionally, if they wounded an opponent who had the @UUID[Compendium.wfrp4e-core.items.V0c3qBU1CMm8bmsW]{Infected} or @UUID[Compendium.wfrp4e-core.items.PaW8i6JOxWyzAZCz]{Diseased} Creature Traits, any Test made to avoid the negative effects of those Traits suffers a –30 penalty.
\n\n Lore: Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.
\n\n Domaine: Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.
" + }, + "Forbidden Rod": { + "name": "Forbidden Rod", + "description": "
This dangerous magical artefact assists channelling the Winds of Magic by leeching the vitality of the wielder. If a spellcaster is attempting to cast a spell but fails, they may choose to lose up to three Wounds, adding +1 SL to the Casting Test for each Wound. After using this ability, the Forbidden Rod cannot be used for 24 hours.
" + }, + "Fresh Meat": { + "name": "Fresh Meat", + "description": "@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.kxcmiebXRV7PPs8Y]{Maneater}
" + }, + "Gnuthus the Ox": { + "name": "Gnuthus the Ox", + "description": "Classical Name: Nuthlos
Ascendant: Early Spring
Calendar Dates: Nachhexen 29th – Jahrdrung 16th
Associated God: Guvaur (Bulls (Ostland))
Appearance: An ox
Bonus: +2 Toughness, +2 Willpower
Penalty: − 3 Intelligence
Those born under the sign of the Ox are devoted allies and fast friends. When they pledge themselves to a person, an ideal, or a cause, they cannot be moved. If they make a promise, they honor it. If they owe someone a debt, they find a way to pay it, no matter the cost to themselves. Their honesty is just as often naiveté, and they must be on guard lest others take advantage. In addition, they pledge themselves to the wrong causes and losing sides just as often as they find themselves on the side of righteousness.
" + }, + "Great Throwing Spear": { + "name": "Great Throwing Spear", + "description": "Used by Ogre Hunters in their pursuit of the great beasts of the Mountains of Mourne, these are large, crude, and terribly effective javelins.
* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.
" + }, + "Grungni's Baldric": { + "name": "Grungni's Baldric", + "description": "Classical Name: Gileon
Ascendant: Late Spring/Early Summer
Calendar Dates: Pflugzeit 32nd – Sigmarzeit 22nd
Associated God: Grungni (Dwarfs, the Forge (Stirland)), Margileo (Honour (Averland))
Appearance: A dwarf with a baldric
Bonus: +2 Weapon Skill, +2 Willpower
Penalty: −3 Fellowship
Grungni’s Baldric is sacred to soldiers and Dwarfs, and as such, those born under its light are honorable, disciplined, and naturally disposed to the soldiering life. Even those who are not soldiers tend to approach their personal lives with a martial rigor. It is difficult for people born under the Baldric to relax and enjoy the finer things in life. People born under more tranquil signs may find them single-minded and humorless.
" + }, + "Hail of Doom Arrow": { + "name": "Hail of Doom Arrow", + "description": "After firing a Hail of Doom Arrow, it splits into [[/r 1d10]] arrows in flight. Roll to hit and damage with each arrow. These arrows can all hit the same target, or may hit secondary targets provided they are within 5 feet of the primary target and that the shooter has a clear line of sight to them.
" + }, + "Harpoon": { + "name": "Harpoon", + "description": "" + }, + "Harpoon Launcher": { + "name": "Harpoon Launcher", + "description": "Used to hunt prey, a Harpoon Launcher fires a massive bolt the size of a spear, attached to a long length of rope. There is no mechanism to pull the rope back in automatically — the Ogre simply grabs the rope and reels in their prey by hand. Harpoon Launchers can be used with either the Ranged (Crossbow) or Ranged (Entangling) Skills at no penalty. If the rope is removed from the bolt, the range increases to 60 and no longer has the Entangle Quality.
Remember to unselect \"Consumes Ammo\" in the Item Details if the rope is removed, reflecting that the user cannot reel in the harpoon anymore.
* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.
" + }, + "Hellblaster Volley Cannon": { + "name": "Hellblaster Volley Cannon", + "description": "Crew: 4
A Helblaster Volley Cannon has nine barrels divided into groups of three, built around a shaft. The cannon can fire each group separately, or all three of them in quick succession, rapidly laying waste to most enemy troops.
*Cannot be used at Point Blank
" + }, + "Helstorm Rocket Battery": { + "name": "Helstorm Rocket Battery", + "description": "Crew: 4
Based on fireworks, the @UUID[Compendium.wfrp4e-altdorf.journals.85UN6bKPTfGEBtBb.JournalEntryPage.HYkHeQZtD2AML3oG]{Imperial School of Engineers} created these extremely dangerous and inaccurate missiles. Known for the piercing sound they make as they fly wildly through the air, and the devastating result of their explosions.
*Cannot be used at Point Blank.
" + }, + "Illusory Weapon": { + "name": "Illusory Weapon", + "description": "Sometimes created for rogues or thespians, these weapons look like the real deal but inflict no damage. Illusory weapons are usually daggers, but larger illusory weapons are known and there have even been illusory quivers of arrows.
" + }, + "Ironfist": { + "name": "Ironfist", + "description": "A tribute to the sacred art of pit fighting, an Ironfist is a massive gauntlet Ogres use to bash aside blows and crack heads. Ironfists are secured tight to the Ogre’s fist — an Ogre can never be disarmed of an Ironfist. They may use the hand wearing the Ironfist to hold a weapon or perform simple actions.
* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.
" + }, + "Large": { + "name": "Large", + "description": "You are much bigger than most folk in the Old World. The full rules for different Sizes are found in @UUID[Compendium.wfrp4e-core.items.8slW8CJ2oVTxeQ6q]{Size}.
" + }, + "Leadbelcher Ball": { + "name": "Leadbelcher Ball", + "description": "Essentially a cannon ball, the price given for a Leadbelcher Ball includes 2/– for enough powder to fire a single shot. The ball can often be recovered, and may be fired again for just the price of the powder.
" + }, + "Leadbelcher Gun": { + "name": "Leadbelcher Gun", + "description": "Essentially a cannon, the Leadbelcher Gun is the height of Ogre engineering. Breech loaded, extremely hard wearing (it would have to be) and fired by lighting a simple fuse, the Leadbelcher Gun is usually loaded with whatever the Ogre has to hand — lengths of chain, bricks, lead shot, stones, rusted nails, and the like. Occasionally they may be loaded with actual cannonballs, which Ogres typically reclaim from the battlefield after use. Lucky cannonballs are often named and carried about as a valued comrade.
* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.
" + }, + "Leadbelcher Shot": { + "name": "Leadbelcher Shot", + "description": "" + }, + "Magical Arrow": { + "name": "Magical Arrow", + "description": "The arrow is capable of damaging creatures that are immune to non-magical attacks and inflicts +1 Damage, but has no particular ability.
" + }, + "Mammit the Wise": { + "name": "Mammit the Wise", + "description": "Classical Name: Mammius
Ascendant: Early Summer
Calendar Dates: Sigmarzeit 23rd – Sommerzeit 11th
Associated God: Verena
Appearance: An owl
Bonus: +2 Initiative, +2 Intelligence
Penalty: −3 Fellowship
To the person born under Mammit the Wise, everything is an opportunity for learning. This introspective bent makes them clever, fair, and kind — but it can lead them to view the misfortunes of others as simply another subject for study. This allows them to act with detachment when they must, but taken too far, their detachment can become indifference and cruelty.
" + }, + "Maneater": { + "name": "Maneater", + "description": "@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.kxcmiebXRV7PPs8Y]{Maneater}
" + }, + "Maneater Captain": { + "name": "Maneater Captain", + "description": "@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.kxcmiebXRV7PPs8Y]{Maneater}
" + }, + "Maneater Crusher": { + "name": "Maneater Crusher", + "description": "@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.kxcmiebXRV7PPs8Y]{Maneater}
" + }, + "Mangonel Catapult": { + "name": "Mangonel Catapult", + "description": "Crew: 6
A Mangonel Catapult holds large projectiles like rock or debris in a large bucket. It flings them by bending the arm holding the bucket backwards and then releasing it.
*Cannot be used at Point Blank.
" + }, + "Mawsage": { + "name": "Mawsage", + "description": "@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.oHnxmjA1CtIhumiz]{Ogre Butcher}
" + }, + "Mortar": { + "name": "Mortar", + "description": "Crew: 6
Specifically designed with indirect fire in mind, Mortars are used for arcing shots that go over castle walls to hit the troops inside with an exploding shell of shrapnel.
*Cannot be used if the distance to the target is less than Short Range.
*Cannot be used at Point Blank.
" + }, + "Mummit the Fool": { + "name": "Mummit the Fool", + "description": "Classical Name: The Fool
Ascendant: Summer
Calendar Dates: Sommerzeit 12th – Sommerzeit 29th
Associated God: Ranald
Appearance: A smiling face
Bonus: Gain one level of the @UUID[Compendium.wfrp4e-core.items.u0CFf3xwiyidD9T5]{Luck} Talent
Penalty: −4 Willpower
Mummit the Fool smiles down at the world from the night sky and heralds a time of new beginnings. People born under Mummit the Fool are sensible, intuitive, and above all, improbably lucky. Things simply work out for them, or seem to. As such, they are known to struggle with impulsivity and wanderlust — a desire to leave it all behind and avoid responsibility for as long as they can.
" + }, + "Obsidian Lodestone": { + "name": "Obsidian Lodestone", + "description": "These amulets are enchanted to disrupt hostile magics targeting the wearer. The wearer may make an attempt to dispel any spell that targets them (count the bearer as possessing a Language (Magick) of 30 for the purpose of dispelling spells).
" + }, + "Ogre Club": { + "name": "Ogre Club", + "description": "Ogres love their clubs. They are the simplest sort of weapon, which appeals to the Ogre mindset greatly. Ogres scour battlefields, forests, and boneyards to find a good solid club and materials to customise it to their liking. If you wish you may customise an Ogre Club or Big Club to add one of the following options.
@UUID[Compendium.wfrp4e-archives2.items.IhyZAbMf1XdQoEqN]{Metal Plates}: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#pummel]{Pummel} Quality.
@UUID[Compendium.wfrp4e-archives2.items.nAOj5eE2ZiNVjnZu]{Rusty Spikes}: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Quality.
@UUID[Compendium.wfrp4e-archives2.items.IpzDjA8XwnMq09yw]{Scavenged Blades}: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#hack]{Hack} Quality.
* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.
" + }, + "Ogre Club (Metal Plates)": { + "name": "Ogre Club (Metal Plates)", + "description": "Ogres love their clubs. They are the simplest sort of weapon, which appeals to the Ogre mindset greatly. Ogres scour battlefields, forests, and boneyards to find a good solid club and materials to customise it to their liking. If you wish you may customise an Ogre Club or Big Club to add one of the following options.
Metal Plates: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#pummel]{Pummel} Quality.
* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.
" + }, + "Ogre Club (Rusty Spikes)": { + "name": "Ogre Club (Rusty Spikes)", + "description": "Ogres love their clubs. They are the simplest sort of weapon, which appeals to the Ogre mindset greatly. Ogres scour battlefields, forests, and boneyards to find a good solid club and materials to customise it to their liking. If you wish you may customise an Ogre Club or Big Club to add one of the following options.
Rusty Spikes: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#penetrating]{Penetrating} Quality.
* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.
" + }, + "Ogre Club (Scavenged Blades)": { + "name": "Ogre Club (Scavenged Blades)", + "description": "Ogres love their clubs. They are the simplest sort of weapon, which appeals to the Ogre mindset greatly. Ogres scour battlefields, forests, and boneyards to find a good solid club and materials to customise it to their liking. If you wish you may customise an @UUID[Compendium.wfrp4e-archives2.items.2MpNIjAFXnRnZZdL]{Ogre Club} or Big Club to add one of the following options.
Scavenged Blades: The weapon gains the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.wdXywmb7FBVipOw8#hack]{Hack} Quality.
* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.
" + }, + "Ogre Gutplate": { + "name": "Ogre Gutplate", + "description": "A massive slab of metal, hardwood, bone or leather, an Ogre's gutplate is prized above even the most well-worn club. The plate protects the Ogre's belly, where most of their vital organs reside, and acts as both a source of protection and a canvas for military or religious markings. Many gutplates carry the symbol of the Great Maw, a ring of jagged teeth that represent both the Ogre's hungry god and their own ravenous appetite.
* Ogre Gutplates are uniquely suited to Ogre anatomy, and indeed even if scaled down would provide incomplete protection to members of species who do not keep most of their vital organs in their gut.
" + }, + "Ogre Pistol": { + "name": "Ogre Pistol", + "description": "An Ogre Pistol is a reinforced Empire weapon and can use all the same shot and powder as a typical blackpowder weapon. However, they are strong enough to also serve as a Hand Weapon, only breaking on a Fumbled attack.
* Availability is given for the Empire, where some weapons are rarer than they would be in the Mountains of Mourne.
" + }, + "Onager Catapult": { + "name": "Onager Catapult", + "description": "Crew: 6
Similar to the @UUID[Compendium.wfrp4e-archives2.items.YBNeaZ0Wt30jTWrD]{Mangonel Catapult}, this siege weapon uses a sling to increase its effective range.
*Cannot be used at Point Blank.
" + }, + "Opal Amulet": { + "name": "Opal Amulet", + "description": "The Opal Amulet contains a powerful healing enchantment. Remove [[/r 1d10]] Wounds from the first attack the wearer suffers. The amulet can only be used once every 24-hour period.
" + }, + "Protection Ring": { + "name": "Protection Ring", + "description": "The Opal Amulet will automatically roll and reduce incoming Damage from Opposed Tests, then automatically disable itself. It must then be re-enabled manually.
These rings are enchanted to protect the wearer from a particular sort of Creature. In order to determine what sort of Creature this is, roll on the @Table[random-creature]{Random Creature Table}. The wearer halves any Wounds taken from a Creature of this type.
" + }, + "Quietened Mail Chausses": { + "name": "Quietened Mail Chausses", + "description": "First commissioned by a late Duke of Carroburg for the same skillful assassin who would ultimately kill him, these full suits of mail (Chausses, @UUID[Compendium.wfrp4e-archives2.items.BDbQ70J9MM8mdxxo]{Coat} and a @UUID[Compendium.wfrp4e-archives2.items.3dQNE54s7ojwwqWG]{Coif}) have been enchanted to remove the rattle of metal rings that mail armour normally makes. The usual -10 Penalty to Stealth associated with items of Mail armour does not apply. However, the spells used to create this armour were never perfected, and those wearing the Coif can speak no louder than a whisper.
" + }, + "Quietened Mail Coat": { + "name": "Quietened Mail Coat", + "description": "First commissioned by a late Duke of Carroburg for the same skillful assassin who would ultimately kill him, these full suits of mail (@UUID[Compendium.wfrp4e-archives2.items.Cya63L5XXQQgphhR]{Chausses}, Coat and a @UUID[Compendium.wfrp4e-archives2.items.3dQNE54s7ojwwqWG]{Coif}) have been enchanted to remove the rattle of metal rings that mail armour normally makes. The usual -10 Penalty to Stealth associated with items of Mail armour does not apply. However, the spells used to create this armour were never perfected, and those wearing the Coif can speak no louder than a whisper.
" + }, + "Quietened Mail Coif": { + "name": "Quietened Mail Coif", + "description": "First commissioned by a late Duke of Carroburg for the same skillful assassin who would ultimately kill him, these full suits of mail (@UUID[Compendium.wfrp4e-archives2.items.Cya63L5XXQQgphhR]{Chausses}, @UUID[Compendium.wfrp4e-archives2.items.BDbQ70J9MM8mdxxo]{Coat} and a Coif) have been enchanted to remove the rattle of metal rings that mail armour normally makes. The usual -10 Penalty to Stealth associated with items of Mail armour does not apply. However, the spells used to create this armour were never perfected, and those wearing the Coif can speak no louder than a whisper.
" + }, + "Rhinox Breaker": { + "name": "Rhinox Breaker", + "description": "@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.VG6hzml2D3Oe7PYX]{Rhinox Herder}
" + }, + "Rhinox Herder": { + "name": "Rhinox Herder", + "description": "@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.VG6hzml2D3Oe7PYX]
" + }, + "Rhinox Master": { + "name": "Rhinox Master", + "description": "@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.VG6hzml2D3Oe7PYX]{Rhinox Herder}
" + }, + "Rhinox Rustler": { + "name": "Rhinox Rustler", + "description": "@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.VG6hzml2D3Oe7PYX]{Rhinox Herder}
" + }, + "Rhya's Cauldron": { + "name": "Rhya's Cauldron", + "description": "Classical Name: Rionyes
Ascendant: Early Winter
Calendar Dates: Kaldezeit 18th – Kaldezeit 33rd
Associated God: Rhya
Appearance: A cauldron
Bonus: Gain one level of the @UUID[Compendium.wfrp4e-core.items.mgeiaDZXei7JBEgo]{Iron Will} Talent
Penalty: −3 Agility
Rhya’s Cauldron is revered by Astromancers, Wizards of the Jade and Amethyst orders, and astrologers alike. It is associated with the budding of new things in nature, and also their inevitable death. People born under its light are known to be righteous in their ideals and merciful towards the innocent. No matter what their station in life, they are relentless in their pursuit of justice. This relentlessness, if unchecked, can make them careless and even callous towards the lives and well-being of others.
" + }, + "Ruby Ring of Ruin": { + "name": "Ruby Ring of Ruin", + "description": "The Ruby Ring of Ruin is a type of Spell Ring which can be used to cast the @UUID[Compendium.wfrp4e-core.items.HpFkVJ2lYPAWumUL]{Great Fires of U’Zhul} spell from the Lore of Fire. Unlike normal Spell Rings, a Ruby Ring of Ruin can be used three times during any 24-hour period.
" + }, + "Sand of Flinging": { + "name": "Sand of Flinging", + "description": "This fine but abrasive substance is said to have been made in Ind. It comes in small pouches containing enough sand for four uses. The sand may be thrown in exactly the same way as a dart. The sand does not inflict any damage, but if the target is hit in the head, they suffer one @Condition[Blinded] Condition.
" + }, + "Screaming Stone": { + "name": "Screaming Stone", + "description": "An unusual item, even by the standards of such magical oddities, the Screaming Stone is a small skull hewn of polished white granite. Whenever a living creature of size Small or larger is in view of the Stone, it begins screaming loudly. This screaming ends once the skull can no longer see a living creature, for example if it moves out of sight or the skull's eyes are covered. If someone attempts to sneak past the skull, treat it as though it has a Perception of 75.
" + }, + "Seed of Rebirth": { + "name": "Seed of Rebirth", + "description": "These amulets look like simple wooden carvings but are powerful artefacts. The wearer of a Seed of Rebirth counts as having the @UUID[Compendium.wfrp4e-core.items.SfUUdOGjdYpr3KSR]{Regenerate} Creature Trait.
" + }, + "Self-Cleaning Commode": { + "name": "Self-Cleaning Commode", + "description": "These light ceramic pieces of pottery are associated with the city of Marienburg, where the Elven community present them as gifts to their Human neighbours. A Character who makes regular use of such a device gains a +10 bonus to Endurance Tests made to resist contracting a disease.
" + }, + "Self-Tuning Lute": { + "name": "Self-Tuning Lute", + "description": "Musical purists may quibble, but a minstrel in possession of one of these lutes is able to concentrate on their performances without worrying about their instruments being off-key. A musician equipped with a Self-Tuning Lute benefits from a +10 bonus to Play (Lute) Tests.
" + }, + "Shinsmasher's Club": { + "name": "Shinsmasher's Club", + "description": "The providence of this brutal looking club is unknown. It turned up in @UUID[Compendium.wfrp4e-core.journals.ozE2DMCMK64eE5pD.JournalEntryPage.V6tkgQ9A2skppjyl]{Altdorf} in the hands of a @UUID[Compendium.wfrp4e-altdorf.journals.rSRadYoaNXkEq8gs.JournalEntryPage.jisr4ys6obOel7r1#the-hooks]{Hook} enforcer, but has since changed hands a dozen times. Any Critical Wound inflicted by this hammer on an opponent’s legs enjoys a bonus of +20 to the severity roll. The club otherwise functions as a normal @UUID[Compendium.wfrp4e-core.items.1zaqojk0Oq1m8vYv]{Hand Weapon}.
" + }, + "Slaughtermaster": { + "name": "Slaughtermaster", + "description": "@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.oHnxmjA1CtIhumiz]{Ogre Butcher}
" + }, + "Slopscooper": { + "name": "Slopscooper", + "description": "@UUID[Compendium.wfrp4e-archives2.journals.S7vMviNshIrqOuRq.JournalEntryPage.oHnxmjA1CtIhumiz]{Ogre Butcher}
" + }, + "Spell Ring": { + "name": "Spell Ring", + "description": "A Spell Ring works in a similar way as a scroll, allowing the wearer to cast a single spell. Unlike a scroll, the ring is not destroyed after casting the spell and the wearer does not need to make a Language Test. Determine the spell within a Spell Ring using the same method for a scroll. When the wearer casts the spell, the ring may not be used for a period of 24 hours. Spell Rings are rare in the Empire, and to the frustration of Wizards who know better, all are inevitably called ‘The’ Ring of Volans, as the techniques required for Human Wizards to manufacture these artefacts were first taught under his supervision.
" + }, + "Striking Ring": { + "name": "Striking Ring", + "description": "The wearer of this ring may use each of its powers one at a time for one turn in each 24-hour period. The power duplicates the effects of one of the following Talents: @UUID[Compendium.wfrp4e-core.items.4MJJCiOKPkBByYwW]{Strike Mighty Blow}, @UUID[Compendium.wfrp4e-core.items.RWJrupj9seau0w31]{Strike to Injure}, @UUID[Compendium.wfrp4e-core.items.jt0DmVK9IiF6Sd2h]{Strike to Stun}
" + }, + "Taste Death": { + "name": "Taste Death", + "description": "By consuming part of a corpse you learn about when and how the creature died. You learn if the victim was stabbed, poisoned, killed by magic, died of natural causes, and so on. The information you gain is general. For example, you may learn that the victim was stabbed to death with a sword, but not what kind of sword. You also do not learn anything about who may have been responsible, save the method they used. If the target suffered a ‘clean’ death — that is, did not die of poison or disease — it is considered proper to consume the remainder of the corpse.
\n\n Lore: Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.
\n\n Domaine: Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.
" + }, + "The Big Cross": { + "name": "The Big Cross", + "description": "
Classical Name: Azurios
Ascendant: Midwinter
Calendar Dates: Vorxehen 28th – Nachhexen 8th
Associated God: Ulric
Appearance: An X
Bonus: +2 Strength, +2 Willpower
Penalty: −3 Initiative
There is no uncertainty in the hearts of those born under the Big Cross. The path they must take through the world seems obvious to them, and they make sensible choices to keep on it. But this rationality can lead to a predictable passivity and detachment from the world around them.
If their path is already made, why deviate from it? It is vital that they find something to fight for, rather than simply allowing the tides of fate to sweep them away.
" + }, + "The Bonesaw": { + "name": "The Bonesaw", + "description": "Classical Name: Alyoi
Ascendant: Winter
Calendar Dates: Ulriczeit 17th – Ulriczeit 31st
Associated God: Shallya
Appearance: A knife
Bonus: +2 Intelligence, +2 Fellowship
Penalty: −3 Weapon Skill
The Bonesaw is the sign of the philosopher — above all else, they crave knowledge. They live to explore and experiment. Unlike other inquisitive signs, however, they do not want to hoard what they know for its own sake, and they do not withdraw into themselves. One born under the Bonesaw wants to disseminate what they know as widely as possible. This can, however, make them seem like overbearing know-it-alls, rather than passionate scholars of the world.
" + }, + "The Broken Cart": { + "name": "The Broken Cart", + "description": "Classical Name: Kharnos
Ascendant: Autumn
Calendar Dates: Brauzeit 7th – Brauzeit 27th
Associated God: Nurgle
Appearance: A cart with a broken wheel
Bonus: Gain one level of the @UUID[Compendium.wfrp4e-core.items.vMYEkrWj0ip6ZOdv]{Resistance (Disease)} Talent
Penalty: −3 Willpower
At times, people born under the Broken Cart can be prideful and over-concerned with appearances. They might spend their last coin in pursuit of the finer things in life, or dash themselves on the rocks looking for the approval of their betters. When this tendency is curbed — when they come to peace with the fundamental insecurities that cause them to spend their lives searching for things to fulfill them — their pride becomes confidence, and their conceit mellows into likeability.
The Broken Cart’s association with Nurgle is rarely acknowledged, as worship of any Ruinous Power is grounds for a short trip to a tall pyre in most parts of the world. All know that there is something dark and primal about the sign, however, and its associations with disease are common across many cultures. Many folk know that the Father of Plagues is a force in the world, and when disease scours the land, the desperate often recall old tales and forbidden rites, and make offerings just the same.
" + }, + "The Dancer": { + "name": "The Dancer", + "description": "Classical Name: Adamnos
Ascendant: Late Summer
Calendar Dates: Vorgeheim 14th – Nachgeheim 2nd
Associated God: Millavog (Dancing (Wissenland)) Appearance: A whirling dancer
Bonus: Gain one level of the @UUID[Compendium.wfrp4e-core.items.oGbDwnLOn3isPJpO]{Impassioned Zeal} Talent. (You do not need to choose the focus of your zeal during Character creation, but may instead discover it during gameplay.)
Penalty: −3 Initiative
The Dancer is the sign of passion — and of obsession. What those born under the sign choose to pursue they chase with a single-minded devotion. Whether their focus is a lover or a mystery to solve, the world falls away in the face of their determination. When they are scorned, they take it poorly, and may react violently.
" + }, + "The Drummer": { + "name": "The Drummer", + "description": "Classical Name: Lupios
Ascendant: Late Summer/Early Autumn
Calendar Dates: Nachgeheim 3rd – Nachgeheim 24th
Associated God: Lupos (Predators (Hochland))
Appearance: A drum
Bonus: Gain one level of the @UUID[Compendium.wfrp4e-core.items.hTgrGkWnmIR4xhVe]{Carouser} Talent
Penalty: −3 Willpower
A person born under the Drummer is distinguishable by their expansive, generous spirit. They do nothing in moderation, and when they give, they give everything. A Drummer never fails to give alms to the poor or take care of ailing family members. They also never turn down an invitation to a tavern or a party. They are a joy to be around, but this joy can swiftly turn to ruinous excess and hedonism if left unchecked.
" + }, + "The Gloaming": { + "name": "The Gloaming", + "description": "Classical Name: Tartotes
Ascendant: Spring
Calendar Dates: Pflugzeit 8th – Pflugzeit 31st
Associated God: Morr
Appearance: A collection of red and blue stars that appears only at twilight
Bonus: +2 Intelligence, +2 Initiative
Penalty: −3 Willpower
The stars that make up the Gloaming appear only under specific conditions, at twilight. People born under the Gloaming are doubters and skeptics. This skepticism can morph into paranoia and unreasonable suspicion of anything they cannot see or touch. The metaphysical, the theoretical—none of it is trustworthy. Only the hard, physical reality of the world is reliable. At their best, natives of the Gloaming are brilliant investigators and scholars. They are often inclined toward sorcery despite their distrust of the mystical.
" + }, + "The Greased Goat": { + "name": "The Greased Goat", + "description": "Classical Name: Talios
Ascendant: Late Autumn
Calendar Dates: Brauzeit 28th – Kaldezeit 17th
Associated God: Taal
Appearance: A goat
Bonus: Gain one level of the @UUID[Compendium.wfrp4e-core.items.9fq6p9Q6H02LjaSi]{Animal Affinity} Talent
Penalty: −3 Toughness
A person born under the Greased Goat refuses to let anyone get too near. They can seem aloof and apathetic, but this is an attempt to make sure they are not hurt by the disappointments that are assuredly coming their way. When they are knocked down, they wallow in their pain. On the rare occasions they allow themselves to feel joy, their joy is infectious.
Children born under the Greased Goat who have an aptitude for magic often find themselves drawn towards the Amber wind of Ghur. Those born under the Greased Goat would be wise to remember that the world is not there to victimize them. Everyone has a run of bad luck sometimes, but it does not define them.
" + }, + "The Limner's Line": { + "name": "The Limner's Line", + "description": "Classical Name: Verros
Ascendant: Late Winter/Early Spring
Calendar Dates: Nachhexen 9th – Nachhexen 28th
Associated God: Vallich (Smithing and Ship Building (Nordland))
Appearance: An archer with a drawn bow
Bonus: +2 Ballistic Skill, +2 Agility
Penalty: −3 Weapon Skill
Natives of the Limner’s Line were born to be poets, painters, sculptors — artists of all kinds. They create beauty wherever they go, and even those who by circumstance do not find themselves in an artistic field still find a way to make their life’s work into a kind of art. If they are doktors, they are surgeons. If they are soldiers, they become master tacticians. People born under the Limner’s Line must take care not to become too critical of themselves or their work.
" + }, + "The Maw": { + "name": "The Maw", + "description": "You devour the better part of a large beast, drawing out the Great Maw itself, causing a sliver of it to manifest. The ground splits apart, a thousand gnashing teeth waiting hungrily in the chasm. The pit is bottomless, its hunger endless, its teeth shards of razor, and the sound of its roiling jaws like the grinding of glass on stone.
Anyone in the affected area must make an immediate Challenging (+0) Dodge Test to scramble clear. If they succeed, targets take a Damage +8 hit as they pull themselves out of the Maw, with the Damage reduced by 1 for each SL achieved on the Dodge Test.
Anyone who fails the Test plunges into the Maw, which begins the methodical work of swallowing them alive. They immediately suffer a Damage +10 hit to a randomly chosen location, and gain 3 @Condition[Entangled] Conditions. Attempts to remove these Conditions are resisted by the Maw’s Strength of 60. The victim may not escape the Maw until all 3 @Condition[Entangled] conditions are removed. At the end of each of their turns, creatures inside the Maw suffer another Damage +10 hit to a randomly chosen location.
The Maw’s teeth are sharp, and it does not give up prey easily. As soon as the spell ends, the Maw vanishes, but attempts to keep any limbs that remain inside it as it goes. If a creature is inside the Maw when it vanishes, they immediately suffer a Critical Wound to a randomly chosen hit location.
\n\n Lore: Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.
\n\n Domaine: Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.
" + }, + "The Piper": { + "name": "The Piper", + "description": "
Classical Name: Sangist
Ascendant: Autumn
Calendar Dates: Nachgheim 25th – Erntezeit 16th
Associated God: Ranald, Katya (Disarming Beauty (Reikland))
Appearance: A capering piper
Bonus: +2 Fellowship, +2 Dexterity
Penalty: −3 Weapon Skill
The best diplomats are born under the Piper’s rule, and so are the best thieves. They are cunning, slick, and very tactful when they need to be. In a negotiation, there is none better to have one’s back. However, they do not hesitate to play both sides to their advantage — or take advantage of allies, if they think they’ll come out the better for it. Theologians disagree as to the correct deity to associate with the Piper. In Marienburg it is considered a particularly fortuitous sign, and some families attempt to conceive nine months before it rises ascendant.
" + }, + "The Two Bullocks": { + "name": "The Two Bullocks", + "description": "Classical Name: Hashoor
Ascendant: Midsummer
Calendar Dates: Sommerzeit 30th – Vorgeheim 13th
Associated God: Ahalt (Hunting, Fertility, and Sacrifice (Wissenland))
Appearance: Two oxen
Bonus: Gain one level of the @UUID[Compendium.wfrp4e-core.items.GRRN3XAKIpEVCY7z]{Craftsman} Talent. (You need not choose the associated Trade at this time, but should do so after determining your starting Career.)
Penalty: −3 Intelligence
People born under the Two Bullocks are innovators; they are diligent, creative, and can create nearly anything they put their minds to. Fortunately for the world, what they most want to do is help others, whether that means making improvements to a printing press or designing a better plow for their family’s fields. Unfortunately, the projects they throw themselves into can be fanciful and impractical, and malefactors might bend their idealism to dangerous or unrighteous causes.
" + }, + "The Witchling Star": { + "name": "The Witchling Star", + "description": "Classical Name: Solkios
Ascendant: Winter
Calendar Dates: Urliczeit 32nd – Vorhexen 11th
Associated God: Soll
Appearance: A single bright star
Bonus: Gain the @UUID[Compendium.wfrp4e-core.items.mdPGZsn2396dEpOf]{Petty Magic} Talent
Penalty: −3 Strength
Magical and mysterious, the Witchling Star is considered an ominous sign by most astrologers. Those under its rule have great courage. They possess a sort of mercuriality that stops just short of dishonesty or inconstancy, but which occasionally causes problems for those around them. Whatever scrapes they get themselves into, they can generally get out of. Their charm can seem nearly mystical at times, almost as though they were blessed by the winds of magic themselves.
" + }, + "Throatseeker's Blade": { + "name": "Throatseeker's Blade", + "description": "These magical Rapiers are created with an innate blood lust all of their own, guiding the tip past even the best defence. A Throatseeker’s Blade ignores any AP provided by armour that has the @UUID[JournalEntry.sLomXnc8R8518cWN.JournalEntryPage.yYXaAw24i93B4vzk#weakpoints]{Weakpoints} Flaw. This weapon otherwise functions as a normal Rapier.
" + }, + "Trackless Boots": { + "name": "Trackless Boots", + "description": "These boots leave no prints behind them, making tracking a Character who wears them very challenging. All Track Tests made against the Character suffer a –20 penalty.
" + }, + "Trebuchet": { + "name": "Trebuchet", + "description": "Crew: 8
An improvement from the @UUID[Compendium.wfrp4e-archives2.items.y7ki6uSBiFKkooV9]{Onager Catapult}, the Bretonnian Trebuchet uses a counterweight instead of torsion to release its sling, giving it a much larger range.
*Cannot be used if the distance to the target is less than Short Range.
*Cannot be used at Point Blank.
" + }, + "Trollguts": { + "name": "Trollguts", + "description": "You swallow a tiny amount of Troll Bile or similar, imbibing and distilling that creature’s immense regenerative powers and gifting them to another. Your target gains the @UUID[Compendium.wfrp4e-core.items.SfUUdOGjdYpr3KSR]{Regenerate} Creature Trait. Ogres suffer no additional effects from this spell, but other Species may be less lucky. Anyone other than an Ogre who recovers Wounds from the effects of this spell must make an Average (+20) Endurance Test. If they fail, new flesh growing over their wounds takes on a mottled green or blue appearance, not at all unlike the skin of a Troll. This effect is particularly prominent if the spell happens to be responsible for a limb growing back. Though this effect is not a mutation, it is likely to be mistaken for one by anyone who sees it, with all the potential unpleasant consequences that may ensue.
\n\n Lore: Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.
\n\n Domaine: Whenever an Ogre Butcher successfully casts a spell from the Lore of The Great Maw, the offering they consume may restore their own health. Roll [[/r 1d10]]. If the result is a 10, or if it is equal to or higher than the CN of the spell being cast, the Butcher recovers Wounds equal to the CN of the spell.
" + }, + "Vice": { + "name": "Vice", + "description": "
You are plagued by a need to indulge in your Vice constantly, with your thoughts always straying towards them. Indulging in your Vice must be to an unhealthy extent — indulging in food doesn’t mean having a meal, but being a glutton and eating everything you can until you are bloated and made sick. Whenever you are confronted by the Target of your Vice, you must attempt a @UUID[JournalEntry.NS3YGlJQxwTggjRX.JournalEntryPage.5w5YLPNd6AaU4f85#psychology-test]{Psychology Test}. If you fail, you must immediately indulge in your Vice, forsaking all other actions and duties. You indulge until you are insensible, gaining one @Condition[Fatigued] Condition. At the end of every subsequent Round, you may attempt another Psychology Test to bring this state to an end. You suffer –20 to all Fellowship Tests towards any Characters who have witnessed your gluttony, as they are repulsed by your behaviour. For each full day you spend having not indulged in your Vice, you gain a cumulative –20 to all Psychology Tests until you do so.
" + }, + "Vice (Target)": { + "name": "Vice (Target)", + "description": "You are consumed with a need to indulge in a particular vice, suffering from the @UUID[Compendium.wfrp4e-archives2.items.anIlqJXFOIEzIOo1]{Vice} Psychology. Each time you take this Talent you develop a new vice. Examples you could take include: Alcohol, Food, Narcotics, Pleasure.
" + }, + "Vobist the Faint": { + "name": "Vobist the Faint", + "description": "Classical Name: Vobist
Ascendant: Autumn
Calendar Dates: Erntezeit 17 th – Brauzeit 6th
Associated God: Ranald
Appearance: No stars
Bonus: Gain one level of the @UUID[Compendium.wfrp4e-core.items.mNoCuaVbFBflfO6X]{Sixth Sense} Talent
Penalty: −3 Initiative
A void of stars. An empty spot in the heavens. Someone born under Vobist the Faint seems erratic and uncertain at times; after all, they were born under pure darkness. They can be overcautious at times, but they can also be bold and courageous when others least expect it, leaping into the fray before even their bravest friends. What seems to be a fundamental uncertainty is also a keen sense of which battles to fight, and how. For Morrslieb, the Chaos Moon, to rise full while Vobist the Faint is ascendent is a particularly bad omen.
" + }, + "Wand of Jade": { + "name": "Wand of Jade", + "description": "This wand increases the range of spells. Double the range of any spells cast while holding a Wand of Jade.
" + }, + "Wand of Jet": { + "name": "Wand of Jet", + "description": "This wand is used by spellcasters to increase the duration of their spells. A spell cast with the aid of a Wand of Jet has its duration doubled.
" + }, + "Wand of the Winds": { + "name": "Wand of the Winds", + "description": "The wand is constructed in such a way that compensates for those times when the Winds of Magic blow weakly. If a spellcaster is in a situation where they receive negative modifiers as a result of the @Table[wintds]{Swirling Winds}, they may ignore these modifiers for [[/r 1d10]] Rounds. After this period the wand is depleted. It takes the wand 24 hours to replenish its own store of magical energy.
" + }, + "Wanderer’s Charm": { + "name": "Wanderer’s Charm", + "description": "These amulets are often crafted by Hedge Wizards, and are beloved by wanderers, pedlars, soldiers and vagabonds. Those who carry them may ignore the first @Condition[Fatigued] Condition they receive each day.
" + }, + "Writ of the Fifth Lore": { + "name": "Writ of the Fifth Lore", + "description": "When this small scroll is presented to someone with an explanation of what it is, be that a license, a charter, or a letter of introduction, the perceiver must make a Very Difficult (–30) Perception Test. If they fail, the scroll seems to be exactly what the bearer claimed it was.
" + }, + "Wymund the Anchorite": { + "name": "Wymund the Anchorite", + "description": "Classical Name: Wymenos
Ascendant: Midwinter
Calendar Dates: Vorhexen 12th – Vorhexen 27th
Associated God: Manaan
Appearance: A stern face
Bonus: +2 Fellowship, +2 Initiative
Penalty: −3 Intelligence
People born under the light of Wymund the Anchorite are patient and methodical. They prefer to scrutinize every detail of a situation before deciding how to proceed.
Their slowness to pass judgment and tolerance of the foibles of others makes them kind, loyal friends — sometimes to a fault. Often, they forgive others the unforgivable, to their detriment. But when they decide that a person is no longer worthy of their grace, they are harsh, implacable foes.
" + } + } } \ No newline at end of file diff --git a/compendium/wfrp4e-core.actors.json b/compendium/wfrp4e-core.actors.json index 3a2cd2b..1fc8688 100644 --- a/compendium/wfrp4e-core.actors.json +++ b/compendium/wfrp4e-core.actors.json @@ -32,11 +32,11 @@ "name": "Pol Dankels, Sorcier humain", "id": "Pol Dankels" }, - { - "id": "Dieter Käsegeier", - "name": "Dieter Käsegeier, Fromager extraordinaire", - "description": "Ses nombreux clients le considèrent comme un fromager hors pair, mais Dieter préfère se considérer comme un visionnaire. Son père et son grand-père avant lui (et ainsi de suite depuis au moins sept générations) ont tous participé à la fabrication et à la vente de fromages, mais pas de fromages particulièrement remarquables. Dieter lui, ne se satisfait pas de fabriquer du fromage « correct », il expérimenta différentes méthodes de préparation avec des ingrédients uniques, dont beaucoup récoltés lors de ses aventures. Sesmltiples essais et ses recherches acharnées ont finalement abouti à de grands succès. Les créations de Dieter sont à présent exceptionnelles.
Les gens qui prennent le temps de connaître Dieter découvrent rapidement qu'il n'est pas tant patient qu'obsessionnel. Dieter ne parle de rien d'autre et chaque conversation débordant d'anecdotes en revient inévitablement au fromage. Au fil des ans, il a ajouté de nombreuses saveurs inhabituelles à ses créations, de celles d'éppices corsées à celles de bières de totues sortes. Comme il n'a plus d'ingrédients nouveaux à essayer, il a décidé de pousser plus loin, en utilisant des cendres, des insectes broyés, du sang animal, des copeaux d'écorce, de la morve de gobelin, des excréments et de légères doses de poison - « Ce fromage picote pas mal ! ».
Dieter veut engager des personnes compétentes pour récupérer des champignons spéciaux et rares dans les profondeurs de la @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.UqeZNqbpV8uocCUN]{Reikwald}, qu'il paiera au prix fort en argent et en fromage vraiment délectable. Malheureusement, sa renommée est telle que des voyous cherchent à l'assassiner et à lui voler ses secrets, sans parler de cette tribu plutôt agressive de @UUID[Compendium.wfrp4e-core.bestiary.zzdOpKqBC28J66Mn]{gobelins} qui considèrent les champignons comme leur propriété.
Plusieurs personnes ont disparu ou ont spontanément muté, et elles ont toutes fréquenté la boutique de Dieter. L'excentrique fromager s'est-il finalement tourné vers les Anciens pour trouver une nouvelle inspiration, en utilisant de la malepierre en poudre dans sa dernière fournée, ou a-t'il été piégé par un rival ?
Ses nombreux clients le considèrent comme un fromager hors pair, mais Dieter préfère se considérer comme un visionnaire. Son père et son grand-père avant lui (et ainsi de suite depuis au moins sept générations) ont tous participé à la fabrication et à la vente de fromages, mais pas de fromages particulièrement remarquables. Dieter lui, ne se satisfait pas de fabriquer du fromage « correct », il expérimenta différentes méthodes de préparation avec des ingrédients uniques, dont beaucoup récoltés lors de ses aventures. Sesmltiples essais et ses recherches acharnées ont finalement abouti à de grands succès. Les créations de Dieter sont à présent exceptionnelles.
Les gens qui prennent le temps de connaître Dieter découvrent rapidement qu'il n'est pas tant patient qu'obsessionnel. Dieter ne parle de rien d'autre et chaque conversation débordant d'anecdotes en revient inévitablement au fromage. Au fil des ans, il a ajouté de nombreuses saveurs inhabituelles à ses créations, de celles d'éppices corsées à celles de bières de totues sortes. Comme il n'a plus d'ingrédients nouveaux à essayer, il a décidé de pousser plus loin, en utilisant des cendres, des insectes broyés, du sang animal, des copeaux d'écorce, de la morve de gobelin, des excréments et de légères doses de poison - « Ce fromage picote pas mal ! ».
Dieter veut engager des personnes compétentes pour récupérer des champignons spéciaux et rares dans les profondeurs de la @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.UqeZNqbpV8uocCUN]{Reikwald}, qu'il paiera au prix fort en argent et en fromage vraiment délectable. Malheureusement, sa renommée est telle que des voyous cherchent à l'assassiner et à lui voler ses secrets, sans parler de cette tribu plutôt agressive de @UUID[Compendium.wfrp4e-core.bestiary.zzdOpKqBC28J66Mn]{gobelins} qui considèrent les champignons comme leur propriété.
Plusieurs personnes ont disparu ou ont spontanément muté, et elles ont toutes fréquenté la boutique de Dieter. L'excentrique fromager s'est-il finalement tourné vers les Anciens pour trouver une nouvelle inspiration, en utilisant de la malepierre en poudre dans sa dernière fournée, ou a-t'il été piégé par un rival ?
Ces créatures reptiliennes à huit pattes sont solitaires et insaisissables. Considérées comme étant l'une des plus anciennes créatures du Chaos, on les dit emplies de tant de malveillance et de venin que même le sol sur lequel elles marchent est empoisonné. Leur morsure est également venimeuse, mais c'est leur regard pétrifiant qui est le plus à craindre.
Rarement rencontrés de nos jours, les basilics sont des ennemis des plus dangereux. Leurs glandes et leurs organes sont très prisés des Sorciers et Alchimistes. Des chasseurs opportunistes écoutent donc souvent les rumeurs sur la présence de basilics dans les espaces sauvages du Vorbergland, et bien peu en reviennent.
Ses nombreux clients le considèrent comme un fromager hors pair, mais Dieter préfère se considérer comme un visionnaire. Son père et son grand-père avant lui (et ainsi de suite depuis au moins sept générations) ont tous participé à la fabrication et à la vente de fromages, mais pas de fromages particulièrement remarquables. Dieter lui, ne se satisfait pas de fabriquer du fromage « correct », il expérimenta différentes méthodes de préparation avec des ingrédients uniques, dont beaucoup récoltés lors de ses aventures. Sesmltiples essais et ses recherches acharnées ont finalement abouti à de grands succès. Les créations de Dieter sont à présent exceptionnelles.
Les gens qui prennent le temps de connaître Dieter découvrent rapidement qu'il n'est pas tant patient qu'obsessionnel. Dieter ne parle de rien d'autre et chaque conversation débordant d'anecdotes en revient inévitablement au fromage. Au fil des ans, il a ajouté de nombreuses saveurs inhabituelles à ses créations, de celles d'éppices corsées à celles de bières de totues sortes. Comme il n'a plus d'ingrédients nouveaux à essayer, il a décidé de pousser plus loin, en utilisant des cendres, des insectes broyés, du sang animal, des copeaux d'écorce, de la morve de gobelin, des excréments et de légères doses de poison - « Ce fromage picote pas mal ! ».
Dieter veut engager des personnes compétentes pour récupérer des champignons spéciaux et rares dans les profondeurs de la @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.UqeZNqbpV8uocCUN]{Reikwald}, qu'il paiera au prix fort en argent et en fromage vraiment délectable. Malheureusement, sa renommée est telle que des voyous cherchent à l'assassiner et à lui voler ses secrets, sans parler de cette tribu plutôt agressive de @UUID[Compendium.wfrp4e-core.bestiary.zzdOpKqBC28J66Mn]{gobelins} qui considèrent les champignons comme leur propriété.
Plusieurs personnes ont disparu ou ont spontanément muté, et elles ont toutes fréquenté la boutique de Dieter. L'excentrique fromager s'est-il finalement tourné vers les Anciens pour trouver une nouvelle inspiration, en utilisant de la malepierre en poudre dans sa dernière fournée, ou a-t'il été piégé par un rival ?
Ses nombreux clients le considèrent comme un fromager hors pair, mais Dieter préfère se considérer comme un visionnaire. Son père et son grand-père avant lui (et ainsi de suite depuis au moins sept générations) ont tous participé à la fabrication et à la vente de fromages, mais pas de fromages particulièrement remarquables. Dieter lui, ne se satisfait pas de fabriquer du fromage « correct », il expérimenta différentes méthodes de préparation avec des ingrédients uniques, dont beaucoup récoltés lors de ses aventures. Sesmltiples essais et ses recherches acharnées ont finalement abouti à de grands succès. Les créations de Dieter sont à présent exceptionnelles.
Les gens qui prennent le temps de connaître Dieter découvrent rapidement qu'il n'est pas tant patient qu'obsessionnel. Dieter ne parle de rien d'autre et chaque conversation débordant d'anecdotes en revient inévitablement au fromage. Au fil des ans, il a ajouté de nombreuses saveurs inhabituelles à ses créations, de celles d'éppices corsées à celles de bières de totues sortes. Comme il n'a plus d'ingrédients nouveaux à essayer, il a décidé de pousser plus loin, en utilisant des cendres, des insectes broyés, du sang animal, des copeaux d'écorce, de la morve de gobelin, des excréments et de légères doses de poison - « Ce fromage picote pas mal ! ».
Dieter veut engager des personnes compétentes pour récupérer des champignons spéciaux et rares dans les profondeurs de la @UUID[JournalEntry.ozE2DMCMK64eE5pD.JournalEntryPage.UqeZNqbpV8uocCUN]{Reikwald}, qu'il paiera au prix fort en argent et en fromage vraiment délectable. Malheureusement, sa renommée est telle que des voyous cherchent à l'assassiner et à lui voler ses secrets, sans parler de cette tribu plutôt agressive de @UUID[Compendium.wfrp4e-core.bestiary.zzdOpKqBC28J66Mn]{gobelins} qui considèrent les champignons comme leur propriété.
Plusieurs personnes ont disparu ou ont spontanément muté, et elles ont toutes fréquenté la boutique de Dieter. L'excentrique fromager s'est-il finalement tourné vers les Anciens pour trouver une nouvelle inspiration, en utilisant de la malepierre en poudre dans sa dernière fournée, ou a-t'il été piégé par un rival ?
Ces créatures reptiliennes à huit pattes sont solitaires et insaisissables. Considérées comme étant l'une des plus anciennes créatures du Chaos, on les dit emplies de tant de malveillance et de venin que même le sol sur lequel elles marchent est empoisonné. Leur morsure est également venimeuse, mais c'est leur regard pétrifiant qui est le plus à craindre.
Rarement rencontrés de nos jours, les basilics sont des ennemis des plus dangereux. Leurs glandes et leurs organes sont très prisés des Sorciers et Alchimistes. Des chasseurs opportunistes écoutent donc souvent les rumeurs sur la présence de basilics dans les espaces sauvages du Vorbergland, et bien peu en reviennent.
\n\n« Sigmar vaut trois voix pour le Reikland. L’Empereur mort, le Moot et Reikland vont voter de la même façon, ce qui va donner six voix pour le Reikland. Étant donné qu’ Ar’Ulric vote toujours pour le Middenheim, il est fort peu probable que le trône impérial revienne à Nuln alors que la Maison de Wilhelm III est en pleine expansion. Meilleure configuration pour une fille, votre Grâce. Une fille mariable. »
\n– Krammond, Conseiller de la Cour des Électeurs de Nuln, 2475 CI
\n
\n
Les Conseillers fournissent des conseils à ceux qui les emploient. Ils sont très au fait des conditions sociales et politiques du domaine de leur employeur et détiennent maintes informations confidentielles et sensibles. Alors que de nombreux Conseillers le sont de génération en génération, d’autres sont à la recherche active de nobles clients afin d’atteindre un certain niveau de richesse et de pouvoir. Certains jeunes héritiers vont nommer premier Assisant un ami d’enfance ou un camarade d’université, en qui ils ont une confiance aveugle.
\nDe longues années passées à la cour ou au service d’un noble de petite envergure sont nécessaires pour parvenir aux plus hautes responsabilités. De nombreux conseillers ont choisi de ne pas se mettre au service de la noblesse, mais au contraire de proposer leur large éventail de connaissances à des criminels, des seigneurs de guerre, des marchands, des cultes ou encore des guildes.
\nSi quelque chose d’anormal ou de dangereux se produit sur le domaine de leur employeur, alors un Conseiller est le mieux placé pour enquêter. Aux plus hauts niveaux de la Carrière, un Consultant ou un Chancelier auront leur propre personnel de confiance sur lequel ils peuvent compter pour veiller sur leurs affaires pendant une courte absence. Les Conseillers peuvent approcher différentes catégories de personnes, y compris les plus difficiles d’accès, et sont déjà dans une position où ils sont censés poser des questions au nom de leur employeur.
\n\n
Races: Elfe sylvain, Halfling, Haut Elfe, Humain, Nain
\nClasse: Courtisan
\nCC | \nCT | \nF | \nE | \nI | \nAg | \nDex | \nInt | \nFM | \nSoc | \n
\n | \n | \n | I | \nI | \nI | \n\n | III | \nIV | \nII | \n
Statut: Argent 2
Compétences: @Compendium[wfrp4e-core.skills.61L9aX2z164cjm7K]{Langue (Classique)}, @Compendium[wfrp4e-core.skills.pKLMbmG3Ivt6mzMf]{Marchandage}, @Compendium[wfrp4e-core.skills.Fs06sr7y9JKpVQmB]{Perception}, @Compendium[wfrp4e-core.skills.RLQHm1s4IuY9RSr2]{Ragot}, @Compendium[wfrp4e-core.skills.CcNJsS4jSwB6Ug1J]{Résistance}, @Compendium[wfrp4e-core.skills.R2ytluHiEFF2KQ5e]{Résistance à l'alcool}, @Compendium[wfrp4e-core.skills.DRO5DLF6UcfkvNSh]{Savoir (Politique)}, @Compendium[wfrp4e-core.skills.d3VZwO4Y5JH5DXdT]{Subornation}
Talents: @Compendium[wfrp4e-core.talents.5KP9sOoLSGvj9EXp]{Insignifiant}, @Compendium[wfrp4e-core.talents.GogGbYxkVdCmiKqf]{Lire/Ecrire}, @Compendium[wfrp4e-core.talents.sYbgpSnRqSZWgwFP]{Savoir-vivre (au choix)}, @Compendium[wfrp4e-core.talents.8lSoPDGrmeTIaapm]{Sociable}
Possessions: nécessaire d’écriture
Statut: Argent 4
Compétences: @Compendium[wfrp4e-core.skills.pxNjTxsp1Kp0SmQe]{Calme}, @Compendium[wfrp4e-core.skills.exLrBrn2mjb6x2Cq]{Charme}, @Compendium[wfrp4e-core.skills.bSWoV1IiS5qWNw39]{Evaluation}, @Compendium[wfrp4e-core.skills.cYtU0ORRFCOpQLWz]{Intuition}, @Compendium[wfrp4e-core.skills.7pQo66cESWttzIlb]{Pari}, @Compendium[wfrp4e-core.skills.DRO5DLF6UcfkvNSh]{Savoir (Région)}
Talents: @Compendium[wfrp4e-core.talents.77p3QRKgFWakkndF]{Baratiner}, @Compendium[wfrp4e-core.talents.aZavWXbSXVBmWeJi]{Coopératif}, @Compendium[wfrp4e-core.talents.r180vP86SlwyJc8W]{Criminel}, @Compendium[wfrp4e-core.talents.b4x1qEWcevX7xK58]{Intrigant}
Possessions: livrée
Statut: Or 1
Compétences: @Compendium[wfrp4e-core.skills.oMaJZ5cvCJeOUq9H]{Commandement}, @Compendium[wfrp4e-core.skills.qBm2fu3oMhxsDBNQ]{Divertissement (Narration)}, @Compendium[wfrp4e-core.skills.XQiiwS9m2Du1IMUz]{Langue (au choix)}, @Compendium[wfrp4e-core.skills.DRO5DLF6UcfkvNSh]{Savoir (au choix)}
Talents: @Compendium[wfrp4e-core.talents.41JhsSNW1Ttza3JK]{Ergoteur}, @Compendium[wfrp4e-core.talents.LzgxyMknSHjSkkeQ]{Menteur}, @Compendium[wfrp4e-core.talents.hTgrGkWnmIR4xhVe]{Noctambule}, @Compendium[wfrp4e-core.talents.34EBUkHQkrqF1sq7]{Suborneur}
Possessions: vêtements de qualité, assistant
Statut: Or 3
Compétences: @Compendium[wfrp4e-core.skills.oSbEE6eXH1S3LfUU]{Chevaucher (Cheval)}, @Compendium[wfrp4e-core.skills.DiP9cmbqUir3HkkK]{Savoir (Héraldique)}
Talents: @Compendium[wfrp4e-core.talents.LPgjE0cexTVOBVCY]{Affable}, @Compendium[wfrp4e-core.talents.RbnrfHf7GSQap0ig]{Caïd}, @Compendium[wfrp4e-core.talents.HIofcsDLjXGKzSZf]{Escroquer}, @Compendium[wfrp4e-core.talents.x8g3U68oi8XzWiYr]{Présence imposante}
Possessions: cheval de selle avec selle et harnais, costume luxueux et d’excellente qualité, suite de Conseillers et d’Assistants
\n\n« ALTDORF À SES HABITANTS ! DEHORS LES MIDDENLANDERS ! »
\n– Tract, Rue des Cent Tavernes, Altdorf
\n\n
« Croyez-moi, si vous voulez éradiquer les agents des Fileuses du Destin, suivez la clameur des rues. Elles ne peuvent lui résister. Elles referont surface, tôt ou tard. »
\n– Adrian Hoven, Clerc-Capitaine, Chevalier des Cœurs de feu.
\n
\n
Les Agitateurs font pression pour diverses causes politiques, en utilisant des affiches, en manifestant et en prenant la parole en public. Ils gagnent la sympathie et le soutien des populations les plus pauvres, mais doivent faire attention à ne pas attirer l’attention des Sigmarites ou des nains, très conservateurs. Les Agitateurs les plus dangereux parviennent à mettre à mal l’autorité de nobles, de villes, et même quelquefois de provinces entières. Les Pamphlétaires placardent des tracts sur les panneaux d’affichage ou les distribuent sur les places de marché.
\nLes Agitateurs religieux parviennent à gagner leur vie en étant prêcheurs de rue, recevant l’aumône de la part des fidèles les plus pieux et attirent des disciples en la personne des flagellants et des fanatiques. Les Agitateurs qui survivent assez longtemps pour devenir Démagogues sont la plupart du temps soutenus par des alliés qui restent dans l’ombre et qui cherchent à imposer un changement aux motivations, souvent connues d’eux seuls.
\nLes Agitateurs se déplacent en permanence, à la recherche de foules importantes ou fuyant les autorités. Ils deviennent parfois chefs de groupes hétéroclites, composés de sans-abri et de révoltés, les exhortant – tout en les persuadant– d’aller se battre pour une grande cause.
\nLe brouillard et les émeutes sont légendaires à Altdorf. Peut-être est-ce dû au fait qu’il s’agit de la Capitale impériale, ou peut-être à cause du Collège Gris qui y attire les rafales du traître Ulgu, le Vent gris de la Magie. Quelle que soit la raison, lorsque les brumes provenant des plaines d’Altdorf envahissent les rues, le peuple se soulève. Malheur aux gardes qui essaieraient de l’empêcher de se faire entendre.
\n\n
Races: Halfling, Humain, Nain
\nClasse: Citadin
\nCC | \nCT | \nF | \nE | \nI | \nAg | \nDex | \nInt | \nFM | \nSoc | \n
III | \nI | \n\n | \n | IV | \nII | \n\n | I | \n\n | I | \n
Statut: Bronze 1
Compétences: @Compendium[wfrp4e-core.skills.fdq3RFSOKl5b3WzW]{Art (Écriture)}, @Compendium[wfrp4e-core.skills.exLrBrn2mjb6x2Cq]{Charme}, @Compendium[wfrp4e-core.skills.pKLMbmG3Ivt6mzMf]{Marchandage}, @Compendium[wfrp4e-core.skills.wKwel9MG7NIG3i3w]{Métier (Imprimerie)}, @Compendium[wfrp4e-core.skills.RLQHm1s4IuY9RSr2]{Ragot}, @Compendium[wfrp4e-core.skills.R2ytluHiEFF2KQ5e]{Résistance à l’alcool}, @Compendium[wfrp4e-core.skills.DRO5DLF6UcfkvNSh]{Savoir (Politique)}, @Compendium[wfrp4e-core.skills.d3VZwO4Y5JH5DXdT]{Subornation}
Talents: @Compendium[wfrp4e-core.talents.77p3QRKgFWakkndF]{Baratiner}, @Compendium[wfrp4e-core.talents.eEHauevJWhmzvCSx]{Faire la manche}, @Compendium[wfrp4e-core.talents.GogGbYxkVdCmiKqf]{Lire/Ecrire}, @Compendium[wfrp4e-core.talents.8lSoPDGrmeTIaapm]{Sociable}
Possessions: nécessaire d’écriture, marteau et clous, pile de prospectus
\n
Statut: Bronze 2
Compétences: @Compendium[wfrp4e-core.skills.pxNjTxsp1Kp0SmQe]{Calme}, @Compendium[wfrp4e-core.skills.oMaJZ5cvCJeOUq9H]{Commandement}, @Compendium[wfrp4e-core.skills.qBm2fu3oMhxsDBNQ]{Divertissement (Narration)}, @Compendium[wfrp4e-core.skills.1jCxbFAUuFuAPLJl]{Esquive}, @Compendium[wfrp4e-core.skills.cYtU0ORRFCOpQLWz]{Intuition}, @Compendium[wfrp4e-core.skills.7pQo66cESWttzIlb]{Pari}
Talents: @Compendium[wfrp4e-core.talents.wBhPFggGqIXwbx1r]{Chat de gouttière}, @Compendium[wfrp4e-core.talents.41JhsSNW1Ttza3JK]{Ergoteur}, @Compendium[wfrp4e-core.talents.oGbDwnLOn3isPJpO]{Ferveur ardente}, @Compendium[wfrp4e-core.talents.XU7D9CCmumuhqDUi]{Orateur}
Possessions: veste en cuir
Statut: Bronze 3
Compétences: @Compendium[wfrp4e-core.skills.LGHozP5gmQ8cuDQV]{Athlétisme}, @Compendium[wfrp4e-core.skills.jLyoyqwmBVPjRjhM]{Corps à corps (Bagarre)}, @Compendium[wfrp4e-core.skills.I0yPc4PH5erWJLmu]{Intimidation}, @Compendium[wfrp4e-core.skills.Fs06sr7y9JKpVQmB]{Perception}
Talents: @Compendium[wfrp4e-core.talents.2Nzqsc9aclP6rpnl]{Combat déloyal}, @Compendium[wfrp4e-core.talents.jrFIFLhyOYwcyMUl]{Fuite !}, @Compendium[wfrp4e-core.talents.LzgxyMknSHjSkkeQ]{Menteur}, @Compendium[wfrp4e-core.talents.HpGjzrSR4tdogJtl]{Pas de côté}
Possessions: arme simple, Pamphlétaire
\n
Statut: Bronze 5
Compétences: @Compendium[wfrp4e-core.skills.oSbEE6eXH1S3LfUU]{Chevaucher (Cheval)}, @Compendium[wfrp4e-core.skills.DiP9cmbqUir3HkkK]{Savoir (Héraldique)}
Talents: @Compendium[wfrp4e-core.talents.LPgjE0cexTVOBVCY]{Affable}, @Compendium[wfrp4e-core.talents.ZWcTbeK8i9vKph2a]{Grand Orateur}, @Compendium[wfrp4e-core.talents.b4x1qEWcevX7xK58]{Intrigant}, @Compendium[wfrp4e-core.talents.sYbgpSnRqSZWgwFP]{Savoir-vivre (au choix)}
Possessions: 3 Pamphlétaires, mécène, presse à imprimer, chapeau impressionnant
\n\n« Regarde donc ce sceau : mortier blanc, pilon noir. Ne t’avise même pas de passer commande sans qu’il y apparaisse ou tu seras immédiatement signalé à la Garde. Et, mon garçon, ne t’avise pas de doubler notre Apothicaire, ou tu te demanderas le reste de ta vie si ta prochaine boisson ne sera la dernière. »
\n– Kathe l’Invisible, Assassin.
\n\n
« La chimie des hommes ? Aussi rudimentaire que leur architecture. Ça vous tuera ! J’ai demandé une fois un revigorant après une nuit de beuverie un peu difficile. J’y ai gagné une intoxication alimentaire qui a duré une semaine ! »
\n– Thorica Norrasdotr, Marchande naine
\n
\n
Les Apothicaires se spécialisent dans la préparation de traitements médicamenteux – le plus souvent pilules, inhalations et onguents – qu’ils vendent indifféremment aux malades ou aux docteurs. Leurs ateliers débordent d’impressionnants étalages d’alambics bouillonnants, de béchers débordants, de pilons et de mortiers usagés ainsi que de tout un attirail destiné à diverses préparations physiques. Certains Apothicaires arrondissent leurs fins de mois en vendant des substances illicites – en passant des stimulants pour les étudiants aux abois jusqu’aux plantes hallucinogènes les plus étranges destinées aux nobles oisifs, ou lorsqu’ils répondent à des commandes louches destinées à des groupes encore plus louches. C’est un commerce fort lucratif, mais dangereux. Les ingrédients les plus rares sont chers, et c’est la raison pour laquelle, bien souvent, les Apothicaires rencontrent des problèmes de trésorerie et qu’ils partent eux-mêmes explorer les contrées sauvages afin de trouver leurs propres ingrédients. Ils sont nombreux à accepter des missions de courte durée au sein de certaines expéditions de mercenaires ou militaires, ce qui leur rapporte quelques pièces supplémentaires.
\nÀ cause de la pression imposée par la guilde des Médecins, la plupart des villes refusent que les Apothicaires exercent la médecine, mais cela n’empêche pas qu’ils puissent, au cours de la partie, endosser le rôle de guérisseurs. Ils sont très polyvalents, car ils se révèlent capables d’identifier des substances peu courantes et potentiellement dangereuses sur lesquelles le groupe peut tomber et même en transformer certaines en médicaments utiles.
\n\n
Races: Halfling, Haut Elfe, Humain, Nain
\nClasse: Lettrés
\nCC | \nCT | \nF | \nE | \nI | \nAg | \nDex | \nInt | \nFM | \nSoc | \n
\n | \n | \n | I | \nIII | \n\n | I | \nI | \nIV | \nII | \n
Statut: Bronze 3
Compétences: @Compendium[wfrp4e-core.skills.HXZaV1CJhmTvcAz4]{Guérison}, @Compendium[wfrp4e-core.skills.61L9aX2z164cjm7K]{Langue (Classique)}, @Compendium[wfrp4e-core.skills.0qQqFANTRUDTDpRg]{Métier (Apothicaire)}, @Compendium[wfrp4e-core.skills.wKwel9MG7NIG3i3w]{Métier (Empoisonneur)}, @Compendium[wfrp4e-core.skills.R2ytluHiEFF2KQ5e]{Résistance à l'alcool}, @Compendium[wfrp4e-core.skills.DRO5DLF6UcfkvNSh]{Savoir (Chimie)}, @Compendium[wfrp4e-core.skills.DRO5DLF6UcfkvNSh]{Savoir (Remèdes)}, @Compendium[wfrp4e-core.skills.DRO5DLF6UcfkvNSh]{Savoir (Plantes)}
Talents: @Compendium[wfrp4e-core.talents.wXcJWxJdw0ib5b8W]{Concocter}, @Compendium[wfrp4e-core.talents.GogGbYxkVdCmiKqf]{Lire/Ecrire}, @Compendium[wfrp4e-core.talents.GRRN3XAKIpEVCY7z]{Maître Artisan (Apothicaire)}, @Compendium[wfrp4e-core.talents.sYbgpSnRqSZWgwFP]{Savoir-vivre (Érudit)}
Possessions: livre (vierge), décoction de guérison, pourpoint en cuir, pilon et mortier.
\n
Statut: Argent 1
Compétences: @Compendium[wfrp4e-core.skills.exLrBrn2mjb6x2Cq]{Charme}, @Compendium[wfrp4e-core.skills.XQiiwS9m2Du1IMUz]{Langue (guilde)}, @Compendium[wfrp4e-core.skills.pKLMbmG3Ivt6mzMf]{Marchandage}, @Compendium[wfrp4e-core.skills.Fs06sr7y9JKpVQmB]{Perception}, @Compendium[wfrp4e-core.skills.RLQHm1s4IuY9RSr2]{Ragot}, @Compendium[wfrp4e-core.skills.7ToyUcqJDkceoJRd]{Savoir (Science)}
Talents: @Compendium[wfrp4e-core.talents.r180vP86SlwyJc8W]{Criminel}, @Compendium[wfrp4e-core.talents.epPBu7x6BRWp2PHG]{Négociateur}, @Compendium[wfrp4e-core.talents.sYbgpSnRqSZWgwFP]{Savoir-vivre (guilde)}, @Compendium[wfrp4e-core.talents.G4rPR0XGiYFUZWKi]{Pharmacologie}
Possessions: licence de guilde, outils de la profession
Statut: Argent 3
Compétences: @Compendium[wfrp4e-core.skills.oMaJZ5cvCJeOUq9H]{Commandement}, @Compendium[wfrp4e-core.skills.cYtU0ORRFCOpQLWz]{Intuition}, @Compendium[wfrp4e-core.skills.9tbHTeuvEMZrp0rx]{Recherche}, @Compendium[wfrp4e-core.skills.D4JNPSl6VOpsVmSi]{Signes secrets (Guilde)}
Talents: @Compendium[wfrp4e-core.talents.QsrXxGZiHjth7RMg]{Perspicace}, @Compendium[wfrp4e-core.talents.vMYEkrWj0ip6ZOdv]{Résistance (Poison)}, @Compendium[wfrp4e-core.talents.zv3IyoU2wkPZu8pD]{Studieux}, @Compendium[wfrp4e-core.talents.GHmXS9zGNx3PWYZc]{Travailleur qualifié (Apothicaire)}
Possessions: apprenti, atelier, livre (Apothicaire)
Statut: Or 1
Compétences: @Compendium[wfrp4e-core.skills.oSbEE6eXH1S3LfUU]{Chevaucher (Cheval)}, @Compendium[wfrp4e-core.skills.I0yPc4PH5erWJLmu]{Intimidation}
Talents: @Compendium[wfrp4e-core.talents.JLzJws09GMw9GWBV]{Imperturbable}, @Compendium[wfrp4e-core.talents.580fwhKfOZJFxMID]{Savant (Apothicaire)}, @Compendium[wfrp4e-core.talents.9h82z72XGo9tfgQS]{Sens Aiguisé (Goût)}, @Compendium[wfrp4e-core.talents.GHmXS9zGNx3PWYZc]{Travailleur qualifié (Empoisonneur)}
Possessions: bon de commande, grand atelier
\n\n« Désolée, maîtresse, toutes les chaussures ont disparu ! J’ai oublié de sortir le lait hier soir. Quelqu’un a dû les prendre par vengeance. »
\n– Wiebke, Apprentie cordonnier et Voleuse
\n« Il te faut comprendre, mon garçon, que les vins de Wurtbard ont une réputation à tenir. On dirait que cette bouteille est passée par le canon d’un fusil Hochland. C’est proprement inacceptable. »
\n– Dame Glasmeister, Maîtresse de guilde des Souffleurs de verre
\n
Les Artisans fabriquent les biens, que ce soient ceux du quotidien, produits par les boulangers et les accastilleurs, aux armes et aux bateaux fluviaux conçus par les forgerons et les charpentiers de marine. Les plus grandes villes et cités de l’Empire possèdent des guildes pour protéger leurs Artisans des fraudeurs, car leur Carrière tout entière peut être mise en péril par des concurrents non qualifiés qui vendent en douce des marchandises de piètre qualité. Les Maîtres de guilde respectent des standards de qualité, et ceux qui ne s’y conforment pas se font évincer et se voient interdire d’exercer en ville.
\nLes Artisans interviennent à tous les échelons de la société, car ils fabriquent des biens, mais en réparent également d’autres. Ils sont embauchés par les marines pour entretenir les flottes, par les armées pour gérer les machines de guerre et les engins de siège, et par des Chambres de Commerce de toutes tailles pour transformer des matériaux bruts en marchandises vendables.
\nLes Artisans en plein apprentissage peuvent être envoyés auprès d’autres maîtres. La pression qui les pousse à la perfection est tellement lourde à supporter que certains Artisans parmi les plus jeunes font parfois des pauses afin de se tourner vers des structures moins oppressantes, comme l’Armée ou la Marine.
\nLes guildes de nains n’acceptent pas les humains en général, et les nains ont d’ordinaire le droit de pratiquer leur profession dans les villes impériales sans avoir besoin de rejoindre une guilde locale. Ce qui peut devenir une source de conflit, car les guildes acceptent généralement très mal les concurrents de talent. Les halflings ne sont pas aussi pointilleux et rejoindront les guildes humaines avec plaisir (s’ils y sont acceptés) et permettent de la même façon aux humains de rejoindre les leurs. Les elfes ne possèdent pas de guildes d’Artisans, et même s’ils pouvaient en rejoindre une, il est fort peu probable qu’ils s’y abaissent.
\n\n
Races: Elfe sylvain, Halfling, Haut elfe, Humain, Nain
\nClasse: Citadin
\nCC | \nCT | \nF | \nE | \nI | \nAg | \nDex | \nInt | \nFM | \nSoc | \n
\n | \n | I | \nI | \n\n | \n | I | \nIV | \nIII | \nII | \n
Statut: Bronze 2
Compétences: @Compendium[wfrp4e-core.skills.LGHozP5gmQ8cuDQV]{Athlétisme}, @Compendium[wfrp4e-core.skills.pxNjTxsp1Kp0SmQe]{Calme}, @Compendium[wfrp4e-core.skills.zkI6tIqbyAZvh0Th]{Discrétion (Urbaine)}, @Compendium[wfrp4e-core.skills.1jCxbFAUuFuAPLJl]{Esquive}, @Compendium[wfrp4e-core.skills.bSWoV1IiS5qWNw39]{Evaluation}, @Compendium[wfrp4e-core.skills.wKwel9MG7NIG3i3w]{Métier (au choix)}, @Compendium[wfrp4e-core.skills.CcNJsS4jSwB6Ug1J]{Résistance}, @Compendium[wfrp4e-core.skills.R2ytluHiEFF2KQ5e]{Résistance à l'alcool}
Talents: @Compendium[wfrp4e-core.talents.2eq8Ejotk54AZYwX]{Artiste}, @Compendium[wfrp4e-core.talents.FF41XPboORgyDNsv]{Infatigable}, @Compendium[wfrp4e-core.talents.GRRN3XAKIpEVCY7z]{Maître Artisan (au choix)}, @Compendium[wfrp4e-core.talents.Zf0vk2rjllpDh0Ua]{Très fort}
Possessions: craie, pourpoint en cuir, 1d10 chiffons
Statut: Argent 1
Compétences: @Compendium[wfrp4e-core.skills.exLrBrn2mjb6x2Cq]{Charme}, @Compendium[wfrp4e-core.skills.XQiiwS9m2Du1IMUz]{Langue (guilde)}, @Compendium[wfrp4e-core.skills.pKLMbmG3Ivt6mzMf]{Marchandage}, @Compendium[wfrp4e-core.skills.Fs06sr7y9JKpVQmB]{Perception}, @Compendium[wfrp4e-core.skills.DRO5DLF6UcfkvNSh]{Savoir (Région)}, @Compendium[wfrp4e-core.skills.RLQHm1s4IuY9RSr2]{Ragot}
Talents: @Compendium[wfrp4e-core.talents.qZ4cFy6z482ZONuA]{Costaud}, @Compendium[wfrp4e-core.talents.7bZjB82f6LSkeczP]{Doigts de fée}, @Compendium[wfrp4e-core.talents.epPBu7x6BRWp2PHG]{Négociateur}, @Compendium[wfrp4e-core.talents.sYbgpSnRqSZWgwFP]{Savoir-vivre (guilde)}
Possessions: licence de guilde, outils de profession
Statut: Argent 3
Compétences: @Compendium[wfrp4e-core.skills.oMaJZ5cvCJeOUq9H]{Commandement}, @Compendium[wfrp4e-core.skills.cYtU0ORRFCOpQLWz]{Intuition}, @Compendium[wfrp4e-core.skills.9tbHTeuvEMZrp0rx]{Recherche}, @Compendium[wfrp4e-core.skills.D4JNPSl6VOpsVmSi]{Signes secrets (Guilde)}
Talents: @Compendium[wfrp4e-core.talents.6lQRRgjz8IZH4bbV]{Bricoleur}, @Compendium[wfrp4e-core.talents.GogGbYxkVdCmiKqf]{Lire/Ecrire}, @Compendium[wfrp4e-core.talents.GHmXS9zGNx3PWYZc]{Travailleur qualifié (au choix)}, @Compendium[wfrp4e-core.talents.9h82z72XGo9tfgQS]{Sens Aiguisé (Goût ou Toucher)}
Possessions: apprenti, atelier
Statut: Or 1
Compétences: @Compendium[wfrp4e-core.skills.I0yPc4PH5erWJLmu]{Intimidation}, @Compendium[wfrp4e-core.skills.d3VZwO4Y5JH5DXdT]{Subornation}
Talents: @Compendium[wfrp4e-core.talents.b4x1qEWcevX7xK58]{Intrigant}, @Compendium[wfrp4e-core.talents.QdvY9hoDTbr12jXq]{Magnum Opus}, @Compendium[wfrp4e-core.talents.XU7D9CCmumuhqDUi]{Orateur}, @Compendium[wfrp4e-core.talents.34EBUkHQkrqF1sq7]{Suborneur}
Possessions: guilde, vêtement de qualité
\n\n« Monseigneur, veuillez, s’il vous plaît, ne pas bouger. Il m’est très difficile de retranscrire la majesté de votre expression si vous ne cessez de vous gratter. Parfait ! Maintenant, gardez la pose pendant encore quelques secondes, si possible. Vous recommencez. Puis-je vous suggérer de rendre visite à l’apothicaire ? Il dispose sans doute de plusieurs traitements contre les poux qui vous seront d’un grand réconfort, surtout si le fait de vous tortiller ainsi est aussi ennuyeux pour vous que ça l’est pour moi. »
\n– Gottlieb Toman, Peintre, juste avant son exécution
\n
\n
Les Artistes utilisent leurs talents – pour la peinture, la sculpture, l’écriture ou autre – pour créer des œuvres d’art raffinées. Souvent, ils débutent leur Carrière en tant qu’Étudiants en Arts auprès d’Artistes de renom, même si certains sont déjà de purs prodiges. Certains mécènes vont prendre les plus talentueux sous leur coupe alors que d’autres vont se tourner vers l’enseignement, se retrouvant à la tête de leur propre école, et faire venir les donateurs parmi les plus riches dans leurs galeries d’art à la mode.
\nMalheureusement, la plupart des Artistes passent leur vie à tenter de prouver leur valeur dans une société qui ne les apprécie que rarement. Ces derniers gèrent des fins de mois difficiles de différentes façons : ils tournent les nobles et les politiciens en ridicule dans des caricatures qu’ils font paraître dans les journaux d’Altdorf, font des portraits-robots des suspects pour les capitaines de la garde, rédigent des commentaires sociétaux ou encore s’adonnent à la contrefaçon du travail d’artistes de renom.
\nAttirer les mécènes appropriés n’est pas toujours chose facile, et c’est la raison pour laquelle des Artistes de toutes conditions se retrouvent sur les routes à rechercher la perle rare. Même ceux qui ont de quoi subvenir à leurs besoins voyagent à travers le monde à la recherche de nouvelles vues à peindre, de silhouettes à sculpter ou d’inspiration. Ce sont bien souvent les églises, les abbayes et les temples les plus lointains qui vont chercher à commander des fresques sacrées ou des bas-reliefs.
\n\n
Races: Humain, Nain, Halfling, Haut Elfe, Elfe Sylvain
\nClasse: Courtisan
\nCC | \nCT | \nF | \nE | \nI | \nAg | \nDex | \nInt | \nFM | \nSoc | \n
\n | \n | I | \n\n | I | \n\n | I | \nIV | \nIII | \nII | \n
Statut: Argent 1
Compétences: @Compendium[wfrp4e-core.skills.fdq3RFSOKl5b3WzW]{Art (au choix)}, @Compendium[wfrp4e-core.skills.pxNjTxsp1Kp0SmQe]{Calme}, @Compendium[wfrp4e-core.skills.zkI6tIqbyAZvh0Th]{Discrétion (Urbaine)}, @Compendium[wfrp4e-core.skills.bSWoV1IiS5qWNw39]{Evaluation}, @Compendium[wfrp4e-core.skills.Fs06sr7y9JKpVQmB]{Perception}, @Compendium[wfrp4e-core.skills.RLQHm1s4IuY9RSr2]{Ragot}, @Compendium[wfrp4e-core.skills.CcNJsS4jSwB6Ug1J]{Résistance}, @Compendium[wfrp4e-core.skills.R2ytluHiEFF2KQ5e]{Résistance à l'alcool}
Talents: @Compendium[wfrp4e-core.talents.2eq8Ejotk54AZYwX]{Artiste}, @Compendium[wfrp4e-core.talents.FF41XPboORgyDNsv]{Infatigable}, @Compendium[wfrp4e-core.talents.jviOQmy0luQOySC2]{Persévérant}, @Compendium[wfrp4e-core.talents.oQzTJEXUx28sCiH3]{Vivacité}
Possessions: brosse ou ciseau ou plume d’oie
Statut: Argent 3
Compétences: @Compendium[wfrp4e-core.skills.sRuMlaPU5xdIrwhd]{Escalade}, @Compendium[wfrp4e-core.skills.cYtU0ORRFCOpQLWz]{Intuition}, @Compendium[wfrp4e-core.skills.61L9aX2z164cjm7K]{Langue (Classique)}, @Compendium[wfrp4e-core.skills.pKLMbmG3Ivt6mzMf]{Marchandage}, @Compendium[wfrp4e-core.skills.wKwel9MG7NIG3i3w]{Métier (Matériel artistique)}, @Compendium[wfrp4e-core.skills.7pQo66cESWttzIlb]{Pari}
Talents: @Compendium[wfrp4e-core.talents.r180vP86SlwyJc8W]{Criminel}, @Compendium[wfrp4e-core.talents.7bZjB82f6LSkeczP]{Doigts de fée}, @Compendium[wfrp4e-core.talents.hTgrGkWnmIR4xhVe]{Noctambule}, @Compendium[wfrp4e-core.talents.8lSoPDGrmeTIaapm]{Sociable}
Possessions: besace contenant des outils de la profession (Artiste)
\n
Statut: Argent 5
Compétences: @Compendium[wfrp4e-core.skills.exLrBrn2mjb6x2Cq]{Charme}, @Compendium[wfrp4e-core.skills.oMaJZ5cvCJeOUq9H]{Commandement}, @Compendium[wfrp4e-core.skills.DRO5DLF6UcfkvNSh]{Savoir (Art)}, @Compendium[wfrp4e-core.skills.DiP9cmbqUir3HkkK]{Savoir (Héraldique)}
Talents: @Compendium[wfrp4e-core.talents.AcnFuDKRemLI9ey7]{Flairer les ennuis}, @Compendium[wfrp4e-core.talents.epPBu7x6BRWp2PHG]{Négociateur}, @Compendium[wfrp4e-core.talents.sYbgpSnRqSZWgwFP]{Savoir-vivre (au choix)}, @Compendium[wfrp4e-core.talents.9h82z72XGo9tfgQS]{Sens Aiguisé (au choix)}
Possessions: apprenti, atelier (Artiste), mécène
Statut: Or 2
Compétences: @Compendium[wfrp4e-core.skills.oSbEE6eXH1S3LfUU]{Chevaucher (Cheval)}, @Compendium[wfrp4e-core.skills.9tbHTeuvEMZrp0rx]{Recherche}
Talents: @Compendium[wfrp4e-core.talents.IFKWu98qmWpaSfUi]{Ambidextre}, @Compendium[wfrp4e-core.talents.RbnrfHf7GSQap0ig]{Caïd}, @Compendium[wfrp4e-core.talents.GogGbYxkVdCmiKqf]{Lire/Ecrire}, @Compendium[wfrp4e-core.talents.QdvY9hoDTbr12jXq]{Magnum Opus}
Possessions: 3 étudiants, bibliothèque (Art), grand atelier (Artiste)
\n\n« Je sais, les récoltes ont été mauvaises mais il faut payer ce qui est dû. Je prends la moitié aujourd’hui et l’autre Marktag. Comment ça ? C’est ce que je peux proposer de mieux, et je ne peux pas être plus juste. »
\n– Lena Sauer, Bailli
\n\n
« Je vais aller moi-même jeter un œil au pâturage en question. Jusqu’à mon retour, je ne veux aucune dispute entre vos turbulents descendants, suis-je assez clair, Bauer, Meier ? Et vous vous partagerez le coût des réparations de l’auberge, ou vous aurez à renoncer à tout ce que vous seriez en droit de prétendre, ou pas, sur ces terres. »
\n– Lorenz Schulte, Préfet de la Vallée D’Elster
\n
\n
Les Nobles confient aux Baillis le soin de collecter les taxes issues de leurs terres. Certains Baillis sont respectés et honnêtes, et il ne se passe pas une semaine sans qu’ils se rendent dans un temple de Sigmar. D’autres sont des tyrans qui jouissent du pouvoir conféré par leur seigneur sur leurs propriétés et possessions pour faire usage de menaces et de violences lors de l’exercice de leur profession. Les Baillis en exercice depuis longtemps deviennent souvent de fidèles serviteurs de la famille dirigeante et disposent d’avantages en nature conséquents. Les Préfets bénéficient d’un champ d’action plus important et ont de plus grandes responsabilités. Ils assurent le maintien de l’ordre au niveau des frontières du territoire de leur seigneur et résolvent les conflits, qu’ils aient pour origine des histoires de bétail ou des limites de propriétés agricoles.
\nLa grande majorité des Baillis disposent d’une certaine liberté, ce qui leur permet de prendre le temps de s’occuper d’affaires privées ou d’embaucher d’autres personnes pour le faire en leur nom. Comme ils sont tout aussi nombreux à avoir toute autorité sur les territoires dont ils s’occupent, ils sont régulièrement envoyés par leurs employeurs afin de résoudre divers problèmes, ce qui peut les mener dans les endroits les plus inattendus.
\n\n
Races: Halfling, Humain, Nain
\nClasse: Ruraux
\nCC | \nCT | \nF | \nE | \nI | \nAg | \nDex | \nInt | \nFM | \nSoc | \n
I | \n\n | \n | \n | I | \nIII | \n\n | IV | \nI | \nII | \n
Statut: Argent 1
Compétences: @Compendium[wfrp4e-core.skills.pxNjTxsp1Kp0SmQe]{Calme}, @Compendium[wfrp4e-core.skills.rOPmyLWa37e7s9v6]{Corps à corps (Base)}, @Compendium[wfrp4e-core.skills.1jCxbFAUuFuAPLJl]{Esquive}, @Compendium[wfrp4e-core.skills.I0yPc4PH5erWJLmu]{Intimidation}, @Compendium[wfrp4e-core.skills.pKLMbmG3Ivt6mzMf]{Marchandage}, @Compendium[wfrp4e-core.skills.Fs06sr7y9JKpVQmB]{Perception}, @Compendium[wfrp4e-core.skills.RLQHm1s4IuY9RSr2]{Ragot}, @Compendium[wfrp4e-core.skills.CcNJsS4jSwB6Ug1J]{Résistance}
Talents: @Compendium[wfrp4e-core.talents.HIofcsDLjXGKzSZf]{Escroquer}, @Compendium[wfrp4e-core.talents.FF41XPboORgyDNsv]{Infatigable}, @Compendium[wfrp4e-core.talents.5QcrpLQWWrsbKR79]{Numismate}, @Compendium[wfrp4e-core.talents.jviOQmy0luQOySC2]{Persévérant}
Possessions: arme simple, caissette
Statut: Argent 5
Compétences: @Compendium[wfrp4e-core.skills.exLrBrn2mjb6x2Cq]{Charme}, @Compendium[wfrp4e-core.skills.bSWoV1IiS5qWNw39]{Evaluation}, @Compendium[wfrp4e-core.skills.cYtU0ORRFCOpQLWz]{Intuition}, @Compendium[wfrp4e-core.skills.oMaJZ5cvCJeOUq9H]{Commandement}, @Compendium[wfrp4e-core.skills.DRO5DLF6UcfkvNSh]{Savoir (Région)}, @Compendium[wfrp4e-core.skills.d3VZwO4Y5JH5DXdT]{Subornation}
Talents: @Compendium[wfrp4e-core.talents.r180vP86SlwyJc8W]{Criminel}, @Compendium[wfrp4e-core.talents.wrpVYmdiIy1jPulc]{Effraction}, @Compendium[wfrp4e-core.talents.jt0DmVK9IiF6Sd2h]{Frappe assommante}, @Compendium[wfrp4e-core.talents.XU7D9CCmumuhqDUi]{Orateur}
Possessions: veste en cuir, trois Percepteurs
\n
Statut: Or 1
Compétences: @Compendium[wfrp4e-core.skills.oSbEE6eXH1S3LfUU]{Chevaucher (Cheval)}, @Compendium[wfrp4e-core.skills.zZUX7wO4rOo8k9F0]{Orientation}, @Compendium[wfrp4e-core.skills.DiP9cmbqUir3HkkK]{Savoir (Héraldique)}, @Compendium[wfrp4e-core.skills.MXy22hFCgntdlQrn]{Soin aux animaux}
Talents: @Compendium[wfrp4e-core.talents.RbnrfHf7GSQap0ig]{Caïd}, @Compendium[wfrp4e-core.talents.AcnFuDKRemLI9ey7]{Flairer les ennuis}, @Compendium[wfrp4e-core.talents.GogGbYxkVdCmiKqf]{Lire/Ecrire}, @Compendium[wfrp4e-core.talents.0hn6UaKq8CoZP2zD]{Menaçant}
Possessions: cheval avec selle et harnais, plastron, Bailli
\n
Statut: Or 3
Compétences: @Compendium[wfrp4e-core.skills.61L9aX2z164cjm7K]{Langue (Classique)}, @Compendium[wfrp4e-core.skills.2LDCVJQWkTFszMok]{Savoir (Loi)}
Talents: @Compendium[wfrp4e-core.talents.b4x1qEWcevX7xK58]{Intrigant}, @Compendium[wfrp4e-core.talents.QsrXxGZiHjth7RMg]{Perspicace}, @Compendium[wfrp4e-core.talents.x8g3U68oi8XzWiYr]{Présence imposante}, @Compendium[wfrp4e-core.talents.mgeiaDZXei7JBEgo]{Volonté de fer}
Possessions: bibliothèque (Loi), robes de qualité, sceau d’office
\n\n« Venez au Marteau et Godet, vous y trouverez la meilleure musique et les meilleurs divertissements de la vieille ville d’Altdorf ! Vous ne serez pas déçus !
\n– Raynald Schmid, Entremetteur
\n\n
« Moquez-vous tant que vous le voulez, mais ces vêtements coûtent une fortune. Pour un gamin né sous un tas d’fumier, il mène une vie de luxe. »
\n– Hertel Netzhoch, Aubergiste
\n
\n
Les Entremetteurs guident les gens vers les établissements offrant une variété de services illégaux et immoraux. Bien que beaucoup d’humains et de nains s’opposent à ce genre d’activités, la plupart des halflings et hauts elfes sont parfaitement neutres en ce qui concerne les repaires de drogués, les bordels et autres maisons du vice.
\nLes Entremetteurs regroupent les vendeurs de drogue, les effeuilleuses, les prostituées et les modèles. Beaucoup de chefs-d’œuvre célèbres de l’ère moderne ont eu pour modèles des Entremetteurs arrachés à la rue. Les armées en déplacement sont suivies par des cantinières, parmi lesquelles les Entremetteuses cherchent à se faire de l’argent par tous les moyens. Les Meneurs, propriétaires d’établissements où les Entremetteurs se regroupent, peuvent se retrouver à la tête d’empires importants fournissant des services à tous genres de roublards, des receleurs qui ont besoin de rencontrer discrètement de riches clients, jusqu’à fournir des repaires sûrs aux chefs de gangs et barons du crime.
\nLes Entremetteurs vivant dans les zones urbaines voyagent parfois pour fuir la peste et les persécutions religieuses, ces dernières étant plus fréquentes dans les régions dominées par le Culte de Sigmar. D’autres, comme ceux qui vagabondent avec les saltimbanques, considèrent le voyage comme une partie intégrante de leur profession. Ceux qui parviennent à convaincre des mécènes peuvent bénéficier de beaucoup de temps à consacrer à leur propre sort.
\n\n
Races: Halfling, Haut Elfe, Humain
\nClasse: Roublards
\nCC | \nCT | \nF | \nE | \nI | \nAg | \nDex | \nInt | \nFM | \nSoc | \n
\n | \n | \n | \n | II | \nI | \nI | \nIV | \nIII | \nI | \n
Statut: Bronze 1
Compétences: @Compendium[wfrp4e-core.skills.exLrBrn2mjb6x2Cq]{Charme}, @Compendium[wfrp4e-core.skills.0CwV96kTDRF0jUhk]{Divertissement (au choix)}, @Compendium[wfrp4e-core.skills.I0yPc4PH5erWJLmu]{Intimidation}, @Compendium[wfrp4e-core.skills.pKLMbmG3Ivt6mzMf]{Marchandage}, @Compendium[wfrp4e-core.skills.7pQo66cESWttzIlb]{Pari}, @Compendium[wfrp4e-core.skills.RLQHm1s4IuY9RSr2]{Ragot}, @Compendium[wfrp4e-core.skills.R2ytluHiEFF2KQ5e]{Résistance à l'alcool}, @Compendium[wfrp4e-core.skills.d3VZwO4Y5JH5DXdT]{Subornation}
Talents: @Compendium[wfrp4e-core.talents.6l3jvIAvrKxt0lA9]{Attirant}, @Compendium[wfrp4e-core.talents.77p3QRKgFWakkndF]{Baratiner}, @Compendium[wfrp4e-core.talents.wBhPFggGqIXwbx1r]{Chat de gouttière}, @Compendium[wfrp4e-core.talents.8lSoPDGrmeTIaapm]{Sociable}
Possessions: flasque d’alcool
\n
Statut: Bronze 3
Compétences: @Compendium[wfrp4e-core.skills.rOPmyLWa37e7s9v6]{Corps à corps (Base)}, @Compendium[wfrp4e-core.skills.1jCxbFAUuFuAPLJl]{Esquive}, @Compendium[wfrp4e-core.skills.cYtU0ORRFCOpQLWz]{Intuition}, @Compendium[wfrp4e-core.skills.Fs06sr7y9JKpVQmB]{Perception}, @Compendium[wfrp4e-core.skills.CcNJsS4jSwB6Ug1J]{Résistance}, @Compendium[wfrp4e-core.skills.DRO5DLF6UcfkvNSh]{Savoir (Région)}
Talents: @Compendium[wfrp4e-core.talents.IFKWu98qmWpaSfUi]{Ambidextre}, @Compendium[wfrp4e-core.talents.r180vP86SlwyJc8W]{Criminel}, @Compendium[wfrp4e-core.talents.hTgrGkWnmIR4xhVe]{Noctambule}, @Compendium[wfrp4e-core.talents.vMYEkrWj0ip6ZOdv]{Résistance (Maladie)}
Possessions: dose de mystracine, vêtements de qualité
\n
Statut: Argent 1
Compétences: @Compendium[wfrp4e-core.skills.pxNjTxsp1Kp0SmQe]{Calme}, @Compendium[wfrp4e-core.skills.bSWoV1IiS5qWNw39]{Evaluation}, @Compendium[wfrp4e-core.skills.XQiiwS9m2Du1IMUz]{Langue (au choix)}, @Compendium[wfrp4e-core.skills.2LDCVJQWkTFszMok]{Savoir (Loi)}
Talents: @Compendium[wfrp4e-core.talents.LPgjE0cexTVOBVCY]{Affable}, @Compendium[wfrp4e-core.talents.HIofcsDLjXGKzSZf]{Escroquer}, @Compendium[wfrp4e-core.talents.epPBu7x6BRWp2PHG]{Négociateur}, @Compendium[wfrp4e-core.talents.sYbgpSnRqSZWgwFP]{Savoir-vivre (au choix)}
Possessions: un réseau de prostituées
Statut: Argent 3
Compétences: @Compendium[wfrp4e-core.skills.oMaJZ5cvCJeOUq9H]{Commandement}, @Compendium[wfrp4e-core.skills.DiP9cmbqUir3HkkK]{Savoir (Héraldique)}
Talents: @Compendium[wfrp4e-core.talents.RbnrfHf7GSQap0ig]{Caïd}, @Compendium[wfrp4e-core.talents.5QcrpLQWWrsbKR79]{Numismate}, @Compendium[wfrp4e-core.talents.QsrXxGZiHjth7RMg]{Perspicace}, @Compendium[wfrp4e-core.talents.34EBUkHQkrqF1sq7]{Suborneur}
Possessions: maison de ville avec discrète entrée arrière, un réseau d’Entremetteurs
\n\n« S’il-vous-plaît, madame, je vous en supplie, donnez-moi juste quelques pièces de cuivre pour ce soir. Même un simple sou fera l’affaire – Gutbäcker vend du pain rassis. »
\n– Elsie, Clocharde halfling
\n« J’ai perdu ma jambe au cours de la Bataille de Bögenwasser. J’ai eu les deux mains dévorées par un squig lorsque les gobelins nous ont tendu une embuscade pendant notre patrouille près de Bögenauser. Tout ça pour protéger le Reikland et notre Empereur. »
\n– Klaas, Soldat vétéran
\n« Tu pourras aller sur Königsplatz la semaine prochaine – j’ai besoin que tu fiches du bordel sur Luitpoldstrasse aujourd’hui. Pourquoi ? Mieux vaut ne pas demander, tout ce que t’as à savoir c’est que les Cutters ont besoin que la Garde soit distraite. Et, pour le bien de mes affaires, je fais en sorte de ne pas offenser les Cutters, et si tu veux devenir prospère, je te conseille de suivre mon exemple. »
\n– « Le Kaiser », Roi des Mendiants d’Altdorf
\n
\n
La rumeur, que l’on entend principalement dans les campagnes, prétendant que les rues d’Altdorf sont pavées d’or n’est qu’une moquerie cruelle envers ses Mendiants. Ils ne peuvent que se reposer sur la générosité des étrangers, et récupèrent les détritus issus de la fange de la ville, alors que certains dandys fanfarons n’hésitent pas à leur donner, sourire aux lèvres, quelques piécettes pour les faire déguerpir. Les lois ne leur accordent que peu de protection, et la garde n’a pas beaucoup de sympathie pour les vagabonds.
\nLes Mendiants, pour la plupart orphelins, échouent dans les rues après avoir effectué de nombreux allers-retours dans des Maisons de Miséricorde une bonne partie de leur vie. Une fois qu’ils ont appris les rudiments du quémandage et qu’ils savent à peu près faire la manche, les Mendiants améliorent leurs techniques à l’aide de déguisements et autres stratagèmes pour attirer la compassion d’autrui. Certains Mendiants ne sont cependant pas des démunis, mais des employés des échelons les plus bas de l’échelle sociale, comme les vidangeurs, les chiffonniers et les collecteurs d’os.
\nCeux qui vivent dans la rue ne peuvent changer qu’en la quittant. Certains Mendiants n’hésiteront pas à abandonner les caniveaux derrière eux dès qu’une opportunité de partir à l’aventure se présentera à eux, tant qu’ils ne sont pas utilisés comme chair à canon. Ceux qui n’ont pas les moyens d’engager un porteur peuvent employer un autre mendiant, sachant que la débrouillardise de ces derniers est d’un grand secours lorsqu’on se retrouve affamé et sans le sou. Et, si jamais les choses tournent mal, il n’est pas bien compliqué de retourner à une vie de mendicité.
\n\n
Races: Halfling, Humain, Nain
\nClasse: Citadin
\nCC | \nCT | \nF | \nE | \nI | \nAg | \nDex | \nInt | \nFM | \nSoc | \n
III | \n\n | \n | I | \nIV | \nI | \n\n | \n | II | \nI | \n
Statut: Bronze 0
Compétences: @Compendium[wfrp4e-core.skills.LGHozP5gmQ8cuDQV]{Athlétisme}, @Compendium[wfrp4e-core.skills.pxNjTxsp1Kp0SmQe]{Calme}, @Compendium[wfrp4e-core.skills.exLrBrn2mjb6x2Cq]{Charme}, @Compendium[wfrp4e-core.skills.zkI6tIqbyAZvh0Th]{Discrétion (Urbaine)}, @Compendium[wfrp4e-core.skills.1jCxbFAUuFuAPLJl]{Esquive}, @Compendium[wfrp4e-core.skills.cYtU0ORRFCOpQLWz]{Intuition}, @Compendium[wfrp4e-core.skills.CcNJsS4jSwB6Ug1J]{Résistance}, @Compendium[wfrp4e-core.skills.R2ytluHiEFF2KQ5e]{Résistance à l'alcool}
Talents: @Compendium[wfrp4e-core.talents.spdiWsONKTzkLbg3]{Brouet}, @Compendium[wfrp4e-core.talents.eEHauevJWhmzvCSx]{Faire la manche}, @Compendium[wfrp4e-core.talents.vMYEkrWj0ip6ZOdv]{Résistance (Maladie)}, @Compendium[wfrp4e-core.talents.RmY0CUjiFYZ3GEKY]{Très résistant}
Possessions: couverture de mauvaise qualité, tasse
Statut: Bronze 2
Compétences: @Compendium[wfrp4e-core.skills.1SVd48nGAHbASqr8]{Divertissement (Interprétation)}, @Compendium[wfrp4e-core.skills.0CwV96kTDRF0jUhk]{Divertissement (au choix)}, @Compendium[wfrp4e-core.skills.rvd0S8Z0v2m0MHmD]{Escamotage}, @Compendium[wfrp4e-core.skills.pKLMbmG3Ivt6mzMf]{Marchandage}, @Compendium[wfrp4e-core.skills.Fs06sr7y9JKpVQmB]{Perception}, @Compendium[wfrp4e-core.skills.RLQHm1s4IuY9RSr2]{Ragot}
Talents: @Compendium[wfrp4e-core.talents.wBhPFggGqIXwbx1r]{Chat de gouttière}, @Compendium[wfrp4e-core.talents.r180vP86SlwyJc8W]{Criminel}, @Compendium[wfrp4e-core.talents.5KP9sOoLSGvj9EXp]{Insignifiant}, @Compendium[wfrp4e-core.talents.sYbgpSnRqSZWgwFP]{Savoir-vivre (Criminels)}
Possessions: béquille, bol
Statut: Bronze 4
Compétences: @Compendium[wfrp4e-core.skills.oMaJZ5cvCJeOUq9H]{Commandement}, @Compendium[wfrp4e-core.skills.4IGdIhnwTaZijzg7]{Emprise sur les animaux}, @Compendium[wfrp4e-core.skills.DRO5DLF6UcfkvNSh]{Savoir (Région)}, @Compendium[wfrp4e-core.skills.eXLVhJVuIhm8wPUF]{Signes secrets (Vagabond)}
Talents: @Compendium[wfrp4e-core.talents.77p3QRKgFWakkndF]{Baratiner}, @Compendium[wfrp4e-core.talents.2Nzqsc9aclP6rpnl]{Combat déloyal}, @Compendium[wfrp4e-core.talents.zImcTgEl2XNnbu5W]{Dur à cuire}, @Compendium[wfrp4e-core.talents.HpGjzrSR4tdogJtl]{Pas de côté}
Possessions: nécessaire de déguisement, planque, disciple indigent
\n
Statut: Argent 2
Compétences: @Compendium[wfrp4e-core.skills.I0yPc4PH5erWJLmu]{Intimidation}, @Compendium[wfrp4e-core.skills.d3VZwO4Y5JH5DXdT]{Subornation}
Talents: @Compendium[wfrp4e-core.talents.LPgjE0cexTVOBVCY]{Affable}, @Compendium[wfrp4e-core.talents.RbnrfHf7GSQap0ig]{Caïd}, @Compendium[wfrp4e-core.talents.LzgxyMknSHjSkkeQ]{Menteur}, @Compendium[wfrp4e-core.talents.8pVzgPkgWpTJvfhG]{Sans peur (Miliciens)}
Possessions: antre, groupe important de disciples Mendiants
\n\n« Un jour ou l’autre, la pluie s’abattra pour de bon. Alors, n’oubliez pas votre chapeau, madame. »
\n– Travis Binckel, Taxi de rivière
\n« Attention à l’embranchement. C’est le Conducteur de barges qui a de la bouteille qui vous dit ça. Si vous approchez d’un rocher ou d’un autre danger, suivez la direction des étoiles et assurez-vous de rester dans cette direction, ou prenez la direction de la forêt et faites attention de bien maintenir le cap. Sinon, vous risquez de dériver et de couler. Et personne n’a envie de perdre sa barge. »
\n– Jacob Walles, Conducteur de barges ayant coulé la sienne à un embranchement
\n
De très nombreux bateaux et barges parcourent les voies navigables de l’Empire, transportant des biens provenant des coins les plus reculés des provinces vers les plus grandes villes. Ces navires à fond plat sont en mesure de naviguer bien plus facilement à contre-courant que les autres, et un important réseau de canaux leur permet d’atteindre les endroits les plus reculés. Les Capitaines sont des marins aguerris qui connaissent parfaitement les rivières qu’ils empruntent. Un Canotier n’est encore qu’un larbin, mais il ne faudra pas bien longtemps avant qu’il n’apprenne les ficelles. Les Bateliers pilotent des navires marchands chargés de marchandises vers, et depuis, les marchés, et sont soit à leur propre compte ou travaillent pour une chambre de commerce plus importante. De nombreux Bateliers sont également passeurs, faisant traverser les rivières à leurs passagers vers, ou depuis, les villes. Dans les cités les plus importantes, certains pilotent également des taxis de rivière, sont à la tête de bateaux de plaisance ou encore convoient des navires au nom d’un tiers.
\nUn Batelier n’aura pas besoin d’aller au-devant de l’aventure, car c’est elle qui ne manquera pas de se présenter à lui. Tout le monde a besoin des bateaux, surtout ceux qui partent à l’aventure. De plus, ces esquifs constituent une excellente base d’opérations. Le Batelier n’aura même pas à savoir si les objectifs de l’aventure vont nécessiter de quitter les berges de la rivière ou pas. Et même si c’était temporairement le cas, les aventuriers pourraient facilement permettre à un Batelier talentueux de s’occuper des leurs affaires pendant qu’ils font une pause au cours de leur expédition fluviale.
\n\n
Races: Halfling, Haut Elfe, Humain, Nain
\nClasse: Riverain
\nCC | \nCT | \nF | \nE | \nI | \nAg | \nDex | \nInt | \nFM | \nSoc | \n
\n | \n | I | \nI | \nII | \nI | \nIII | \nIV | \n\n | \n |
Statut: Argent 1
Compétences: @Compendium[wfrp4e-core.skills.jLyoyqwmBVPjRjhM]{Corps à corps (Bagarre)}, @Compendium[wfrp4e-core.skills.1jCxbFAUuFuAPLJl]{Esquive}, @Compendium[wfrp4e-core.skills.hodHqFNKAmu40ajh]{Natation}, @Compendium[wfrp4e-core.skills.RLQHm1s4IuY9RSr2]{Ragot}, @Compendium[wfrp4e-core.skills.CcNJsS4jSwB6Ug1J]{Résistance}, @Compendium[wfrp4e-core.skills.KL4pCOqma5E7fLG4]{Ramer}, @Compendium[wfrp4e-core.skills.R2ytluHiEFF2KQ5e]{Résistance à l'alcool}, @Compendium[wfrp4e-core.skills.n8IfmLt4kzMhIKIv]{Voile}
Talents: @Compendium[wfrp4e-core.talents.2Nzqsc9aclP6rpnl]{Combat déloyal}, @Compendium[wfrp4e-core.talents.FF41XPboORgyDNsv]{Infatigable}, @Compendium[wfrp4e-core.talents.4wnQc19allWlyOGe]{Nageur endurant}, @Compendium[wfrp4e-core.talents.1kgHcImgfyKI1IYp]{Pêcheur}
Possessions: arme simple (Gaffe), perche, veste en cuir
Statut: Argent 2
Compétences: @Compendium[wfrp4e-core.skills.LGHozP5gmQ8cuDQV]{Athlétisme}, @Compendium[wfrp4e-core.skills.qBm2fu3oMhxsDBNQ]{Divertissement (Narration)}, @Compendium[wfrp4e-core.skills.cYtU0ORRFCOpQLWz]{Intuition}, @Compendium[wfrp4e-core.skills.pKLMbmG3Ivt6mzMf]{Marchandage}, @Compendium[wfrp4e-core.skills.Fs06sr7y9JKpVQmB]{Perception}, @Compendium[wfrp4e-core.skills.DRO5DLF6UcfkvNSh]{Savoir (Voies fluviales)}
Talents: @Compendium[wfrp4e-core.talents.tlEg21DHMEJoWcJq]{Marinier}, @Compendium[wfrp4e-core.talents.sYbgpSnRqSZWgwFP]{Savoir-vivre (guilde)}, @Compendium[wfrp4e-core.talents.Zf0vk2rjllpDh0Ua]{Très fort}, @Compendium[wfrp4e-core.talents.jQmIu8P85tF0njmD]{Voyageur aguerri}
Possessions: corde, barque
Statut: Argent 3
Compétences: @Compendium[wfrp4e-core.skills.UFunAopCNaD8Zdc7]{Divertissement (Chant)}, @Compendium[wfrp4e-core.skills.sRuMlaPU5xdIrwhd]{Escalade}, @Compendium[wfrp4e-core.skills.HXZaV1CJhmTvcAz4]{Guérison}, @Compendium[wfrp4e-core.skills.wKwel9MG7NIG3i3w]{Métier (Construction de bateaux)}
Talents: @Compendium[wfrp4e-core.talents.4MJJCiOKPkBByYwW]{Coup puissant}, @Compendium[wfrp4e-core.talents.HIofcsDLjXGKzSZf]{Escroquer}, @Compendium[wfrp4e-core.talents.AcnFuDKRemLI9ey7]{Flairer les ennuis}, @Compendium[wfrp4e-core.talents.epPBu7x6BRWp2PHG]{Négociateur}
Possessions: sac à dos, outils de la profession (Charpentier)
\n
Statut: Argent 5
Compétences: @Compendium[wfrp4e-core.skills.oMaJZ5cvCJeOUq9H]{Commandement}, @Compendium[wfrp4e-core.skills.zZUX7wO4rOo8k9F0]{Orientation}
Talents: @Compendium[wfrp4e-core.talents.0hn6UaKq8CoZP2zD]{Menaçant}, @Compendium[wfrp4e-core.talents.XU7D9CCmumuhqDUi]{Orateur}, @Compendium[wfrp4e-core.talents.WEH97InIX29nzgW1]{Pilote}, @Compendium[wfrp4e-core.talents.afREA9q7v4Scuozn]{Sens de l'orientation}
Possessions: chapeau, bateau de transport fluvial et équipage
\n\n« Il est amusant de constater à quel point un sourire charmeur suffit à ce que les gars se passent eux-mêmes les menottes. Si ça ne fonctionne pas, ça marche avec les couteaux »
\n– Anke Dorflinger, Chasseuse de primes
\n
\n
Les Chasseurs de primes poursuivent les fugitifs, ou les hors-la-loi, pour de l’argent. La plupart sont nommés en toute légalité par les cours de provinces et reçoivent des mandats qui leur confèrent le droit de capturer, voire quelquefois de tuer, leur cible. Alors que, certains sont motivés par la justice de Verena, la plupart sont quand même plus attirés par les récompenses et trouvent d’ailleurs que le « mort » de « mort ou vif » permet de s’enrichir encore plus vite. La plupart des Chasseurs de primes débutent en tant que Chasseur de voleurs, qui sont embauchés par les victimes de rapines afin de retrouver leurs biens dérobés. Au fil du temps, ceux qui ont acquis une bonne réputation arrivent parfois à trouver du travail régulier auprès de marchands, nobles, guildes ou autres cultes, ou montent encore une compagnie de Chasseurs de primes et travaillent en équipe dans le but de récupérer le maximum de récompenses.
\nLes Chasseurs de primes, en fonction du criminel qu’ils recherchent, doivent quelquefois emprunter les chemins de l’aventure. Comme ils sont parfaitement autonomes, il est facile pour eux, temporairement, de laisser leur objectif de côté et de prendre une autre mission si elle se présente. De plus, comme les compétences qu’ils maîtrisent sont très souvent recherchées, il arrive fréquemment que les Chasseurs de primes se tournent définitivement vers une vie d’aventurier, louant leurs talents contre paiement. La Carrière de Chasseur de primes est une excellente Carrière de départ, car elle mélange parfaitement Compétences sociales et combat, ce qui vous permet d’être utile quelles que soient les circonstances.
\n\n
Races: Elfe sylvain, Halfling, Haut Elfe, Humain, Nain
\nClasse: Itinérant
\nCC | \nCT | \nF | \nE | \nI | \nAg | \nDex | \nInt | \nFM | \nSoc | \n
I | \nII | \nIII | \nI | \n\n | I | \n\n | IV | \n\n | \n |
Statut: Argent 1
Compétences: @Compendium[wfrp4e-core.skills.exLrBrn2mjb6x2Cq]{Charme}, @Compendium[wfrp4e-core.skills.rOPmyLWa37e7s9v6]{Corps à corps (Base)}, @Compendium[wfrp4e-core.skills.cYtU0ORRFCOpQLWz]{Intuition}, @Compendium[wfrp4e-core.skills.pKLMbmG3Ivt6mzMf]{Marchandage}, @Compendium[wfrp4e-core.skills.Fs06sr7y9JKpVQmB]{Perception}, @Compendium[wfrp4e-core.skills.RLQHm1s4IuY9RSr2]{Ragot}, @Compendium[wfrp4e-core.skills.d3VZwO4Y5JH5DXdT]{Subornation}, @Compendium[wfrp4e-core.skills.os4NKy5Oy6sRt1eh]{Survie en extérieur}
Talents: @Compendium[wfrp4e-core.talents.LPgjE0cexTVOBVCY]{Affable}, @Compendium[wfrp4e-core.talents.XSb3QVB9ipPBFt56]{Discret}, @Compendium[wfrp4e-core.talents.wrpVYmdiIy1jPulc]{Effraction}, @Compendium[wfrp4e-core.talents.jt0DmVK9IiF6Sd2h]{Frappe assommante}
Possessions: arme simple, veste en cuir, corde
Statut: Argent 3
Compétences: @Compendium[wfrp4e-core.skills.LGHozP5gmQ8cuDQV]{Athlétisme}, @Compendium[wfrp4e-core.skills.I0yPc4PH5erWJLmu]{Intimidation}, @Compendium[wfrp4e-core.skills.rt2rGSwFDCDHPh0A]{Pistage}, @Compendium[wfrp4e-core.skills.OuDdJRDo3W56zk0Z]{Projectiles (Arbalète)}, @Compendium[wfrp4e-core.skills.MWyxcAft5lonB1mB]{Projectiles (Entraves)}, @Compendium[wfrp4e-core.skills.CcNJsS4jSwB6Ug1J]{Résistance}
Talents: @Compendium[wfrp4e-core.talents.SgjJMBgc85aswvhm]{Impitoyable}, @Compendium[wfrp4e-core.talents.FF41XPboORgyDNsv]{Infatigable}, @Compendium[wfrp4e-core.talents.5lcttqGToT54WFrl]{Tireur de précision}, @Compendium[wfrp4e-core.talents.jQmIu8P85tF0njmD]{Voyageur aguerri}
Possessions: arbalète et dix carreaux, calotte en cuir, filet, mandat d’arrêt, menottes
\n
Statut: Argent 5
Compétences: @Compendium[wfrp4e-core.skills.oSbEE6eXH1S3LfUU]{Chevaucher (Cheval)}, @Compendium[wfrp4e-core.skills.sRuMlaPU5xdIrwhd]{Escalade}, @Compendium[wfrp4e-core.skills.hodHqFNKAmu40ajh]{Natation}, @Compendium[wfrp4e-core.skills.MXy22hFCgntdlQrn]{Soin aux animaux}
Talents: @Compendium[wfrp4e-core.talents.GU1KpgY3MeFIaDaq]{Frappe précise}, @Compendium[wfrp4e-core.talents.URwIDtInCsxOoGqM]{Maniement de deux armes}, @Compendium[wfrp4e-core.talents.AwUUEwwf2Vt4ksCN]{Sprinter}, @Compendium[wfrp4e-core.talents.XIcDsaW4D8wScezw]{Tir précis}
Possessions: chemise de mailles, cheval de selle et selle
Statut: Or 1
Compétences: @Compendium[wfrp4e-core.skills.iYan4z52v7HYM9u9]{Conduite d'attelage}, @Compendium[wfrp4e-core.skills.2LDCVJQWkTFszMok]{Savoir (Loi)}
Talents: @Compendium[wfrp4e-core.talents.zImcTgEl2XNnbu5W]{Dur à cuire}, @Compendium[wfrp4e-core.talents.8pVzgPkgWpTJvfhG]{Sans peur (Primes)}, @Compendium[wfrp4e-core.talents.jLJzZb4keVvE0qRv]{Tir mortel}, @Compendium[wfrp4e-core.talents.phXzaUxl3mFqkmDq]{Tir sûr}
Possessions: cheval de trait et charrette, chemise de mailles, quatre paires de menottes
\n\n« Tout pistolier encore en vie à trente ans passés est un scélérat ! »
\n– Général Lasaal, 5e Régiment de Cavalerie du Reikland
\n« Un escorteur est venu s’assurer hier que nous étions en sécurité. Mon Dieu, il était si beau et si fringant. Qui donc ne serait pas tenté de chevaucher avec lui ? Il a saisi mes petits pains et a filé comme le vent. Il ne les paiera jamais, je suppose. »
\n– Lena Fluffe, boulangère à Walfenburg
\n
\n
Que ce soit au sein d’unités de pistoliers, d’escorteurs, de demi-lanciers, d’archers montés ou similaires, les Cavaliers sont déployés afin d’obtenir un avantage stratégique maximal. En campagne, cela signifie effectuer les repérages, attaquer, harceler les lignes ennemies, ou défendre les paysans. Sur le champ de bataille, ils sont aussi particulièrement polyvalents, capables de frapper vite et de se disperser. En ce qui concerne la vélocité, le repérage, la versatilité et l’élan pur, personne n’égale les Cavaliers. La cavalerie légère, très rapide, est employée par beaucoup d’armées, y compris les forces armées des cultes et autres groupes moins formels, tels que les mercenaires de milices privées. Les armées bretonniennes emploient des hommes d’armes montés tandis que les Chevaliers elfes sylvains font partie des cavaliers légers les plus redoutés du Vieux Monde.
\nUn Cavalier en service dans l’Armée impériale ne va pas tout laisser tomber sur un coup de tête. S’ils ont un but qu’ils souhaitent poursuivre personnellement, ils devront obtenir la permission de leurs officiers supérieurs, racheter leur commission s’ils en ont une, ou s’absenter sans autorisation. Ils peuvent aussi recevoir l’ordre d’enquêter sur des affaires importantes par leurs supérieurs. Les Cavaliers mercenaires ont plus de liberté pour partir à l’aventure, étant un peu plus que de simples épées à louer.
\n\n
Races: Elfe sylvain, Haut Elfe, Humain
\nClasse: Guerrier
\nCC | \nCT | \nF | \nE | \nI | \nAg | \nDex | \nInt | \nFM | \nSoc | \n
I | \nII | \nI | \n\n | III | \nI | \n\n | \n | \n | IV | \n
Statut: Argent 2
Compétences: @Compendium[wfrp4e-core.skills.oSbEE6eXH1S3LfUU]{Chevaucher (Cheval)}, @Compendium[wfrp4e-core.skills.rOPmyLWa37e7s9v6]{Corps à corps (Base)}, @Compendium[wfrp4e-core.skills.4IGdIhnwTaZijzg7]{Emprise sur les animaux}, @Compendium[wfrp4e-core.skills.nqhgjUbJWglxU59j]{Langue (Bataille)}, @Compendium[wfrp4e-core.skills.Fs06sr7y9JKpVQmB]{Perception}, @Compendium[wfrp4e-core.skills.CcNJsS4jSwB6Ug1J]{Résistance}, @Compendium[wfrp4e-core.skills.MXy22hFCgntdlQrn]{Soin aux animaux}, @Compendium[wfrp4e-core.skills.os4NKy5Oy6sRt1eh]{Survie en extérieur}
Talents: @Compendium[wfrp4e-core.talents.9CAkY3SQjQxRTlNJ]{Cavalier émérite}, @Compendium[wfrp4e-core.talents.edsenrEYTLOtpa6b]{Claquer le fouet}, @Compendium[wfrp4e-core.talents.BbStIySkF1hDM2zq]{Réflexes Foudroyants}, @Compendium[wfrp4e-core.talents.0LdHytqyNmg2pcAX]{Vigilance}
Possessions: Vigilance veste en cuir, cheval de selle avec selle et harnais
\n
Statut: Argent 4
Compétences: @Compendium[wfrp4e-core.skills.pxNjTxsp1Kp0SmQe]{Calme}, @Compendium[wfrp4e-core.skills.exLrBrn2mjb6x2Cq]{Charme}, @Compendium[wfrp4e-core.skills.rt1yfcjZoeSulddW]{Corps à corps (Cavalerie)}, @Compendium[wfrp4e-core.skills.H2upcZ7q7qAPtPic]{Projectiles (Poudre noire)}, @Compendium[wfrp4e-core.skills.RLQHm1s4IuY9RSr2]{Ragot}, @Compendium[wfrp4e-core.skills.R2ytluHiEFF2KQ5e]{Résistance à l'alcool}
Talents: @Compendium[wfrp4e-core.talents.FjTnaxixsu1ShNNr]{Acrobaties équestres}, @Compendium[wfrp4e-core.talents.0ep8BNMiZGVLTHpr]{Artilleur}, @Compendium[wfrp4e-core.talents.sYbgpSnRqSZWgwFP]{Savoir-vivre (Soldats)}, @Compendium[wfrp4e-core.talents.jQmIu8P85tF0njmD]{Voyageur aguerri}
Possessions: plastron, heaume, cheval de guerre léger avec selle et harnais, pistolet avec dix munitions, bouclier
\n
Statut: Or 1
Compétences: @Compendium[wfrp4e-core.skills.oMaJZ5cvCJeOUq9H]{Commandement}, @Compendium[wfrp4e-core.skills.I0yPc4PH5erWJLmu]{Intimidation}, @Compendium[wfrp4e-core.skills.cYtU0ORRFCOpQLWz]{Intuition}, @Compendium[wfrp4e-core.skills.DRO5DLF6UcfkvNSh]{Savoir (Guerre)}
Talents: @Compendium[wfrp4e-core.talents.tXKX29QZBdHmyMc7]{Combat Instinctif}, @Compendium[wfrp4e-core.talents.E98mVLZgE8bX5vQW]{Haine (au choix)}, @Compendium[wfrp4e-core.talents.vCgEAetBMngR53aT]{Seigneur de guerre}, @Compendium[wfrp4e-core.talents.5eDd6iFeR9G6cCfz]{Tir Rapide}
Possessions: écharpe (Symbole de fonction)
\n
Statut: Or 2
Compétences: @Compendium[wfrp4e-core.skills.7pQo66cESWttzIlb]{Pari}, @Compendium[wfrp4e-core.skills.DiP9cmbqUir3HkkK]{Savoir (Héraldique)}
Talents: @Compendium[wfrp4e-core.talents.WCXnFSV4WOSmzzc4]{Exaltant}, @Compendium[wfrp4e-core.talents.4AqSkJnFPqNuTkos]{Frappe réactive}, @Compendium[wfrp4e-core.talents.nWLsoWQBCjPRKxYx]{Robuste}, @Compendium[wfrp4e-core.talents.XIcDsaW4D8wScezw]{Tir précis}
Possessions: paquet de cartes, vêtements de qualité
\n\n« Je l’ai ramenée parcourant d’innombrables lieues depuis les plus hautes tours des elfes. Vous voyez comme elle scintille au clair de lune ? Seule la magie peut faire naître une telle lueur ! Aussi incroyable que cela puisse être, je dois m’en séparer à contrecœur. Pour un tel pouvoir, le prix, quel qu’il soit n’est qu’une broutille. »
\n– Wolmar Rotte, Arnaqueur
\n« Le dernier héritier vivant de Lord Schwalb, vous dites ? Foutaises ! Vous êtes le cinquième « héritier » à passer cet après-midi ! Combien avez-vous payé pour ce bout de papier ? Et surtout quel est l’escroc qui vous l’a vendu ? »
\n– Gerold Behn, Majordome agacé
\n
\n
Un Charlatan opère dans la confiance, mais fait son beurre de la trahison. En s’attaquant aux faiblesses émotionnelles et psychologiques, les Charlatans proposent à leur « cible » un prix trop beau pour être vrai. Les privilèges sociaux ne fournissent pas de protection, et même les citoyens les plus nobles peuvent tomber dans les filets d’un Charlatan talentueux. Le manque de scrupule, allié à un don pour le mensonge, profite aussi aux Charlatans.
\nLes Charlatans regroupent les Filous, les Arnaqueurs, et autres Escrocs cherchant à s’en prendre aux crédules. Les halflings commettent souvent des escroqueries en petits groupes familiaux. Les jeunes hauts elfes, s’encanaillant avec des humains, considèrent leurs arnaques comme une grande chasse, motivés non par le profit, mais par le fait de prouver leur supériorité. Certains Charlatans expérimentés travaillent avec des artistes, qui falsifient des documents contre une part des profits.
\nPour éviter d’éveiller les soupçons, les Charlatans restent rarement longtemps dans la même région. Peu de Filous avouent ouvertement leur vocation, préférant se faire passer pour quelqu’un d’autre. Très peu de raisons empêchent donc les Charlatans de poursuivre des intérêts parallèles ; ils peuvent ensuite retourner n’importe où de riches imbéciles sont prêts à payer pour rien d’autre qu’une promesse.
\n\n
Races: Halfling, Haut Elfe, Humain
\nClasse: Roublards
\nCC | \nCT | \nF | \nE | \nI | \nAg | \nDex | \nInt | \nFM | \nSoc | \n
\n | \n | \n | \n | I | \nIII | \nI | \nIV | \nII | \nI | \n
Statut: Bronze 3
Compétences: @Compendium[wfrp4e-core.skills.exLrBrn2mjb6x2Cq]{Charme}, @Compendium[wfrp4e-core.skills.qBm2fu3oMhxsDBNQ]{Divertissement (Narration)}, @Compendium[wfrp4e-core.skills.rvd0S8Z0v2m0MHmD]{Escamotage}, @Compendium[wfrp4e-core.skills.pKLMbmG3Ivt6mzMf]{Marchandage}, @Compendium[wfrp4e-core.skills.7pQo66cESWttzIlb]{Pari}, @Compendium[wfrp4e-core.skills.RLQHm1s4IuY9RSr2]{Ragot}, @Compendium[wfrp4e-core.skills.R2ytluHiEFF2KQ5e]{Résistance à l'alcool}, @Compendium[wfrp4e-core.skills.d3VZwO4Y5JH5DXdT]{Subornation}
Talents: @Compendium[wfrp4e-core.talents.u0CFf3xwiyidD9T5]{Chanceux}, @Compendium[wfrp4e-core.talents.cAxNctMFWIAjDgV3]{Maîtrise des dés}, @Compendium[wfrp4e-core.talents.sYbgpSnRqSZWgwFP]{Savoir-vivre (au choix)}, @Compendium[wfrp4e-core.talents.Yiw5h1Kj4B2WLlfm]{Tricheur}
Possessions: sac à dos, deux ensembles de vêtements, paquet de cartes, dés
\n
Statut: Bronze 5
Compétences: @Compendium[wfrp4e-core.skills.pxNjTxsp1Kp0SmQe]{Calme}, @Compendium[wfrp4e-core.skills.1SVd48nGAHbASqr8]{Divertissement (Interprétation)}, @Compendium[wfrp4e-core.skills.1jCxbFAUuFuAPLJl]{Esquive}, @Compendium[wfrp4e-core.skills.bSWoV1IiS5qWNw39]{Evaluation}, @Compendium[wfrp4e-core.skills.cYtU0ORRFCOpQLWz]{Intuition}, @Compendium[wfrp4e-core.skills.Fs06sr7y9JKpVQmB]{Perception}
Talents: @Compendium[wfrp4e-core.talents.77p3QRKgFWakkndF]{Baratiner}, @Compendium[wfrp4e-core.talents.r180vP86SlwyJc8W]{Criminel}, @Compendium[wfrp4e-core.talents.PJ4oxDExnuFNr2Fi]{Identité Secrète}, @Compendium[wfrp4e-core.talents.9sMAf0xmehjEmUao]{Mains agiles}
Possessions: un document falsifié, deux ensembles de vêtements de qualité, un assortiment de poudres colorées et de l’eau, un assortiment de breloques et colifichets
\n
Statut: Argent 2
Compétences: @Compendium[wfrp4e-core.skills.AkjRsazdAppqveZu]{Crochetage}, @Compendium[wfrp4e-core.skills.Uxnxmtvshz8OAVaX]{Langue (Voleur)}, @Compendium[wfrp4e-core.skills.DiP9cmbqUir3HkkK]{Savoir (Héraldique)}, @Compendium[wfrp4e-core.skills.AIueed3kikw3euvn]{Signes secrets (Voleur)}
Talents: @Compendium[wfrp4e-core.talents.6l3jvIAvrKxt0lA9]{Attirant}, @Compendium[wfrp4e-core.talents.GogGbYxkVdCmiKqf]{Lire/Ecrire}, @Compendium[wfrp4e-core.talents.LzgxyMknSHjSkkeQ]{Menteur}, @Compendium[wfrp4e-core.talents.epPBu7x6BRWp2PHG]{Négociateur}
Possessions: nécessaire de déguisement, outils de crochetage, plusieurs documents falsifiés
\n
Statut: Argent 4
Compétences: @Compendium[wfrp4e-core.skills.9tbHTeuvEMZrp0rx]{Recherche}, @Compendium[wfrp4e-core.skills.DRO5DLF6UcfkvNSh]{Savoir (Généalogie)}
Talents: @Compendium[wfrp4e-core.talents.LPgjE0cexTVOBVCY]{Affable}, @Compendium[wfrp4e-core.talents.AcnFuDKRemLI9ey7]{Flairer les ennuis}, @Compendium[wfrp4e-core.talents.WoXShzaYkV5F6c48]{Maître en déguisement}, @Compendium[wfrp4e-core.talents.8lSoPDGrmeTIaapm]{Sociable}
Possessions: nécessaire d’écriture, sceau falsifié
\n\n« Fais les manger en un quart d’heure. Une seule portion, pas plus. On n’est pas payés pour ça. La patronne du coche mange en dernier, mais gardez-lui les meilleurs morceaux. Si on dépasse le quart d’heure d’une minute, je te retiens un sou. Elle me paiera une pièce d’argent de moins et j’aurai les cochers de Castle Rock sur le dos en moins de temps qu’il n’en faut pour le dire. »
\n– Bettina Hoch, Aubergiste
\n« Il y a trois jours, j’étais bloquée à Weissbruck pendant les orages. Rien ne partait ni n’arrivait. Alors que je pensais que j’allais manquer mon rendez-vous à Bögenhafen, je vis apparaître trois diligences sur la piste gelée, en même temps. Tellement classique ! Vous attendez pendant des jours, et il y en a trois qui arrivent d’un coup ! »
\n– Stelle Grabbe, Marchande
\n
Pour de très nombreuses personnes, la diligence est le seul moyen permettant de voyager d’une ville à l’autre. Même si les étendues sauvages traversées jusqu’à destination vont grouiller d’hommes-bêtes, de bandits et bien pire, un Cocher courageux et opiniâtre, dont les chevaux sont frais et le fidèle tromblon chargé, pourra rendre ce voyage possible. Afin d’éviter au maximum les risques, les relais de diligence sont à la recherche permanente de vitesse, et leurs employés, ne faisant confiance à personne, sont précédés d’une réputation de rudesse chez les voyageurs. Les Cochers commencent le plus souvent en tant que Postillons, montés sur le cheval de tête d’un attelage, et par tous les temps. Certains Cochers transportent des lettres au lieu de passagers, travaillent en tant que chauffeurs pour certains nobles, conduisent des calèches ou des chariots remplis de biens, ou se retrouvent dans les plus grandes villes à piloter les omnibus. Enfin, certains deviennent complices d’évasion.
\nLes bons Cochers sont très recherchés pour des demandes inhabituelles, dangereuses ou illégales. Un Cocher qui cherche à changer de routine profitera de l’hiver pour faire une pause, car les longs voyages connaissent une forte baisse à cette saison. Les sociétés de transport hésitent peu à embaucher des cochers expérimentés. Il est donc facile pour ces derniers de retrouver du travail.
\n\n
Races: Halfling, Humain, Nain
\nClasse: Itinérant
\nCC | \nCT | \nF | \nE | \nI | \nAg | \nDex | \nInt | \nFM | \nSoc | \n
III | \nI | \n\n | I | \nIV | \nII | \n\n | \n | I | \n\n |
Statut: Argent 1
Compétences: @Compendium[wfrp4e-core.skills.oSbEE6eXH1S3LfUU]{Chevaucher (Cheval)}, @Compendium[wfrp4e-core.skills.iYan4z52v7HYM9u9]{Conduite d'attelage}, @Compendium[wfrp4e-core.skills.4IGdIhnwTaZijzg7]{Emprise sur les animaux}, @Compendium[wfrp4e-core.skills.sRuMlaPU5xdIrwhd]{Escalade}, @Compendium[wfrp4e-core.skills.Fs06sr7y9JKpVQmB]{Perception}, @Compendium[wfrp4e-core.skills.MWyxcAft5lonB1mB]{Projectiles (Entraves)}, @Compendium[wfrp4e-core.skills.CcNJsS4jSwB6Ug1J]{Résistance}, @Compendium[wfrp4e-core.skills.MXy22hFCgntdlQrn]{Soin aux animaux}
Talents: @Compendium[wfrp4e-core.talents.FjTnaxixsu1ShNNr]{Acrobaties équestres}, @Compendium[wfrp4e-core.talents.9fq6p9Q6H02LjaSi]{Affinité avec les animaux}, @Compendium[wfrp4e-core.talents.jviOQmy0luQOySC2]{Persévérant}, @Compendium[wfrp4e-core.talents.jQmIu8P85tF0njmD]{Voyageur aguerri}
Possessions: manteau et gants chauds, fouet
\n
Statut: Argent 2
Compétences: @Compendium[wfrp4e-core.skills.cYtU0ORRFCOpQLWz]{Intuition}, @Compendium[wfrp4e-core.skills.zZUX7wO4rOo8k9F0]{Orientation}, @Compendium[wfrp4e-core.skills.H2upcZ7q7qAPtPic]{Projectiles (Poudre noire)}, @Compendium[wfrp4e-core.skills.RLQHm1s4IuY9RSr2]{Ragot}, @Compendium[wfrp4e-core.skills.R2ytluHiEFF2KQ5e]{Résistance à l'alcool}, @Compendium[wfrp4e-core.skills.DRO5DLF6UcfkvNSh]{Savoir (Région)}
Talents: @Compendium[wfrp4e-core.talents.0ep8BNMiZGVLTHpr]{Artilleur}, @Compendium[wfrp4e-core.talents.edsenrEYTLOtpa6b]{Claquer le fouet}, @Compendium[wfrp4e-core.talents.JLzJws09GMw9GWBV]{Imperturbable}, @Compendium[wfrp4e-core.talents.Ywo6fZNPC4zbHHSQ]{Obstiné}
Possessions: tromblon avec dix munitions, corne de cocher, veste en cuir, chapeau
\n
Statut: Argent 3
Compétences: @Compendium[wfrp4e-core.skills.6am9EDNE43mzwDvG]{Dressage (Cheval)}, @Compendium[wfrp4e-core.skills.I0yPc4PH5erWJLmu]{Intimidation}, @Compendium[wfrp4e-core.skills.XQiiwS9m2Du1IMUz]{Langue (au choix)}, @Compendium[wfrp4e-core.skills.DRO5DLF6UcfkvNSh]{Savoir (Itinéraires)}
Talents: @Compendium[wfrp4e-core.talents.AcnFuDKRemLI9ey7]{Flairer les ennuis}, @Compendium[wfrp4e-core.talents.epPBu7x6BRWp2PHG]{Négociateur}, @Compendium[wfrp4e-core.talents.8pVzgPkgWpTJvfhG]{Sans peur (Hors-la-loi)}, @Compendium[wfrp4e-core.talents.XIcDsaW4D8wScezw]{Tir précis}
Possessions: cape de qualité, chemise de mailles, pistolet
Statut: Argent 5
Compétences: @Compendium[wfrp4e-core.skills.exLrBrn2mjb6x2Cq]{Charme}, @Compendium[wfrp4e-core.skills.oMaJZ5cvCJeOUq9H]{Commandement}
Talents: @Compendium[wfrp4e-core.talents.769B469sqx6FXPfn]{Rechargement rapide}, @Compendium[wfrp4e-core.talents.8pVzgPkgWpTJvfhG]{Sans peur (hommes-bêtes)}, @Compendium[wfrp4e-core.talents.afREA9q7v4Scuozn]{Sens de l'orientation}, @Compendium[wfrp4e-core.talents.5lcttqGToT54WFrl]{Tireur de précision}
Possessions: parc de diligences et de chevaux, cartes
\n\n\n\n« Au premier sang, idiot ! Premier sang ! Là, tu l’as transpercé de part en part ! »<\/p>\n
– Ortolf Ehardt, Citadin<\/p>\n
« Pour ma défense, monsieur, il a été le premier à faire couler le sang. »<\/p>\n
– Rosabel Viernau, Duelliste<\/p>\n
« Assurez-vous que le Docteur Schuller soit sur place. Nier ? Bonne question. Payez-la à l’avance, soyez courtois avec elle et elle détournera le regard. Elle ne verra donc rien tant que le duel ne sera pas terminé, quelle qu’en soit l’issue. »<\/p>\n
– Conseil de la Fine lame Aleksandr Amblestadt à ses étudiants.<\/p>\n<\/div>\n<\/div>\n<\/div>\n<\/blockquote>\n
<\/p>\n
\n\n\nEntre vos mains entraînées à la manier avec une précision mortelle, votre lame est un instrument de justice hérité d’une tradition des plus anciennes.<\/h3>\n
Les Duellistes se battent au nom des autres – réglant tout problème d’honneur entre des individus ou des organisations, ou agissent en tant que représentant de la loi, prenant cause pour l’accusé ou le défenseur lors de procès aboutissant à un jugement par combat. Pour certains Duellistes, le fait de se battre est une récompense suffisante vis-à-vis des risques qu’ils prennent. L’entraînement est dangereux, et laisse certains novices handicapés ou défigurés à vie. Ceux qui vivent assez longtemps pour apprendre de leurs erreurs peuvent espérer devenir Maîtres duellistes et apprendre leurs imparables techniques à des étudiants avides de savoir. Les Champions de Justice se battent pour les nobles et les gouvernements, et le destin de nations entières repose sur leurs lames. Certains Duellistes, plus à la pointe, dont les étudiants d’Altdorf au sang chaud, préfèrent les pistolets. Ce que les générations les plus anciennes trouvent irrespectueux autant qu’idiot.<\/p>\n
Les Duellistes, qu’ils soient expérimentés ou novices, parcourent l’Empire à la recherche d’adversaires qui leur permettront d’améliorer leur réputation. Pour d’autres, partir à la recherche d’un professeur expérimenté les mène à explorer les endroits les plus reculés du Vieux Monde. Les Maîtres duellistes pratiquant des techniques exotiques sont également très recherchés par les Duellistes qui espèrent ainsi ajouter des styles de combat uniques à leur répertoire. Les Duellistes, qui sont des combattants aguerris, améliorent régulièrement leur train de vie en devenant mercenaires, allant même quelquefois jusqu’à assurer la protection de caravanes ou de navires. Même si les nains n’ont pas pour habitude de pratiquer l’escrime avec des épées ridicules et qu’ils n’ont aucun intérêt pour les frivolités entourant les duels, résoudre les disputes par le combat est pour eux une tradition ancestrale et ils n’hésiteront donc pas à partir en voyage pour devenir encore meilleurs.<\/p>\n<\/div>\n<\/div>\n<\/div>\n
<\/p>\n
Races: <\/strong>Humain, Nain, Haut Elf<\/p>\n
Classe: <\/strong>Courtisans<\/p>\n
Schéma de Progression de Duelliste<\/h3>\n
\n\n
\n CC<\/td>\n CT<\/td>\n F<\/td>\n E<\/td>\n I<\/td>\n Ag<\/td>\n Dex<\/td>\n Int<\/td>\n FM<\/td>\n Soc<\/td>\n<\/tr>\n \n I<\/td>\n II<\/td>\n III<\/td>\n <\/td>\n I<\/td>\n I<\/td>\n <\/td>\n <\/td>\n IV<\/td>\n <\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n I. @Compendium[wfrp4e-core.items.UPATU6CmkbK1mNBe]{Escrimeur}<\/strong><\/h3>\n
Statut<\/strong>: Argent 3
Compétences<\/strong>: @Compendium[wfrp4e-core.skills.LGHozP5gmQ8cuDQV]{Athlétisme}, @Compendium[wfrp4e-core.skills.F8NfBZdVSEIGCMtu]{Corps à corps (au choix)}<\/em>, @Compendium[wfrp4e-core.skills.1jCxbFAUuFuAPLJl]{Esquive}, @Compendium[wfrp4e-core.skills.HXZaV1CJhmTvcAz4]{Guérison}, @Compendium[wfrp4e-core.skills.cYtU0ORRFCOpQLWz]{Intuition}, @Compendium[wfrp4e-core.skills.61L9aX2z164cjm7K]{Langue (Classique)}, @Compendium[wfrp4e-core.skills.Fs06sr7y9JKpVQmB]{Perception}, @Compendium[wfrp4e-core.skills.CcNJsS4jSwB6Ug1J]{Résistance}
Talents<\/strong>: @Compendium[wfrp4e-core.talents.L1MoarOIAlia1Ti4]{Battement}, @Compendium[wfrp4e-core.talents.MoiYSfJRPHu7SZCQ]{Distraire}, @Compendium[wfrp4e-core.talents.0pXva9EODy9bngQX]{Feinte}, @Compendium[wfrp4e-core.talents.HpGjzrSR4tdogJtl]{Pas de côté}
Possessions<\/strong>: arme de base ou rapière, besace contenant des vêtements et 1d10 bandages
<\/p>\nII. @Compendium[wfrp4e-core.items.nh8fc9wESGUgOnIh]{Duelliste}<\/strong><\/h3>\n
Statut<\/strong>: Argent 5
Compétences<\/strong>: @Compendium[wfrp4e-core.skills.pxNjTxsp1Kp0SmQe]{Calme}, @Compendium[wfrp4e-core.skills.exLrBrn2mjb6x2Cq]{Charme}, @Compendium[wfrp4e-core.skills.bJBesrdCaDqaXbQg]{Corps à corps (Parade)}, @Compendium[wfrp4e-core.skills.wKwel9MG7NIG3i3w]{Métier (Armurier)}, @Compendium[wfrp4e-core.skills.7pQo66cESWttzIlb]{Pari}, @Compendium[wfrp4e-core.skills.H2upcZ7q7qAPtPic]{Projectiles (Poudre noire)}
Talents<\/strong>: @Compendium[wfrp4e-core.talents.tXKX29QZBdHmyMc7]{Combat instinctif}, @Compendium[wfrp4e-core.talents.QolNfSUkezLoAcky]{Renversement}, @Compendium[wfrp4e-core.talents.sYbgpSnRqSZWgwFP]{Savoir-vivre (au choix)}, @Compendium[wfrp4e-core.talents.5eDd6iFeR9G6cCfz]{Tir rapide}
Possessions<\/strong>: main gauche ou brise-épée, pistolet avec poudre et munitions
<\/p>\nIII. @Compendium[wfrp4e-core.items.DWAc2CYtbwx7zMwl]{Maître duelliste}<\/strong><\/h3>\n
Statut<\/strong>: Or 1
Compétences<\/strong>: @Compendium[wfrp4e-core.skills.oMaJZ5cvCJeOUq9H]{Commandement}, @Compendium[wfrp4e-core.skills.rOPmyLWa37e7s9v6]{Corps à corps (Base)}, @Compendium[wfrp4e-core.skills.I0yPc4PH5erWJLmu]{Intimidation}, @Compendium[wfrp4e-core.skills.vQtJqX0qb0bbpVDg]{Représentation (Acrobatie)}
Talents<\/strong>: @Compendium[wfrp4e-core.talents.IFKWu98qmWpaSfUi]{Ambidextre}, @Compendium[wfrp4e-core.talents.DS44h27iCOvUBa4O]{Désarmer}, @Compendium[wfrp4e-core.talents.URwIDtInCsxOoGqM]{Maniement de deux armes}, @Compendium[wfrp4e-core.talents.x8jsChg17VQ9XgiK]{Riposte}
Possessions<\/strong>: arme simple, fidèle main gauche, 2 épées d’entraînement en bois, rapière de qualité
<\/p>\nIV. @Compendium[wfrp4e-core.items.ZRS6U3ECK8n4mFZ4]{Champion de Justice}<\/strong><\/h3>\n
Statut<\/strong>: Or 3
Compétences<\/strong>: @Compendium[wfrp4e-core.skills.F8NfBZdVSEIGCMtu]{Corps à corps (au choix)}, @Compendium[wfrp4e-core.skills.2LDCVJQWkTFszMok]{Savoir (Loi)}
Talents<\/strong>: @Compendium[wfrp4e-core.talents.RWJrupj9seau0w31]{Frappe blessante}, @Compendium[wfrp4e-core.talents.4AqSkJnFPqNuTkos]{Frappe réactive}, @Compendium[wfrp4e-core.talents.NDetl9BhAQBVnHKf]{Maîtrise du combat}, @Compendium[wfrp4e-core.talents.0hn6UaKq8CoZP2zD]{Menaçant}
Possessions<\/strong>: 2 armes de qualité
<\/p>" - }, - { - "id": "Engineer", - "name": "Ingénieur", - "description": "\n\n\n« Qu’est-ce que ça fait ? Eh bien, c’est censé plumer les poulets, Tiblair. Recule-toi ! »<\/p>\n
- Wolfgang Kugelschrieber, Inventeur<\/p>\n
‘« Le Maître Ingénieur Volker von Meinkopt a trouvé l’inspiration en regardant des étudiants en train de recharger à l’École impériale d’Artillerie. Il a eu une révélation : plus de canons = plus de tirs = plus de morts potentiels. Il a donc très vite fabriqué la première arme de poing à répétition, « Cavalcade de la Mort tournoyante de von Meinkopt » ainsi que le premier pistolet « Micro-Ressort à innombrables Volées de Plomb pernicieux de von Meinkopt ». Et comme il n’était pas question qu’il se repose sur ses lauriers, il a ensuite inventé cet énorme canon à 9 fûts, le canon à répétition Feu d’Enfer, arme mortelle pour ceux qui se trouvent dans sa ligne de mire et, bien souvent, pour l’équipe qui le manie. »<\/p>\n
– « Grand Ingénieur de l’Empire », Dame Theodora Holzenauer, Ingénieur et Journaliste<\/p>\n<\/div>\n<\/div>\n<\/blockquote>\n
<\/p>\n
\n\n\nVous créez des machines et des constructions aussi étranges qu’utiles et souvent carrément mortelles.<\/h3>\n
Les Ingénieurs sont capables de concevoir et de fabriquer des appareils ou des structures mécaniques comme des ponts, des canaux ou même des fortifications. La plupart d’entre eux ont suivi une formation, les nains à la très rigide guilde des Ingénieurs nains, les humains dans des établissements avant-gardistes tels que l’École impériale d’Ingénieurs d’Altdorf, et ce, même si l’on déniche également certains autodidactes de talent. Les Ingénieurs humains attachent une grande importance à l’innovation et aux découvertes alors que les nains préfèrent se reposer sur des conceptions qui ont fait leurs preuves depuis des générations. Les Ingénieurs des compagnies minières sont très bien payés ; ceux de l’Armée qui entretiennent les machines de guerre de l’Empire et officient en tant que soldats du génie et constructeurs de ponts, beaucoup moins. Les Maîtres Ingénieurs doivent souvent gérer des équipes entières sur des projets de constructions ambitieux. Les Ingénieurs agréés sont les plus respectés de l’Empire,mandatés pour concevoir, tester et exécuter des Commandes impériales, telles que les Roues à aubes à vapeur, qui ont révolutionné la vitesse de transport sur les canaux du Vorbergland.<\/p>\n
Certains Ingénieurs effectuent des recherches dans des Forteresses naines, pour la plupart abandonnées, car elles renferment des secrets de fabrication de l’ancien temps. Ceux qui osent affronter les profondeurs de ces endroits trouvent quelquefois des merveilles datant de plusieurs millénaires, dont la plupart détournées par les gobelins et les skavens dans le but de réaliser leurs infâmes projets. Les gigantesques ponts de pierres qui surplombent ces forteresses sont tout aussi époustouflants, certains s’étirant sur plusieurs kilomètres, véritables merveilles et vestiges d’un temps révolu qui reliaient autrefois les villes, forts et fermes arables des nains.<\/p>\n<\/div>\n<\/div>\n<\/div>\n
<\/p>\n
Races: <\/strong>Humain, Nain, Halfling<\/p>\n
Classe: <\/strong>Lettrés<\/p>\n
Schéma de Progression de l’Ingénieur<\/h3>\n
\n\n
\n CC<\/td>\n CT<\/td>\n F<\/td>\n E<\/td>\n I<\/td>\n Ag<\/td>\n Dex<\/td>\n Int<\/td>\n FM<\/td>\n Soc<\/td>\n<\/tr>\n \n <\/td>\n I<\/td>\n <\/td>\n III<\/td>\n II<\/td>\n <\/td>\n I<\/td>\n I<\/td>\n IV<\/td>\n <\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n I. @Compendium[wfrp4e-core.items.4TgG1CMJ0zoVPbiZ]{Étudiant Ingénieur}<\/strong><\/h3>\n
Statut<\/strong>: Bronze 4
Compétences<\/strong>: @Compendium[wfrp4e-core.skills.pxNjTxsp1Kp0SmQe]{Calme}, @Compendium[wfrp4e-core.skills.61L9aX2z164cjm7K]{Langue (Classique)}, @Compendium[wfrp4e-core.skills.Fs06sr7y9JKpVQmB]{Perception}, @Compendium[wfrp4e-core.skills.wKwel9MG7NIG3i3w]{Métier (Ingénieur)}<\/em>, @Compendium[wfrp4e-core.skills.H2upcZ7q7qAPtPic]{Projectiles (Poudre noire)}, @Compendium[wfrp4e-core.skills.CcNJsS4jSwB6Ug1J]{Résistance}, @Compendium[wfrp4e-core.skills.R2ytluHiEFF2KQ5e]{Résistance à l’alcool}, @Compendium[wfrp4e-core.skills.DRO5DLF6UcfkvNSh]{Savoir (Ingénierie)}
Talents<\/strong>: @Compendium[wfrp4e-core.talents.2eq8Ejotk54AZYwX]{Artiste}, @Compendium[wfrp4e-core.talents.0ep8BNMiZGVLTHpr]{Artilleur}, @Compendium[wfrp4e-core.talents.GogGbYxkVdCmiKqf]{Lire\/Écrire}, @Compendium[wfrp4e-core.talents.6lQRRgjz8IZH4bbV]{Bricoleur}
Possessions<\/strong>: livre (Ingénieur), marteau et clous
<\/p>\nII. @Compendium[wfrp4e-core.items.ImUesrX52TXQyzvM]{Ingénieur}<\/strong><\/h3>\n
Statut<\/strong>: Argent 2
Compétences<\/strong>: @Compendium[wfrp4e-core.skills.iYan4z52v7HYM9u9]{Conduite d’attelage}, @Compendium[wfrp4e-core.skills.1jCxbFAUuFuAPLJl]{Esquive}, @Compendium[wfrp4e-core.skills.XQiiwS9m2Du1IMUz]{Langue (guilde)}, @Compendium[wfrp4e-core.skills.zZUX7wO4rOo8k9F0]{Orientation}, @Compendium[wfrp4e-core.skills.2Y91ebFapH6zRfHk]{Projectiles (Ingénierie)}, @Compendium[wfrp4e-core.skills.9tbHTeuvEMZrp0rx]{Recherche}
Talents<\/strong>: @Compendium[wfrp4e-core.talents.GRRN3XAKIpEVCY7z]{Maître artisan (Ingénieur),}, @Compendium[wfrp4e-core.talents.sYbgpSnRqSZWgwFP]{Savoir-vivre (guilde)}, @Compendium[wfrp4e-core.talents.afREA9q7v4Scuozn]{Sens de l’orientation}, @Compendium[wfrp4e-core.talents.5lcttqGToT54WFrl]{Tireur de précision}
Possessions<\/strong>: licence de guilde,outils de la profession (Ingénieur)
<\/p>\nIII. @Compendium[wfrp4e-core.items.NIom9HWXYywyGMLR]{Maître Ingénieur}<\/strong><\/h3>\n
Statut<\/strong>: Argent 4
Compétences<\/strong>: @Compendium[wfrp4e-core.skills.MeXCAQ3wqJzX07X7]{Chevaucher (Cheval)}, @Compendium[wfrp4e-core.skills.oMaJZ5cvCJeOUq9H]{Commandement}, @Compendium[wfrp4e-core.skills.XzPlUWFDtOOjG98P]{Langue (khazalid)}, @Compendium[wfrp4e-core.skills.D4JNPSl6VOpsVmSi]{Signes secrets (guilde)}
Talents<\/strong>: @Compendium[wfrp4e-core.talents.sBHarYXR2o7jD1VY]{Doué en calcul}, @Compendium[wfrp4e-core.talents.sYbgpSnRqSZWgwFP]{Savoir-vivre (Érudits)}, @Compendium[wfrp4e-core.talents.GHmXS9zGNx3PWYZc]{Travailleur qualifié (Ingénierie)}, @Compendium[wfrp4e-core.talents.cygaI9gq4BQJvbB5]{Tireur embusqué}
Possessions<\/strong>: atelier
<\/p>\nIV. @Compendium[wfrp4e-core.items.APKQuY39j7RHzJZD]{Ingénieur Agréé}<\/strong><\/h3>\n
Statut<\/strong>: Or 2
Compétences<\/strong>: @Compendium[wfrp4e-core.skills.XQiiwS9m2Du1IMUz]{Langue (au choix)}, @Compendium[wfrp4e-core.skills.DRO5DLF6UcfkvNSh]{Savoir (au choix)}
Talents<\/strong>: @Compendium[wfrp4e-core.talents.8oWhzlcw7oiHGMFu]{Inébranlable}, @Compendium[wfrp4e-core.talents.QdvY9hoDTbr12jXq]{Magnum Opus}, @Compendium[wfrp4e-core.talents.769B469sqx6FXPfn]{Rechargement rapide}, @Compendium[wfrp4e-core.talents.580fwhKfOZJFxMID]{Savant (Ingénierie)}
Possessions<\/strong>: licence de guilde, bibliothèque (Ingénieur), outils de la profession de qualité (Ingénieur), grand atelier (Ingénieur)
<\/p>" - }, - { - "id": "Entertainer", - "name": "Saltimbanque", - "description": "\n\n\nErrant tel un ménestrel<\/p>\n
Vie de carnaval et de chiffons,<\/p>\n
De vers, ballades et de chansons,<\/p>\n
Ainsi que de berceuses irréelles !<\/p>\n
– Libretto de L’Empereur du Nippon, par Guillibert et Solomon<\/p>\n
« Comment on entre dans la troupe du Théâtre de Luitpold ? Par l’entraînement ! »<\/p>\n
– Blague très répandue à Altdorf<\/p>\n
« Vladimira Tchaukofiev, prodige de la musique, se produisit dans toutes les cours de l’Empire, interprétant ses compositions pour les riches et les puissants. À son retour triomphant dans son Kislev natal, au cours du règne de Katerin la Sanglante, elle joua la première de son opéra « Les Comtes vampires du Stirland », inspiré par ses voyages en Sylvania. Anticonformiste, elle dirige toujours avec une baguette en argent. »<\/p>\n
– « Plaidoyer contre la nécromancie », Patriarche Felip Iyrtu, 2415 CI, issu de la liste de lecture de la première année, Collège Améthyste<\/p>\n<\/div>\n<\/div>\n<\/blockquote>\n
<\/p>\n
\n\n\nQue vous soyez de haute ou basse extraction, vous divertissez les gens pour leur faire oublier la dure réalité de la vie.<\/h3>\n
On trouve des Saltimbanques partout dans le Vieux Monde, et ils sont nombreux à parcourir les routes du Reikland, cherchant à gagner leur croûte. Certains restent affectés à un unique théâtre, d’autres se produisent seuls et d’autres encore appartiennent à une troupe. Les plus pauvres ne sont rien de plus que des mendiants itinérants, alors qu’on chantera les louanges de ceux qui se produisent à la cour des comtes et autres princes. Ce n’est pas une vie facile et les gens n’ont que peu de pitié pour les mauvaises prestations, et n’hésiteront pas à expulser les mauvais artistes après leur avoir jeté des légumes pourris au visage<\/p>\n
Les Saltimbanques les plus répandus sont les amuseurs de foules, comme les bouffons, les chanteurs, les acteurs, les musiciens, les acrobates, les danseurs et les jongleurs, même si, dans le Vieux Monde, on trouve également des spectacles bien plus étranges<\/p>\n
La route à perte de vue, un nouveau village chaque nuit, l’odeur du fard et les rugissements de la foule – la vie en soi est une aventure pour un Saltimbanque qui amène joie et excitation dans la triste vie de ceux qu’il divertit. Compte tenu de leur existence en marge de la société respectable, les Saltimbanques un peu curieux de ce qui les entoure auront maintes opportunités de partir à l’aventure.<\/p>\n<\/div>\n<\/div>\n<\/div>\n
<\/p>\n
Races: <\/strong>Humain, Nain, Halfling, Haut Elfe, Elfe Sylvain<\/p>\n
Classe: <\/strong>Itinérants<\/p>\n
Schéma de Progression de Saltimbanque<\/h3>\n
\n\n
\n CC<\/td>\n CT<\/td>\n F<\/td>\n E<\/td>\n I<\/td>\n Ag<\/td>\n Dex<\/td>\n Int<\/td>\n FM<\/td>\n Soc<\/td>\n<\/tr>\n \n II<\/td>\n III<\/td>\n <\/td>\n IV<\/td>\n <\/td>\n I<\/td>\n I<\/td>\n <\/td>\n <\/td>\n I<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n I. @Compendium[wfrp4e-core.items.vmFzpNOoQfMELqdM]{Musicien de rues}<\/strong><\/h3>\n
Statut<\/strong>: Bronze 3
Compétences<\/strong>: @Compendium[wfrp4e-core.skills.LGHozP5gmQ8cuDQV]{Athlétisme}, @Compendium[wfrp4e-core.skills.exLrBrn2mjb6x2Cq]{Charme}, @Compendium[wfrp4e-core.skills.0CwV96kTDRF0jUhk]{Divertissement (au choix)}<\/em>, @Compendium[wfrp4e-core.skills.rvd0S8Z0v2m0MHmD]{Escamotage}, @Compendium[wfrp4e-core.skills.pKLMbmG3Ivt6mzMf]{Marchandage}, @Compendium[wfrp4e-core.skills.bBLK2hznjPlby6Jb]{Musicien (au choix)}, @Compendium[wfrp4e-core.skills.RLQHm1s4IuY9RSr2]{Ragot}, @Compendium[wfrp4e-core.skills.HO8vIjGTHjmenIaV]{Représentation (au choix)}
Talents<\/strong>: @Compendium[wfrp4e-core.talents.LPgjE0cexTVOBVCY]{Affable}, @Compendium[wfrp4e-core.talents.6l3jvIAvrKxt0lA9]{Attirant}, @Compendium[wfrp4e-core.talents.LU6Ycl5z4kp1Wr04]{Imitation}, @Compendium[wfrp4e-core.talents.XU7D9CCmumuhqDUi]{Orateur}
Possessions<\/strong>: bol, instrument
<\/p>\nII. @Compendium[wfrp4e-core.items.pru2uoIq7hM13pYm]{Saltimbanque}<\/strong><\/h3>\n
Statut<\/strong>: Bronze 5
Compétences<\/strong>: @Compendium[wfrp4e-core.skills.MeXCAQ3wqJzX07X7]{Chevaucher (au choix)}, @Compendium[wfrp4e-core.skills.rOPmyLWa37e7s9v6]{Corps à corps (Base)}, @Compendium[wfrp4e-core.skills.0CwV96kTDRF0jUhk]{Divertissement (au choix)}, @Compendium[wfrp4e-core.skills.bBLK2hznjPlby6Jb]{Musicien (au choix)}, @Compendium[wfrp4e-core.skills.NSnpJQiky8JcMnme]{Projectiles (Lancer)}, @Compendium[wfrp4e-core.skills.HO8vIjGTHjmenIaV]{Représentation (au choix)}
Talents<\/strong>: , @Compendium[wfrp4e-core.talents.FjTnaxixsu1ShNNr]{Acrobaties équestres}, @Compendium[wfrp4e-core.talents.TaYriYcJkFuIdBKp]{Contorsionniste}, @Compendium[wfrp4e-core.talents.BIaLeh4CPFaTMbFz]{Saut carpé}, @Compendium[wfrp4e-core.talents.jrYW2OyDHd1Md2my]{Tireur d’élite}
Possessions<\/strong>: armes de lancer, costume, instrument, choix de textes (que vous ne savez pas encore lire)
<\/p>\nIII. @Compendium[wfrp4e-core.items.bNwRfl5P64gXgZON]{Troubadour}<\/strong><\/h3>\n
Statut<\/strong>: Argent 3
Compétences<\/strong>: @Compendium[wfrp4e-core.skills.fdq3RFSOKl5b3WzW]{Art (Écriture)}, @Compendium[wfrp4e-core.skills.uZpeJ8P0g10UBRdE]{Dressage (au choix)}, @Compendium[wfrp4e-core.skills.XQiiwS9m2Du1IMUz]{Langue (au choix)}, @Compendium[wfrp4e-core.skills.MXy22hFCgntdlQrn]{Soin aux animaux}
Talents<\/strong>: @Compendium[wfrp4e-core.talents.77p3QRKgFWakkndF]{Baratiner}, @Compendium[wfrp4e-core.talents.GogGbYxkVdCmiKqf]{Lire\/Écrire}, @Compendium[wfrp4e-core.talents.WoXShzaYkV5F6c48]{Maître en déguisement}, @Compendium[wfrp4e-core.talents.pQjZdMJDDaz0DpAD]{Oreille absolue}
Possessions<\/strong>: animal dressé, nécessaire d’écriture
<\/p>\nIV. @Compendium[wfrp4e-core.items.dNd0JKvUqjP3kiuy]{Chef de troupe}<\/strong><\/h3>\n
Statut<\/strong>: Or 1
Compétences<\/strong>: @Compendium[wfrp4e-core.skills.oMaJZ5cvCJeOUq9H]{Commandement}, @Compendium[wfrp4e-core.skills.iYan4z52v7HYM9u9]{Conduite d'attelage}
Talents<\/strong>: @Compendium[wfrp4e-core.talents.epPBu7x6BRWp2PHG]{Négociateur}, @Compendium[wfrp4e-core.talents.sYbgpSnRqSZWgwFP]{Savoir-vivre (au choix)}, @Compendium[wfrp4e-core.talents.oQzTJEXUx28sCiH3]{Vivacité}, @Compendium[wfrp4e-core.talents.jQmIu8P85tF0njmD]{Voyageur aguerri}
Possessions<\/strong>: cheval de trait et chariot (scène), garde-robe avec costumes et accessoires, Troupe de saltimbanques
<\/p>" - }, - { - "id": "Envoy", - "name": "Emissaire", - "description": "\n\n\n« Regardez-la donc. Elle a la langue bifide comme celle d’un serpent et aucun scrupule. De plus, elle ne peut résister ni au vin elfe ni aux séduisants valets de pied. Je suis certain que vous pouvez organiser quelque chose de... scandaleux. »<\/p>\n
– Odmar Horst, Émissaire de guilde<\/p>\n
« Le conseil que je peux donner à Votre Majesté impériale, c’est de conserver ce lien commercial si important avec Karak Ziflin : laissez-vous donc pousser la barbe et tenez vos promesses. »<\/p>\n
– Lettre envoyée au Haut Seigneur de la Présidence, rédigée par l’Ambassadeur Willemijna von Kotzdam<\/p>\n<\/div>\n<\/div>\n<\/blockquote>\n
<\/p>\n
\n\n\nÉmissaire pour qui l’art de la parole est une seconde nature, vous n’hésitez pas à voyager partout afin de négocier d’avantageux traités et pactes.<\/h3>\n
Les Émissaires, qui sont des experts en négociation et en interaction sociale,agissent en tant qu’agents servant les intérêts de l’Empire, un État régional, un pays étranger ou encore une Chambre de Commerce. Les intrigues sont légion à la cour, et un choix de Carrière comme celui-ci est toujours risqué, et le devient plus encore dans les hautes sphères des gouvernements. Même s’ils ont en général une sorte d’immunité diplomatique pour tout ce qui concerne les lois et coutumes des pays dans lesquels ils se rendent, les Ambassadeurs doivent négocier avec prudence.<\/p>\n
Dans un premier temps, les Émissaires vont devoir faire leurs preuves en tant que Héraut, prêtant assistance aux Diplomates en négociant les menus détails ennuyeux de certains accords, ou en représentant des marchands, des guildes ou des cultes, et améliorant leur réputation à chaque pacte conclu. Certains Émissaires se font embaucher par des compagnies de mercenaires ; les meilleurs d’entre eux sont capables de faire gagner de l’argent à leurs employeurs sans même qu’une goutte de sang ne soit versée.<\/p>\n
Les Émissaires voyagent énormément, croisent le chemin de très nombreuses personnes aux parcours tous différents et étendent leurs relations à travers le Vieux Monde. On attend quelquefois d’eux qu’ils se salissent les mains afin de contenter les souhaits de leurs maîtres. Si l’échec n’est pas synonyme de mort immédiate, ils peuvent parfois devoir prendre la fuite.<\/p>\n<\/div>\n<\/div>\n<\/div>\n
<\/p>\n
Races: <\/strong>Humain, Nain, Halfling, Haut Elfe, Elfe Sylvain<\/p>\n
Classe: <\/strong>Courtisans<\/p>\n
Schéma de Progression de l'émissaire<\/h3>\n
\n\n
\n CC<\/td>\n CT<\/td>\n F<\/td>\n E<\/td>\n I<\/td>\n Ag<\/td>\n Dex<\/td>\n Int<\/td>\n FM<\/td>\n Soc<\/td>\n<\/tr>\n \n <\/td>\n <\/td>\n <\/td>\n I<\/td>\n III<\/td>\n I<\/td>\n <\/td>\n II<\/td>\n IV<\/td>\n I<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n I. @Compendium[wfrp4e-core.items.loPti7wWf1qN01zO]{Héraut}<\/strong><\/h3>\n
Statut<\/strong>: Argent 2
Compétences<\/strong>: @Compendium[wfrp4e-core.skills.LGHozP5gmQ8cuDQV]{Athlétisme}, @Compendium[wfrp4e-core.skills.exLrBrn2mjb6x2Cq]{Charme}<\/em>, @Compendium[wfrp4e-core.skills.oSbEE6eXH1S3LfUU]{Chevaucher (Cheval)}, @Compendium[wfrp4e-core.skills.iYan4z52v7HYM9u9]{Conduite d’attelage}, @Compendium[wfrp4e-core.skills.1jCxbFAUuFuAPLJl]{Esquive}, @Compendium[wfrp4e-core.skills.cYtU0ORRFCOpQLWz]{Intuition}, @Compendium[wfrp4e-core.skills.KL4pCOqma5E7fLG4]{Ramer}, @Compendium[wfrp4e-core.skills.CcNJsS4jSwB6Ug1J]{Résistance}
Talents<\/strong>: @Compendium[wfrp4e-core.talents.LPgjE0cexTVOBVCY]{Affable}, @Compendium[wfrp4e-core.talents.77p3QRKgFWakkndF]{Baratiner}, @Compendium[wfrp4e-core.talents.GogGbYxkVdCmiKqf]{Lire\/Écrire}, @Compendium[wfrp4e-core.talents.sYbgpSnRqSZWgwFP]{Savoir-vivre(Nobles)}
Possessions<\/strong>: veste en cuir, livrée, étui à parchemin
<\/p>\nII. @Compendium[wfrp4e-core.items.E3z0o7AJ8cAFYKda]{Émissaire}<\/strong><\/h3>\n
Statut<\/strong>: Argent 4
Compétences<\/strong>: @Compendium[wfrp4e-core.skills.fdq3RFSOKl5b3WzW]{Art (Écriture)}, @Compendium[wfrp4e-core.skills.pxNjTxsp1Kp0SmQe]{Calme}, @Compendium[wfrp4e-core.skills.pKLMbmG3Ivt6mzMf]{Marchandage}, @Compendium[wfrp4e-core.skills.RLQHm1s4IuY9RSr2]{Ragot}, @Compendium[wfrp4e-core.skills.DRO5DLF6UcfkvNSh]{Savoir (Politique)}, @Compendium[wfrp4e-core.skills.d3VZwO4Y5JH5DXdT]{Subornation}
Talents<\/strong>: @Compendium[wfrp4e-core.talents.6l3jvIAvrKxt0lA9]{Attirant}, @Compendium[wfrp4e-core.talents.LzgxyMknSHjSkkeQ]{Menteur}, @Compendium[wfrp4e-core.talents.sYbgpSnRqSZWgwFP]{Savoir-vivre (au choix)}, @Compendium[wfrp4e-core.talents.jQmIu8P85tF0njmD]{Voyageur aguerri}
Possessions<\/strong>: plume et encre, 10 feuilles de parchemin
<\/p>\nIII. @Compendium[wfrp4e-core.items.WpZ7nJsXYukA4hQ9]{Diplomate}<\/strong><\/h3>\n
Statut<\/strong>: Or 2
Compétences<\/strong>: @Compendium[wfrp4e-core.skills.oMaJZ5cvCJeOUq9H]{Commandement}, @Compendium[wfrp4e-core.skills.I0yPc4PH5erWJLmu]{Intimidation}, @Compendium[wfrp4e-core.skills.XQiiwS9m2Du1IMUz]{Langue (au choix)}, @Compendium[wfrp4e-core.skills.zZUX7wO4rOo8k9F0]{Orientation}
Talents<\/strong>: @Compendium[wfrp4e-core.talents.b4x1qEWcevX7xK58]{Intrigant}, @Compendium[wfrp4e-core.talents.epPBu7x6BRWp2PHG]{Négociateur}, @Compendium[wfrp4e-core.talents.hTgrGkWnmIR4xhVe]{Noctambule}, @Compendium[wfrp4e-core.talents.8lSoPDGrmeTIaapm]{Sociable}
Possessions<\/strong>: assistant, carte,vêtements de qualité
<\/p>\nIV. @Compendium[wfrp4e-core.items.pI8vGV2VqT3BvnE8]{Ambassadeur}<\/strong><\/h3>\n
Statut<\/strong>: Or 5
Compétences<\/strong>: @Compendium[wfrp4e-core.skills.XQiiwS9m2Du1IMUz]{Langue (au choix)}, @Compendium[wfrp4e-core.skills.DRO5DLF6UcfkvNSh]{Savoir (au choix)}
Talents<\/strong>: @Compendium[wfrp4e-core.talents.1IVGksL10N7GVrw3]{Noblesse}, @Compendium[wfrp4e-core.talents.QsrXxGZiHjth7RMg]{Perspicace}, @Compendium[wfrp4e-core.talents.x8g3U68oi8XzWiYr]{Présence imposante}, @Compendium[wfrp4e-core.talents.34EBUkHQkrqF1sq7]{Suborneur}
Possessions<\/strong>: assistant, vêtements élégants de qualité supérieure, suite de Diplomates, Héraut
<\/p>" - }, - { - "id": "Fence", - "name": "Receleur", - "description": "\n\n\n« Je sais que c’est volé. Vous le savez aussi. Même le vieux Sigmar sait que c’est volé. Donc quand je vous demande si c’est volé, ne m’insultez pas en me disant que ça ne l’est pas. Heureusement pour vous, je vends des objets dérobés, alors arrêtez de paniquer. »<\/p>\n
- Elene Weslach, Receleuse itinérante<\/p>\n
« Pourquoi m’appelle-t-on Receleur ? Eh bien parce que je recèle des combines pour vous éviter d’être pris, pas vrai. Donc, vous volez, et je m’assure que vous n’ayez pas à vous inquiéter de la façon d’écouler la marchandise. Considérez-moi comme votre complice. »<\/p>\n
– « Furoncle » Vakram, Receleur<\/p>\n<\/div>\n<\/div>\n<\/blockquote>\n
\n\n\n<\/p>\n
Expert avisé en objets de valeur, vous achèterez tout, légal ou non, et inverserez la situation pour ramasser un joli profit.<\/h3>\n
Un Receleur achète les butins des Voleurs et les revend pour faire du profit, souvent à ceux qui ignorent que les biens sont volés. Les Receleurs brillants travaillent parfois comme prêteurs sur gages, importateurs et autres marchands. D’autres préfèrent rester itinérants, trafiquant uniquement des objets transportables. Bien que le Receleur moyen revende des marchandises et des objets de valeur, on trouve aussi des spécialistes bien informés qui se concentrent sur les informations et savoirs interdits. Certains Receleurs déplacent les objets volés à travers l’Empire. Une peinture volée à Altdorf est plus facile à vendre à Talabheim à une clientèle ignorant le cambriolage. Quand des objets prestigieux disparaissent, les Receleurs sont aussi les premiers à être consultés par ceux qui cherchent à les acquérir. Certains Receleurs prennent même des commissions à leurs clients, pour les mettre en contact avec ceux qui peuvent voler sur demande.<\/p>\n
La recherche d’acheteurs et de vendeurs,ou le besoin d’échapper à une terrible situation, peut mener loin un Receleur. Ils peuvent se trouver partout à travers l’Empire et dans beaucoup de régions au-delà des frontières. Les Brocanteurs prometteurs transportent des marchandises illicites entre les cités du Vieux Monde à la recherche d’acheteurs. D’autres, cherchant à se faire un nom ailleurs, tentent de se faire une place dans les cités souterraines existantes. Étant donné que leurs intérêts sont souvent communs, les Receleurs et Marchands s’associent parfois. Mais avec cette activité criminelle et tous ces déplacements, les ennuis sont inévitables.<\/p>\n
<\/p>\n<\/div>\n<\/div>\n<\/div>\n
Races: <\/strong>Humain, Nain, Halfling<\/p>\n
Classe: <\/strong>Roublards<\/p>\n
Schéma de Progression du Receleur<\/h3>\n
\n\n
\n CC<\/td>\n CT<\/td>\n F<\/td>\n E<\/td>\n I<\/td>\n Ag<\/td>\n Dex<\/td>\n Int<\/td>\n FM<\/td>\n Soc<\/td>\n<\/tr>\n \n <\/td>\n <\/td>\n <\/td>\n <\/td>\n I<\/td>\n I<\/td>\n II<\/td>\n III<\/td>\n IV<\/td>\n I<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n I. @Compendium[wfrp4e-core.items.7w3Y5lZXMBa7N0uV]{Brocanteur}<\/strong><\/h3>\n
Statut<\/strong>: Argent 1
Compétences<\/strong>: @Compendium[wfrp4e-core.skills.exLrBrn2mjb6x2Cq]{Charme}, @Compendium[wfrp4e-core.skills.rOPmyLWa37e7s9v6]{Corps à corps (Base)}, @Compendium[wfrp4e-core.skills.1jCxbFAUuFuAPLJl]{Esquive}, @Compendium[wfrp4e-core.skills.bSWoV1IiS5qWNw39]{Evaluation}<\/em>, @Compendium[wfrp4e-core.skills.pKLMbmG3Ivt6mzMf]{Marchandage}, @Compendium[wfrp4e-core.skills.7pQo66cESWttzIlb]{Pari}, @Compendium[wfrp4e-core.skills.RLQHm1s4IuY9RSr2]{Ragot}, @Compendium[wfrp4e-core.skills.R2ytluHiEFF2KQ5e]{Résistance à l’alcool}
Talents<\/strong>: @Compendium[wfrp4e-core.talents.wBhPFggGqIXwbx1r]{Chat de gouttière}, @Compendium[wfrp4e-core.talents.epPBu7x6BRWp2PHG]{Négociateur}, @Compendium[wfrp4e-core.talents.8lSoPDGrmeTIaapm]{Sociable}, @Compendium[wfrp4e-core.talents.Yiw5h1Kj4B2WLlfm]{Tricheur}
Possessions<\/strong>: arme simple, marchandises volées d’une valeur de 3d10 pistoles d’argent
<\/p>\nII. @Compendium[wfrp4e-core.items.uNG01MDCaG4zcs6U]{Receleur}<\/strong><\/h3>\n
Statut<\/strong>: Argent 2
Compétences<\/strong>: @Compendium[wfrp4e-core.skills.pxNjTxsp1Kp0SmQe]{Calme}, @Compendium[wfrp4e-core.skills.I0yPc4PH5erWJLmu]{Intimidation}, @Compendium[wfrp4e-core.skills.cYtU0ORRFCOpQLWz]{Intuition}, @Compendium[wfrp4e-core.skills.wKwel9MG7NIG3i3w]{Métier (Graveur)}, @Compendium[wfrp4e-core.skills.Fs06sr7y9JKpVQmB]{Perception}, @Compendium[wfrp4e-core.skills.bVdhLdfuSAfMi3qq]{Signes secrets (Voleur)}
Talents<\/strong>: @Compendium[wfrp4e-core.talents.r180vP86SlwyJc8W]{Criminel}, @Compendium[wfrp4e-core.talents.5QcrpLQWWrsbKR79]{Numismate}, @Compendium[wfrp4e-core.talents.QsrXxGZiHjth7RMg]{Perspicace}, @Compendium[wfrp4e-core.talents.sYbgpSnRqSZWgwFP]{Savoir-vivre (Criminels)}
Possessions<\/strong>: monocle, outils de la profession (Graveur), nécessaire d’écriture
<\/p>\nIII. @Compendium[wfrp4e-core.items.HN1cbMIPZ25m7ABR]{Maître receleur}<\/strong><\/h3>\n
Statut<\/strong>: Argent 3
Compétences<\/strong>: @Compendium[wfrp4e-core.skills.qBm2fu3oMhxsDBNQ]{Divertissement (Narration)}, @Compendium[wfrp4e-core.skills.DRO5DLF6UcfkvNSh]{Savoir (Art)}, @Compendium[wfrp4e-core.skills.DRO5DLF6UcfkvNSh]{Savoir (Région)}, @Compendium[wfrp4e-core.skills.d3VZwO4Y5JH5DXdT]{Subornation}
Talents<\/strong>: @Compendium[wfrp4e-core.talents.LPgjE0cexTVOBVCY]{Affable}, @Compendium[wfrp4e-core.talents.RbnrfHf7GSQap0ig]{Caïd}, @Compendium[wfrp4e-core.talents.sBHarYXR2o7jD1VY]{Doué en calcul}, @Compendium[wfrp4e-core.talents.jt0DmVK9IiF6Sd2h]{Frappe assommante}
Possessions<\/strong>: échoppe de prêteur sur gages
<\/p>\nIV. @Compendium[wfrp4e-core.items.bO6PkXjLPKCwK4QC]{Professionnel du marché noir}<\/strong><\/h3>\n
Statut<\/strong>: Argent 4
Compétences<\/strong>: @Compendium[wfrp4e-core.skills.9tbHTeuvEMZrp0rx]{Recherche}, @Compendium[wfrp4e-core.skills.DiP9cmbqUir3HkkK]{Savoir (Héraldique)}
Talents<\/strong>: @Compendium[wfrp4e-core.talents.2Nzqsc9aclP6rpnl]{Combat déloyal}, @Compendium[wfrp4e-core.talents.0hn6UaKq8CoZP2zD]{Menaçant}, @Compendium[wfrp4e-core.talents.34EBUkHQkrqF1sq7]{Suborneur}, @Compendium[wfrp4e-core.talents.mgeiaDZXei7JBEgo]{Volonté de fer}
Possessions<\/strong>: gros bras, réseau d’Informateurs, entrepôt
<\/p>" - }, - { - "id": "Flagellant", - "name": "Flagellant", - "description": "\n\n\n« Nous frappons cette chair et faisons couler ce sang, pour l’Empire, au nom de Sigmar ! »<\/p>\n
– Viktorina Schwefel, Flagellante<\/p>\n
« Nous avons eu des Flagellants qui sont passés dans le village il y a quelques mois. Ils étaient terrifiants : agonie, douleur, souffrance. Voilà ce que nous ressentions, rien qu’à les regarder. Nous ne savions quoi faire. Nous savions que nous devions ouvrir nos portes, les accueillir, les nourrir et prier avec eux. Mais nous nous sommes finalement cachés dans la cave jusqu’à ce qu’ils soient partis. Effrayants ! »<\/p>\n
– Wulfrum Barth, Villageois<\/p>\n
« La fin est proche ! »<\/p>\n
– Pancarte très souvent portée par des Flagellants.<\/p>\n<\/div>\n<\/div>\n<\/blockquote>\n
<\/p>\n
\n\n\nAlors que vous aviez perdu tout espoir, votre souffrance et la vertu de Sigmar vous ont sauvés !<\/h3>\n
Le pardon n’est pas chose facile, et n’est acquis que de haute lutte, dans la douleur et en respectant la volonté de Sigmar. Les Flagellants parcourent l’Empire, se fouettent en pénitence de leurs péchés et de celui des autres. Ils sont résolus à rester au service de Sigmar jusqu’à la fin du monde, qu’ils pensent imminente. Les bonnes personnes sont censées les accueillir, les aider, les nourrir et prier avec eux.<\/p>\n
La plupart des Flagellants voyagent en groupes importants et sont menés par un Prophète du Destin qui interprète la volonté de Sigmar. Certains escortent des armées, se fouettant avec frénésie lorsqu’une bataille se produit et combattant sans s’inquiéter de leur propre sécurité. D’autres errent en solitaires, convaincus qu’ils serviront Sigmar plus efficacement en combattant le mal que ce dernier place sur leurs routes.<\/p>\n
Il n’est pas compliqué pour un Flagellant de se retrouver embarqué dans une aventure, surtout si elle implique des ennemis de Sigmar. Les Flagellants peuvent se comporter alors comme à leur habitude, se reposant sur les honnêtes gens du peuple de l’Empire pour qu’ils leur offrent nourriture, boisson et un toit alors qu’ils marchent d’un pas traînant vers la fin de toutes choses.<\/p>\n<\/div>\n<\/div>\n<\/div>\n
<\/p>\n
Races: <\/strong>Humain<\/p>\n
Classe: <\/strong>Itinérants<\/p>\n
Schéma de Progression du Flagellant<\/h3>\n
\n\n
\n CC<\/td>\n CT<\/td>\n F<\/td>\n E<\/td>\n I<\/td>\n Ag<\/td>\n Dex<\/td>\n Int<\/td>\n FM<\/td>\n Soc<\/td>\n<\/tr>\n \n I<\/td>\n <\/td>\n I<\/td>\n I<\/td>\n III<\/td>\n <\/td>\n <\/td>\n <\/td>\n II<\/td>\n IV<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n I. @Compendium[wfrp4e-core.items.UQMYUKgXAi2QFhFn]{Zélote}<\/strong><\/h3>\n
Statut<\/strong>: Bronze 0
Compétences<\/strong>: @Compendium[wfrp4e-core.skills.ZqYYWZuWwqMb3wVf]{Corps à corps (Fléau)},<\/em> @Compendium[wfrp4e-core.skills.1jCxbFAUuFuAPLJl]{Esquive}, @Compendium[wfrp4e-core.skills.HXZaV1CJhmTvcAz4]{Guérison}, @Compendium[wfrp4e-core.skills.I0yPc4PH5erWJLmu]{Intimidation}, @Compendium[wfrp4e-core.skills.cYtU0ORRFCOpQLWz]{Intuition}, @Compendium[wfrp4e-core.skills.CcNJsS4jSwB6Ug1J]{Résistance}, @Compendium[wfrp4e-core.skills.DRO5DLF6UcfkvNSh]{Savoir (Sigmar)}, @Compendium[wfrp4e-core.skills.os4NKy5Oy6sRt1eh]{Survie en extérieur}
Talents<\/strong>: Compendium[wfrp4e-core.talents.spdiWsONKTzkLbg3]{Brouet}, @Compendium[wfrp4e-core.talents.oRx92ByVNEBN6YkK]{Charge Berserk}, @Compendium[wfrp4e-core.talents.hXcfygzujgyMN1uI]{Frénésie}, @Compendium[wfrp4e-core.talents.GogGbYxkVdCmiKqf]{Lire\/Écrire}
Possessions<\/strong>: fléau, robes en lambeaux
<\/p>\nII. @Compendium[wfrp4e-core.items.j3PetZr6vZXRutml]{Flagellant}<\/strong><\/h3>\n
Statut<\/strong>: Bronze 0
Compétences<\/strong>: @Compendium[wfrp4e-core.skills.fdq3RFSOKl5b3WzW]{Art (Icones)}, @Compendium[wfrp4e-core.skills.LGHozP5gmQ8cuDQV]{Athlétisme}, @Compendium[wfrp4e-core.skills.pxNjTxsp1Kp0SmQe]{Calme}, @Compendium[wfrp4e-core.skills.61L9aX2z164cjm7K]{Langue (Classique)}, @Compendium[wfrp4e-core.skills.KQjZ85kKz42YQGYT]{Projectiles (Fronde)}, @Compendium[wfrp4e-core.skills.DRO5DLF6UcfkvNSh]{Savoir (l’Empire)}
Talents<\/strong>: @Compendium[wfrp4e-core.talents.zImcTgEl2XNnbu5W]{Dur à cuire}, @Compendium[wfrp4e-core.talents.xx8SgdWYEjKct7ym]{Endurci}, @Compendium[wfrp4e-core.talents.Gs10qhA4CDmZyb1g]{Flagellant}, @Compendium[wfrp4e-core.talents.E98mVLZgE8bX5vQW]{Haine (Hérétiques)}
Possessions<\/strong>: fronde, pancarte, symbole religieux
<\/p>\nIII. @Compendium[wfrp4e-core.items.zZ2QaJ9EHJlh1QbW]{Pénitent}<\/strong><\/h3>\n
Statut<\/strong>: Bronze 0
Compétences<\/strong>: @Compendium[wfrp4e-core.skills.exLrBrn2mjb6x2Cq]{Charme}, @Compendium[wfrp4e-core.skills.XQiiwS9m2Du1IMUz]{Langue (au choix)}, @Compendium[wfrp4e-core.skills.Fs06sr7y9JKpVQmB]{Perception}, @Compendium[wfrp4e-core.skills.d9bGxy6Y3u3rOHIN]{Savoir (Théologie)}
Talents<\/strong>: @Compendium[wfrp4e-core.talents.BlHVzfs0Ow6IYEDw]{Assaut féroce}, @Compendium[wfrp4e-core.talents.0hn6UaKq8CoZP2zD]{Menaçant}, @Compendium[wfrp4e-core.talents.fEFAMNqh8nJIfBkM]{Pansement de fortune}, @Compendium[wfrp4e-core.talents.jQmIu8P85tF0njmD]{Voyageur aguerri}
Possessions<\/strong>: relique
<\/p>\nIV. @Compendium[wfrp4e-core.items.zDdI21hXufHuDarS]{Prophète du destin }<\/strong><\/h3>\n