{ "_id": "xPWyJBy9t7wRYBe8", "name": "Raven (Familiar)", "type": "creature", "sort": 100001, "flags": { "autoCalcRun": true, "autoCalcWalk": true, "autoCalcWounds": false, "autoCalcCritW": true, "autoCalcCorruption": true, "autoCalcEnc": true, "modifier": "", "defensive": 0, "talentTests": [], "core": { "sourceId": "Compendium.packs._source.xPWyJBy9t7wRYBe8" }, "autoCalcSize": true }, "img": "modules/wfrp4e-unofficial-grimoire/tokens/token_familiar_raven.png", "items": [ { "_id": "CqoKmLw8XYLrAjqm", "name": "Flight", "type": "trait", "sort": 100000, "flags": { "_sheetTab": "details", "core": { "sourceId": "Compendium.wfrp4e-content.traits.EO05HX7jql0g605A" } }, "img": "modules/wfrp4e-content/icons/traits/trait.png", "effects": [], "system": { "description": { "value": "
As the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.
\nWhen targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.
\nWhen flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky
" }, "gmdescription": { "value": "" }, "rollable": { "value": false, "damage": false, "skill": "", "rollCharacteristic": "", "bonusCharacteristic": "", "dice": "", "defaultDifficulty": "challenging", "SL": true, "attackType": "melee" }, "specification": { "value": "60" }, "qualities": { "value": [] }, "flaws": { "value": [] }, "category": "standard", "disabled": false }, "folder": null, "_key": "!actors.items!xPWyJBy9t7wRYBe8.CqoKmLw8XYLrAjqm" }, { "_id": "rNGDZReg63Vlq9JC", "name": "Weapon", "type": "trait", "sort": 200000, "flags": { "_sheetTab": "details", "core": { "sourceId": "Compendium.wfrp4e-content.traits.AtpAudHA4ybXVlWM" } }, "img": "modules/wfrp4e-content/icons/traits/trait.png", "effects": [], "system": { "description": { "value": "The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)" }, "gmdescription": { "value": "" }, "rollable": { "value": true, "damage": false, "skill": "", "rollCharacteristic": "ws", "bonusCharacteristic": "s", "dice": "", "defaultDifficulty": "challenging", "SL": true, "attackType": "melee" }, "specification": { "value": "0" }, "qualities": { "value": [] }, "flaws": { "value": [] }, "category": "standard", "disabled": false }, "folder": null, "_key": "!actors.items!xPWyJBy9t7wRYBe8.rNGDZReg63Vlq9JC" }, { "_id": "13W2tD0K2Jv2pr9S", "name": "Size", "type": "trait", "sort": 300000, "flags": { "_sheetTab": "description", "core": { "sourceId": "Compendium.wfrp4e-content.traits.8slW8CJ2oVTxeQ6q" } }, "img": "modules/wfrp4e-content/icons/traits/trait.png", "effects": [], "system": { "description": { "value": "This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.
\n\n
\n Size \n | \n \n Examples \n | \n
\n Tiny \n | \n \n Butterfly, Mouse, Pigeon \n | \n
\n Little \n | \n \n Cat, Hawk, Human Baby \n | \n
\n Small \n | \n \n Giant Rat, Halfling, Human Child \n | \n
\n Average \n | \n \n Dwarf, Elf, Human \n | \n
\n Large \n | \n \n Horse, Ogre, Troll \n | \n
\n Enormous \n | \n \n Griffon, Wyvern, Manticore \n | \n
\n Monstrous \n | \n \n Dragon, Giant, Greater Daemon \n | \n
\n
\n
if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller
\n\n
\n
If larger:
\n\n
If smaller:
\n• It gains a bonus of +10 to hit.
\n\n
You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!
\n\n
You gain a hefty bonus when shooting at larger targets, but for every +10 you receive, you subtract 1 from your damage. (Ex. +40 to hit Enormous, -4 Damage).
\n\n
If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.
\n\n
A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.
\n\n
During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.
\n\n
Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).
\n\n
\n Size \n | \n \n Wounds \n | \n
\n Tiny \n | \n \n 1 \n | \n
\n Little \n | \n \n Toughness Bonus \n | \n
\n Small \n | \n \n (2×Toughness Bonus) + Willpower Bonus \n | \n
\n Average \n | \n \n Strength Bonus+(2×Toughness Bonus) + Willpower Bonus \n | \n
\n Large \n | \n \n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2 \n | \n
\n Enormous \n | \n \n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4 \n | \n
\n Monstrous \n | \n \n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8 \n | \n
The Intuition Skill allows you to get a feel for your surroundings, leading you to notice when something is wrong, and gives you a sense of when people may be hiding something from you. A successful use of the Intuition Skill gives you subtle or implicit intelligence relating to your environment, determined by your GM. This may be information such as whether someone believes what they are saying, what the general attitude is towards the local noble, or if the helpful local’s motives are as pure as they seem. If someone is actively trying to hide their intent, they may resist your Intuition with Cool or Entertain (Acting).
\n\n
In combat, a successful Intuition Test may be used to give you +1 Advantage as you weigh the environment and your opponents. You may continue building Advantage in subsequent turns providing you are able to observe your targets and are not interrupted (such as being attacked); you may gain a maximum Advantage equal to your Intelligence Bonus in this manner.
" }, "gmdescription": { "value": "" }, "advanced": { "value": "bsc" }, "grouped": { "value": "noSpec" }, "characteristic": { "value": "i" }, "advances": { "value": 10, "costModifier": 0, "force": false }, "modifier": { "value": 0 }, "total": { "value": null } }, "folder": null, "_key": "!actors.items!xPWyJBy9t7wRYBe8.6Z5o12avYc2aBWp4" }, { "_id": "1dmNSyx4sKiGoUxP", "name": "Perception", "type": "skill", "sort": 700000, "flags": { "_sheetTab": "description", "core": { "sourceId": "Compendium.wfrp4e-content.skills.Fs06sr7y9JKpVQmB" } }, "img": "modules/wfrp4e-content/icons/skills/basic-skill-i.png", "effects": [], "system": { "description": { "value": "Your ability to notice things with your senses — sight, smell, hearing, touch, and taste, and any other senses you may possess, such as magical or non-Human senses. Your GM may ask for a Perception Test to detect something, like movement behind the treeline, the presence of a trap, or someone following you, modified by how easy it is to notice. Perception is also used to resist attempts to hide things through Skills such as Sleight of Hand or Stealth. Perception has multiple uses in combat, most commonly to notice important details beyond the immediately obvious about the surrounding environment and your opponents, as determined by the GM.
" }, "gmdescription": { "value": "" }, "advanced": { "value": "bsc" }, "grouped": { "value": "noSpec" }, "characteristic": { "value": "i" }, "advances": { "value": 20, "costModifier": 0, "force": false }, "modifier": { "value": 0 }, "total": { "value": null } }, "folder": null, "_key": "!actors.items!xPWyJBy9t7wRYBe8.1dmNSyx4sKiGoUxP" } ], "effects": [], "system": { "characteristics": { "ws": { "type": "number", "label": "CHAR.WS", "abrev": "CHARAbbrev.WS", "initial": 40, "modifier": 0, "advances": 0, "bonusMod": 0, "calculationBonusModifier": 0 }, "bs": { "type": "Number", "label": "CHAR.BS", "abrev": "CHARAbbrev.BS", "initial": null, "modifier": 0, "advances": 0, "bonusMod": 0, "calculationBonusModifier": 0 }, "s": { "type": "Number", "label": "CHAR.S", "abrev": "CHARAbbrev.S", "initial": 20, "modifier": 0, "advances": 0, "bonusMod": 0, "calculationBonusModifier": 0 }, "t": { "type": "Number", "label": "CHAR.T", "abrev": "CHARAbbrev.T", "initial": 20, "modifier": 0, "advances": 0, "bonusMod": 0, "calculationBonusModifier": 0 }, "i": { "type": "Number", "label": "CHAR.I", "abrev": "CHARAbbrev.I", "initial": 55, "modifier": 0, "advances": 0, "bonusMod": 0, "calculationBonusModifier": 0 }, "ag": { "type": "Number", "label": "CHAR.Ag", "abrev": "CHARAbbrev.Ag", "initial": 35, "modifier": 0, "advances": 0, "bonusMod": 0, "calculationBonusModifier": 0 }, "dex": { "type": "Number", "label": "CHAR.Dex", "abrev": "CHARAbbrev.Dex", "initial": null, "modifier": 0, "advances": 0, "bonusMod": 0, "calculationBonusModifier": 0 }, "int": { "type": "Number", "label": "CHAR.Int", "abrev": "CHARAbbrev.Int", "initial": 60, "modifier": 0, "advances": 0, "bonusMod": 0, "calculationBonusModifier": 0 }, "wp": { "type": "Number", "label": "CHAR.WP", "abrev": "CHARAbbrev.WP", "initial": 50, "modifier": 0, "advances": 0, "bonusMod": 0, "calculationBonusModifier": 0 }, "fel": { "type": "Number", "label": "CHAR.Fel", "abrev": "CHARAbbrev.Fel", "initial": 30, "modifier": 0, "advances": 0, "bonusMod": 0, "calculationBonusModifier": 0 } }, "status": { "wounds": { "type": "Number", "label": "Wounds", "abrev": "W", "value": 13, "max": 13 }, "advantage": { "type": "Number", "label": "Advantage", "value": 0, "max": 10 }, "criticalWounds": { "type": "Number", "label": "Critical Wounds", "value": 0, "max": 2 }, "roundsToPassOut": { "type": "Number", "label": "Rundy do utraty przytomności", "value": 0, "max": 2 }, "sin": { "type": "Number", "label": "Sin", "value": 0 }, "penalties": { "type": "String", "label": "Penalties", "value": "" }, "corruption": { "type": "Number", "label": "Corruption", "value": 0 }, "encumbrance": { "type": "Number", "label": "Encumbrance", "max": 4, "current": 0 }, "mount": { "id": "", "mounted": false, "isToken": false, "tokenData": { "scene": "", "token": "" } }, "ward": { "value": 0 } }, "details": { "species": { "type": "String", "label": "Species", "value": "", "subspecies": "" }, "gender": { "type": "String", "label": "Gender", "value": "" }, "biography": { "type": "String", "label": "Biography", "value": "Carac : Willpower
Skills & Talents : Acute Sense (Vision), Intuition
Diet : Omnivore
Environment : Battlefield, Forest