From 00e086e064c3c01b8ac24ff5251763036daa204a Mon Sep 17 00:00:00 2001 From: LeRatierBretonnien Date: Mon, 21 Oct 2024 20:35:51 +0200 Subject: [PATCH] Initial import --- LICENSE | 121 ++++++++++++++ README.md | 5 + assets/tokens/vampires/BloodDragonToken.png | Bin 0 -> 119944 bytes assets/tokens/vampires/LahmianWomanToken.png | Bin 0 -> 126764 bytes assets/tokens/vampires/NecrachManToken.png | Bin 0 -> 115688 bytes assets/tokens/vampires/StrigoiManToken.png | Bin 0 -> 134853 bytes .../tokens/vampires/VonCarsteinWomanToken.png | Bin 0 -> 136302 bytes module.json | 148 ++++++++++++++++++ packs/actors.db | 26 +++ packs/careers.db | 24 +++ packs/journals.db | 20 +++ packs/mutations.db | 57 +++++++ packs/talents.db | 91 +++++++++++ packs/traits.db | 26 +++ packs/transformationmacros.db | 18 +++ packs/transformations.db | 4 + packs/trappings.db | 1 + 17 files changed, 541 insertions(+) create mode 100644 LICENSE create mode 100644 README.md create mode 100644 assets/tokens/vampires/BloodDragonToken.png create mode 100644 assets/tokens/vampires/LahmianWomanToken.png create mode 100644 assets/tokens/vampires/NecrachManToken.png create mode 100644 assets/tokens/vampires/StrigoiManToken.png create mode 100644 assets/tokens/vampires/VonCarsteinWomanToken.png create mode 100644 module.json create mode 100644 packs/actors.db create mode 100644 packs/careers.db create mode 100644 packs/journals.db create mode 100644 packs/mutations.db create mode 100644 packs/talents.db create mode 100644 packs/traits.db create mode 100644 packs/transformationmacros.db create mode 100644 packs/transformations.db create mode 100644 packs/trappings.db diff --git a/LICENSE b/LICENSE new file mode 100644 index 0000000..0e259d4 --- /dev/null +++ b/LICENSE @@ -0,0 +1,121 @@ +Creative Commons Legal Code + +CC0 1.0 Universal + + CREATIVE COMMONS CORPORATION IS NOT A LAW FIRM AND DOES NOT PROVIDE + LEGAL SERVICES. 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Affirmer understands and acknowledges that Creative Commons is not a + party to this document and has no duty or obligation with respect to + this CC0 or use of the Work. diff --git a/README.md b/README.md new file mode 100644 index 0000000..52ba04a --- /dev/null +++ b/README.md @@ -0,0 +1,5 @@ +# wfrp4e-vampires +WFRP4e homebrew Vampire sourcebook conversion for FoundryVTT + +Manifest (Main): https://raw.githubusercontent.com/wfrp-foundry-content/wfrp4e-vampires/main/module.json +Manifest (Dev): https://raw.githubusercontent.com/wfrp-foundry-content/wfrp4e-vampires/dev/module.json diff --git a/assets/tokens/vampires/BloodDragonToken.png b/assets/tokens/vampires/BloodDragonToken.png new file mode 100644 index 0000000000000000000000000000000000000000..d87d075170775f5a8c456414b23ebb47d50b4257 GIT binary patch literal 119944 zcmV(@K-RyBP)E z0C@hs`DSYi-KapOB6O3uyI~r8vIb7qPWPR!yIP@_88hl6YE5gsu9REz3M1uJr*chF z*A~{nCy~}^99gYY;k}=GrN+L&QRVD-*|>4tV5XH`Mn>gOYF}$SX$yZfw&ipjqgbCH 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fVHk#C{%t=1Y6JM-uQL4X00000NkvXXu0mjfAo`?Y literal 0 HcmV?d00001 diff --git a/module.json b/module.json new file mode 100644 index 0000000..fefa20c --- /dev/null +++ b/module.json @@ -0,0 +1,148 @@ +{ + "id": "wfrp4e-vampires", + "title": "WFRP4e - Vampires Sourcebook", + "description": "Foundry Module converting the excellent work of @AdambeyonceLowe (adam-lowe.com)", + "authors": [ + { "name": "Vindico#9013" + }, + { "name": "LeRatierBretonnien#0001" + } + ], + "version": "8.2.0", + "compatibility": { + "minimum": 12, + "verified": 12 + }, + "packFolders": [ + { + "name": "WFRP4E - Vampires", + "sorting": "m", + "color": "#00435c", + "packs": [ + "vampires-journals", + "vampires-talents", + "vampire-transformation-effects", + "vampires-transformations", + "vampires-traits", + "vampires-trappings", + "vampires-careers", + "vampires-mutations", + "vampires-actors" + ], + "folders": [] + } + ], + "packs": [ + { + "name": "vampires-talents", + "label": "Vampire Blood Gifts", + "system": "wfrp4e", + "module": "wfrp4e-vampires", + "path": "./packs/talents.db", + "type": "Item", + "ownership": { + "PLAYER": "OBSERVER", + "ASSISTANT": "OWNER" + } + }, + { + "name": "vampire-transformation-effects", + "label": "Vampire Transformation Effects", + "system": "wfrp4e", + "module": "wfrp4e-vampires", + "path": "./packs/transformationmacros.db", + "type": "Macro", + "ownership": { + "PLAYER": "OBSERVER", + "ASSISTANT": "OWNER" + } + }, + { + "name": "vampires-transformations", + "label": "Vampire Transformations", + "system": "wfrp4e", + "module": "wfrp4e-vampires", + "path": "./packs/transformations.db", + "type": "JournalEntry", + "ownership": { + "PLAYER": "OBSERVER", + "ASSISTANT": "OWNER" + } + }, + { + "name": "vampires-traits", + "label": "Vampire Traits", + "system": "wfrp4e", + "module": "wfrp4e-vampires", + "path": "./packs/traits.db", + "type": "Item", + "ownership": { + "PLAYER": "OBSERVER", + "ASSISTANT": "OWNER" + } + }, + { + "name": "vampires-trappings", + "label": "Vampire Trappings", + "system": "wfrp4e", + "module": "wfrp4e-vampires", + "path": "./packs/trappings.db", + "type": "Item", + "ownership": { + "PLAYER": "OBSERVER", + "ASSISTANT": "OWNER" + } + }, + { + "name": "vampires-careers", + "label": "Vampire Careers", + "system": "wfrp4e", + "module": "wfrp4e-vampires", + "path": "./packs/careers.db", + "type": "Item", + "ownership": { + "PLAYER": "OBSERVER", + "ASSISTANT": "OWNER" + } + }, + { + "name": "vampires-mutations", + "label": "Vampire Mutations", + "system": "wfrp4e", + "module": "wfrp4e-vampires", + "path": "./packs/mutations.db", + "type": "Item", + "ownership": { + "PLAYER": "OBSERVER", + "ASSISTANT": "OWNER" + } + }, + { + "name": "vampires-actors", + "label": "Vampire Bestiary", + "system": "wfrp4e", + "module": "wfrp4e-vampires", + "path": "./packs/actors.db", + "type": "Actor", + "ownership": { + "PLAYER": "OBSERVER", + "ASSISTANT": "OWNER" + } + }, + { + "name": "vampires-journals", + "label": "Vampires", + "system": "wfrp4e", + "module": "wfrp4e-vampires", + "path": "./packs/journals.db", + "type": "JournalEntry", + "ownership": { + "PLAYER": "OBSERVER", + "ASSISTANT": "OWNER" + } + } + ], + "url": "https://www.uberwald.me/gitea/uberwald/wfrp4e-vampires", + "manifest": "https://raw.githubusercontent.com/wfrp-foundry-content/wfrp4e-vampires/main/module.json", + "download": "https://github.com/wfrp-foundry-content/wfrp4e-vampires/archive/refs/tags/0.2.0.zip" +} diff --git a/packs/actors.db b/packs/actors.db new file mode 100644 index 0000000..1faeab2 --- /dev/null +++ b/packs/actors.db @@ -0,0 +1,26 @@ +{"_id":"0kkU7YLNmkyYfdTM","name":"Blood Dragon Vampire","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"character","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":45,"modifier":0,"advances":0,"calculationBonusModifier":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":25,"modifier":0,"advances":0,"calculationBonusModifier":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":50,"modifier":0,"advances":0,"calculationBonusModifier":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":32,"modifier":0,"advances":0,"calculationBonusModifier":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":35,"modifier":0,"advances":0,"calculationBonusModifier":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":28,"modifier":0,"advances":0,"calculationBonusModifier":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":22,"modifier":0,"advances":0,"calculationBonusModifier":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":22,"max":22},"advantage":{"type":"Number","label":"Advantage","value":0,"max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":"0","max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"mount":{"id":"","mounted":false,"isToken":false,"tokenData":{"scene":"","token":""}},"fate":{"type":"Number","label":"Fate","value":0},"fortune":{"type":"Number","label":"Fortune","value":0},"resilience":{"type":"Number","label":"Resilience","value":0},"resolve":{"type":"Number","label":"Resolve","value":0}},"details":{"species":{"type":"String","label":"Species","value":"Human Vampire"},"gender":{"type":"String","label":"Gender","value":""},"biography":{"type":"String","label":"Biography","value":""},"gmnotes":{"type":"String","label":"GM Notes","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":4,"walk":0,"run":0},"god":{"type":"String","label":"God","value":null},"status":{"type":"String","value":"","standing":"","tier":0},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"experience":{"type":"Number","label":"Experience","total":0,"spent":0},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"name":"","short-term":"","long-term":""},"motivation":{"type":"String","label":"Motivation","value":""},"class":{"type":"String","label":"Class","value":""},"career":{"type":"String","label":"Career","value":""},"careerlevel":{"type":"String","label":"Career Level","value":""},"age":{"type":"String","label":"Age","value":""},"height":{"type":"String","label":"Height","value":""},"weight":{"type":"String","label":"Weight","value":""},"haircolour":{"type":"String","label":"Hair Colour","value":""},"eyecolour":{"type":"String","label":"Eye Colour","value":""},"distinguishingmark":{"type":"String","label":"Distinguishing Mark","value":""},"starsign":{"type":"String","label":"Star Sign","value":""}}},"sort":100001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"autoCalcSize":true},"img":"modules/wfrp4e-vampires/assets/tokens/vampires/BloodDragonToken.png","token":{"flags":{},"name":"Blood Dragon Vampire","displayName":20,"img":"modules/wfrp4e-vampires/assets/tokens/vampires/BloodDragonToken.png","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"0kkU7YLNmkyYfdTM","actorLink":true,"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","name":"Art","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-dex.png","effects":[]},{"_id":"LGHozP5gmQ8cuDQV","name":"Athletics","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ag.png","effects":[]},{"_id":"d3VZwO4Y5JH5DXdT","name":"Bribery","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"exLrBrn2mjb6x2Cq","name":"Charm","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

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

\n

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

\n

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

\n

 

\n

Public Speaking

\n

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

\n

 

\n

Begging

\n

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

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":700000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"4IGdIhnwTaZijzg7","name":"Charm Animal","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":800000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-wp.png","effects":[]},{"_id":"sRuMlaPU5xdIrwhd","name":"Climb","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":900000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-s.png","effects":[]},{"_id":"R2ytluHiEFF2KQ5e","name":"Consume Alcohol","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

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

\n

 

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

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

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

\n
\n

3-4

\n
\n

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

\n
\n

5-6

\n
\n

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

\n
\n

7-8

\n
\n

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

\n
\n

9-10

\n
\n

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

\n
\n
\n

 

\n

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

\n

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

\n

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

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1000000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-t.png","effects":[]},{"_id":"pxNjTxsp1Kp0SmQe","name":"Cool","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1100000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-wp.png","effects":[]},{"_id":"1jCxbFAUuFuAPLJl","name":"Dodge","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1200000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ag.png","effects":[]},{"_id":"iYan4z52v7HYM9u9","name":"Drive","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

 

\n

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

\n

 

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

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

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

\n
\n

3-5

\n
\n

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

\n
\n

6-8

\n
\n

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

\n
\n

9-10

\n
\n

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

\n
\n
\n

 

\n

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

\n

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

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1300000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ag.png","effects":[]},{"_id":"CcNJsS4jSwB6Ug1J","name":"Endurance","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-t.png","effects":[]},{"_id":"0CwV96kTDRF0jUhk","name":"Entertain","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"7pQo66cESWttzIlb","name":"Gamble","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-int.png","effects":[]},{"_id":"RLQHm1s4IuY9RSr2","name":"Gossip","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

 

\n

Half-Heard Whispers

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"pKLMbmG3Ivt6mzMf","name":"Haggle","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"I0yPc4PH5erWJLmu","name":"Intimidate","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

In combat, you cause @Compendium[wfrp4e-core.psychologies.Ib2YQYChktDFN93y]{Fear} in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

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

\n

 

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-s.png","effects":[]},{"_id":"cYtU0ORRFCOpQLWz","name":"Intuition","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2000000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-i.png","effects":[]},{"_id":"oMaJZ5cvCJeOUq9H","name":"Leadership","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2100000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"F8NfBZdVSEIGCMtu","name":"Melee","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2200000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ws.png","effects":[]},{"_id":"zZUX7wO4rOo8k9F0","name":"Navigation","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2300000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-i.png","effects":[]},{"_id":"os4NKy5Oy6sRt1eh","name":"Outdoor Survival","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

Gathering Food and Herbs

\n

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

\n
    \n
  • Foraging: A success grants enough food for one character. Every SL yields sufficient extra food for one more person. 
  • \n
\n

 

\n
    \n
  • Hunting and Fishing: if you have appropriate bows, spears, fishing rods, or nets, a successful Test feeds two people, and an extra two people per SL.
  • \n
\n

 

\n
    \n
  • Trapping: Use the Set Trap Skill to place Animal traps (see page 303). Feeds the same number of people as hunting and Fishing.
  • \n
\n

 

\n
    \n
  • Lore (Herbs): if you are instead gathering herbs using Lore (Herbs), a success gathers enough for a dose of the sought herb , with each SL adding an extra dose. Gathering tests are modified by herb Availability: Common (0), Scarce (–10), Rare (–20), or Exotic (–30) 
  • \n
"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2400000,"flags":{},"img":"modules/wfrp4e-core/icons/skills/basic-skill-int.png","effects":[]},{"_id":"Fs06sr7y9JKpVQmB","name":"Perception","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2500000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-i.png","effects":[]},{"_id":"MeXCAQ3wqJzX07X7","name":"Ride","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2600000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ag.png","effects":[]},{"_id":"KL4pCOqma5E7fLG4","name":"Row","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2700000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-s.png","effects":[]},{"_id":"McTtmZu3Ac8Lh48W","name":"Stealth","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2800000,"flags":{},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ag.png","effects":[]},{"_id":"Ggx0bRaCuq8MbF0g","name":"Gold Crown","type":"money","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}},"sort":2900000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/currency/goldcrown.png","effects":[]},{"_id":"KB8HgDz56dh2w7w1","name":"Silver Shilling","type":"money","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}},"sort":3000000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/currency/silvershilling.png","effects":[]},{"_id":"0MYOJFx3vkYA95B4","name":"Brass Penny","type":"money","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}},"sort":3100000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/currency/brasspenny.png","effects":[]},{"_id":"YmcBKJKFYKLDjkoY","name":"Blood Dragon Vampire","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

You are a newly created vampire of the Blood Dragon line.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"}},"sort":100000,"flags":{"core":{"sourceId":"Item.6A1dLFOApIarxquj"}},"img":"modules/wfrp4e-core/icons/spells/raise-dead.png","effects":[{"_id":"pVZTyb1t0AIW1I3z","flags":{"wfrp4e":{"effectTrigger":"prePrepareData","effectApplication":"actor","script":"// First modify characteristics\nargs.actor.data.data.characteristics.ws.modifier += 10;\nargs.actor.data.data.characteristics.bs.modifier += 10;\nargs.actor.data.data.characteristics.s.modifier += 10;\nargs.actor.data.data.characteristics.t.modifier += 10;\nargs.actor.data.data.characteristics.i.modifier += 10;\nargs.actor.data.data.characteristics.ag.modifier += 10;\nargs.actor.data.data.characteristics.dex.modifier += 0;\nargs.actor.data.data.characteristics.int.modifier += 0;\nargs.actor.data.data.characteristics.wp.modifier += 20;\nargs.actor.data.data.characteristics.fel.modifier += 0;\n\n// Second modify F, F, R, R\nargs.actor.data.data.status.fate.value = 0;\nargs.actor.data.data.status.resilience.value = 4;\n\n// Third modify movement data\nargs.actor.data.data.details.move.value = 6;\nargs.actor.data.data.details.move.walk = 12;\nargs.actor.data.data.details.move.run = 24;","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/spells/raise-dead.png","label":"Vampire Stats","tint":"","transfer":true}]},{"_id":"rn9YJOtVChveHMmi","name":"Night's Curse","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

All Vampires possess the Curse of the Night. All Vampires are weak to @Compendium[wfrp4e-vampires.vampires-traits.hedrlo8n8aXDC76E]{Sunlight}, and must then further:

\n
    \n
  1. Roll for random weaknesses on the @Compendium[wfrp4e-vampires.vampires-journals.0Nva16Bc52LUZ6a7]{Weaknesses (Roll Table)}, or 
  2. \n
  3. Take the 5 weaknesses of their @Compendium[wfrp4e-vampires.vampires-journals.GjPTiZ4BgAW9LgpH]{Weaknesses (Bloodline)}.
  4. \n
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"Blood Dragon","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"TsceK3qtuYXIBOdL","name":"Age","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

All Vampires learn to feed more efficiently with time. This is determined by your Age. The older you are, the longer you can go without feeding — this is known as your Feeding Interval. If your Feeding Interval is in hours, you need to feed after a number of hours equal to your Toughness Bonus, excluding any spent asleep. 

\n

 

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
AgeTime UndeadFeeding Interval
1Up to 6 weeksHours
2Up to 1 yearNights
3Up to 10 yearsWeeks
4Up to 100 yearsMonths
5Over 100 yearsFour Months
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"1 day","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"WWk7UP0S3ZIM8ufX","name":"Claw","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

On its turn, the creature may Attack with it's clawed fingers. The Damage of the attack equals Rating and includes the creature’s Strength Bonus.

\n

If the creature has two free arms with Claws and the @Compendium[wfrp4e-core.talents.URwIDtInCsxOoGqM]{Dual Wielder} talent it may attack with both.

\n

Vampires using @Compendium[wfrp4e-vampires.vampires-talents.BRdukN8hxSBpcuUn]{Pass for Human} may retract their claws.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":3,"type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"uKqhz6kGHgGw7wdn","name":"Bite","type":"trait","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":3,"type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"MSqvhTUJH0ExdOxh","name":"Dark Vision","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"qvADIvlIUCjbY0KP","name":"Fear","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

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

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":1,"type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"ODxbsuuS0splmVEN","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","tint":"","transfer":true}]},{"_id":"ldb6rydjvFoE8yfe","name":"Painless","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"e6zyJsuokUUuADuR","name":"Undead","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"hBBHqs8nxoFCDksT","name":"Vampiric","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature feeds on blood and draws great physical strength from this act. Whenever it performs a successful Bite attack against an appropriate opponent, it heals as many Wounds as its opponent loses. Drinking blood in this way is the only way it can heal. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"jJAQlZq3dKYDenfJ","name":"Pass for Human","type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You can take on a human appearance. Your features soften, your fangs and claws retract, any deformities temporarily vanish, and you no longer cause Fear and Terror. Switching between forms is a Free Action that can be performed as many times as you like. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"sort":300000,"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]},{"_id":"33PXBYRyv37bdk3d","name":"Natural Necromancer","type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You may intuitively command Undead Creatures and Ghouls if they are within 100 yards. You may command a number of such Creatures up to your Willpower rating, even if you do not possess Necromancy.

\n

Simple commands such as attack, defend, find or track are automatic and can be issued with a Free Action to all Creatures at once.

\n

You can issue more complicated commands, or commands beyond 100 yards, with a Challenging (+0) Leadership Test.

\n

Most Undead and Ghouls will not resist your commands, though exceptionally powerful Undead might, if the GM deems fit. If you do learn Necromancy, you do not suffer miscasts from rolling doubles on successful Channelling (Dhar) Tests or Language (Magick) Tests using Dhar

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"sort":300000,"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]}],"effects":[{"_id":"oScXmTkfeyPKb8WX","flags":{"wfrp4e":{"effectTrigger":"prePrepareData","effectApplication":"actor","script":"// First modify characteristics\nargs.actor.data.data.characteristics.ws.modifier += 10;\nargs.actor.data.data.characteristics.bs.modifier += 10;\nargs.actor.data.data.characteristics.s.modifier += 10;\nargs.actor.data.data.characteristics.t.modifier += 10;\nargs.actor.data.data.characteristics.i.modifier += 10;\nargs.actor.data.data.characteristics.ag.modifier += 10;\nargs.actor.data.data.characteristics.dex.modifier += 0;\nargs.actor.data.data.characteristics.int.modifier += 0;\nargs.actor.data.data.characteristics.wp.modifier += 20;\nargs.actor.data.data.characteristics.fel.modifier += 0;\n\n// Second modify F, F, R, R\nargs.actor.data.data.status.fate.value = 0;\nargs.actor.data.data.status.resilience.value = 4;\n\n// Third modify movement data\nargs.actor.data.data.details.move.value = 6;\nargs.actor.data.data.details.move.walk = 12;\nargs.actor.data.data.details.move.run = 24;","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/spells/raise-dead.png","label":"Vampire Stats","origin":"Actor.IjriSpy9s4wKIDGr.OwnedItem.YmcBKJKFYKLDjkoY","tint":""},{"_id":"zptCKr5xsKBx14Ks","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","origin":"Actor.IjriSpy9s4wKIDGr.OwnedItem.qvADIvlIUCjbY0KP","tint":""}]} +{"_id":"36HKWT9fZzkyM3b6","name":"Simulacra","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":50,"modifier":0,"advances":0,"calculationBonusModifier":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":50,"modifier":0,"advances":0,"calculationBonusModifier":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":20,"modifier":0,"advances":0,"calculationBonusModifier":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":20,"modifier":0,"advances":0,"calculationBonusModifier":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":20,"modifier":0,"advances":0,"calculationBonusModifier":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":25,"max":25},"advantage":{"type":"Number","label":"Advantage","value":0,"max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"mount":{"id":"","mounted":false,"isToken":false,"tokenData":{"scene":"","token":""}}},"details":{"species":{"type":"String","label":"Species","value":""},"gender":{"type":"String","label":"Gender","value":""},"biography":{"type":"String","label":"Biography","value":"

Simulacra are statues brought to life by dark magic. Occasionally such beings manifest on their own, as otherworldly spirits possess the statues at gravesites on the new or full moons, but they are easily commanded by Vampires.

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":3,"walk":0,"run":0},"god":{"type":"String","label":"God","value":null},"status":{"type":"String","value":"","standing":"","tier":0},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"}},"excludedTraits":[]},"sort":100001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"autoCalcSize":true},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Simulacra","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"36HKWT9fZzkyM3b6","actorLink":false,"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"nmTpwhcGqb4qTK3o","name":"Armour","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"5","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.VUJUZVN3VYhOaPjj"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"CAcGBn8sq62mVUxJ","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"let AP = args.actor.data.AP\nlet APdamage = this.item.data.APdamage || {}\n\nlet value = parseInt(this.item.data.data.specification.value)\n\nif (Number.isNumeric(value))\n{\nAP[\"head\"].value += (value - (APdamage.head || 0))\nAP[\"rArm\"].value += (value - (APdamage.rArm|| 0))\nAP[\"lArm\"].value += (value - (APdamage.lArm || 0))\nAP[\"body\"].value += (value - (APdamage.body || 0))\nAP[\"lLeg\"].value += (value - (APdamage.lLeg || 0))\nAP[\"rLeg\"].value += (value - (APdamage.rLeg || 0))\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Armour","tint":"","transfer":true}]},{"_id":"u2vq8vFKQtDQEmYc","name":"Construct","type":"trait","data":{"description":{"type":"String","label":"Description","value":"
\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.UB4mDroL6S1F9B4u"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"mkDK0Yqvb4JqL1zq","flags":{"wfrp4e":{"effectTrigger":"preWoundCalc","effectApplication":"actor","script":"args.wpb = args.sb","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Construct","tint":"","transfer":true}]},{"_id":"RSFciBjswVxsDvaR","name":"Dark Vision","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.JQa5DLnTs2SEzRrc"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"JOoArHm3mVlYO74n","name":"Painless","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.wMwSRDmgiF2IdCJr"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"mbdzM2w7cw2pvtk8","name":"Weapon","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"4","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.AtpAudHA4ybXVlWM"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"nygg84UQUZPsLuSA","name":"Hardy","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature can sustain more damage than most. Increase its Wounds by a number equal to its Toughness Bonus (applied before any Size modifers). \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":600000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.HbrwGhUl0ZXz4kLA"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"yrUvulIfrQfAJmkB","flags":{"wfrp4e":{"effectTrigger":"preWoundCalc","effectApplication":"actor","script":"args.multiplier.tb += 1","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Hardy","tint":"","transfer":true}]}],"effects":[{"_id":"UBaiWhl6ZZzr5s78","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"let AP = args.actor.data.AP\nlet APdamage = this.item.data.APdamage || {}\n\nlet value = parseInt(this.item.data.data.specification.value)\n\nif (Number.isNumeric(value))\n{\nAP[\"head\"].value += (value - (APdamage.head || 0))\nAP[\"rArm\"].value += (value - (APdamage.rArm|| 0))\nAP[\"lArm\"].value += (value - (APdamage.lArm || 0))\nAP[\"body\"].value += (value - (APdamage.body || 0))\nAP[\"lLeg\"].value += (value - (APdamage.lLeg || 0))\nAP[\"rLeg\"].value += (value - (APdamage.rLeg || 0))\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Armour","origin":"Actor.0X6m3cW6kHNdOKLG.OwnedItem.nmTpwhcGqb4qTK3o","tint":""},{"_id":"Wuof3nDV4aP3ifnq","flags":{"wfrp4e":{"effectTrigger":"preWoundCalc","effectApplication":"actor","script":"args.wpb = args.sb","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Construct","origin":"Actor.0X6m3cW6kHNdOKLG.OwnedItem.u2vq8vFKQtDQEmYc","tint":""},{"_id":"iP73yJjBJNtpO7wW","flags":{"wfrp4e":{"effectTrigger":"preWoundCalc","effectApplication":"actor","script":"args.multiplier.tb += 1","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Hardy","origin":"Actor.0X6m3cW6kHNdOKLG.OwnedItem.nygg84UQUZPsLuSA","tint":""}]} +{"_id":"5FcU6FprYStX9H53","name":"Spectral Steed","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":25,"modifier":0,"advances":0,"calculationBonusModifier":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":45,"modifier":0,"advances":0,"calculationBonusModifier":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":50,"modifier":0,"advances":0,"calculationBonusModifier":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":20,"modifier":0,"advances":0,"calculationBonusModifier":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":25,"modifier":0,"advances":0,"calculationBonusModifier":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":36,"max":36},"advantage":{"type":"Number","label":"Advantage","value":0,"max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"mount":{"id":"","mounted":false,"isToken":false,"tokenData":{"scene":"","token":""}}},"details":{"species":{"type":"String","label":"Species","value":""},"gender":{"type":"String","label":"Gender","value":""},"biography":{"type":"String","label":"Biography","value":"

Spectral Steeds are ethereal destriers which turn their riders immaterial while moving, thereby decreasing their vulnerability in battle. This confers the Trait Ward 6+ to their riders against non-magical attacks on any turn in which they have moved; the steeds themselves remain Ethereal whether moving or stationary. Skeletal Steeds are essentially the same but lose Ethereal (including the Ward effect on riders), but instead gain Hardy.

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":8,"walk":0,"run":0},"god":{"type":"String","label":"God","value":null},"status":{"type":"String","value":"","standing":"","tier":0},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"}},"excludedTraits":[]},"sort":100001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"autoCalcSize":true},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Abyssal Terror","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"5FcU6FprYStX9H53","actorLink":false,"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"7519B7fHFAIDZe24","name":"Bite","type":"trait","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.pLW9SVX0TVTYPiPv"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"c77MwhNkSmYiqw3u","name":"Dark Vision","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.JQa5DLnTs2SEzRrc"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"qHAG5bgORkTm6osT","name":"Size","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

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

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

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

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n
    \n
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \n\n
\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

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

\n

 

\n\n

Fear and Terror

\n

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

\n

 

\n

Moving in Combat

\n

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

\n

 

\n

Opposed Strength

\n

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

\n

 

\n

Stomp

\n

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

\n

 

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

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

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

\n
\n

Large

\n
\n

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

\n
\n

Enormous

\n
\n

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

\n
\n

Monstrous

\n
\n

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

\n
\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"Large","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.8slW8CJ2oVTxeQ6q"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"jwnjo5ZgiL4xoXSp","name":"Stride","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.UmxGZRV0Lw3TZ0Kx"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"bSNlAHOT09D6Bx16","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"args.actor.data.data.details.move.run *= 1.5","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Stride","tint":"","transfer":true}]},{"_id":"zpq6RHnZnJVJJF50","name":"Trained","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"Mount","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":700000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.V0naR1YbYCl0KIxp"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"2iNMkuz4MUaoPcmE","name":"Undead","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":800000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.PFTD9gDvRWW9uh5g"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"g1G3CASecK5EeFk8","name":"Weapon","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"4","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":900000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.AtpAudHA4ybXVlWM"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"oSqxtHT0adCUU6Wh","name":"Fear","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

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

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1000000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.pTorrE0l3VybAbtn"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"ODxbsuuS0splmVEN","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","tint":"","transfer":true}]},{"_id":"7i0AVK179VLH7sYr","name":"Ethereal","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature’s form is insubstantial, allowing it to pass through solid objects. It can only be harmed by Magical attacks. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1100000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.tNWrJUOArwfWXsPw"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]}],"effects":[{"_id":"RzTchHo7o4u4Ny7n","flags":{"wfrp4e":{"effectTrigger":"preWoundCalc","effectApplication":"actor","script":"args.wpb = args.sb","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Construct","origin":"Actor.r6CkzzdBAN2sEDSR.OwnedItem.B6GAErHVQE9zUC27","tint":""},{"_id":"FQsBQVkLVwFgdG7o","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"args.actor.data.data.details.move.run *= 1.5","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Stride","origin":"Actor.r6CkzzdBAN2sEDSR.OwnedItem.jwnjo5ZgiL4xoXSp","tint":""},{"_id":"1HKkpEu8Y8xr5uoy","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyTerror(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postTerror(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Terror","origin":"Actor.r6CkzzdBAN2sEDSR.OwnedItem.DGDWldtFJ9E9fO5P","tint":""},{"_id":"mzfW9NE3bUdbvBjk","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","origin":"Actor.sjcwOAAN7fFaVSd2.OwnedItem.oSqxtHT0adCUU6Wh","tint":""}]} +{"_id":"6BilJfNOwUPZBbxr","name":"Undead Dragon","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":65,"modifier":0,"advances":0,"calculationBonusModifier":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":50,"modifier":0,"advances":0,"calculationBonusModifier":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":65,"modifier":0,"advances":0,"calculationBonusModifier":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":75,"modifier":0,"advances":0,"calculationBonusModifier":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":50,"modifier":0,"advances":0,"calculationBonusModifier":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":15,"modifier":0,"advances":0,"calculationBonusModifier":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":20,"modifier":0,"advances":0,"calculationBonusModifier":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":104,"max":104},"advantage":{"type":"Number","label":"Advantage","value":0,"max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"mount":{"id":"","mounted":false,"isToken":false,"tokenData":{"scene":"","token":""}}},"details":{"species":{"type":"String","label":"Species","value":""},"gender":{"type":"String","label":"Gender","value":""},"biography":{"type":"String","label":"Biography","value":"

The reanimated remains of dragons, Zombie Dragons are sickening, ravening Undead beasts. Raised from the dragon graveyards of the Eastern Plain of Bones, these are terrifying creatures that strike terror into the hearts of a Vampire's enemies.

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":6,"walk":0,"run":0},"god":{"type":"String","label":"God","value":null},"status":{"type":"String","value":"","standing":"","tier":0},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"}},"excludedTraits":[]},"sort":100001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"autoCalcSize":true},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Undead Dragon","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"6BilJfNOwUPZBbxr","actorLink":false,"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"yOvJngVgR4NUFyE8","name":"Armour","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"5","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.VUJUZVN3VYhOaPjj"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"CAcGBn8sq62mVUxJ","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"let AP = args.actor.data.AP\nlet APdamage = this.item.data.APdamage || {}\n\nlet value = parseInt(this.item.data.data.specification.value)\n\nif (Number.isNumeric(value))\n{\nAP[\"head\"].value += (value - (APdamage.head || 0))\nAP[\"rArm\"].value += (value - (APdamage.rArm|| 0))\nAP[\"lArm\"].value += (value - (APdamage.lArm || 0))\nAP[\"body\"].value += (value - (APdamage.body || 0))\nAP[\"lLeg\"].value += (value - (APdamage.lLeg || 0))\nAP[\"rLeg\"].value += (value - (APdamage.rLeg || 0))\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Armour","tint":"","transfer":true}]},{"_id":"0KkO03CQdpR5Q1Ec","name":"Bite","type":"trait","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"10","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.pLW9SVX0TVTYPiPv"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"m6nE3vkF9MDoHAIR","name":"Breath","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature’s breath is a powerful weapon. On its turn, for the cost of 2 Advantage, it can activate its Breath as a Free Attack. Choose 1 target it can see within 20+Toughness Bonus yards. All characters within Strength Bonus yards of that target are struck, as are all characters between the creature and the target. Perform an Opposed Ballistic Skill/Dodge Test against all affected targets (the creature’s single roll opposed by each individual target). All targets that fail take Damage equal to the attack’s Rating. Further, if the Trait is marked with any of the following types in brackets, apply the associated rules.

\n

• Cold: Targets gain a Stunned Condition for every full 5 Wounds suffered (minimum of 1).

\n

• Corrosion: All Armor and Weapons carried by affected targets suffer 1 Damage.

\n

• Fire: Any Wounds caused ignore Armor Points. Targets gain an Ablaze Condition.

\n

• Electricity: Any Wounds caused ignore Armor Points. Targets gain a Stunned Condition.

\n

• Poison: Any Wounds caused ignore Armor Points. Targets gain a Poisoned Condition.

\n

• Smoke: The area fills with smoke, blocking Line of Sight for Toughness Bonus Rounds.

\n

The creature is immune to its own Breath. This attack is Magical.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"bs","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"15 (Corrosion)","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.uqGxFOEqeurwkAO3"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"5w3zHMWWiNhWrTlA","name":"Construct","type":"trait","data":{"description":{"type":"String","label":"Description","value":"
\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.UB4mDroL6S1F9B4u"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"mkDK0Yqvb4JqL1zq","flags":{"wfrp4e":{"effectTrigger":"preWoundCalc","effectApplication":"actor","script":"args.wpb = args.sb","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Construct","tint":"","transfer":true}]},{"_id":"lFNKVyLCbKUqqe1z","name":"Dark Vision","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.JQa5DLnTs2SEzRrc"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"3GXXkRI0baGTq6n0","name":"Distracting","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":600000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.MVI0lXcg6vvtooAF"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"et9TgrjWHZYQI7OJ","flags":{"wfrp4e":{"effectApplication":"apply","effectTrigger":"prefillDialog","script":"args.prefillModifiers.modifier -= 20","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Distracting","tint":"","transfer":true}]},{"_id":"dILFCWIoKnxcMhHU","name":"Flight","type":"trait","data":{"description":{"type":"String","label":"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.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"80","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":700000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.EO05HX7jql0g605A"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"TnvM6htwBEqFRwZA","name":"Size","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

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

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

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

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n
    \n
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \n\n
\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

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

\n

 

\n\n

Fear and Terror

\n

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

\n

 

\n

Moving in Combat

\n

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

\n

 

\n

Opposed Strength

\n

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

\n

 

\n

Stomp

\n

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

\n

 

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

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

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

\n
\n

Large

\n
\n

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

\n
\n

Enormous

\n
\n

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

\n
\n

Monstrous

\n
\n

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

\n
\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"Enormous","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":800000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.8slW8CJ2oVTxeQ6q"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"taxRXVguGYb0FvVo","name":"Tail Attack","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature’s tail is capable of sweeping foes from their feet. \n \n On its turn, it may make a Free Attack by spending 1 Advantage. The Tail does Rating Damage, which includes its Strength Bonus already. Opponents with a smaller Size than the creature, that suffer any Wounds from the attack, also gain the Prone Condition."},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"9","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":900000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.UnJ25lL8aUzem5JO"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"3KXZhIkHukLOpg2l","flags":{"wfrp4e":{"effectApplication":"damage","effectTrigger":"applyDamage","script":"let actorSize = game.wfrp4e.config.actorSizeNums[args.actor.data.data.details.size.value]\nlet attackerSize = game.wfrp4e.config.actorSizeNums[args.attacker.data.data.details.size.value]\n\nif (attackerSize > actorSize)\n{\n args.actor.addCondition(\"prone\")\n ChatMessage.create({content: `Tail Attack: ${args.actor.data.token.name} is now @Condition[Prone]`, speaker : {alias: args.attacker.data.token.name}})\n}","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Tail Attack","tint":"","transfer":true}]},{"_id":"8YVll8YsGmjVHAOR","name":"Terror","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

After resolving the Psychology Test, the creature causes @Compendium[wfrp4e-core.traits.pTorrE0l3VybAbtn]{Fear}, with a Fear Rating equal to its Terror Rating.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1000000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.kJNAY1YRaCy9IgmT"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"xTL3QAampKjHdKVh","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyTerror(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postTerror(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Terror","tint":"","transfer":true}]},{"_id":"z1SFC4q9dQRshMDF","name":"Undead","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1100000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.PFTD9gDvRWW9uh5g"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"mKg5cUrwI7O3ItKQ","name":"Weapon","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"10","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1200000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.AtpAudHA4ybXVlWM"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]}],"effects":[{"_id":"PIZww1x5eXqfoltf","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"let AP = args.actor.data.AP\nlet APdamage = this.item.data.APdamage || {}\n\nlet value = parseInt(this.item.data.data.specification.value)\n\nif (Number.isNumeric(value))\n{\nAP[\"head\"].value += (value - (APdamage.head || 0))\nAP[\"rArm\"].value += (value - (APdamage.rArm|| 0))\nAP[\"lArm\"].value += (value - (APdamage.lArm || 0))\nAP[\"body\"].value += (value - (APdamage.body || 0))\nAP[\"lLeg\"].value += (value - (APdamage.lLeg || 0))\nAP[\"rLeg\"].value += (value - (APdamage.rLeg || 0))\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Armour","origin":"Actor.npgHEW9Ej871NKSQ.OwnedItem.yOvJngVgR4NUFyE8","tint":""},{"_id":"cxx9A8lneglfG7TT","flags":{"wfrp4e":{"effectTrigger":"preWoundCalc","effectApplication":"actor","script":"args.wpb = args.sb","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Construct","origin":"Actor.npgHEW9Ej871NKSQ.OwnedItem.5w3zHMWWiNhWrTlA","tint":""},{"_id":"MRv4NoSb8M32T6Fo","flags":{"wfrp4e":{"effectApplication":"apply","effectTrigger":"prefillDialog","script":"args.prefillModifiers.modifier -= 20","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Distracting","origin":"Actor.npgHEW9Ej871NKSQ.OwnedItem.3GXXkRI0baGTq6n0","tint":""},{"_id":"kOeG0WzJznUDVVDy","flags":{"wfrp4e":{"effectApplication":"damage","effectTrigger":"applyDamage","script":"let actorSize = game.wfrp4e.config.actorSizeNums[args.actor.data.data.details.size.value]\nlet attackerSize = game.wfrp4e.config.actorSizeNums[args.attacker.data.data.details.size.value]\n\nif (attackerSize > actorSize)\n{\n args.actor.addCondition(\"prone\")\n ChatMessage.create({content: `Tail Attack: ${args.actor.data.token.name} is now @Condition[Prone]`, speaker : {alias: args.attacker.data.token.name}})\n}","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Tail Attack","origin":"Actor.npgHEW9Ej871NKSQ.OwnedItem.taxRXVguGYb0FvVo","tint":""},{"_id":"Xys0v8h76fgkMywD","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyTerror(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postTerror(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Terror","origin":"Actor.npgHEW9Ej871NKSQ.OwnedItem.8YVll8YsGmjVHAOR","tint":""}]} +{"_id":"84TCaadrogShDdSl","name":"Von Carstein Vampire","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"character","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":35,"modifier":0,"advances":0,"calculationBonusModifier":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":35,"modifier":0,"advances":0,"calculationBonusModifier":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":35,"modifier":0,"advances":0,"calculationBonusModifier":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":35,"modifier":0,"advances":0,"calculationBonusModifier":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":19,"max":19},"advantage":{"type":"Number","label":"Advantage","value":0,"max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":"0","max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"mount":{"id":"","mounted":false,"isToken":false,"tokenData":{"scene":"","token":""}},"fate":{"type":"Number","label":"Fate","value":0},"fortune":{"type":"Number","label":"Fortune","value":0},"resilience":{"type":"Number","label":"Resilience","value":0},"resolve":{"type":"Number","label":"Resolve","value":0}},"details":{"species":{"type":"String","label":"Species","value":""},"gender":{"type":"String","label":"Gender","value":""},"biography":{"type":"String","label":"Biography","value":""},"gmnotes":{"type":"String","label":"GM Notes","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":4,"walk":0,"run":0},"god":{"type":"String","label":"God","value":null},"status":{"type":"String","value":"","standing":"","tier":0},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"experience":{"type":"Number","label":"Experience","total":0,"spent":0},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"name":"","short-term":"","long-term":""},"motivation":{"type":"String","label":"Motivation","value":""},"class":{"type":"String","label":"Class","value":""},"career":{"type":"String","label":"Career","value":""},"careerlevel":{"type":"String","label":"Career Level","value":""},"age":{"type":"String","label":"Age","value":""},"height":{"type":"String","label":"Height","value":""},"weight":{"type":"String","label":"Weight","value":""},"haircolour":{"type":"String","label":"Hair Colour","value":""},"eyecolour":{"type":"String","label":"Eye Colour","value":""},"distinguishingmark":{"type":"String","label":"Distinguishing Mark","value":""},"starsign":{"type":"String","label":"Star Sign","value":""}}},"sort":100001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"autoCalcSize":true},"img":"modules/wfrp4e-vampires/assets/tokens/vampires/VonCarsteinWomanToken.png","token":{"flags":{},"name":"Von Carstein Vampire","displayName":20,"img":"modules/wfrp4e-vampires/assets/tokens/vampires/VonCarsteinWomanToken.png","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"84TCaadrogShDdSl","actorLink":true,"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","name":"Art","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-dex.png","effects":[]},{"_id":"LGHozP5gmQ8cuDQV","name":"Athletics","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ag.png","effects":[]},{"_id":"d3VZwO4Y5JH5DXdT","name":"Bribery","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"exLrBrn2mjb6x2Cq","name":"Charm","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

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

\n

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

\n

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

\n

 

\n

Public Speaking

\n

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

\n

 

\n

Begging

\n

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

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":700000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"4IGdIhnwTaZijzg7","name":"Charm Animal","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":800000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-wp.png","effects":[]},{"_id":"sRuMlaPU5xdIrwhd","name":"Climb","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":900000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-s.png","effects":[]},{"_id":"R2ytluHiEFF2KQ5e","name":"Consume Alcohol","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

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

\n

 

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

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

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

\n
\n

3-4

\n
\n

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

\n
\n

5-6

\n
\n

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

\n
\n

7-8

\n
\n

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

\n
\n

9-10

\n
\n

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

\n
\n
\n

 

\n

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

\n

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

\n

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

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1000000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-t.png","effects":[]},{"_id":"pxNjTxsp1Kp0SmQe","name":"Cool","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1100000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-wp.png","effects":[]},{"_id":"1jCxbFAUuFuAPLJl","name":"Dodge","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1200000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ag.png","effects":[]},{"_id":"iYan4z52v7HYM9u9","name":"Drive","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

 

\n

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

\n

 

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

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

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

\n
\n

3-5

\n
\n

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

\n
\n

6-8

\n
\n

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

\n
\n

9-10

\n
\n

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

\n
\n
\n

 

\n

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

\n

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

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1300000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ag.png","effects":[]},{"_id":"CcNJsS4jSwB6Ug1J","name":"Endurance","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-t.png","effects":[]},{"_id":"0CwV96kTDRF0jUhk","name":"Entertain","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"7pQo66cESWttzIlb","name":"Gamble","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-int.png","effects":[]},{"_id":"RLQHm1s4IuY9RSr2","name":"Gossip","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

 

\n

Half-Heard Whispers

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"pKLMbmG3Ivt6mzMf","name":"Haggle","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"I0yPc4PH5erWJLmu","name":"Intimidate","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

In combat, you cause @Compendium[wfrp4e-core.psychologies.Ib2YQYChktDFN93y]{Fear} in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

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

\n

 

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-s.png","effects":[]},{"_id":"cYtU0ORRFCOpQLWz","name":"Intuition","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2000000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-i.png","effects":[]},{"_id":"oMaJZ5cvCJeOUq9H","name":"Leadership","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2100000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"F8NfBZdVSEIGCMtu","name":"Melee","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2200000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ws.png","effects":[]},{"_id":"zZUX7wO4rOo8k9F0","name":"Navigation","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2300000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-i.png","effects":[]},{"_id":"os4NKy5Oy6sRt1eh","name":"Outdoor Survival","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

Gathering Food and Herbs

\n

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

\n
    \n
  • Foraging: A success grants enough food for one character. Every SL yields sufficient extra food for one more person. 
  • \n
\n

 

\n
    \n
  • Hunting and Fishing: if you have appropriate bows, spears, fishing rods, or nets, a successful Test feeds two people, and an extra two people per SL.
  • \n
\n

 

\n
    \n
  • Trapping: Use the Set Trap Skill to place Animal traps (see page 303). Feeds the same number of people as hunting and Fishing.
  • \n
\n

 

\n
    \n
  • Lore (Herbs): if you are instead gathering herbs using Lore (Herbs), a success gathers enough for a dose of the sought herb , with each SL adding an extra dose. Gathering tests are modified by herb Availability: Common (0), Scarce (–10), Rare (–20), or Exotic (–30) 
  • \n
"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2400000,"flags":{},"img":"modules/wfrp4e-core/icons/skills/basic-skill-int.png","effects":[]},{"_id":"Fs06sr7y9JKpVQmB","name":"Perception","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2500000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-i.png","effects":[]},{"_id":"MeXCAQ3wqJzX07X7","name":"Ride","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2600000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ag.png","effects":[]},{"_id":"KL4pCOqma5E7fLG4","name":"Row","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2700000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-s.png","effects":[]},{"_id":"McTtmZu3Ac8Lh48W","name":"Stealth","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2800000,"flags":{},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ag.png","effects":[]},{"_id":"Ggx0bRaCuq8MbF0g","name":"Gold Crown","type":"money","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}},"sort":2900000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/currency/goldcrown.png","effects":[]},{"_id":"KB8HgDz56dh2w7w1","name":"Silver Shilling","type":"money","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}},"sort":3000000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/currency/silvershilling.png","effects":[]},{"_id":"0MYOJFx3vkYA95B4","name":"Brass Penny","type":"money","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}},"sort":3100000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/currency/brasspenny.png","effects":[]},{"_id":"AqaZzHYxAhlOPPHT","name":"Von Carstein Vampire","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

You are a newly created vampire of the Von Carstein line.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"}},"sort":100000,"flags":{"core":{"sourceId":"Item.HvhXO9bVEBhNoWmS"}},"img":"modules/wfrp4e-core/icons/spells/raise-dead.png","effects":[{"_id":"pVZTyb1t0AIW1I3z","flags":{"wfrp4e":{"effectTrigger":"prePrepareData","effectApplication":"actor","script":"// First modify characteristics\nargs.actor.data.data.characteristics.ws.modifier += 10;\nargs.actor.data.data.characteristics.bs.modifier += 0;\nargs.actor.data.data.characteristics.s.modifier += 10;\nargs.actor.data.data.characteristics.t.modifier += 10;\nargs.actor.data.data.characteristics.i.modifier += 10;\nargs.actor.data.data.characteristics.ag.modifier += 10;\nargs.actor.data.data.characteristics.dex.modifier += 0;\nargs.actor.data.data.characteristics.int.modifier += 0;\nargs.actor.data.data.characteristics.wp.modifier += 20;\nargs.actor.data.data.characteristics.fel.modifier += 10;\n\n// Second modify F, F, R, R\nargs.actor.data.data.status.fate.value = 0;\nargs.actor.data.data.status.resilience.value = 4;\n\n// Third modify movement data\nargs.actor.data.data.details.move.value = 6;\nargs.actor.data.data.details.move.walk = 12;\nargs.actor.data.data.details.move.run = 24;","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/spells/raise-dead.png","label":"Vampire Stats","tint":"","transfer":true}]},{"_id":"KxoozjQXgRIs1eBc","name":"Night's Curse","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

All Vampires possess the Curse of the Night. All Vampires are weak to @Compendium[wfrp4e-vampires.vampires-traits.hedrlo8n8aXDC76E]{Sunlight}, and must then further:

\n
    \n
  1. Roll for random weaknesses on the @Compendium[wfrp4e-vampires.vampires-journals.0Nva16Bc52LUZ6a7]{Weaknesses (Roll Table)}, or 
  2. \n
  3. Take the 5 weaknesses of their @Compendium[wfrp4e-vampires.vampires-journals.GjPTiZ4BgAW9LgpH]{Weaknesses (Bloodline)}.
  4. \n
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"Von Carstein","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"2Hje7pI7xQuNk5Ah","name":"Age","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

All Vampires learn to feed more efficiently with time. This is determined by your Age. The older you are, the longer you can go without feeding — this is known as your Feeding Interval. If your Feeding Interval is in hours, you need to feed after a number of hours equal to your Toughness Bonus, excluding any spent asleep. 

\n

 

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
AgeTime UndeadFeeding Interval
1Up to 6 weeksHours
2Up to 1 yearNights
3Up to 10 yearsWeeks
4Up to 100 yearsMonths
5Over 100 yearsFour Months
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"1 day","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"kcZaNv0flVhoYSmu","name":"Claw","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

On its turn, the creature may Attack with it's clawed fingers. The Damage of the attack equals Rating and includes the creature’s Strength Bonus.

\n

If the creature has two free arms with Claws and the @Compendium[wfrp4e-core.talents.URwIDtInCsxOoGqM]{Dual Wielder} talent it may attack with both.

\n

Vampires using @Compendium[wfrp4e-vampires.vampires-talents.BRdukN8hxSBpcuUn]{Pass for Human} may retract their claws.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":3,"type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"VO9i1CFkwDGejYTt","name":"Bite","type":"trait","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":3,"type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"QCtG5Cv2YOECRZ7j","name":"Dark Vision","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"LCpOJge5E5qfLUwt","name":"Fear","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

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

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":1,"type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"ODxbsuuS0splmVEN","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","tint":"","transfer":true}]},{"_id":"SRxLrkigyxVEOYNl","name":"Painless","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"EOyIe04Z3A8qnZcH","name":"Undead","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"is1lmPGxPT6e6vCk","name":"Vampiric","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature feeds on blood and draws great physical strength from this act. Whenever it performs a successful Bite attack against an appropriate opponent, it heals as many Wounds as its opponent loses. Drinking blood in this way is the only way it can heal. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"EHreJT5Gg9CsQjcf","name":"Pass for Human","type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You can take on a human appearance. Your features soften, your fangs and claws retract, any deformities temporarily vanish, and you no longer cause Fear and Terror. Switching between forms is a Free Action that can be performed as many times as you like. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"sort":300000,"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]},{"_id":"iG7nK0MM48flwR5U","name":"Natural Necromancer","type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You may intuitively command Undead Creatures and Ghouls if they are within 100 yards. You may command a number of such Creatures up to your Willpower rating, even if you do not possess Necromancy.

\n

Simple commands such as attack, defend, find or track are automatic and can be issued with a Free Action to all Creatures at once.

\n

You can issue more complicated commands, or commands beyond 100 yards, with a Challenging (+0) Leadership Test.

\n

Most Undead and Ghouls will not resist your commands, though exceptionally powerful Undead might, if the GM deems fit. If you do learn Necromancy, you do not suffer miscasts from rolling doubles on successful Channelling (Dhar) Tests or Language (Magick) Tests using Dhar

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"sort":300000,"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]}],"effects":[{"_id":"tuTOA2JP5jAKM0Ec","flags":{"wfrp4e":{"effectTrigger":"prePrepareData","effectApplication":"actor","script":"// First modify characteristics\nargs.actor.data.data.characteristics.ws.modifier += 10;\nargs.actor.data.data.characteristics.bs.modifier += 0;\nargs.actor.data.data.characteristics.s.modifier += 10;\nargs.actor.data.data.characteristics.t.modifier += 10;\nargs.actor.data.data.characteristics.i.modifier += 10;\nargs.actor.data.data.characteristics.ag.modifier += 10;\nargs.actor.data.data.characteristics.dex.modifier += 0;\nargs.actor.data.data.characteristics.int.modifier += 0;\nargs.actor.data.data.characteristics.wp.modifier += 20;\nargs.actor.data.data.characteristics.fel.modifier += 10;\n\n// Second modify F, F, R, R\nargs.actor.data.data.status.fate.value = 0;\nargs.actor.data.data.status.resilience.value = 4;\n\n// Third modify movement data\nargs.actor.data.data.details.move.value = 6;\nargs.actor.data.data.details.move.walk = 12;\nargs.actor.data.data.details.move.run = 24;","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/spells/raise-dead.png","label":"Vampire Stats","origin":"Actor.GopYeRCDmXf45u8R.OwnedItem.AqaZzHYxAhlOPPHT","tint":""},{"_id":"ODEZElgAsruXqYT2","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","origin":"Actor.GopYeRCDmXf45u8R.OwnedItem.LCpOJge5E5qfLUwt","tint":""}]} +{"_id":"DDRKA5nXjJpaZW2K","name":"Wights","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":45,"modifier":0,"advances":0,"calculationBonusModifier":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":45,"modifier":0,"advances":0,"calculationBonusModifier":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":25,"modifier":0,"advances":0,"calculationBonusModifier":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":25,"modifier":0,"advances":0,"calculationBonusModifier":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":45,"modifier":0,"advances":0,"calculationBonusModifier":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":20,"modifier":0,"advances":0,"calculationBonusModifier":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":16,"max":16},"advantage":{"type":"Number","label":"Advantage","value":0,"max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"mount":{"id":"","mounted":false,"isToken":false,"tokenData":{"scene":"","token":""}}},"details":{"species":{"type":"String","label":"Species","value":""},"gender":{"type":"String","label":"Gender","value":""},"biography":{"type":"String","label":"Biography","value":"

Wights are the champions of the Undead. The reanimated forms of fallen heroes, they are filled with their own spiteful rage as well as the foul magics that bind them to this world. They are usually bedecked in the armour of their former status but have little to no flesh left on their ancient bones. Grave Guards and Black Knights are Wights with a few levels of the Guard or Knight Careers, usually with the Brute and/or Elite Traits and the Impale Quality added to all their Melee weapons.

\n

The greatest Wights are known as Wight Lords or Wight Kings and drain life with their very weapons (each blow counts as though a Bite with the Vampiric Trait, restoring Wounds to the Wight as they are inflicted on the victim). Wights may be mostly rotting flesh (like Zombies) or mostly bones (like Skeletons). If the latter, then they may be subject to the Dem Bones rule (p.327, WFRP 4e)

\n
\n
\n
 
\n
\n
\n
\n
\n
 
\n
\n
"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":4,"walk":0,"run":0},"god":{"type":"String","label":"God","value":null},"status":{"type":"String","value":"","standing":"","tier":0},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"}},"excludedTraits":[]},"sort":100001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"autoCalcSize":true},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Wights","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"DDRKA5nXjJpaZW2K","actorLink":false,"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"ipnDTlhuiOchwgGY","name":"Armour","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.VUJUZVN3VYhOaPjj"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"CAcGBn8sq62mVUxJ","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"let AP = args.actor.data.AP\nlet APdamage = this.item.data.APdamage || {}\n\nlet value = parseInt(this.item.data.data.specification.value)\n\nif (Number.isNumeric(value))\n{\nAP[\"head\"].value += (value - (APdamage.head || 0))\nAP[\"rArm\"].value += (value - (APdamage.rArm|| 0))\nAP[\"lArm\"].value += (value - (APdamage.lArm || 0))\nAP[\"body\"].value += (value - (APdamage.body || 0))\nAP[\"lLeg\"].value += (value - (APdamage.lLeg || 0))\nAP[\"rLeg\"].value += (value - (APdamage.rLeg || 0))\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Armour","tint":"","transfer":true}]},{"_id":"GdCUfJGlRlTVJYhg","name":"Dark Vision","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.JQa5DLnTs2SEzRrc"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"BV0Yvi32h1BuKtXQ","name":"Fear","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

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

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.pTorrE0l3VybAbtn"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"ODxbsuuS0splmVEN","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","tint":"","transfer":true}]},{"_id":"kDhZBss5pWKkS7Qc","name":"Immunity to Psychology","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

Whether brave, exceedingly stupid, or just caught up in the moment, the creature is utterly fearless. It ignores the Psychology rules.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.IAWyzDfC286a9MPz"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"mOk6NOj7EjWIjRcb","name":"Painless","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.wMwSRDmgiF2IdCJr"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"OmgwtJdrQYHJ4w25","name":"Undead","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":600000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.PFTD9gDvRWW9uh5g"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"PrBvLD8rGiCqqj9d","name":"Weapon","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"4","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":700000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.AtpAudHA4ybXVlWM"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"4VSiiZiLItEcAMBK","name":"Hatred","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"Living","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":800000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.aE3pyW20Orvdjzj0"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]}],"effects":[{"_id":"LysSHbkpGB9Jkauo","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"let AP = args.actor.data.AP\nlet APdamage = this.item.data.APdamage || {}\n\nlet value = parseInt(this.item.data.data.specification.value)\n\nif (Number.isNumeric(value))\n{\nAP[\"head\"].value += (value - (APdamage.head || 0))\nAP[\"rArm\"].value += (value - (APdamage.rArm|| 0))\nAP[\"lArm\"].value += (value - (APdamage.lArm || 0))\nAP[\"body\"].value += (value - (APdamage.body || 0))\nAP[\"lLeg\"].value += (value - (APdamage.lLeg || 0))\nAP[\"rLeg\"].value += (value - (APdamage.rLeg || 0))\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Armour","origin":"Actor.1yeDRLzFV5eRx7tQ.OwnedItem.ipnDTlhuiOchwgGY","tint":""},{"_id":"frpWfqkolZN5TxSR","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","origin":"Actor.1yeDRLzFV5eRx7tQ.OwnedItem.BV0Yvi32h1BuKtXQ","tint":""}]} +{"_id":"DW0652rcMoEHy8OX","name":"Hexwraiths","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":25,"modifier":0,"advances":0,"calculationBonusModifier":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":50,"modifier":0,"advances":0,"calculationBonusModifier":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":15,"modifier":0,"advances":0,"calculationBonusModifier":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":17,"max":17},"advantage":{"type":"Number","label":"Advantage","value":0,"max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"mount":{"id":"","mounted":false,"isToken":false,"tokenData":{"scene":"","token":""}}},"details":{"species":{"type":"String","label":"Species","value":""},"gender":{"type":"String","label":"Gender","value":""},"biography":{"type":"String","label":"Biography","value":"

Hexwraiths, also known as the Reaper Knights, are similar to Cairn Wraiths but are not tied to a location and their scythes cut through gromril armour or scaled Dragon-hide alike. They often ride Nightmares and burn with flickering fire. Ostensibly, their goal is to track down those who have escaped death, but they are occasionally pulled into service by Vampire necromancers.

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":6,"walk":0,"run":0},"god":{"type":"String","label":"God","value":null},"status":{"type":"String","value":"","standing":"","tier":0},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"}},"excludedTraits":[]},"sort":100001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"autoCalcSize":true},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Hexwraiths","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"DW0652rcMoEHy8OX","actorLink":false,"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"bePyctCTD7j2uat4","name":"Chill Grasp","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature’s touch chills its enemy’s souls. For the cost of 2 Advantage and its Action, it can attempt an Opposed Weapon Skill/Melee or Dodge Test. If it wins, its target loses 1d10 + SL Wounds with no modification for Toughness Bonus or Armor Points. This attack is Magical.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"","dice":"1d10","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.7HSUM2iPZLX4ueIW"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"4qCdYwGNUo8mGRAF","name":"Dark Vision","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.JQa5DLnTs2SEzRrc"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"1gsfQOij94FT5qgp","name":"Ethereal","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature’s form is insubstantial, allowing it to pass through solid objects. It can only be harmed by Magical attacks. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.tNWrJUOArwfWXsPw"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"MP0monJZCMePWg9g","name":"Flight","type":"trait","data":{"description":{"type":"String","label":"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.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"Hover","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.EO05HX7jql0g605A"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"YCftuMMmuYp6Ikbz","name":"Terror","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

After resolving the Psychology Test, the creature causes @Compendium[wfrp4e-core.traits.pTorrE0l3VybAbtn]{Fear}, with a Fear Rating equal to its Terror Rating.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.kJNAY1YRaCy9IgmT"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"xTL3QAampKjHdKVh","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyTerror(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postTerror(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Terror","tint":"","transfer":true}]},{"_id":"HSBMDHVkvS8dBk0C","name":"Undead","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":600000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.PFTD9gDvRWW9uh5g"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"xTBYl8WpYOsLlNtr","name":"Weapon","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"10","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":700000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.AtpAudHA4ybXVlWM"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"wl58hyRvJSNei49F","name":"Elite","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature is a hard-nosed veteran. It receives +20 to Weapon Skill, Ballistic Skill, and Willpower. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":800000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.9NROryHer1uXAKwY"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"ZoDIzpVDZ0uTDCqD","flags":{"wfrp4e":{"effectApplication":"actor","preventDuplicateEffects":false}},"changes":[{"key":"data.characteristics.ws.initial","value":20,"mode":2},{"key":"data.characteristics.bs.initial","value":20,"mode":2},{"key":"data.characteristics.wp.initial","value":20,"mode":2}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Elite","tint":"","transfer":true}]}],"effects":[{"_id":"p6tLT79Df0LduozR","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyTerror(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postTerror(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Terror","origin":"Actor.4lWgdc7RzM2qTbVd.OwnedItem.YCftuMMmuYp6Ikbz","tint":""},{"_id":"aGwXDOGIX4O50VpV","flags":{"wfrp4e":{"effectApplication":"actor","preventDuplicateEffects":false}},"changes":[{"key":"data.characteristics.ws.initial","value":20,"mode":2},{"key":"data.characteristics.bs.initial","value":20,"mode":2},{"key":"data.characteristics.wp.initial","value":20,"mode":2}],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Elite","origin":"Actor.4lWgdc7RzM2qTbVd.OwnedItem.wl58hyRvJSNei49F","tint":""}]} +{"_id":"EPkkySGySgcEagK7","name":"Nightmare","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":25,"modifier":0,"advances":0,"calculationBonusModifier":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":45,"modifier":0,"advances":0,"calculationBonusModifier":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":50,"modifier":0,"advances":0,"calculationBonusModifier":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":35,"modifier":0,"advances":0,"calculationBonusModifier":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":36,"max":36},"advantage":{"type":"Number","label":"Advantage","value":0,"max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"mount":{"id":"","mounted":false,"isToken":false,"tokenData":{"scene":"","token":""}}},"details":{"species":{"type":"String","label":"Species","value":""},"gender":{"type":"String","label":"Gender","value":""},"biography":{"type":"String","label":"Biography","value":"

Nightmares are the horrific steeds of Vampires. Rotting, monstrous beasts, they are the remains of horses raised from the dead and fused into terrible forms. The very best are armoured in spiked barding (Armour 3). 

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":7,"walk":0,"run":0},"god":{"type":"String","label":"God","value":null},"status":{"type":"String","value":"","standing":"","tier":0},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"}},"excludedTraits":[]},"sort":100001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"autoCalcSize":true},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Abyssal Terror","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"EPkkySGySgcEagK7","actorLink":false,"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"7519B7fHFAIDZe24","name":"Bite","type":"trait","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"4","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.pLW9SVX0TVTYPiPv"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"B6GAErHVQE9zUC27","name":"Construct","type":"trait","data":{"description":{"type":"String","label":"Description","value":"
\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.UB4mDroL6S1F9B4u"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"mkDK0Yqvb4JqL1zq","flags":{"wfrp4e":{"effectTrigger":"preWoundCalc","effectApplication":"actor","script":"args.wpb = args.sb","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Construct","tint":"","transfer":true}]},{"_id":"c77MwhNkSmYiqw3u","name":"Dark Vision","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.JQa5DLnTs2SEzRrc"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"qHAG5bgORkTm6osT","name":"Size","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

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

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

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

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n
    \n
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \n\n
\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

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

\n

 

\n\n

Fear and Terror

\n

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

\n

 

\n

Moving in Combat

\n

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

\n

 

\n

Opposed Strength

\n

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

\n

 

\n

Stomp

\n

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

\n

 

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

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

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

\n
\n

Large

\n
\n

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

\n
\n

Enormous

\n
\n

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

\n
\n

Monstrous

\n
\n

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

\n
\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"Large","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.8slW8CJ2oVTxeQ6q"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"jwnjo5ZgiL4xoXSp","name":"Stride","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.UmxGZRV0Lw3TZ0Kx"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"bSNlAHOT09D6Bx16","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"args.actor.data.data.details.move.run *= 1.5","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Stride","tint":"","transfer":true}]},{"_id":"zpq6RHnZnJVJJF50","name":"Trained","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"Drive","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":700000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.V0naR1YbYCl0KIxp"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"2iNMkuz4MUaoPcmE","name":"Undead","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":800000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.PFTD9gDvRWW9uh5g"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"g1G3CASecK5EeFk8","name":"Weapon","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"5","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":900000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.AtpAudHA4ybXVlWM"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"oSqxtHT0adCUU6Wh","name":"Fear","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

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

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1000000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.pTorrE0l3VybAbtn"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"ODxbsuuS0splmVEN","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","tint":"","transfer":true}]}],"effects":[{"_id":"RzTchHo7o4u4Ny7n","flags":{"wfrp4e":{"effectTrigger":"preWoundCalc","effectApplication":"actor","script":"args.wpb = args.sb","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Construct","origin":"Actor.r6CkzzdBAN2sEDSR.OwnedItem.B6GAErHVQE9zUC27","tint":""},{"_id":"FQsBQVkLVwFgdG7o","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"args.actor.data.data.details.move.run *= 1.5","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Stride","origin":"Actor.r6CkzzdBAN2sEDSR.OwnedItem.jwnjo5ZgiL4xoXSp","tint":""},{"_id":"1HKkpEu8Y8xr5uoy","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyTerror(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postTerror(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Terror","origin":"Actor.r6CkzzdBAN2sEDSR.OwnedItem.DGDWldtFJ9E9fO5P","tint":""},{"_id":"mzfW9NE3bUdbvBjk","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","origin":"Actor.sjcwOAAN7fFaVSd2.OwnedItem.oSqxtHT0adCUU6Wh","tint":""}]} +{"_id":"F5fXPz0RpZSUIgju","name":"Spirit Hosts","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":50,"modifier":0,"advances":0,"calculationBonusModifier":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":25,"modifier":0,"advances":0,"calculationBonusModifier":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":50,"modifier":0,"advances":0,"calculationBonusModifier":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":15,"modifier":0,"advances":0,"calculationBonusModifier":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":70,"max":70},"advantage":{"type":"Number","label":"Advantage","value":0,"max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"mount":{"id":"","mounted":false,"isToken":false,"tokenData":{"scene":"","token":""}}},"details":{"species":{"type":"String","label":"Species","value":""},"gender":{"type":"String","label":"Gender","value":""},"biography":{"type":"String","label":"Biography","value":"

Spirit Hosts are swarms of ethereal ghosts that can glide across any terrain, and can only be struck by magical weapons.

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":6,"walk":0,"run":0},"god":{"type":"String","label":"God","value":null},"status":{"type":"String","value":"","standing":"","tier":0},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"}},"excludedTraits":[]},"sort":100001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"autoCalcSize":true},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Spirit Hosts","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"F5fXPz0RpZSUIgju","actorLink":false,"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"W7HR6PUz7Hfkh31L","name":"Bounce","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature can bounce high, perhaps with powerful limbs, magic, or stubby wings. When Charging or Running, it doubles its Movement Characteristic, and can ignore all intervening terrain and characters as it leap over them. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.j6v78dnOOdCB6c3d"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"1XRT8BzRtNWArfau","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"this.actor.data.data.details.move.run *= 2","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Bounce","tint":"","transfer":true}]},{"_id":"qfO2gE4k9Msb5RCt","name":"Chill Grasp","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature’s touch chills its enemy’s souls. For the cost of 2 Advantage and its Action, it can attempt an Opposed Weapon Skill/Melee or Dodge Test. If it wins, its target loses 1d10 + SL Wounds with no modification for Toughness Bonus or Armor Points. This attack is Magical.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"","dice":"1d10","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.7HSUM2iPZLX4ueIW"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"gEmcNAucfv4k6F9X","name":"Ethereal","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature’s form is insubstantial, allowing it to pass through solid objects. It can only be harmed by Magical attacks. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.tNWrJUOArwfWXsPw"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"wrRK9gtMG9sezTne","name":"Flight","type":"trait","data":{"description":{"type":"String","label":"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.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"Hover","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.EO05HX7jql0g605A"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"lESRwpjzRPcvF82v","name":"Painless","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.wMwSRDmgiF2IdCJr"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"nXBtYWhjbY6Ej19h","name":"Swarm","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

Swarms are large numbers of the same creature acting as one. The swarm counts as a single Creature that ignores the Psychology rules, and can ignore the Engaged rules when using its Move. If the Swarm successfully strikes an opponent it activates the Deathblow rule (even if it has not killed its opponent). All opponents Engaged with a Swarm automatically lose 1 Wound at the end of every Round as the Swarm overwhelms anything close. The Swarm has five times the Wounds of a normal example of the creature and gains +10 Weapon Skill. Any attempts to shoot the Swarm gain a bonus of +40 to hit. Swarms ignore all the Size Creature Trait rules

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":600000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.E2Es82TvBKa7CoDG"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"FLoUbmMqNQMuJfZx","flags":{"wfrp4e":{"effectTrigger":"woundCalc","effectApplication":"actor","script":"args.wounds *= 5","preventDuplicateEffects":true}},"changes":[{"key":"data.characteristics.ws.initial","value":10,"mode":2}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Swarm Bonuses","tint":"","transfer":true},{"_id":"tEaxMHcTWod19AVP","flags":{"wfrp4e":{"effectTrigger":"targetPrefillDialog","effectApplication":"actor","script":"if (args.type == \"weapon\" && args.item.attackType == \"ranged\")\n args.prefillModifiers.modifier += 40","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Swarm","tint":"","transfer":true}]},{"_id":"KyuJYFlnLCjfm4po","name":"Fast","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature moves unexpectedly fast. It receives +1 Movement and +10 Agility. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":700000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.9MjH4xyVrd3Inzak"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"MNEkuGwCbsQ6vdRr","flags":{"wfrp4e":{"effectApplication":"actor","preventDuplicateEffects":false}},"changes":[{"key":"data.details.move.value","value":1,"mode":2},{"key":"data.characteristics.ag.initial","value":10,"mode":2}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fast","tint":"","transfer":true}]}],"effects":[{"_id":"0eOqjxkKtcyudrni","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"this.actor.data.data.details.move.run *= 2","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Bounce","origin":"Actor.jBxwvbZFDD7k0zMH.OwnedItem.W7HR6PUz7Hfkh31L","tint":""},{"_id":"5rfI8PZ3wcuQxUvh","flags":{"wfrp4e":{"effectTrigger":"woundCalc","effectApplication":"actor","script":"args.wounds *= 5","preventDuplicateEffects":true}},"changes":[{"key":"data.characteristics.ws.initial","value":10,"mode":2}],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Swarm Bonuses","origin":"Actor.jBxwvbZFDD7k0zMH.OwnedItem.nXBtYWhjbY6Ej19h","tint":""},{"_id":"NUDt9WjpE7kiyVnz","flags":{"wfrp4e":{"effectTrigger":"targetPrefillDialog","effectApplication":"actor","script":"if (args.type == \"weapon\" && args.item.attackType == \"ranged\")\n args.prefillModifiers.modifier += 40","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Swarm","origin":"Actor.jBxwvbZFDD7k0zMH.OwnedItem.nXBtYWhjbY6Ej19h","tint":""},{"_id":"eMeeMq0QnJC25o9g","flags":{"wfrp4e":{"effectApplication":"actor","preventDuplicateEffects":false}},"changes":[{"key":"data.details.move.value","value":1,"mode":2},{"key":"data.characteristics.ag.initial","value":10,"mode":2}],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fast","origin":"Actor.jBxwvbZFDD7k0zMH.OwnedItem.KyuJYFlnLCjfm4po","tint":""}]} +{"_id":"IAT9WGtPjmMgpLDK","name":"Dracoleech","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":45,"modifier":0,"advances":0,"calculationBonusModifier":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":50,"modifier":0,"advances":0,"calculationBonusModifier":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":55,"modifier":0,"advances":0,"calculationBonusModifier":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":15,"modifier":0,"advances":0,"calculationBonusModifier":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":50,"modifier":0,"advances":0,"calculationBonusModifier":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":15,"modifier":0,"advances":0,"calculationBonusModifier":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":35,"modifier":0,"advances":0,"calculationBonusModifier":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":72,"max":72},"advantage":{"type":"Number","label":"Advantage","value":0,"max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"mount":{"id":"","mounted":false,"isToken":false,"tokenData":{"scene":"","token":""}}},"details":{"species":{"type":"String","label":"Species","value":""},"gender":{"type":"String","label":"Gender","value":""},"biography":{"type":"String","label":"Biography","value":"

Dracoleeches are giant, boneless serpents up to 30-feet long. They dwell primarily in the River Grismerie between Mousillon and Bordeleaux, though sightings have been recorded elsewhere that rivers flow. These rotting beasts have concentric rings of teeth with which they can swallow an entire Halfling whole.

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":6,"walk":0,"run":0},"god":{"type":"String","label":"God","value":null},"status":{"type":"String","value":"","standing":"","tier":0},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"}},"excludedTraits":[]},"sort":100001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"autoCalcSize":true},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Dracoleech","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"IAT9WGtPjmMgpLDK","actorLink":false,"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"d77DI3rvqFNhtCBp","name":"Amphibious","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature is at home in water. It can add its Agility Bonus to the SL of all Swim Tests and move at full Movement through water. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.sJ3yX1kvzu2hgNq5"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"eIvO1dSYT585JFpz","name":"Armour","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.VUJUZVN3VYhOaPjj"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"CAcGBn8sq62mVUxJ","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"let AP = args.actor.data.AP\nlet APdamage = this.item.data.APdamage || {}\n\nlet value = parseInt(this.item.data.data.specification.value)\n\nif (Number.isNumeric(value))\n{\nAP[\"head\"].value += (value - (APdamage.head || 0))\nAP[\"rArm\"].value += (value - (APdamage.rArm|| 0))\nAP[\"lArm\"].value += (value - (APdamage.lArm || 0))\nAP[\"body\"].value += (value - (APdamage.body || 0))\nAP[\"lLeg\"].value += (value - (APdamage.lLeg || 0))\nAP[\"rLeg\"].value += (value - (APdamage.rLeg || 0))\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Armour","tint":"","transfer":true}]},{"_id":"A8fmEUEupQyEzi7y","name":"Constrictor","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature can squeeze and crush its prey. Any successful roll to hit gives the target an Entangled Condition. The creature may then enter a Grapple if it wishes.\r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.KynNUYYKzTMeHrKl"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"txcmOLjyNoW2BLSu","flags":{"wfrp4e":{"effectTrigger":"applyDamage","effectApplication":"actor","script":"args.actor.addCondition(\"entangled\")","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Constrictor","tint":"","transfer":true}]},{"_id":"GQiwukBESTTtW3kE","name":"Dark Vision","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.JQa5DLnTs2SEzRrc"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"MksUUgmPpGSZtkXZ","name":"Painless","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.wMwSRDmgiF2IdCJr"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"CgZgxpLfvd3o19kF","name":"Rear","type":"trait","data":{"description":{"type":"String","label":"Description","value":"For its Move, the creature may make a Stomp attack if it is larger than its opponent (see Size). \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"Melee (Brawling)","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"0","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":600000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.VFV2dmrfuVJ3RJnD"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"OHgfZ0VFptrBuGxw","name":"Size","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

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

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

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

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n
    \n
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \n\n
\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

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

\n

 

\n\n

Fear and Terror

\n

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

\n

 

\n

Moving in Combat

\n

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

\n

 

\n

Opposed Strength

\n

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

\n

 

\n

Stomp

\n

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

\n

 

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

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

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

\n
\n

Large

\n
\n

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

\n
\n

Enormous

\n
\n

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

\n
\n

Monstrous

\n
\n

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

\n
\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"Enormous","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":700000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.8slW8CJ2oVTxeQ6q"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"4XhkFslSEFqK2dqC","name":"Undead","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":800000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.PFTD9gDvRWW9uh5g"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"qfRj4dHhQvqllQni","name":"Weapon","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"10","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":900000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.AtpAudHA4ybXVlWM"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]}],"effects":[{"_id":"uXc5h4B3AQLv6gXv","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"let AP = args.actor.data.AP\nlet APdamage = this.item.data.APdamage || {}\n\nlet value = parseInt(this.item.data.data.specification.value)\n\nif (Number.isNumeric(value))\n{\nAP[\"head\"].value += (value - (APdamage.head || 0))\nAP[\"rArm\"].value += (value - (APdamage.rArm|| 0))\nAP[\"lArm\"].value += (value - (APdamage.lArm || 0))\nAP[\"body\"].value += (value - (APdamage.body || 0))\nAP[\"lLeg\"].value += (value - (APdamage.lLeg || 0))\nAP[\"rLeg\"].value += (value - (APdamage.rLeg || 0))\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Armour","origin":"Actor.ZEyh6MYMRJuZpWdZ.OwnedItem.eIvO1dSYT585JFpz","tint":""},{"_id":"vxQqP509Z1lgQl4R","flags":{"wfrp4e":{"effectTrigger":"applyDamage","effectApplication":"actor","script":"args.actor.addCondition(\"entangled\")","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Constrictor","origin":"Actor.ZEyh6MYMRJuZpWdZ.OwnedItem.A8fmEUEupQyEzi7y","tint":""}]} +{"_id":"LwvcObhTIImws8Uw","name":"Vampire Bat","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":35,"modifier":0,"advances":0,"calculationBonusModifier":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":35,"modifier":0,"advances":0,"calculationBonusModifier":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":20,"modifier":0,"advances":0,"calculationBonusModifier":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":50,"modifier":0,"advances":0,"calculationBonusModifier":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":10,"modifier":0,"advances":0,"calculationBonusModifier":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":20,"modifier":0,"advances":0,"calculationBonusModifier":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":10,"modifier":0,"advances":0,"calculationBonusModifier":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":11,"max":11},"advantage":{"type":"Number","label":"Advantage","value":0,"max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"mount":{"id":"","mounted":false,"isToken":false,"tokenData":{"scene":"","token":""}}},"details":{"species":{"type":"String","label":"Species","value":""},"gender":{"type":"String","label":"Gender","value":""},"biography":{"type":"String","label":"Biography","value":"

Vampire Bats are large, bloodsucking bats native to Sylvania. Rumour has it they are fed on Vampire blood to make them ravenous. This is also the form you take if you transform with the Bat Form Blood Gift.

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":2,"walk":0,"run":0},"god":{"type":"String","label":"God","value":null},"status":{"type":"String","value":"","standing":"","tier":0},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"}},"excludedTraits":[]},"sort":100001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"autoCalcSize":true},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Vampire Bat","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"LwvcObhTIImws8Uw","actorLink":false,"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"eLr0C2XN7nbDWfKU","name":"Bestial","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.AGcJl5rHjkyIQBPP"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"6MbF31RzcPdMmGAt","name":"Bite","type":"trait","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"4","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.pLW9SVX0TVTYPiPv"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"QplwZiVHql0qxd27","name":"Dark Vision","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.JQa5DLnTs2SEzRrc"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"aesIWJRUja6qP1rS","name":"Flight","type":"trait","data":{"description":{"type":"String","label":"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.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"8","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.EO05HX7jql0g605A"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"3XlEtp8m7WV0iFA6","name":"Stealthy","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests."},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ag","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.OzwDT6kzoLYeeR2d"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"0AgiLabg8eB4LItu","flags":{"wfrp4e":{"effectTrigger":"prefillDialog","effectApplication":"actor","script":"if (args.type == \"skill\" && args.item.name.includes(\"Stealth\"))\n{\n let sl = this.actor.data.data.characteristics.ag.bonus\n args.prefillModifiers.slBonus += sl;\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Stealthy","tint":"","transfer":true}]},{"_id":"wu9BrexLKlZHZzyt","name":"Claw","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

On its turn, the creature may Attack with it's clawed fingers. The Damage of the attack equals Rating and includes the creature’s Strength Bonus.

\n

If the creature has two free arms with Claws and the @Compendium[wfrp4e-core.talents.URwIDtInCsxOoGqM]{Dual Wielder} talent it may attack with both.

\n

Vampires using @Compendium[wfrp4e-vampires.vampires-talents.BRdukN8hxSBpcuUn]{Pass for Human} may retract their claws.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"4","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":600000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-vampires.vampires-traits.MKC0hD6UEIpbPbq5"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"YH9tbiv0M23iSxv1","name":"Acute Sense","type":"talent","data":{"description":{"type":"String","label":"Description","value":"

One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perception (Sense)"},"source":{"type":"String","label":"Source"}},"sort":700000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.talents.9h82z72XGo9tfgQS"}},"img":"modules/wfrp4e-core/icons/talents/acute-sense.png","effects":[]},{"_id":"WSKfmIFovba5JnDR","name":"Acute Sense","type":"talent","data":{"description":{"type":"String","label":"Description","value":"

One of your primary five senses is highly developed, allowing you to spot what others miss. You may take Perception Tests to detect normally imperceptible details with the associated sense, as dictated by the GM. This could include: seeing an eagle beyond everyone else's eyeshot, smelling an almost odorless poison, hearing the breath of an unmoving mouse within a wall, feeling a worn away letter in a carving, or tasting that two beers from the same brewer have been drawn from two different barrels.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perception (Sense)"},"source":{"type":"String","label":"Source"}},"sort":800000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.talents.9h82z72XGo9tfgQS"}},"img":"modules/wfrp4e-core/icons/talents/acute-sense.png","effects":[]}],"effects":[{"_id":"htY1NtaSPJZZaTqc","flags":{"wfrp4e":{"effectTrigger":"prefillDialog","effectApplication":"actor","script":"if (args.type == \"skill\" && args.item.name.includes(\"Stealth\"))\n{\n let sl = this.actor.data.data.characteristics.ag.bonus\n args.prefillModifiers.slBonus += sl;\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Stealthy","origin":"Actor.3sdRvHyhfguuG4YX.OwnedItem.3XlEtp8m7WV0iFA6","tint":""}]} +{"_id":"OxnFsGl054NtXFuD","name":"Skeletal Steed","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":25,"modifier":0,"advances":0,"calculationBonusModifier":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":45,"modifier":0,"advances":0,"calculationBonusModifier":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":50,"modifier":0,"advances":0,"calculationBonusModifier":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":20,"modifier":0,"advances":0,"calculationBonusModifier":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":25,"modifier":0,"advances":0,"calculationBonusModifier":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":46,"max":46},"advantage":{"type":"Number","label":"Advantage","value":0,"max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"mount":{"id":"","mounted":false,"isToken":false,"tokenData":{"scene":"","token":""}}},"details":{"species":{"type":"String","label":"Species","value":""},"gender":{"type":"String","label":"Gender","value":""},"biography":{"type":"String","label":"Biography","value":"

Spectral Steeds are ethereal destriers which turn their riders immaterial while moving, thereby decreasing their vulnerability in battle. This confers the Trait Ward 6+ to their riders against non-magical attacks on any turn in which they have moved; the steeds themselves remain Ethereal whether moving or stationary. Skeletal Steeds are essentially the same but lose Ethereal (including the Ward effect on riders), but instead gain Hardy.

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":8,"walk":0,"run":0},"god":{"type":"String","label":"God","value":null},"status":{"type":"String","value":"","standing":"","tier":0},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"}},"excludedTraits":[]},"sort":100001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"autoCalcSize":true},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Abyssal Terror","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"OxnFsGl054NtXFuD","actorLink":false,"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"7519B7fHFAIDZe24","name":"Bite","type":"trait","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.pLW9SVX0TVTYPiPv"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"c77MwhNkSmYiqw3u","name":"Dark Vision","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.JQa5DLnTs2SEzRrc"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"qHAG5bgORkTm6osT","name":"Size","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

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

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

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

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n
    \n
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \n\n
\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

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

\n

 

\n\n

Fear and Terror

\n

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

\n

 

\n

Moving in Combat

\n

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

\n

 

\n

Opposed Strength

\n

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

\n

 

\n

Stomp

\n

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

\n

 

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

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

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

\n
\n

Large

\n
\n

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

\n
\n

Enormous

\n
\n

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

\n
\n

Monstrous

\n
\n

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

\n
\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"Large","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.8slW8CJ2oVTxeQ6q"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"jwnjo5ZgiL4xoXSp","name":"Stride","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.UmxGZRV0Lw3TZ0Kx"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"bSNlAHOT09D6Bx16","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"args.actor.data.data.details.move.run *= 1.5","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Stride","tint":"","transfer":true}]},{"_id":"zpq6RHnZnJVJJF50","name":"Trained","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"Mount","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":700000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.V0naR1YbYCl0KIxp"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"2iNMkuz4MUaoPcmE","name":"Undead","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":800000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.PFTD9gDvRWW9uh5g"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"g1G3CASecK5EeFk8","name":"Weapon","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"4","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":900000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.AtpAudHA4ybXVlWM"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"oSqxtHT0adCUU6Wh","name":"Fear","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

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

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1000000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.pTorrE0l3VybAbtn"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"ODxbsuuS0splmVEN","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","tint":"","transfer":true}]},{"_id":"XOIv8KYV7jpqz7Va","name":"Hardy","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature can sustain more damage than most. Increase its Wounds by a number equal to its Toughness Bonus (applied before any Size modifers). \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1100000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.HbrwGhUl0ZXz4kLA"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"yrUvulIfrQfAJmkB","flags":{"wfrp4e":{"effectTrigger":"preWoundCalc","effectApplication":"actor","script":"args.multiplier.tb += 1","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Hardy","tint":"","transfer":true}]}],"effects":[{"_id":"RzTchHo7o4u4Ny7n","flags":{"wfrp4e":{"effectTrigger":"preWoundCalc","effectApplication":"actor","script":"args.wpb = args.sb","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Construct","origin":"Actor.r6CkzzdBAN2sEDSR.OwnedItem.B6GAErHVQE9zUC27","tint":""},{"_id":"FQsBQVkLVwFgdG7o","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"args.actor.data.data.details.move.run *= 1.5","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Stride","origin":"Actor.r6CkzzdBAN2sEDSR.OwnedItem.jwnjo5ZgiL4xoXSp","tint":""},{"_id":"1HKkpEu8Y8xr5uoy","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyTerror(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postTerror(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Terror","origin":"Actor.r6CkzzdBAN2sEDSR.OwnedItem.DGDWldtFJ9E9fO5P","tint":""},{"_id":"mzfW9NE3bUdbvBjk","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","origin":"Actor.sjcwOAAN7fFaVSd2.OwnedItem.oSqxtHT0adCUU6Wh","tint":""},{"_id":"kzPq01eNStSaeNsg","flags":{"wfrp4e":{"effectTrigger":"preWoundCalc","effectApplication":"actor","script":"args.multiplier.tb += 1","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Hardy","origin":"Actor.2r7tXAizLGjM9h7b.OwnedItem.XOIv8KYV7jpqz7Va","tint":""}]} +{"_id":"SEzHKDOQrmMwLnG8","name":"Hellsteed","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":25,"modifier":0,"advances":0,"calculationBonusModifier":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":45,"modifier":0,"advances":0,"calculationBonusModifier":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":50,"modifier":0,"advances":0,"calculationBonusModifier":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":35,"modifier":0,"advances":0,"calculationBonusModifier":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":36,"max":36},"advantage":{"type":"Number","label":"Advantage","value":0,"max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"mount":{"id":"","mounted":false,"isToken":false,"tokenData":{"scene":"","token":""}}},"details":{"species":{"type":"String","label":"Species","value":""},"gender":{"type":"String","label":"Gender","value":""},"biography":{"type":"String","label":"Biography","value":"

Hellsteeds are impressive winged Nightmares with armoured scales, hissing black blood, improved natural weapons, a stench of sulphur and terrible  bloodlust. 

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":7,"walk":0,"run":0},"god":{"type":"String","label":"God","value":null},"status":{"type":"String","value":"","standing":"","tier":0},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"}},"excludedTraits":[]},"sort":100001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"autoCalcSize":true},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Abyssal Terror","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"SEzHKDOQrmMwLnG8","actorLink":false,"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"7519B7fHFAIDZe24","name":"Bite","type":"trait","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"5","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.pLW9SVX0TVTYPiPv"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"B6GAErHVQE9zUC27","name":"Construct","type":"trait","data":{"description":{"type":"String","label":"Description","value":"
\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.UB4mDroL6S1F9B4u"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"mkDK0Yqvb4JqL1zq","flags":{"wfrp4e":{"effectTrigger":"preWoundCalc","effectApplication":"actor","script":"args.wpb = args.sb","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Construct","tint":"","transfer":true}]},{"_id":"c77MwhNkSmYiqw3u","name":"Dark Vision","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.JQa5DLnTs2SEzRrc"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"qHAG5bgORkTm6osT","name":"Size","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

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

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

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

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n
    \n
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \n\n
\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

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

\n

 

\n\n

Fear and Terror

\n

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

\n

 

\n

Moving in Combat

\n

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

\n

 

\n

Opposed Strength

\n

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

\n

 

\n

Stomp

\n

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

\n

 

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

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

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

\n
\n

Large

\n
\n

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

\n
\n

Enormous

\n
\n

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

\n
\n

Monstrous

\n
\n

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

\n
\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"Large","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.8slW8CJ2oVTxeQ6q"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"jwnjo5ZgiL4xoXSp","name":"Stride","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.UmxGZRV0Lw3TZ0Kx"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"bSNlAHOT09D6Bx16","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"args.actor.data.data.details.move.run *= 1.5","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Stride","tint":"","transfer":true}]},{"_id":"zpq6RHnZnJVJJF50","name":"Trained","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"Drive","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":700000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.V0naR1YbYCl0KIxp"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"2iNMkuz4MUaoPcmE","name":"Undead","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":800000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.PFTD9gDvRWW9uh5g"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"g1G3CASecK5EeFk8","name":"Weapon","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"6","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":900000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.AtpAudHA4ybXVlWM"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"oSqxtHT0adCUU6Wh","name":"Fear","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

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

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1000000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.pTorrE0l3VybAbtn"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"ODxbsuuS0splmVEN","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","tint":"","transfer":true}]},{"_id":"ieH0pSHHg1nYk3hU","name":"Elite","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature is a hard-nosed veteran. It receives +20 to Weapon Skill, Ballistic Skill, and Willpower. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1100000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.9NROryHer1uXAKwY"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"ZoDIzpVDZ0uTDCqD","flags":{"wfrp4e":{"effectApplication":"actor","preventDuplicateEffects":false}},"changes":[{"key":"data.characteristics.ws.initial","value":20,"mode":2},{"key":"data.characteristics.bs.initial","value":20,"mode":2},{"key":"data.characteristics.wp.initial","value":20,"mode":2}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Elite","tint":"","transfer":true}]},{"_id":"nsv6WrXAo4MRdKtc","name":"Flight","type":"trait","data":{"description":{"type":"String","label":"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.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"100","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1200000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.EO05HX7jql0g605A"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"RJZzCLa06dvw9p2e","name":"Armour","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"5","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1300000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.VUJUZVN3VYhOaPjj"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"CAcGBn8sq62mVUxJ","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"let AP = args.actor.data.AP\nlet APdamage = this.item.data.APdamage || {}\n\nlet value = parseInt(this.item.data.data.specification.value)\n\nif (Number.isNumeric(value))\n{\nAP[\"head\"].value += (value - (APdamage.head || 0))\nAP[\"rArm\"].value += (value - (APdamage.rArm|| 0))\nAP[\"lArm\"].value += (value - (APdamage.lArm || 0))\nAP[\"body\"].value += (value - (APdamage.body || 0))\nAP[\"lLeg\"].value += (value - (APdamage.lLeg || 0))\nAP[\"rLeg\"].value += (value - (APdamage.rLeg || 0))\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Armour","tint":"","transfer":true}]},{"_id":"nmfsDkCvCUp2Fu2a","name":"Corrosive Blood","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

You infuse yourself with magic, lending your blood a fearsome potency. You gain the @Compendium[wfrp4e-core.traits.M5QSWOYt2Rbv2yxW]{Corrosive Blood} Creature Trait

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":false},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1400000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.M5QSWOYt2Rbv2yxW"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"mzNcVAruDOTiCGhS","flags":{"wfrp4e":{"effectTrigger":"takeDamage","effectApplication":"actor","script":"let content = `${this.effect.label}: All targets engaged with ${this.actor.data.token.name} take [[/r 1d10]] Damage, modified by TB and AP.`\n\nChatMessage.create({content, speaker : {alias : this.actor.data.token.name}})","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Corrosive Blood","tint":"","transfer":true}]},{"_id":"MB2Nm6o3vCmEt1Yx","name":"Distracting","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1500000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.MVI0lXcg6vvtooAF"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"et9TgrjWHZYQI7OJ","flags":{"wfrp4e":{"effectApplication":"apply","effectTrigger":"prefillDialog","script":"args.prefillModifiers.modifier -= 20","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Distracting","tint":"","transfer":true}]},{"_id":"6MBprPr4KFdQRVRZ","name":"Terror","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

After resolving the Psychology Test, the creature causes @Compendium[wfrp4e-core.traits.pTorrE0l3VybAbtn]{Fear}, with a Fear Rating equal to its Terror Rating.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"1","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1600000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.kJNAY1YRaCy9IgmT"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"xTL3QAampKjHdKVh","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyTerror(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postTerror(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Terror","tint":"","transfer":true}]},{"_id":"eOBRFU2g7j5LT7F6","name":"Hungry (Bloodlust)","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature is always hungry for fresh meat. If it kills or incapacitates a living opponent (or encounters a fresh body), it must pass a Average (+20) Willpower Test or feast, losing its next Action and Move.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":"","dice":"","defaultDifficulty":"average","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1700000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.xneBqGOs1QS7kfUr"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"Xvv93nwBolg345A4","name":"Fast","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature moves unexpectedly fast. It receives +1 Movement and +10 Agility. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1800000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.9MjH4xyVrd3Inzak"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"MNEkuGwCbsQ6vdRr","flags":{"wfrp4e":{"effectApplication":"actor","preventDuplicateEffects":false}},"changes":[{"key":"data.details.move.value","value":1,"mode":2},{"key":"data.characteristics.ag.initial","value":10,"mode":2}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fast","tint":"","transfer":true}]}],"effects":[{"_id":"RzTchHo7o4u4Ny7n","flags":{"wfrp4e":{"effectTrigger":"preWoundCalc","effectApplication":"actor","script":"args.wpb = args.sb","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Construct","origin":"Actor.r6CkzzdBAN2sEDSR.OwnedItem.B6GAErHVQE9zUC27","tint":""},{"_id":"FQsBQVkLVwFgdG7o","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"args.actor.data.data.details.move.run *= 1.5","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Stride","origin":"Actor.r6CkzzdBAN2sEDSR.OwnedItem.jwnjo5ZgiL4xoXSp","tint":""},{"_id":"1HKkpEu8Y8xr5uoy","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyTerror(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postTerror(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Terror","origin":"Actor.r6CkzzdBAN2sEDSR.OwnedItem.DGDWldtFJ9E9fO5P","tint":""},{"_id":"mzfW9NE3bUdbvBjk","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","origin":"Actor.sjcwOAAN7fFaVSd2.OwnedItem.oSqxtHT0adCUU6Wh","tint":""},{"_id":"86Md10WDDz3gkh8D","flags":{"wfrp4e":{"effectApplication":"actor","preventDuplicateEffects":false}},"changes":[{"key":"data.characteristics.ws.initial","value":20,"mode":2},{"key":"data.characteristics.bs.initial","value":20,"mode":2},{"key":"data.characteristics.wp.initial","value":20,"mode":2}],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Elite","origin":"Actor.G10L9Gx79qnN8y4D.OwnedItem.ieH0pSHHg1nYk3hU","tint":""},{"_id":"t2wZcBGOqKvVdxKM","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"let AP = args.actor.data.AP\nlet APdamage = this.item.data.APdamage || {}\n\nlet value = parseInt(this.item.data.data.specification.value)\n\nif (Number.isNumeric(value))\n{\nAP[\"head\"].value += (value - (APdamage.head || 0))\nAP[\"rArm\"].value += (value - (APdamage.rArm|| 0))\nAP[\"lArm\"].value += (value - (APdamage.lArm || 0))\nAP[\"body\"].value += (value - (APdamage.body || 0))\nAP[\"lLeg\"].value += (value - (APdamage.lLeg || 0))\nAP[\"rLeg\"].value += (value - (APdamage.rLeg || 0))\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Armour","origin":"Actor.G10L9Gx79qnN8y4D.OwnedItem.RJZzCLa06dvw9p2e","tint":""},{"_id":"5gxj6hO0YEDwHzhK","flags":{"wfrp4e":{"effectTrigger":"takeDamage","effectApplication":"actor","script":"let content = `${this.effect.label}: All targets engaged with ${this.actor.data.token.name} take [[/r 1d10]] Damage, modified by TB and AP.`\n\nChatMessage.create({content, speaker : {alias : this.actor.data.token.name}})","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Corrosive Blood","origin":"Actor.G10L9Gx79qnN8y4D.OwnedItem.nmfsDkCvCUp2Fu2a","tint":""},{"_id":"cy3NItlSPOGqOzob","flags":{"wfrp4e":{"effectApplication":"apply","effectTrigger":"prefillDialog","script":"args.prefillModifiers.modifier -= 20","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Distracting","origin":"Actor.G10L9Gx79qnN8y4D.OwnedItem.MB2Nm6o3vCmEt1Yx","tint":""},{"_id":"X38jqBfBdkiwZLAC","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyTerror(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postTerror(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Terror","origin":"Actor.G10L9Gx79qnN8y4D.OwnedItem.6MBprPr4KFdQRVRZ","tint":""},{"_id":"mN8uBcpjZT5az76f","flags":{"wfrp4e":{"effectApplication":"actor","preventDuplicateEffects":false}},"changes":[{"key":"data.details.move.value","value":1,"mode":2},{"key":"data.characteristics.ag.initial","value":10,"mode":2}],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fast","origin":"Actor.G10L9Gx79qnN8y4D.OwnedItem.Xvv93nwBolg345A4","tint":""}]} +{"_id":"Yj3a3Otv2PMn6Dkr","name":"Doom Wolf","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":45,"modifier":0,"advances":0,"calculationBonusModifier":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":50,"modifier":0,"advances":0,"calculationBonusModifier":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":20,"modifier":0,"advances":0,"calculationBonusModifier":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":50,"modifier":0,"advances":0,"calculationBonusModifier":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":10,"modifier":0,"advances":0,"calculationBonusModifier":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":34,"max":34},"advantage":{"type":"Number","label":"Advantage","value":0,"max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"mount":{"id":"","mounted":false,"isToken":false,"tokenData":{"scene":"","token":""}}},"details":{"species":{"type":"String","label":"Species","value":""},"gender":{"type":"String","label":"Gender","value":""},"biography":{"type":"String","label":"Biography","value":"

Doom Wolves are massive beasts selected for their size and cunning, their sentience maintained through black magic. Doom Wolves are the favoured companions of many Vampire Lords and often lead packs of Dire Wolves into battle. When a Vampire takes Wolf Form, this is usually the shape they take.

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":9,"walk":0,"run":0},"god":{"type":"String","label":"God","value":null},"status":{"type":"String","value":"","standing":"","tier":0},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"}},"excludedTraits":[]},"sort":100001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"autoCalcSize":true},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Doom Wolf","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"Yj3a3Otv2PMn6Dkr","actorLink":false,"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"IhMqgpJN2XUBhyoq","name":"Armour","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"2","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.VUJUZVN3VYhOaPjj"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"CAcGBn8sq62mVUxJ","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"let AP = args.actor.data.AP\nlet APdamage = this.item.data.APdamage || {}\n\nlet value = parseInt(this.item.data.data.specification.value)\n\nif (Number.isNumeric(value))\n{\nAP[\"head\"].value += (value - (APdamage.head || 0))\nAP[\"rArm\"].value += (value - (APdamage.rArm|| 0))\nAP[\"lArm\"].value += (value - (APdamage.lArm || 0))\nAP[\"body\"].value += (value - (APdamage.body || 0))\nAP[\"lLeg\"].value += (value - (APdamage.lLeg || 0))\nAP[\"rLeg\"].value += (value - (APdamage.rLeg || 0))\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Armour","tint":"","transfer":true}]},{"_id":"jvIuJDNS3dtqZuLn","name":"Bite","type":"trait","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"6","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.pLW9SVX0TVTYPiPv"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"iPu9KFehzIsCIlxh","name":"Dark Vision","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.JQa5DLnTs2SEzRrc"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"CT3yXZmN0jHGfGi2","name":"Fear","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

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

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"4","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.pTorrE0l3VybAbtn"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"ODxbsuuS0splmVEN","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","tint":"","transfer":true}]},{"_id":"tu3eEnvPHMgI3yOV","name":"Size","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

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

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

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

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n
    \n
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \n\n
\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

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

\n

 

\n\n

Fear and Terror

\n

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

\n

 

\n

Moving in Combat

\n

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

\n

 

\n

Opposed Strength

\n

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

\n

 

\n

Stomp

\n

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

\n

 

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

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

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

\n
\n

Large

\n
\n

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

\n
\n

Enormous

\n
\n

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

\n
\n

Monstrous

\n
\n

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

\n
\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"Large","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.8slW8CJ2oVTxeQ6q"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"8vGCtV0Ic96qxkfs","name":"Stealthy","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests."},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ag","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":600000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.OzwDT6kzoLYeeR2d"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"0AgiLabg8eB4LItu","flags":{"wfrp4e":{"effectTrigger":"prefillDialog","effectApplication":"actor","script":"if (args.type == \"skill\" && args.item.name.includes(\"Stealth\"))\n{\n let sl = this.actor.data.data.characteristics.ag.bonus\n args.prefillModifiers.slBonus += sl;\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Stealthy","tint":"","transfer":true}]},{"_id":"X2W75olu3kGh1MgA","name":"Stride","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":700000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.UmxGZRV0Lw3TZ0Kx"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"bSNlAHOT09D6Bx16","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"args.actor.data.data.details.move.run *= 1.5","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Stride","tint":"","transfer":true}]},{"_id":"G7mnlJR2YRmCahFj","name":"Tracker","type":"trait","data":{"description":{"type":"String","label":"Description","value":"Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":800000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.ClOlztW6hH8rslbp"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"ftGagmf8rj6rq3ir","flags":{"wfrp4e":{"effectTrigger":"prefillDialog","effectApplication":"actor","script":"if (args.type == \"skill\" && args.item.name.includes(\"Track\"))\n{\n let sl = this.actor.data.data.characteristics.i.bonus\n args.prefillModifiers.slBonus += sl;\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Tracker","tint":"","transfer":true}]},{"_id":"LATTie4uNvxZSkNu","name":"Undead","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":900000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.PFTD9gDvRWW9uh5g"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"YAyBgh9rEegksyoF","name":"Weapon","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"7","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1000000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.AtpAudHA4ybXVlWM"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]}],"effects":[{"_id":"DdfOYsA3VuUpj6hK","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"let AP = args.actor.data.AP\nlet APdamage = this.item.data.APdamage || {}\n\nlet value = parseInt(this.item.data.data.specification.value)\n\nif (Number.isNumeric(value))\n{\nAP[\"head\"].value += (value - (APdamage.head || 0))\nAP[\"rArm\"].value += (value - (APdamage.rArm|| 0))\nAP[\"lArm\"].value += (value - (APdamage.lArm || 0))\nAP[\"body\"].value += (value - (APdamage.body || 0))\nAP[\"lLeg\"].value += (value - (APdamage.lLeg || 0))\nAP[\"rLeg\"].value += (value - (APdamage.rLeg || 0))\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Armour","origin":"Actor.Rfj0hjkduQIbNdtc.OwnedItem.IhMqgpJN2XUBhyoq","tint":""},{"_id":"gjMHp6t8bt03cCpO","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","origin":"Actor.Rfj0hjkduQIbNdtc.OwnedItem.CT3yXZmN0jHGfGi2","tint":""},{"_id":"5bhI7dxP7Zei8G4M","flags":{"wfrp4e":{"effectTrigger":"prefillDialog","effectApplication":"actor","script":"if (args.type == \"skill\" && args.item.name.includes(\"Stealth\"))\n{\n let sl = this.actor.data.data.characteristics.ag.bonus\n args.prefillModifiers.slBonus += sl;\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Stealthy","origin":"Actor.Rfj0hjkduQIbNdtc.OwnedItem.8vGCtV0Ic96qxkfs","tint":""},{"_id":"fDytEw3eyNHLwVXg","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"args.actor.data.data.details.move.run *= 1.5","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Stride","origin":"Actor.Rfj0hjkduQIbNdtc.OwnedItem.X2W75olu3kGh1MgA","tint":""},{"_id":"5V92U76h7YHHLpB6","flags":{"wfrp4e":{"effectTrigger":"prefillDialog","effectApplication":"actor","script":"if (args.type == \"skill\" && args.item.name.includes(\"Track\"))\n{\n let sl = this.actor.data.data.characteristics.i.bonus\n args.prefillModifiers.slBonus += sl;\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Tracker","origin":"Actor.Rfj0hjkduQIbNdtc.OwnedItem.G7mnlJR2YRmCahFj","tint":""}]} +{"_id":"bely031CV8WAj3Ag","name":"Vargheist","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":45,"modifier":0,"advances":0,"calculationBonusModifier":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":55,"modifier":0,"advances":0,"calculationBonusModifier":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":45,"modifier":0,"advances":0,"calculationBonusModifier":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":20,"modifier":0,"advances":0,"calculationBonusModifier":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":60,"modifier":0,"advances":0,"calculationBonusModifier":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":20,"modifier":0,"advances":0,"calculationBonusModifier":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":10,"modifier":0,"advances":0,"calculationBonusModifier":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":34,"max":34},"advantage":{"type":"Number","label":"Advantage","value":0,"max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"mount":{"id":"","mounted":false,"isToken":false,"tokenData":{"scene":"","token":""}}},"details":{"species":{"type":"String","label":"Species","value":""},"gender":{"type":"String","label":"Gender","value":""},"biography":{"type":"String","label":"Biography","value":""},"gmnotes":{"type":"String","label":"GM Notes","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":7,"walk":0,"run":0},"god":{"type":"String","label":"God","value":null},"status":{"type":"String","value":"","standing":"","tier":0},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"}},"excludedTraits":[]},"sort":100001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"autoCalcSize":true},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Vargheist","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"bely031CV8WAj3Ag","actorLink":false,"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"4UaaFGjU54slaEsC","name":"Bite","type":"trait","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"#","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.pLW9SVX0TVTYPiPv"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"dCNONRvyAIqqoeWO","name":"Dark Vision","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.JQa5DLnTs2SEzRrc"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"ntWnWAFN5ghbWCkz","name":"Fear","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

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

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.pTorrE0l3VybAbtn"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"ODxbsuuS0splmVEN","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","tint":"","transfer":true}]},{"_id":"sPfSDO8YEdbfYeRR","name":"Flight","type":"trait","data":{"description":{"type":"String","label":"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.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"80","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.EO05HX7jql0g605A"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"kaACTfxIJDG8Epqz","name":"Regenerate","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.SfUUdOGjdYpr3KSR"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"0CEu4kmUhYSxWGJZ","flags":{"wfrp4e":{"effectTrigger":"endRound","effectApplication":"actor","script":"let chatData = {content: \"\", whisper: ChatMessage.getWhisperRecipients(\"GM\")}\n\nlet wounds = this.actor.data.data.status.wounds\nlet regen = new Roll(\"1d10\").roll().total\n\nif (wounds.value >= wounds.max)\n return\n\nif (wounds.value > 0)\n{\n wounds.value += regen\n if (wounds.value > wounds.max) \n wounds.value = wounds.max\n chatData.content += `${this.actor.name} regains ${regen} Wounds.`\n \n if (regen == 10)\n chatData.content += `
Additionally, they regenerate a Critical Wound.`\n}\nelse if (regen >= 8)\n{\n chatData.content += `${this.actor.name} rolled a ${regen} and regains 1 Wound.`\n wounds.value += 1\n if (regen == 10)\n chatData.content += `
Additionally, they regenerate a Critical Wound.`\n}\nelse\n{\n chatData.content += `${this.actor.name} Regenerate roll of ${regen} - No effect.`\n}\n\nthis.actor.update({\"data.status.wounds\" : wounds})\nChatMessage.create(chatData)","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Regenerate","tint":"","transfer":true}]},{"_id":"oT3b2ihDjcmGYqSr","name":"Size","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

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

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

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

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n
    \n
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \n\n
\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

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

\n

 

\n\n

Fear and Terror

\n

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

\n

 

\n

Moving in Combat

\n

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

\n

 

\n

Opposed Strength

\n

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

\n

 

\n

Stomp

\n

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

\n

 

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

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

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

\n
\n

Large

\n
\n

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

\n
\n

Enormous

\n
\n

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

\n
\n

Monstrous

\n
\n

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

\n
\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"Large","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":600000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.8slW8CJ2oVTxeQ6q"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"Cpnocgk4uc66xYfU","name":"Terror","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

After resolving the Psychology Test, the creature causes @Compendium[wfrp4e-core.traits.pTorrE0l3VybAbtn]{Fear}, with a Fear Rating equal to its Terror Rating.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"2","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":700000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.kJNAY1YRaCy9IgmT"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"xTL3QAampKjHdKVh","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyTerror(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postTerror(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Terror","tint":"","transfer":true}]},{"_id":"tyoulrEMxc32csPR","name":"Tracker","type":"trait","data":{"description":{"type":"String","label":"Description","value":"Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":800000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.ClOlztW6hH8rslbp"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"ftGagmf8rj6rq3ir","flags":{"wfrp4e":{"effectTrigger":"prefillDialog","effectApplication":"actor","script":"if (args.type == \"skill\" && args.item.name.includes(\"Track\"))\n{\n let sl = this.actor.data.data.characteristics.i.bonus\n args.prefillModifiers.slBonus += sl;\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Tracker","tint":"","transfer":true}]},{"_id":"aqe9h8tTI2Cm6qLH","name":"Undead","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":900000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.PFTD9gDvRWW9uh5g"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"7UckLZS76ZgXOouY","name":"Vampiric","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature feeds on blood and draws great physical strength from this act. Whenever it performs a successful Bite attack against an appropriate opponent, it heals as many Wounds as its opponent loses. Drinking blood in this way is the only way it can heal. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1000000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.3MDwUi7BVxwWVI2V"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"s5MIyllv1vHmfkU4","name":"Weapon","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"4","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1100000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.AtpAudHA4ybXVlWM"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]}],"effects":[{"_id":"o3n75qS1qqVkWOrp","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","origin":"Actor.rP6DE7FLNbguKrVt.OwnedItem.ntWnWAFN5ghbWCkz","tint":""},{"_id":"DDaLreukbQnXnDoJ","flags":{"wfrp4e":{"effectTrigger":"endRound","effectApplication":"actor","script":"let chatData = {content: \"\", whisper: ChatMessage.getWhisperRecipients(\"GM\")}\n\nlet wounds = this.actor.data.data.status.wounds\nlet regen = new Roll(\"1d10\").roll().total\n\nif (wounds.value >= wounds.max)\n return\n\nif (wounds.value > 0)\n{\n wounds.value += regen\n if (wounds.value > wounds.max) \n wounds.value = wounds.max\n chatData.content += `${this.actor.name} regains ${regen} Wounds.`\n \n if (regen == 10)\n chatData.content += `
Additionally, they regenerate a Critical Wound.`\n}\nelse if (regen >= 8)\n{\n chatData.content += `${this.actor.name} rolled a ${regen} and regains 1 Wound.`\n wounds.value += 1\n if (regen == 10)\n chatData.content += `
Additionally, they regenerate a Critical Wound.`\n}\nelse\n{\n chatData.content += `${this.actor.name} Regenerate roll of ${regen} - No effect.`\n}\n\nthis.actor.update({\"data.status.wounds\" : wounds})\nChatMessage.create(chatData)","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Regenerate","origin":"Actor.rP6DE7FLNbguKrVt.OwnedItem.kaACTfxIJDG8Epqz","tint":""},{"_id":"q9aWtEqjcnOooAuv","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyTerror(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postTerror(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Terror","origin":"Actor.rP6DE7FLNbguKrVt.OwnedItem.Cpnocgk4uc66xYfU","tint":""},{"_id":"NzQ6MOYClBXlFUX0","flags":{"wfrp4e":{"effectTrigger":"prefillDialog","effectApplication":"actor","script":"if (args.type == \"skill\" && args.item.name.includes(\"Track\"))\n{\n let sl = this.actor.data.data.characteristics.i.bonus\n args.prefillModifiers.slBonus += sl;\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Tracker","origin":"Actor.rP6DE7FLNbguKrVt.OwnedItem.tyoulrEMxc32csPR","tint":""}]} +{"_id":"cYUAFqnIvF3CkmmY","name":"Vampire Familiar","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":20,"modifier":0,"advances":0,"calculationBonusModifier":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":10,"modifier":0,"advances":0,"calculationBonusModifier":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":10,"modifier":0,"advances":0,"calculationBonusModifier":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":10,"modifier":0,"advances":0,"calculationBonusModifier":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":20,"modifier":0,"advances":0,"calculationBonusModifier":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":10,"modifier":0,"advances":0,"calculationBonusModifier":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":5,"max":5},"advantage":{"type":"Number","label":"Advantage","value":0,"max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"mount":{"id":"","mounted":false,"isToken":false,"tokenData":{"scene":"","token":""}}},"details":{"species":{"type":"String","label":"Species","value":""},"gender":{"type":"String","label":"Gender","value":""},"biography":{"type":"String","label":"Biography","value":""},"gmnotes":{"type":"String","label":"GM Notes","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":6,"walk":0,"run":0},"god":{"type":"String","label":"God","value":null},"status":{"type":"String","value":"","standing":"","tier":0},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"}},"excludedTraits":[]},"sort":100001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"autoCalcSize":true},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Vampire Familiar","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"cYUAFqnIvF3CkmmY","actorLink":false,"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"uP1Fh299W0CuY5Xh","name":"Alley Cat","type":"talent","data":{"description":{"type":"String","label":"Description","value":"You are at home in shadowy backstreets. When using Stealth (Urban), you may reverse the dice of any failed Test if this will score a Success."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Stealth (Urban)"},"source":{"type":"String","label":"Source"}},"sort":100000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.talents.wBhPFggGqIXwbx1r"}},"img":"modules/wfrp4e-core/icons/talents/alley-cat.png","effects":[{"_id":"kS7RdyolGOxATaC3","flags":{"wfrp4e":{"effectTrigger":"preRollTest","effectApplication":"actor","script":"if (args.testData.extra.skill && args.testData.extra.skill.name == \"Stealth (Urban)\")\n args.testData.extra.canReverse = true","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/talents/alley-cat.png","label":"Alley Cat","tint":"","transfer":true}]},{"_id":"gSa9RV8JtwcuRQCT","name":"Rover","type":"talent","data":{"description":{"type":"String","label":"Description","value":"You are at home roaming the wild places. When using Stealth in a rural environment, bystanders do not get passive Perception Tests to detect you; they can only spot you if they are specifically on look-out, or watching for hidden spies."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Stealth Tests in a Rural environment"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.talents.q58lK4kULJZB5GjE"}},"img":"modules/wfrp4e-core/icons/talents/rover.png","effects":[]},{"_id":"0a0zFw5FTYCxIMLe","name":"Flee!","type":"talent","data":{"description":{"type":"String","label":"Description","value":"When your life is on the line you are capable of impressive bursts of speed. Your Movement Attribute counts as 1 higher when Fleeing."},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"ag"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Athletics when Fleeing"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.talents.jrFIFLhyOYwcyMUl"}},"img":"modules/wfrp4e-core/icons/talents/flee!.png","effects":[]},{"_id":"LOMb2klb6f73Jznl","name":"Bestial","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature has no rational thought or language. It shies away from fire and gains a @Condition[Broken] Condition if struck by it. In defense, it only uses the Dodge Skill. If it loses more than half its Wounds, it will attempt to Flee unless protecting its young or cornered, or unless it has the Territorial Trait. If so, it enters Frenzy. Bestial creatures have no Fellowship characteristic

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.AGcJl5rHjkyIQBPP"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"6h35CHk3auJGcws5","name":"Dark Vision","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.JQa5DLnTs2SEzRrc"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"rhZdhGdmO1HGY5DB","name":"Weapon","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"4","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":600000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.AtpAudHA4ybXVlWM"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"H0QLJr92knI0PKyZ","name":"Stealthy","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature is especially stealthy. It adds a number equal to its Agility Bonus to the SL of all Stealth Tests."},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ag","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":700000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.OzwDT6kzoLYeeR2d"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"0AgiLabg8eB4LItu","flags":{"wfrp4e":{"effectTrigger":"prefillDialog","effectApplication":"actor","script":"if (args.type == \"skill\" && args.item.name.includes(\"Stealth\"))\n{\n let sl = this.actor.data.data.characteristics.ag.bonus\n args.prefillModifiers.slBonus += sl;\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Stealthy","tint":"","transfer":true}]}],"effects":[{"_id":"jBqyS8L9a5XhYrqo","flags":{"wfrp4e":{"effectTrigger":"preRollTest","effectApplication":"actor","script":"if (args.testData.extra.skill && args.testData.extra.skill.name == \"Stealth (Urban)\")\n args.testData.extra.canReverse = true","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/talents/alley-cat.png","label":"Alley Cat","origin":"Actor.hebobEMoYJOitkyS.OwnedItem.uP1Fh299W0CuY5Xh","tint":""},{"_id":"gNPKBb2Q2NRxfuas","flags":{"wfrp4e":{"effectTrigger":"prefillDialog","effectApplication":"actor","script":"if (args.type == \"skill\" && args.item.name.includes(\"Stealth\"))\n{\n let sl = this.actor.data.data.characteristics.ag.bonus\n args.prefillModifiers.slBonus += sl;\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Stealthy","origin":"Actor.hebobEMoYJOitkyS.OwnedItem.H0QLJr92knI0PKyZ","tint":""}]} +{"_id":"gnR6dX7Ba4tlFO45","name":"Wight Lord","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":45,"modifier":0,"advances":0,"calculationBonusModifier":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":45,"modifier":0,"advances":0,"calculationBonusModifier":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":25,"modifier":0,"advances":0,"calculationBonusModifier":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":25,"modifier":0,"advances":0,"calculationBonusModifier":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":45,"modifier":0,"advances":0,"calculationBonusModifier":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":20,"modifier":0,"advances":0,"calculationBonusModifier":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":19,"max":19},"advantage":{"type":"Number","label":"Advantage","value":0,"max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"mount":{"id":"","mounted":false,"isToken":false,"tokenData":{"scene":"","token":""}}},"details":{"species":{"type":"String","label":"Species","value":""},"gender":{"type":"String","label":"Gender","value":""},"biography":{"type":"String","label":"Biography","value":"

Wights are the champions of the Undead. The reanimated forms of fallen heroes, they are filled with their own spiteful rage as well as the foul magics that bind them to this world. They are usually bedecked in the armour of their former status but have little to no flesh left on their ancient bones. Grave Guards and Black Knights are Wights with a few levels of the Guard or Knight Careers, usually with the Brute and/or Elite Traits and the Impale Quality added to all their Melee weapons.

\n

The greatest Wights are known as Wight Lords or Wight Kings and drain life with their very weapons (each blow counts as though a Bite with the Vampiric Trait, restoring Wounds to the Wight as they are inflicted on the victim). Wights may be mostly rotting flesh (like Zombies) or mostly bones (like Skeletons). If the latter, then they may be subject to the Dem Bones rule (p.327, WFRP 4e)

\n
\n
\n
 
\n
\n
\n
\n
\n
 
\n
\n
"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":4,"walk":0,"run":0},"god":{"type":"String","label":"God","value":null},"status":{"type":"String","value":"","standing":"","tier":0},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"}},"excludedTraits":[]},"sort":100001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"autoCalcSize":true},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Wights","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"gnR6dX7Ba4tlFO45","actorLink":false,"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"ipnDTlhuiOchwgGY","name":"Armour","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.VUJUZVN3VYhOaPjj"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"CAcGBn8sq62mVUxJ","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"let AP = args.actor.data.AP\nlet APdamage = this.item.data.APdamage || {}\n\nlet value = parseInt(this.item.data.data.specification.value)\n\nif (Number.isNumeric(value))\n{\nAP[\"head\"].value += (value - (APdamage.head || 0))\nAP[\"rArm\"].value += (value - (APdamage.rArm|| 0))\nAP[\"lArm\"].value += (value - (APdamage.lArm || 0))\nAP[\"body\"].value += (value - (APdamage.body || 0))\nAP[\"lLeg\"].value += (value - (APdamage.lLeg || 0))\nAP[\"rLeg\"].value += (value - (APdamage.rLeg || 0))\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Armour","tint":"","transfer":true}]},{"_id":"GdCUfJGlRlTVJYhg","name":"Dark Vision","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.JQa5DLnTs2SEzRrc"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"BV0Yvi32h1BuKtXQ","name":"Fear","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

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

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.pTorrE0l3VybAbtn"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"ODxbsuuS0splmVEN","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","tint":"","transfer":true}]},{"_id":"kDhZBss5pWKkS7Qc","name":"Immunity to Psychology","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

Whether brave, exceedingly stupid, or just caught up in the moment, the creature is utterly fearless. It ignores the Psychology rules.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.IAWyzDfC286a9MPz"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"mOk6NOj7EjWIjRcb","name":"Painless","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.wMwSRDmgiF2IdCJr"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"OmgwtJdrQYHJ4w25","name":"Undead","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":600000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.PFTD9gDvRWW9uh5g"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"PrBvLD8rGiCqqj9d","name":"Weapon","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"6","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":700000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.AtpAudHA4ybXVlWM"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"4VSiiZiLItEcAMBK","name":"Hatred","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"Living","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":800000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.aE3pyW20Orvdjzj0"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"oxes9Cxu6877Cyb4","name":"Champion","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature is an extraordinarily skilled warrior. If it wins an Opposed Test when defending in melee combat, it can cause Damage just as if it was the attacker. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"1d10","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":900000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.4mF5Sp3t09kZhBYc"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"zyyZQ36hQFcBRQqn","name":"Brute","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature is heavy and brutish. It receives –1 Movement, –10 Agility, and +10 Strength and Toughness. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1000000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.15ENOMf345S5AL68"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"zMFAc8IX3JMZH9iL","flags":{"wfrp4e":{"effectApplication":"actor","preventDuplicateEffects":false}},"changes":[{"key":"data.details.move.value","value":-1,"mode":2},{"key":"data.characteristics.ag.initial","value":-10,"mode":2},{"key":"data.characteristics.s.initial","value":10,"mode":2},{"key":"data.characteristics.t.initial","value":10,"mode":2}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Brute","tint":"","transfer":true}]}],"effects":[{"_id":"LysSHbkpGB9Jkauo","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"let AP = args.actor.data.AP\nlet APdamage = this.item.data.APdamage || {}\n\nlet value = parseInt(this.item.data.data.specification.value)\n\nif (Number.isNumeric(value))\n{\nAP[\"head\"].value += (value - (APdamage.head || 0))\nAP[\"rArm\"].value += (value - (APdamage.rArm|| 0))\nAP[\"lArm\"].value += (value - (APdamage.lArm || 0))\nAP[\"body\"].value += (value - (APdamage.body || 0))\nAP[\"lLeg\"].value += (value - (APdamage.lLeg || 0))\nAP[\"rLeg\"].value += (value - (APdamage.rLeg || 0))\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Armour","origin":"Actor.1yeDRLzFV5eRx7tQ.OwnedItem.ipnDTlhuiOchwgGY","tint":""},{"_id":"frpWfqkolZN5TxSR","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","origin":"Actor.1yeDRLzFV5eRx7tQ.OwnedItem.BV0Yvi32h1BuKtXQ","tint":""},{"_id":"BwgdjcpXEOBjPT9p","flags":{"wfrp4e":{"effectApplication":"actor","preventDuplicateEffects":false}},"changes":[{"key":"data.details.move.value","value":-1,"mode":2},{"key":"data.characteristics.ag.initial","value":-10,"mode":2},{"key":"data.characteristics.s.initial","value":10,"mode":2},{"key":"data.characteristics.t.initial","value":10,"mode":2}],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Brute","origin":"Actor.IbEbRc5LykH2vy6q.OwnedItem.zyyZQ36hQFcBRQqn","tint":""}]} +{"_id":"mG8eMLab2s33lxkY","name":"Patchwork Man","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":35,"modifier":0,"advances":0,"calculationBonusModifier":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":25,"modifier":0,"advances":0,"calculationBonusModifier":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":35,"modifier":0,"advances":0,"calculationBonusModifier":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":20,"modifier":0,"advances":0,"calculationBonusModifier":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":15,"modifier":0,"advances":0,"calculationBonusModifier":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":20,"modifier":0,"advances":0,"calculationBonusModifier":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":25,"modifier":0,"advances":0,"calculationBonusModifier":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":10,"modifier":0,"advances":0,"calculationBonusModifier":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":11,"max":11},"advantage":{"type":"Number","label":"Advantage","value":0,"max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"mount":{"id":"","mounted":false,"isToken":false,"tokenData":{"scene":"","token":""}}},"details":{"species":{"type":"String","label":"Species","value":""},"gender":{"type":"String","label":"Gender","value":""},"biography":{"type":"String","label":"Biography","value":"

These pathetic creatures are necromantic fusions of multiple bodies, usually with a preserved brain to give it a semblance of sentience. 

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":4,"walk":0,"run":0},"god":{"type":"String","label":"God","value":null},"status":{"type":"String","value":"","standing":"","tier":0},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"}},"excludedTraits":[]},"sort":100001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"autoCalcSize":true},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Patchwork Man","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"mG8eMLab2s33lxkY","actorLink":false,"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fSpB1kgTTO4yo3gi","name":"Night Vision","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.FmHDbCOy3pH8yKhm"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"23wLVFK1Rb8FVmIS","name":"Fear","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

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

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"1","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.pTorrE0l3VybAbtn"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"ODxbsuuS0splmVEN","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","tint":"","transfer":true}]},{"_id":"oknhx8G3LyhQBaRi","name":"Undead","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.PFTD9gDvRWW9uh5g"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"Q1vSU0MYcqKOhkmS","name":"Weapon","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"8","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.AtpAudHA4ybXVlWM"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"ZloVYSzsm5vGlv4n","name":"Hatred","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

You are consumed with Hatred for the Target, which is normally a group of people or creatures, such as ‘Hochlanders’, ‘Bog Octopuses’, or ‘Slavers’. You will never socially interact with someone or something you hate in this manner. On encountering the object of your Hatred, you must attempt a Psychology Test. If failed, you are subject to Hatred. At the end of every subsequent Round, you may attempt another Psychology Test to bring the Hatred to an end. If you do or not, the effects of Hatred naturally come to an end when all members of the specified group in your line of sight are dead or gone, or you gain the Unconscious condition. While subject to Hatred, you must immediately attempt to destroy the hated group by the fastest and most deadly means possible. You gain a bonus of +1 SL on all combat Tests against the specified group, and are immune to Fear and Intimidate (but not Terror) caused by your hated foe.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"Living","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.aE3pyW20Orvdjzj0"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]}],"effects":[{"_id":"D0XUKDkegJPmBjSx","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","origin":"Actor.fnht0D6HRuCciW5i.OwnedItem.23wLVFK1Rb8FVmIS","tint":""}]} +{"_id":"mzoGPgPb9D31C0l4","name":"Swains and Maidens","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":50,"modifier":0,"advances":0,"calculationBonusModifier":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":45,"modifier":0,"advances":0,"calculationBonusModifier":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":50,"modifier":0,"advances":0,"calculationBonusModifier":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":50,"modifier":0,"advances":0,"calculationBonusModifier":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":35,"modifier":0,"advances":0,"calculationBonusModifier":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":55,"modifier":0,"advances":0,"calculationBonusModifier":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":35,"modifier":0,"advances":0,"calculationBonusModifier":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":50,"modifier":0,"advances":0,"calculationBonusModifier":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":17,"max":17},"advantage":{"type":"Number","label":"Advantage","value":0,"max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"mount":{"id":"","mounted":false,"isToken":false,"tokenData":{"scene":"","token":""}}},"details":{"species":{"type":"String","label":"Species","value":""},"gender":{"type":"String","label":"Gender","value":""},"biography":{"type":"String","label":"Biography","value":"

Swains, or Maidens, are Human heroes seduced by Lahmians and others to serve and protect them. Most are manipulated through Domination and Hypnotise over many years, eroding their will (see the Enthralment Endeavour). Others willingly commit themselves to their Vampire masters in the hopes of becoming a Vampire themselves.

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":4,"walk":0,"run":0},"god":{"type":"String","label":"God","value":null},"status":{"type":"String","value":"","standing":"","tier":0},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"}},"excludedTraits":[]},"sort":100001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"autoCalcSize":true},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Swains and Maidens","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"mzoGPgPb9D31C0l4","actorLink":false,"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"lj1P8CCX57GSjWWk","name":"Armour","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"5","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.VUJUZVN3VYhOaPjj"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"CAcGBn8sq62mVUxJ","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"let AP = args.actor.data.AP\nlet APdamage = this.item.data.APdamage || {}\n\nlet value = parseInt(this.item.data.data.specification.value)\n\nif (Number.isNumeric(value))\n{\nAP[\"head\"].value += (value - (APdamage.head || 0))\nAP[\"rArm\"].value += (value - (APdamage.rArm|| 0))\nAP[\"lArm\"].value += (value - (APdamage.lArm || 0))\nAP[\"body\"].value += (value - (APdamage.body || 0))\nAP[\"lLeg\"].value += (value - (APdamage.lLeg || 0))\nAP[\"rLeg\"].value += (value - (APdamage.rLeg || 0))\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Armour","tint":"","transfer":true}]},{"_id":"mYYHDdQm6gYQoJCV","name":"Champion","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature is an extraordinarily skilled warrior. If it wins an Opposed Test when defending in melee combat, it can cause Damage just as if it was the attacker. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"1d10","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.4mF5Sp3t09kZhBYc"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"bvqPja1uA28xZfT4","name":"Night Vision","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.FmHDbCOy3pH8yKhm"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"6vT5rkRlqE3NecwP","name":"Weapon","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"4","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.AtpAudHA4ybXVlWM"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"QQjcFyTu9dkNDgnt","name":"Brute","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature is heavy and brutish. It receives –1 Movement, –10 Agility, and +10 Strength and Toughness. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.15ENOMf345S5AL68"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"zMFAc8IX3JMZH9iL","flags":{"wfrp4e":{"effectApplication":"actor","preventDuplicateEffects":false}},"changes":[{"key":"data.details.move.value","value":-1,"mode":2},{"key":"data.characteristics.ag.initial","value":-10,"mode":2},{"key":"data.characteristics.s.initial","value":10,"mode":2},{"key":"data.characteristics.t.initial","value":10,"mode":2}],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Brute","tint":"","transfer":true}]}],"effects":[{"_id":"LgZ0OUNqPGHZPYvG","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"let AP = args.actor.data.AP\nlet APdamage = this.item.data.APdamage || {}\n\nlet value = parseInt(this.item.data.data.specification.value)\n\nif (Number.isNumeric(value))\n{\nAP[\"head\"].value += (value - (APdamage.head || 0))\nAP[\"rArm\"].value += (value - (APdamage.rArm|| 0))\nAP[\"lArm\"].value += (value - (APdamage.lArm || 0))\nAP[\"body\"].value += (value - (APdamage.body || 0))\nAP[\"lLeg\"].value += (value - (APdamage.lLeg || 0))\nAP[\"rLeg\"].value += (value - (APdamage.rLeg || 0))\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Armour","origin":"Actor.L7Nc9FfIOq2HQOdb.OwnedItem.lj1P8CCX57GSjWWk","tint":""},{"_id":"TYrVRpItxM55NeUr","flags":{"wfrp4e":{"effectApplication":"actor","preventDuplicateEffects":false}},"changes":[{"key":"data.details.move.value","value":-1,"mode":2},{"key":"data.characteristics.ag.initial","value":-10,"mode":2},{"key":"data.characteristics.s.initial","value":10,"mode":2},{"key":"data.characteristics.t.initial","value":10,"mode":2}],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Brute","origin":"Actor.L7Nc9FfIOq2HQOdb.OwnedItem.QQjcFyTu9dkNDgnt","tint":""}]} +{"_id":"oxA1d3M5f7zHxN1l","name":"Abyssal Terror","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":35,"modifier":0,"advances":0,"calculationBonusModifier":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":55,"modifier":0,"advances":0,"calculationBonusModifier":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":50,"modifier":0,"advances":0,"calculationBonusModifier":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":45,"modifier":0,"advances":0,"calculationBonusModifier":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":80,"max":80},"advantage":{"type":"Number","label":"Advantage","value":0,"max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"mount":{"id":"","mounted":false,"isToken":false,"tokenData":{"scene":"","token":""}}},"details":{"species":{"type":"String","label":"Species","value":""},"gender":{"type":"String","label":"Gender","value":""},"biography":{"type":"String","label":"Biography","value":""},"gmnotes":{"type":"String","label":"GM Notes","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":8,"walk":0,"run":0},"god":{"type":"String","label":"God","value":null},"status":{"type":"String","value":"","standing":"","tier":0},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"}},"excludedTraits":[]},"sort":100001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"autoCalcSize":true},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Abyssal Terror","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"oxA1d3M5f7zHxN1l","actorLink":false,"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"7519B7fHFAIDZe24","name":"Bite","type":"trait","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.pLW9SVX0TVTYPiPv"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"B6GAErHVQE9zUC27","name":"Construct","type":"trait","data":{"description":{"type":"String","label":"Description","value":"
\n
\n
\n

The creature is a construct of magic, quite mindless, bound together with magical sinews. It has no Intelligence, Willpower, or Fellowship Characteristics, and need never Test them. If it has no wizard controlling it, or does not possess the Territorial Trait, it meanders mindlessly, following flows of ambient magic.

\n

 

\n

For the purposes of calculating its Wounds, it uses its Strength Bonus whenever Willpower Bonus is required. All its attacks are Magical.

\n
\n
\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.UB4mDroL6S1F9B4u"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"mkDK0Yqvb4JqL1zq","flags":{"wfrp4e":{"effectTrigger":"preWoundCalc","effectApplication":"actor","script":"args.wpb = args.sb","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Construct","tint":"","transfer":true}]},{"_id":"c77MwhNkSmYiqw3u","name":"Dark Vision","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.JQa5DLnTs2SEzRrc"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"qHAG5bgORkTm6osT","name":"Size","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

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

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

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

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n
    \n
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \n\n
\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

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

\n

 

\n\n

Fear and Terror

\n

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

\n

 

\n

Moving in Combat

\n

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

\n

 

\n

Opposed Strength

\n

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

\n

 

\n

Stomp

\n

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

\n

 

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

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

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

\n
\n

Large

\n
\n

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

\n
\n

Enormous

\n
\n

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

\n
\n

Monstrous

\n
\n

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

\n
\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"Enormous","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.8slW8CJ2oVTxeQ6q"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"jwnjo5ZgiL4xoXSp","name":"Stride","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.UmxGZRV0Lw3TZ0Kx"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"bSNlAHOT09D6Bx16","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"args.actor.data.data.details.move.run *= 1.5","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Stride","tint":"","transfer":true}]},{"_id":"DGDWldtFJ9E9fO5P","name":"Terror","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

After resolving the Psychology Test, the creature causes @Compendium[wfrp4e-core.traits.pTorrE0l3VybAbtn]{Fear}, with a Fear Rating equal to its Terror Rating.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"2","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":600000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.kJNAY1YRaCy9IgmT"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"xTL3QAampKjHdKVh","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyTerror(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postTerror(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Terror","tint":"","transfer":true}]},{"_id":"zpq6RHnZnJVJJF50","name":"Trained","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"Mount, War","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":700000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.V0naR1YbYCl0KIxp"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"2iNMkuz4MUaoPcmE","name":"Undead","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":800000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.PFTD9gDvRWW9uh5g"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"g1G3CASecK5EeFk8","name":"Weapon","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"4","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":900000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.AtpAudHA4ybXVlWM"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]}],"effects":[{"_id":"RzTchHo7o4u4Ny7n","flags":{"wfrp4e":{"effectTrigger":"preWoundCalc","effectApplication":"actor","script":"args.wpb = args.sb","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Construct","origin":"Actor.r6CkzzdBAN2sEDSR.OwnedItem.B6GAErHVQE9zUC27","tint":""},{"_id":"FQsBQVkLVwFgdG7o","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"args.actor.data.data.details.move.run *= 1.5","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Stride","origin":"Actor.r6CkzzdBAN2sEDSR.OwnedItem.jwnjo5ZgiL4xoXSp","tint":""},{"_id":"1HKkpEu8Y8xr5uoy","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyTerror(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postTerror(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Terror","origin":"Actor.r6CkzzdBAN2sEDSR.OwnedItem.DGDWldtFJ9E9fO5P","tint":""}]} +{"_id":"pDH837j2LNQJ0tN5","name":"Lahmian Vampire","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"character","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":45,"modifier":0,"advances":0,"calculationBonusModifier":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":32,"modifier":0,"advances":0,"calculationBonusModifier":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":35,"modifier":0,"advances":0,"calculationBonusModifier":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":35,"modifier":0,"advances":0,"calculationBonusModifier":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":35,"modifier":0,"advances":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 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Vampire","displayName":20,"img":"modules/wfrp4e-vampires/assets/tokens/vampires/LahmianWomanToken.png","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"pDH837j2LNQJ0tN5","actorLink":true,"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","name":"Art","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":400000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-dex.png","effects":[]},{"_id":"LGHozP5gmQ8cuDQV","name":"Athletics","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ag.png","effects":[]},{"_id":"d3VZwO4Y5JH5DXdT","name":"Bribery","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"exLrBrn2mjb6x2Cq","name":"Charm","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

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

\n

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

\n

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

\n

 

\n

Public Speaking

\n

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

\n

 

\n

Begging

\n

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

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":700000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"4IGdIhnwTaZijzg7","name":"Charm Animal","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":800000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-wp.png","effects":[]},{"_id":"sRuMlaPU5xdIrwhd","name":"Climb","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":900000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-s.png","effects":[]},{"_id":"R2ytluHiEFF2KQ5e","name":"Consume Alcohol","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

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

\n

 

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

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

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

\n
\n

3-4

\n
\n

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

\n
\n

5-6

\n
\n

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

\n
\n

7-8

\n
\n

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

\n
\n

9-10

\n
\n

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

\n
\n
\n

 

\n

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

\n

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

\n

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

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1000000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-t.png","effects":[]},{"_id":"pxNjTxsp1Kp0SmQe","name":"Cool","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1100000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-wp.png","effects":[]},{"_id":"1jCxbFAUuFuAPLJl","name":"Dodge","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1200000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ag.png","effects":[]},{"_id":"iYan4z52v7HYM9u9","name":"Drive","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

 

\n

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

\n

 

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

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

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

\n
\n

3-5

\n
\n

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

\n
\n

6-8

\n
\n

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

\n
\n

9-10

\n
\n

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

\n
\n
\n

 

\n

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

\n

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

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1300000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ag.png","effects":[]},{"_id":"CcNJsS4jSwB6Ug1J","name":"Endurance","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-t.png","effects":[]},{"_id":"0CwV96kTDRF0jUhk","name":"Entertain","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"7pQo66cESWttzIlb","name":"Gamble","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-int.png","effects":[]},{"_id":"RLQHm1s4IuY9RSr2","name":"Gossip","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

 

\n

Half-Heard Whispers

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"pKLMbmG3Ivt6mzMf","name":"Haggle","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"I0yPc4PH5erWJLmu","name":"Intimidate","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

In combat, you cause @Compendium[wfrp4e-core.psychologies.Ib2YQYChktDFN93y]{Fear} in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

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

\n

 

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-s.png","effects":[]},{"_id":"cYtU0ORRFCOpQLWz","name":"Intuition","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2000000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-i.png","effects":[]},{"_id":"oMaJZ5cvCJeOUq9H","name":"Leadership","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2100000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"F8NfBZdVSEIGCMtu","name":"Melee","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2200000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ws.png","effects":[]},{"_id":"zZUX7wO4rOo8k9F0","name":"Navigation","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2300000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-i.png","effects":[]},{"_id":"os4NKy5Oy6sRt1eh","name":"Outdoor Survival","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

Gathering Food and Herbs

\n

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

\n
    \n
  • Foraging: A success grants enough food for one character. Every SL yields sufficient extra food for one more person. 
  • \n
\n

 

\n
    \n
  • Hunting and Fishing: if you have appropriate bows, spears, fishing rods, or nets, a successful Test feeds two people, and an extra two people per SL.
  • \n
\n

 

\n
    \n
  • Trapping: Use the Set Trap Skill to place Animal traps (see page 303). Feeds the same number of people as hunting and Fishing.
  • \n
\n

 

\n
    \n
  • Lore (Herbs): if you are instead gathering herbs using Lore (Herbs), a success gathers enough for a dose of the sought herb , with each SL adding an extra dose. Gathering tests are modified by herb Availability: Common (0), Scarce (–10), Rare (–20), or Exotic (–30) 
  • \n
"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2400000,"flags":{},"img":"modules/wfrp4e-core/icons/skills/basic-skill-int.png","effects":[]},{"_id":"Fs06sr7y9JKpVQmB","name":"Perception","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2500000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-i.png","effects":[]},{"_id":"MeXCAQ3wqJzX07X7","name":"Ride","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2600000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ag.png","effects":[]},{"_id":"KL4pCOqma5E7fLG4","name":"Row","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2700000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-s.png","effects":[]},{"_id":"McTtmZu3Ac8Lh48W","name":"Stealth","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2800000,"flags":{},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ag.png","effects":[]},{"_id":"Ggx0bRaCuq8MbF0g","name":"Gold Crown","type":"money","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}},"sort":2900000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/currency/goldcrown.png","effects":[]},{"_id":"KB8HgDz56dh2w7w1","name":"Silver Shilling","type":"money","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}},"sort":3000000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/currency/silvershilling.png","effects":[]},{"_id":"0MYOJFx3vkYA95B4","name":"Brass Penny","type":"money","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}},"sort":3100000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/currency/brasspenny.png","effects":[]},{"_id":"njXmlvVVimLpkIJj","name":"Lahmian Vampire","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

You are a newly created vampire of the Lahmian line.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"}},"sort":100000,"flags":{"core":{"sourceId":"Item.RPkaeX5olPB0dB4s"}},"img":"modules/wfrp4e-core/icons/spells/raise-dead.png","effects":[{"_id":"pVZTyb1t0AIW1I3z","flags":{"wfrp4e":{"effectTrigger":"prePrepareData","effectApplication":"actor","script":"// First modify characteristics\nargs.actor.data.data.characteristics.ws.modifier += 0;\nargs.actor.data.data.characteristics.bs.modifier += 10;\nargs.actor.data.data.characteristics.s.modifier += 0;\nargs.actor.data.data.characteristics.t.modifier += 0;\nargs.actor.data.data.characteristics.i.modifier += 20;\nargs.actor.data.data.characteristics.ag.modifier += 20;\nargs.actor.data.data.characteristics.dex.modifier += 0;\nargs.actor.data.data.characteristics.int.modifier += 0;\nargs.actor.data.data.characteristics.wp.modifier += 10;\nargs.actor.data.data.characteristics.fel.modifier += 20;\n\n// Second modify F, F, R, R\nargs.actor.data.data.status.fate.value = 0;\nargs.actor.data.data.status.resilience.value = 4;\n\n// Third modify movement data\nargs.actor.data.data.details.move.value = 6;\nargs.actor.data.data.details.move.walk = 12;\nargs.actor.data.data.details.move.run = 24;","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/spells/raise-dead.png","label":"Vampire Stats","tint":"","transfer":true}]},{"_id":"r0AYhhkLCcMp9Mly","name":"Night's Curse","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

All Vampires possess the Curse of the Night. All Vampires are weak to @Compendium[wfrp4e-vampires.vampires-traits.hedrlo8n8aXDC76E]{Sunlight}, and must then further:

\n
    \n
  1. Roll for random weaknesses on the @Compendium[wfrp4e-vampires.vampires-journals.0Nva16Bc52LUZ6a7]{Weaknesses (Roll Table)}, or 
  2. \n
  3. Take the 5 weaknesses of their @Compendium[wfrp4e-vampires.vampires-journals.GjPTiZ4BgAW9LgpH]{Weaknesses (Bloodline)}.
  4. \n
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"Lahmian","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"c5E4WSXvsvQ54dKf","name":"Age","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

All Vampires learn to feed more efficiently with time. This is determined by your Age. The older you are, the longer you can go without feeding — this is known as your Feeding Interval. If your Feeding Interval is in hours, you need to feed after a number of hours equal to your Toughness Bonus, excluding any spent asleep. 

\n

 

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
AgeTime UndeadFeeding Interval
1Up to 6 weeksHours
2Up to 1 yearNights
3Up to 10 yearsWeeks
4Up to 100 yearsMonths
5Over 100 yearsFour Months
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"1 day","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"NYYWiwpPLjxWrEA7","name":"Claw","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

On its turn, the creature may Attack with it's clawed fingers. The Damage of the attack equals Rating and includes the creature’s Strength Bonus.

\n

If the creature has two free arms with Claws and the @Compendium[wfrp4e-core.talents.URwIDtInCsxOoGqM]{Dual Wielder} talent it may attack with both.

\n

Vampires using @Compendium[wfrp4e-vampires.vampires-talents.BRdukN8hxSBpcuUn]{Pass for Human} may retract their claws.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":3,"type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"3PZoOUJ7sziSiLmt","name":"Bite","type":"trait","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":3,"type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"cDeLTIdGivmFI4K4","name":"Dark Vision","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"o4uah172IDMHY9HE","name":"Fear","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

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

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":1,"type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"ODxbsuuS0splmVEN","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","tint":"","transfer":true}]},{"_id":"iwESCZeH74d19tfp","name":"Painless","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"HF3KqFggD0ppFUuo","name":"Undead","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"0sh4esfdMsGin4gX","name":"Vampiric","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature feeds on blood and draws great physical strength from this act. Whenever it performs a successful Bite attack against an appropriate opponent, it heals as many Wounds as its opponent loses. Drinking blood in this way is the only way it can heal. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"0dzmGGjYXzyiKLqX","name":"Pass for Human","type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You can take on a human appearance. Your features soften, your fangs and claws retract, any deformities temporarily vanish, and you no longer cause Fear and Terror. Switching between forms is a Free Action that can be performed as many times as you like. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"sort":300000,"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]},{"_id":"OSGw95qykk53fsVV","name":"Natural Necromancer","type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You may intuitively command Undead Creatures and Ghouls if they are within 100 yards. You may command a number of such Creatures up to your Willpower rating, even if you do not possess Necromancy.

\n

Simple commands such as attack, defend, find or track are automatic and can be issued with a Free Action to all Creatures at once.

\n

You can issue more complicated commands, or commands beyond 100 yards, with a Challenging (+0) Leadership Test.

\n

Most Undead and Ghouls will not resist your commands, though exceptionally powerful Undead might, if the GM deems fit. If you do learn Necromancy, you do not suffer miscasts from rolling doubles on successful Channelling (Dhar) Tests or Language (Magick) Tests using Dhar

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"sort":300000,"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]}],"effects":[{"_id":"Y5kBGHKAveUrVNOt","flags":{"wfrp4e":{"effectTrigger":"prePrepareData","effectApplication":"actor","script":"// First modify characteristics\nargs.actor.data.data.characteristics.ws.modifier += 0;\nargs.actor.data.data.characteristics.bs.modifier += 10;\nargs.actor.data.data.characteristics.s.modifier += 0;\nargs.actor.data.data.characteristics.t.modifier += 0;\nargs.actor.data.data.characteristics.i.modifier += 20;\nargs.actor.data.data.characteristics.ag.modifier += 20;\nargs.actor.data.data.characteristics.dex.modifier += 0;\nargs.actor.data.data.characteristics.int.modifier += 0;\nargs.actor.data.data.characteristics.wp.modifier += 10;\nargs.actor.data.data.characteristics.fel.modifier += 20;\n\n// Second modify F, F, R, R\nargs.actor.data.data.status.fate.value = 0;\nargs.actor.data.data.status.resilience.value = 4;\n\n// Third modify movement data\nargs.actor.data.data.details.move.value = 6;\nargs.actor.data.data.details.move.walk = 12;\nargs.actor.data.data.details.move.run = 24;","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/spells/raise-dead.png","label":"Vampire Stats","origin":"Actor.mB9dF2MJUKvdLOaT.OwnedItem.njXmlvVVimLpkIJj","tint":""},{"_id":"bUMmrVq9Tsp600s5","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","origin":"Actor.mB9dF2MJUKvdLOaT.OwnedItem.o4uah172IDMHY9HE","tint":""}]} +{"_id":"sc0cbUo32oMOSbwG","name":"Sylvanian Levy","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":45,"modifier":0,"advances":0,"calculationBonusModifier":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":35,"modifier":0,"advances":0,"calculationBonusModifier":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":35,"modifier":0,"advances":0,"calculationBonusModifier":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":25,"modifier":0,"advances":0,"calculationBonusModifier":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":14,"max":14},"advantage":{"type":"Number","label":"Advantage","value":0,"max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"mount":{"id":"","mounted":false,"isToken":false,"tokenData":{"scene":"","token":""}}},"details":{"species":{"type":"String","label":"Species","value":""},"gender":{"type":"String","label":"Gender","value":""},"biography":{"type":"String","label":"Biography","value":"

Sylvanian Levies are living subjects of von Carstein lords, fighting for them in battle for fear of reprisal against themselves or their families. Levies may wield either two Melee weapons (Free Companies, led by a Sergeant) or a small Melee weapon and a crossbow or longbow (Archers, Crossbowmen and Hunters)

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":4,"walk":0,"run":0},"god":{"type":"String","label":"God","value":null},"status":{"type":"String","value":"","standing":"","tier":0},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"}},"excludedTraits":[]},"sort":100001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"autoCalcSize":true},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Sylvanian Levy","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"sc0cbUo32oMOSbwG","actorLink":false,"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"l3UdrrX2hwjsjKHm","name":"Armour","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature is protected by armor or thick hide. It has Rating Armor Points on all Hit Locations"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"#","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.VUJUZVN3VYhOaPjj"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"CAcGBn8sq62mVUxJ","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"let AP = args.actor.data.AP\nlet APdamage = this.item.data.APdamage || {}\n\nlet value = parseInt(this.item.data.data.specification.value)\n\nif (Number.isNumeric(value))\n{\nAP[\"head\"].value += (value - (APdamage.head || 0))\nAP[\"rArm\"].value += (value - (APdamage.rArm|| 0))\nAP[\"lArm\"].value += (value - (APdamage.lArm || 0))\nAP[\"body\"].value += (value - (APdamage.body || 0))\nAP[\"lLeg\"].value += (value - (APdamage.lLeg || 0))\nAP[\"rLeg\"].value += (value - (APdamage.rLeg || 0))\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Armour","tint":"","transfer":true}]},{"_id":"sIv3pRQLNeY2yNlx","name":"Champion","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature is an extraordinarily skilled warrior. If it wins an Opposed Test when defending in melee combat, it can cause Damage just as if it was the attacker. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"1d10","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.4mF5Sp3t09kZhBYc"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"d4y4CWa9vl11pYBl","name":"Night Vision","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.FmHDbCOy3pH8yKhm"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"dYOnMoW6o0tuTUkK","name":"Ranged (Long)","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature has a ranged weapon. The weapon does Damage equal to the Rating and the range in yards is marked in brackets"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"bs","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"7","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.Z1TGphWhic2E3Lfx"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"K9v1qyU8PC7xnodB","name":"Weapon","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"4","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.AtpAudHA4ybXVlWM"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]}],"effects":[{"_id":"hq50Z0hxVQ7U6fDo","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"let AP = args.actor.data.AP\nlet APdamage = this.item.data.APdamage || {}\n\nlet value = parseInt(this.item.data.data.specification.value)\n\nif (Number.isNumeric(value))\n{\nAP[\"head\"].value += (value - (APdamage.head || 0))\nAP[\"rArm\"].value += (value - (APdamage.rArm|| 0))\nAP[\"lArm\"].value += (value - (APdamage.lArm || 0))\nAP[\"body\"].value += (value - (APdamage.body || 0))\nAP[\"lLeg\"].value += (value - (APdamage.lLeg || 0))\nAP[\"rLeg\"].value += (value - (APdamage.rLeg || 0))\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Armour","origin":"Actor.rgEVSwm02CT4F93u.OwnedItem.l3UdrrX2hwjsjKHm","tint":""}]} +{"_id":"tWJ74H0SarzPy4X6","name":"Necrarch Vampire","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"character","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":35,"modifier":0,"advances":0,"calculationBonusModifier":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":35,"modifier":0,"advances":0,"calculationBonusModifier":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":35,"modifier":0,"advances":0,"calculationBonusModifier":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":35,"modifier":0,"advances":0,"calculationBonusModifier":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":35,"modifier":0,"advances":0,"calculationBonusModifier":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":20,"modifier":0,"advances":0,"calculationBonusModifier":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":21,"max":21},"advantage":{"type":"Number","label":"Advantage","value":0,"max":10},"criticalWounds":{"type":"Number","label":"Critical 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Vampire","displayName":20,"img":"modules/wfrp4e-vampires/assets/tokens/vampires/NecrachManToken.png","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"tWJ74H0SarzPy4X6","actorLink":true,"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","name":"Art","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-dex.png","effects":[]},{"_id":"LGHozP5gmQ8cuDQV","name":"Athletics","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ag.png","effects":[]},{"_id":"d3VZwO4Y5JH5DXdT","name":"Bribery","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":700000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"exLrBrn2mjb6x2Cq","name":"Charm","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

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

\n

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

\n

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

\n

 

\n

Public Speaking

\n

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

\n

 

\n

Begging

\n

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

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":800000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"4IGdIhnwTaZijzg7","name":"Charm Animal","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":900000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-wp.png","effects":[]},{"_id":"sRuMlaPU5xdIrwhd","name":"Climb","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1000000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-s.png","effects":[]},{"_id":"R2ytluHiEFF2KQ5e","name":"Consume Alcohol","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

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

\n

 

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

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

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

\n
\n

3-4

\n
\n

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

\n
\n

5-6

\n
\n

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

\n
\n

7-8

\n
\n

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

\n
\n

9-10

\n
\n

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

\n
\n
\n

 

\n

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

\n

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

\n

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

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1100000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-t.png","effects":[]},{"_id":"pxNjTxsp1Kp0SmQe","name":"Cool","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1200000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-wp.png","effects":[]},{"_id":"1jCxbFAUuFuAPLJl","name":"Dodge","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1300000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ag.png","effects":[]},{"_id":"iYan4z52v7HYM9u9","name":"Drive","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

 

\n

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

\n

 

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

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

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

\n
\n

3-5

\n
\n

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

\n
\n

6-8

\n
\n

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

\n
\n

9-10

\n
\n

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

\n
\n
\n

 

\n

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

\n

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

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ag.png","effects":[]},{"_id":"CcNJsS4jSwB6Ug1J","name":"Endurance","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-t.png","effects":[]},{"_id":"0CwV96kTDRF0jUhk","name":"Entertain","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"7pQo66cESWttzIlb","name":"Gamble","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-int.png","effects":[]},{"_id":"RLQHm1s4IuY9RSr2","name":"Gossip","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

 

\n

Half-Heard Whispers

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"pKLMbmG3Ivt6mzMf","name":"Haggle","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"I0yPc4PH5erWJLmu","name":"Intimidate","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

In combat, you cause @Compendium[wfrp4e-core.psychologies.Ib2YQYChktDFN93y]{Fear} in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

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

\n

 

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2000000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-s.png","effects":[]},{"_id":"cYtU0ORRFCOpQLWz","name":"Intuition","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2100000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-i.png","effects":[]},{"_id":"oMaJZ5cvCJeOUq9H","name":"Leadership","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2200000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"F8NfBZdVSEIGCMtu","name":"Melee","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2300000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ws.png","effects":[]},{"_id":"zZUX7wO4rOo8k9F0","name":"Navigation","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2400000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-i.png","effects":[]},{"_id":"os4NKy5Oy6sRt1eh","name":"Outdoor Survival","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

Gathering Food and Herbs

\n

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

\n
    \n
  • Foraging: A success grants enough food for one character. Every SL yields sufficient extra food for one more person. 
  • \n
\n

 

\n
    \n
  • Hunting and Fishing: if you have appropriate bows, spears, fishing rods, or nets, a successful Test feeds two people, and an extra two people per SL.
  • \n
\n

 

\n
    \n
  • Trapping: Use the Set Trap Skill to place Animal traps (see page 303). Feeds the same number of people as hunting and Fishing.
  • \n
\n

 

\n
    \n
  • Lore (Herbs): if you are instead gathering herbs using Lore (Herbs), a success gathers enough for a dose of the sought herb , with each SL adding an extra dose. Gathering tests are modified by herb Availability: Common (0), Scarce (–10), Rare (–20), or Exotic (–30) 
  • \n
"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2500000,"flags":{},"img":"modules/wfrp4e-core/icons/skills/basic-skill-int.png","effects":[]},{"_id":"Fs06sr7y9JKpVQmB","name":"Perception","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2600000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-i.png","effects":[]},{"_id":"MeXCAQ3wqJzX07X7","name":"Ride","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2700000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ag.png","effects":[]},{"_id":"KL4pCOqma5E7fLG4","name":"Row","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2800000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-s.png","effects":[]},{"_id":"McTtmZu3Ac8Lh48W","name":"Stealth","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2900000,"flags":{},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ag.png","effects":[]},{"_id":"Ggx0bRaCuq8MbF0g","name":"Gold Crown","type":"money","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}},"sort":3000000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/currency/goldcrown.png","effects":[]},{"_id":"KB8HgDz56dh2w7w1","name":"Silver Shilling","type":"money","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}},"sort":3100000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/currency/silvershilling.png","effects":[]},{"_id":"0MYOJFx3vkYA95B4","name":"Brass Penny","type":"money","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}},"sort":3200000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/currency/brasspenny.png","effects":[]},{"_id":"emsTRQpS7eXjx3fv","name":"Necrarch Vampire","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

You are a newly created vampire of the Necrarch line.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"}},"sort":100000,"flags":{"core":{"sourceId":"Item.UavYazEo1Zb61Rs3"}},"img":"modules/wfrp4e-core/icons/spells/raise-dead.png","effects":[{"_id":"pVZTyb1t0AIW1I3z","flags":{"wfrp4e":{"effectTrigger":"prePrepareData","effectApplication":"actor","script":"// First modify characteristics\nargs.actor.data.data.characteristics.ws.modifier += 0;\nargs.actor.data.data.characteristics.bs.modifier += 0;\nargs.actor.data.data.characteristics.s.modifier += 10;\nargs.actor.data.data.characteristics.t.modifier += 20;\nargs.actor.data.data.characteristics.i.modifier += 20;\nargs.actor.data.data.characteristics.ag.modifier += 00;\nargs.actor.data.data.characteristics.dex.modifier += 10;\nargs.actor.data.data.characteristics.int.modifier += 20;\nargs.actor.data.data.characteristics.wp.modifier += 20;\nargs.actor.data.data.characteristics.fel.modifier -= 15;\n\n// Second modify F, F, R, R\nargs.actor.data.data.status.fate.value = 0;\nargs.actor.data.data.status.resilience.value = 4;\n\n// Third modify movement data\nargs.actor.data.data.details.move.value = 6;\nargs.actor.data.data.details.move.walk = 12;\nargs.actor.data.data.details.move.run = 24;","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/spells/raise-dead.png","label":"Vampire Stats","tint":"","transfer":true}]},{"_id":"TD4Y4pmcIwJffnm0","name":"Night's Curse","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

All Vampires possess the Curse of the Night. All Vampires are weak to @Compendium[wfrp4e-vampires.vampires-traits.hedrlo8n8aXDC76E]{Sunlight}, and must then further:

\n
    \n
  1. Roll for random weaknesses on the @Compendium[wfrp4e-vampires.vampires-journals.0Nva16Bc52LUZ6a7]{Weaknesses (Roll Table)}, or 
  2. \n
  3. Take the 5 weaknesses of their @Compendium[wfrp4e-vampires.vampires-journals.GjPTiZ4BgAW9LgpH]{Weaknesses (Bloodline)}.
  4. \n
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"Necrarch","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"uWT0WtW8xkeoIgBl","name":"Age","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

All Vampires learn to feed more efficiently with time. This is determined by your Age. The older you are, the longer you can go without feeding — this is known as your Feeding Interval. If your Feeding Interval is in hours, you need to feed after a number of hours equal to your Toughness Bonus, excluding any spent asleep. 

\n

 

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
AgeTime UndeadFeeding Interval
1Up to 6 weeksHours
2Up to 1 yearNights
3Up to 10 yearsWeeks
4Up to 100 yearsMonths
5Over 100 yearsFour Months
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"1 day","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"CquAwglL7WJ7tNiw","name":"Claw","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

On its turn, the creature may Attack with it's clawed fingers. The Damage of the attack equals Rating and includes the creature’s Strength Bonus.

\n

If the creature has two free arms with Claws and the @Compendium[wfrp4e-core.talents.URwIDtInCsxOoGqM]{Dual Wielder} talent it may attack with both.

\n

Vampires using @Compendium[wfrp4e-vampires.vampires-talents.BRdukN8hxSBpcuUn]{Pass for Human} may retract their claws.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":3,"type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"kzLngxRVJlgbDcXP","name":"Bite","type":"trait","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":3,"type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"MeG3i7ysb1kRHX0P","name":"Dark Vision","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"sbwgQOQyIVvaCO4n","name":"Fear","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

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

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":1,"type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"ODxbsuuS0splmVEN","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","tint":"","transfer":true}]},{"_id":"8Dz1vHHFVldzbrAY","name":"Painless","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"ogZQ43248yfHw3NE","name":"Undead","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"O5NcYlg03htT1cov","name":"Vampiric","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature feeds on blood and draws great physical strength from this act. Whenever it performs a successful Bite attack against an appropriate opponent, it heals as many Wounds as its opponent loses. Drinking blood in this way is the only way it can heal. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"pyA6TBH5mLTsOjuG","name":"Animosity","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"The Living","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"SGsKs7jRwSp5rOQN","name":"Walking Death","type":"talent","data":{"description":{"type":"String","label":"Description","value":"

If you wish, you may reveal your Undead nature, taking on a monstrous and deathly visage. You temporarily gain the @Compendium[wfrp4e-core.traits.kJNAY1YRaCy9IgmT]{Terror} Trait with a Terror Rating of 1.

\n

If you already have Terror, Walking Death adds +1 to your Rating for every level in this Blood Gift.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"sort":300000,"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]},{"_id":"FRUTETEuZ1EfpQCD","name":"Natural Necromancer","type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You may intuitively command Undead Creatures and Ghouls if they are within 100 yards. You may command a number of such Creatures up to your Willpower rating, even if you do not possess Necromancy.

\n

Simple commands such as attack, defend, find or track are automatic and can be issued with a Free Action to all Creatures at once.

\n

You can issue more complicated commands, or commands beyond 100 yards, with a Challenging (+0) Leadership Test.

\n

Most Undead and Ghouls will not resist your commands, though exceptionally powerful Undead might, if the GM deems fit. If you do learn Necromancy, you do not suffer miscasts from rolling doubles on successful Channelling (Dhar) Tests or Language (Magick) Tests using Dhar

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"sort":300000,"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]},{"_id":"TIwzeI6prNcqjjoW","name":"Terror","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

After resolving the Psychology Test, the creature causes @Compendium[wfrp4e-core.traits.pTorrE0l3VybAbtn]{Fear}, with a Fear Rating equal to its Terror Rating.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":1,"type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"xTL3QAampKjHdKVh","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyTerror(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postTerror(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Terror","tint":"","transfer":true}]}],"effects":[{"_id":"FnbsCfrHb2hBAmPm","flags":{"wfrp4e":{"effectTrigger":"prePrepareData","effectApplication":"actor","script":"// First modify characteristics\nargs.actor.data.data.characteristics.ws.modifier += 0;\nargs.actor.data.data.characteristics.bs.modifier += 0;\nargs.actor.data.data.characteristics.s.modifier += 10;\nargs.actor.data.data.characteristics.t.modifier += 20;\nargs.actor.data.data.characteristics.i.modifier += 20;\nargs.actor.data.data.characteristics.ag.modifier += 00;\nargs.actor.data.data.characteristics.dex.modifier += 10;\nargs.actor.data.data.characteristics.int.modifier += 20;\nargs.actor.data.data.characteristics.wp.modifier += 20;\nargs.actor.data.data.characteristics.fel.modifier -= 15;\n\n// Second modify F, F, R, R\nargs.actor.data.data.status.fate.value = 0;\nargs.actor.data.data.status.resilience.value = 4;\n\n// Third modify movement data\nargs.actor.data.data.details.move.value = 6;\nargs.actor.data.data.details.move.walk = 12;\nargs.actor.data.data.details.move.run = 24;","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/spells/raise-dead.png","label":"Vampire Stats","origin":"Actor.N4PIZ7pO3Kf7A5GB.OwnedItem.emsTRQpS7eXjx3fv","tint":""},{"_id":"Xh7ne2c6UnTXPbZ8","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","origin":"Actor.N4PIZ7pO3Kf7A5GB.OwnedItem.sbwgQOQyIVvaCO4n","tint":""},{"_id":"Hhdq3n4eGyFAJlhL","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyTerror(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postTerror(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Terror","origin":"Actor.N4PIZ7pO3Kf7A5GB.OwnedItem.TIwzeI6prNcqjjoW","tint":""}]} +{"_id":"ta7eS2q35sxdCsb0","name":"Strigoi Vampire","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"character","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":45,"modifier":0,"advances":0,"calculationBonusModifier":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":25,"modifier":0,"advances":0,"calculationBonusModifier":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":35,"modifier":0,"advances":0,"calculationBonusModifier":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":35,"modifier":0,"advances":0,"calculationBonusModifier":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":35,"modifier":0,"advances":0,"calculationBonusModifier":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":25,"modifier":0,"advances":0,"calculationBonusModifier":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":19,"max":19},"advantage":{"type":"Number","label":"Advantage","value":0,"max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":"0","max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"mount":{"id":"","mounted":false,"isToken":false,"tokenData":{"scene":"","token":""}},"fate":{"type":"Number","label":"Fate","value":0},"fortune":{"type":"Number","label":"Fortune","value":0},"resilience":{"type":"Number","label":"Resilience","value":0},"resolve":{"type":"Number","label":"Resolve","value":0}},"details":{"species":{"type":"String","label":"Species","value":""},"gender":{"type":"String","label":"Gender","value":""},"biography":{"type":"String","label":"Biography","value":""},"gmnotes":{"type":"String","label":"GM Notes","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":4,"walk":0,"run":0},"god":{"type":"String","label":"God","value":null},"status":{"type":"String","value":"","standing":"","tier":0},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"},"experience":{"type":"Number","label":"Experience","total":0,"spent":0},"personal-ambitions":{"short-term":"","long-term":""},"party-ambitions":{"name":"","short-term":"","long-term":""},"motivation":{"type":"String","label":"Motivation","value":""},"class":{"type":"String","label":"Class","value":""},"career":{"type":"String","label":"Career","value":""},"careerlevel":{"type":"String","label":"Career Level","value":""},"age":{"type":"String","label":"Age","value":""},"height":{"type":"String","label":"Height","value":""},"weight":{"type":"String","label":"Weight","value":""},"haircolour":{"type":"String","label":"Hair Colour","value":""},"eyecolour":{"type":"String","label":"Eye Colour","value":""},"distinguishingmark":{"type":"String","label":"Distinguishing Mark","value":""},"starsign":{"type":"String","label":"Star Sign","value":""}}},"sort":100001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"autoCalcSize":true},"img":"modules/wfrp4e-vampires/assets/tokens/vampires/StrigoiManToken.png","token":{"flags":{},"name":"Strigoi Vampire","displayName":20,"img":"modules/wfrp4e-vampires/assets/tokens/vampires/StrigoiManToken.png","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":true,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"ta7eS2q35sxdCsb0","actorLink":true,"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"fdq3RFSOKl5b3WzW","name":"Art","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"dex"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":500000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-dex.png","effects":[]},{"_id":"LGHozP5gmQ8cuDQV","name":"Athletics","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":600000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ag.png","effects":[]},{"_id":"d3VZwO4Y5JH5DXdT","name":"Bribery","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":700000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"exLrBrn2mjb6x2Cq","name":"Charm","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

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

\n

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

\n

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

\n

 

\n

Public Speaking

\n

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

\n

 

\n

Begging

\n

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

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":800000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"4IGdIhnwTaZijzg7","name":"Charm Animal","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":900000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-wp.png","effects":[]},{"_id":"sRuMlaPU5xdIrwhd","name":"Climb","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

The ability to ascend steep or vertical surfaces.

\n

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1000000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-s.png","effects":[]},{"_id":"R2ytluHiEFF2KQ5e","name":"Consume Alcohol","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

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

\n

 

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

1d10

\n
\n

Stinking Drunk

\n
\n

1-2

\n
\n

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

\n
\n

3-4

\n
\n

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

\n
\n

5-6

\n
\n

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

\n
\n

7-8

\n
\n

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

\n
\n

9-10

\n
\n

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

\n
\n
\n

 

\n

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

\n

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

\n

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

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1100000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-t.png","effects":[]},{"_id":"pxNjTxsp1Kp0SmQe","name":"Cool","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"wp"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1200000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-wp.png","effects":[]},{"_id":"1jCxbFAUuFuAPLJl","name":"Dodge","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1300000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ag.png","effects":[]},{"_id":"iYan4z52v7HYM9u9","name":"Drive","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

 

\n

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

\n

 

\n

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

\n

 

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

1d10

\n
\n

 Result

\n
\n

1-2

\n
\n

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

\n
\n

3-5

\n
\n

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

\n
\n

6-8

\n
\n

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

\n
\n

9-10

\n
\n

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

\n
\n
\n

 

\n

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

\n

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

\n

 

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1400000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ag.png","effects":[]},{"_id":"CcNJsS4jSwB6Ug1J","name":"Endurance","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"t"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1500000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-t.png","effects":[]},{"_id":"0CwV96kTDRF0jUhk","name":"Entertain","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

 

\n

Specialisations: Acting, Comedy, Singing, Storytelling 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1600000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"7pQo66cESWttzIlb","name":"Gamble","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1700000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-int.png","effects":[]},{"_id":"RLQHm1s4IuY9RSr2","name":"Gossip","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

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

\n

 

\n

Half-Heard Whispers

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1800000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"pKLMbmG3Ivt6mzMf","name":"Haggle","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":1900000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"I0yPc4PH5erWJLmu","name":"Intimidate","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

In combat, you cause @Compendium[wfrp4e-core.psychologies.Ib2YQYChktDFN93y]{Fear} in all Intimidated targets. You may also use your Intimidate Skill instead of Melee when defending against those afraid of you, causing the Intimidated parties to back away from the fight with your will and posture alone. Further, with your GM’s approval, you may use Intimidate to ‘attack’ such targets, issuing specific commands, such as ‘drop your weapons’ or ‘get out of here!’. However, if you fail any of these subsequent Intimidate Tests, you no longer Intimidate (or cause Fear) in affected opponents. With your GM’s permission you may try to Intimidate them again in a later Round, but this will incur a negative modifier, as they are less likely to fear you having seen through your bravado once already.

\n

 

\n

Alternative Characteristics For Intimidate

\n

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

\n

 

\n

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

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2000000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-s.png","effects":[]},{"_id":"cYtU0ORRFCOpQLWz","name":"Intuition","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2100000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-i.png","effects":[]},{"_id":"oMaJZ5cvCJeOUq9H","name":"Leadership","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"fel"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2200000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-fel.png","effects":[]},{"_id":"F8NfBZdVSEIGCMtu","name":"Melee","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ws"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2300000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ws.png","effects":[]},{"_id":"zZUX7wO4rOo8k9F0","name":"Navigation","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2400000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-i.png","effects":[]},{"_id":"os4NKy5Oy6sRt1eh","name":"Outdoor Survival","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

\n

 

\n

Gathering Food and Herbs

\n

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

\n
    \n
  • Foraging: A success grants enough food for one character. Every SL yields sufficient extra food for one more person. 
  • \n
\n

 

\n
    \n
  • Hunting and Fishing: if you have appropriate bows, spears, fishing rods, or nets, a successful Test feeds two people, and an extra two people per SL.
  • \n
\n

 

\n
    \n
  • Trapping: Use the Set Trap Skill to place Animal traps (see page 303). Feeds the same number of people as hunting and Fishing.
  • \n
\n

 

\n
    \n
  • Lore (Herbs): if you are instead gathering herbs using Lore (Herbs), a success gathers enough for a dose of the sought herb , with each SL adding an extra dose. Gathering tests are modified by herb Availability: Common (0), Scarce (–10), Rare (–20), or Exotic (–30) 
  • \n
"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"int"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2500000,"flags":{},"img":"modules/wfrp4e-core/icons/skills/basic-skill-int.png","effects":[]},{"_id":"Fs06sr7y9JKpVQmB","name":"Perception","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"i"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2600000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-i.png","effects":[]},{"_id":"MeXCAQ3wqJzX07X7","name":"Ride","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2700000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ag.png","effects":[]},{"_id":"KL4pCOqma5E7fLG4","name":"Row","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"noSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"s"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2800000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/skills/basic-skill-s.png","effects":[]},{"_id":"McTtmZu3Ac8Lh48W","name":"Stealth","type":"skill","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

Specializations: Rural, Underground, Urban 

\n

 

\n

Options: Shadowing

\n

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

\n

 

\n

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"advanced":{"value":"bsc","type":"String"},"grouped":{"value":"isSpec","type":"String"},"characteristic":{"type":"String","label":"Characteristic","value":"ag"},"advances":{"type":"Number","label":"Advances","value":0,"costModifier":0},"modifier":{"type":"Number","label":"Advances","value":0},"total":{"type":"Number","label":"Total"},"source":{"type":"String","label":"Source"}},"sort":2900000,"flags":{},"img":"modules/wfrp4e-core/icons/skills/basic-skill-ag.png","effects":[]},{"_id":"Ggx0bRaCuq8MbF0g","name":"Gold Crown","type":"money","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":240},"source":{"type":"String","label":"Source"}},"sort":3000000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/currency/goldcrown.png","effects":[]},{"_id":"KB8HgDz56dh2w7w1","name":"Silver Shilling","type":"money","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":12},"source":{"type":"String","label":"Source"}},"sort":3100000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/currency/silvershilling.png","effects":[]},{"_id":"0MYOJFx3vkYA95B4","name":"Brass Penny","type":"money","data":{"description":{"type":"String","label":"Description","value":""},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","value":0.005},"location":{"type":"Number","label":"Location","value":0},"coinValue":{"label":"Value (in d)","type":"Number","value":1},"source":{"type":"String","label":"Source"}},"sort":3200000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/currency/brasspenny.png","effects":[]},{"_id":"Ids2DVgZplh8NSc0","name":"Strigoi Vampire","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

You are a newly created vampire of the Strigoi line.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"}},"sort":100000,"flags":{"core":{"sourceId":"Item.nRHy3lRsIVcaaI3i"}},"img":"modules/wfrp4e-core/icons/spells/raise-dead.png","effects":[{"_id":"pVZTyb1t0AIW1I3z","flags":{"wfrp4e":{"effectTrigger":"prePrepareData","effectApplication":"actor","script":"// First modify characteristics\nargs.actor.data.data.characteristics.ws.modifier += 10;\nargs.actor.data.data.characteristics.bs.modifier += 0;\nargs.actor.data.data.characteristics.s.modifier += 20;\nargs.actor.data.data.characteristics.t.modifier += 20;\nargs.actor.data.data.characteristics.i.modifier += 10;\nargs.actor.data.data.characteristics.ag.modifier += 20;\nargs.actor.data.data.characteristics.dex.modifier += 0;\nargs.actor.data.data.characteristics.int.modifier += 0;\nargs.actor.data.data.characteristics.wp.modifier += 10;\nargs.actor.data.data.characteristics.fel.modifier -= 10;\n\n// Second modify F, F, R, R\nargs.actor.data.data.status.fate.value = 0;\nargs.actor.data.data.status.resilience.value = 4;\n\n// Third modify movement data\nargs.actor.data.data.details.move.value = 6;\nargs.actor.data.data.details.move.walk = 12;\nargs.actor.data.data.details.move.run = 24;","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/spells/raise-dead.png","label":"Vampire Stats","tint":"","transfer":true}]},{"_id":"14Fs4wMzEijY9Psy","name":"Night's Curse","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

All Vampires possess the Curse of the Night. All Vampires are weak to @Compendium[wfrp4e-vampires.vampires-traits.hedrlo8n8aXDC76E]{Sunlight}, and must then further:

\n
    \n
  1. Roll for random weaknesses on the @Compendium[wfrp4e-vampires.vampires-journals.0Nva16Bc52LUZ6a7]{Weaknesses (Roll Table)}, or 
  2. \n
  3. Take the 5 weaknesses of their @Compendium[wfrp4e-vampires.vampires-journals.GjPTiZ4BgAW9LgpH]{Weaknesses (Bloodline)}.
  4. \n
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"Strigoi","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"kuxEm8iRwxvW8Il9","name":"Age","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

All Vampires learn to feed more efficiently with time. This is determined by your Age. The older you are, the longer you can go without feeding — this is known as your Feeding Interval. If your Feeding Interval is in hours, you need to feed after a number of hours equal to your Toughness Bonus, excluding any spent asleep. 

\n

 

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
AgeTime UndeadFeeding Interval
1Up to 6 weeksHours
2Up to 1 yearNights
3Up to 10 yearsWeeks
4Up to 100 yearsMonths
5Over 100 yearsFour Months
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"1 day","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"Z5x8fh1KCh4ItKJc","name":"Claw","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

On its turn, the creature may Attack with it's clawed fingers. The Damage of the attack equals Rating and includes the creature’s Strength Bonus.

\n

If the creature has two free arms with Claws and the @Compendium[wfrp4e-core.talents.URwIDtInCsxOoGqM]{Dual Wielder} talent it may attack with both.

\n

Vampires using @Compendium[wfrp4e-vampires.vampires-talents.BRdukN8hxSBpcuUn]{Pass for Human} may retract their claws.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":3,"type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"hgDbneACUm5ggd2J","name":"Bite","type":"trait","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":3,"type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"QiKWWzcoISfa7ouz","name":"Dark Vision","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"GdWjitQrGsEAg9W8","name":"Fear","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

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

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":1,"type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"ODxbsuuS0splmVEN","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","tint":"","transfer":true}]},{"_id":"Lt8n0elkHvQsKlGk","name":"Painless","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature feels no pain or can ignore it. All non-amputation penalties suffered from Critical Wounds are ignored, although Conditions are suffered as normal. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"9heEI6BMRihEQCc8","name":"Undead","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"FxyUG3Wj5wgw1YtB","name":"Vampiric","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature feeds on blood and draws great physical strength from this act. Whenever it performs a successful Bite attack against an appropriate opponent, it heals as many Wounds as its opponent loses. Drinking blood in this way is the only way it can heal. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"d3eawqd83oDfAPQc","name":"Animosity","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

\n

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

\n

 

\n

When subject to Animosity, you must immediately attack the disagreeable creatures, either socially (insults, jibes, and similar) or physically (most commonly with fists), as appropriate. You also gain a bonus of +1 SL on any attempts to socially or mentally attack the group. Animosity is over-ridden by Fear and Terror.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"Other Vampire Bloodlines","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"ht0OcKAPURQ9ueWm","name":"Blood Fury","type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You gain the @Compendium[wfrp4e-core.traits.fjd1u9VAgiYzhBRp]{Fury} trait.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"sort":400000,"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]},{"_id":"RXQ4vs27ROnZEiy1","name":"Natural Necromancer","type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You may intuitively command Undead Creatures and Ghouls if they are within 100 yards. You may command a number of such Creatures up to your Willpower rating, even if you do not possess Necromancy.

\n

Simple commands such as attack, defend, find or track are automatic and can be issued with a Free Action to all Creatures at once.

\n

You can issue more complicated commands, or commands beyond 100 yards, with a Challenging (+0) Leadership Test.

\n

Most Undead and Ghouls will not resist your commands, though exceptionally powerful Undead might, if the GM deems fit. If you do learn Necromancy, you do not suffer miscasts from rolling doubles on successful Channelling (Dhar) Tests or Language (Magick) Tests using Dhar

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"sort":400000,"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]},{"_id":"fNLfKcybz2jpOs7C","name":"Fury","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature can work itself into an all-consuming rage. It can spend all of its Advantage (minimum of 1) to become subject to Hatred to close combat opponents. If the creature has at least 3 Advantage, it may instead expend all of its Advantage to become subject to Frenzy.\r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000,"flags":{},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]}],"effects":[{"_id":"zm2xfV3fLFAMi8CZ","flags":{"wfrp4e":{"effectTrigger":"prePrepareData","effectApplication":"actor","script":"// First modify characteristics\nargs.actor.data.data.characteristics.ws.modifier += 10;\nargs.actor.data.data.characteristics.bs.modifier += 0;\nargs.actor.data.data.characteristics.s.modifier += 20;\nargs.actor.data.data.characteristics.t.modifier += 20;\nargs.actor.data.data.characteristics.i.modifier += 10;\nargs.actor.data.data.characteristics.ag.modifier += 20;\nargs.actor.data.data.characteristics.dex.modifier += 0;\nargs.actor.data.data.characteristics.int.modifier += 0;\nargs.actor.data.data.characteristics.wp.modifier += 10;\nargs.actor.data.data.characteristics.fel.modifier -= 10;\n\n// Second modify F, F, R, R\nargs.actor.data.data.status.fate.value = 0;\nargs.actor.data.data.status.resilience.value = 4;\n\n// Third modify movement data\nargs.actor.data.data.details.move.value = 6;\nargs.actor.data.data.details.move.walk = 12;\nargs.actor.data.data.details.move.run = 24;","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/spells/raise-dead.png","label":"Vampire Stats","origin":"Actor.sgUU06hsQSraVoF6.OwnedItem.Ids2DVgZplh8NSc0","tint":""},{"_id":"zuCmgjKLrSXOAKj8","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","origin":"Actor.sgUU06hsQSraVoF6.OwnedItem.GdWjitQrGsEAg9W8","tint":""}]} +{"_id":"vFoD78F2g8pLexXm","name":"Terrorgheist","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":25,"modifier":0,"advances":0,"calculationBonusModifier":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":45,"modifier":0,"advances":0,"calculationBonusModifier":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":50,"modifier":0,"advances":0,"calculationBonusModifier":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":35,"modifier":0,"advances":0,"calculationBonusModifier":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":72,"max":72},"advantage":{"type":"Number","label":"Advantage","value":0,"max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"mount":{"id":"","mounted":false,"isToken":false,"tokenData":{"scene":"","token":""}}},"details":{"species":{"type":"String","label":"Species","value":""},"gender":{"type":"String","label":"Gender","value":""},"biography":{"type":"String","label":"Biography","value":"

Terrorgheists are titanic bats that hunt Pegasi for food. Often used as mounts or aerial assault troops by Vampires, these beasts invoke fear in even the most battle hardened hearts, trailing withered organs and rotted flesh as they fly.

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":7,"walk":0,"run":0},"god":{"type":"String","label":"God","value":null},"status":{"type":"String","value":"","standing":"","tier":0},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"}},"excludedTraits":[]},"sort":100001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"autoCalcSize":true},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Abyssal Terror","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"vFoD78F2g8pLexXm","actorLink":false,"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"7519B7fHFAIDZe24","name":"Bite","type":"trait","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"5","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.pLW9SVX0TVTYPiPv"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"c77MwhNkSmYiqw3u","name":"Dark Vision","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.JQa5DLnTs2SEzRrc"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"qHAG5bgORkTm6osT","name":"Size","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

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

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

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

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n
    \n
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \n\n
\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

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

\n

 

\n\n

Fear and Terror

\n

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

\n

 

\n

Moving in Combat

\n

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

\n

 

\n

Opposed Strength

\n

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

\n

 

\n

Stomp

\n

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

\n

 

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

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

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

\n
\n

Large

\n
\n

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

\n
\n

Enormous

\n
\n

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

\n
\n

Monstrous

\n
\n

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

\n
\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"Enormous","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.8slW8CJ2oVTxeQ6q"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"jwnjo5ZgiL4xoXSp","name":"Stride","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature has a long stride, perhaps because it is a quadruped or has especially long legs. Multiply Run Movement by 1.5 when Running. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.UmxGZRV0Lw3TZ0Kx"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"bSNlAHOT09D6Bx16","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"args.actor.data.data.details.move.run *= 1.5","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Stride","tint":"","transfer":true}]},{"_id":"zpq6RHnZnJVJJF50","name":"Trained","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

This trait represents animals that have been trained through the Animal Training Skill. The skills the animal knows is marked in the brackets. Feel free to create your own trained skills.

\n

Broken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.

\n

Drive: The animal is trained to pull a coach, cart, plough, buggy, or similar.

\n

Entertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.

\n

Fetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.

\n

Guard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.

\n

Home: The animal is trained to return home if it is released or lost.

\n

Magic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.

\n

Mount: The animal will accept a rider. Some creatures are especially belligerent, and will not accept a rider without the correct skill. So, to ride a Griffon, you need the Ride (Griffon) skill.

\n

War: The animal is trained for war, gaining +10 Weapon Skill. It can also ignore Skittish for loud noises.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"Drive","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":700000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.V0naR1YbYCl0KIxp"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"2iNMkuz4MUaoPcmE","name":"Undead","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":800000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.PFTD9gDvRWW9uh5g"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"nsv6WrXAo4MRdKtc","name":"Flight","type":"trait","data":{"description":{"type":"String","label":"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.

\n

When targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.

\n

When flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"120","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1200000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.EO05HX7jql0g605A"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"MB2Nm6o3vCmEt1Yx","name":"Distracting","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature distracts or confuse foes, possibly exuding a soporific musk or nauseating reek, or maybe its appearance is bizarrely horrifying. All living targets within a number of yards equal to its Toughness Bonus suffer a penalty of –20 to all Tests. A target can only suffer this penalty once, no matter how many Distracting foes there are. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1500000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.MVI0lXcg6vvtooAF"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"et9TgrjWHZYQI7OJ","flags":{"wfrp4e":{"effectApplication":"apply","effectTrigger":"prefillDialog","script":"args.prefillModifiers.modifier -= 20","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Distracting","tint":"","transfer":true}]},{"_id":"6MBprPr4KFdQRVRZ","name":"Terror","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

Some creatures are so profoundly unsettling as to provoke a dire, bone-chilling terror in their foes. When you first encounter a creature causing Terror, make a Cool Test. If you pass, you suffer no further effects of Terror; if you fail, you receive a number of Broken conditions equal to the creature’s Terror Rating, plus the number of SL below 0.

\n

After resolving the Psychology Test, the creature causes @Compendium[wfrp4e-core.traits.pTorrE0l3VybAbtn]{Fear}, with a Fear Rating equal to its Terror Rating.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1600000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.kJNAY1YRaCy9IgmT"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"xTL3QAampKjHdKVh","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyTerror(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postTerror(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Terror","tint":"","transfer":true}]},{"_id":"An7ZcR4SRZc7DWzE","name":"Tracker","type":"trait","data":{"description":{"type":"String","label":"Description","value":"Trackers are adept at following their prey, generally through scent or hearing. They add SL equal to their Initiative Bonus to all Track Tests. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":1700000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.ClOlztW6hH8rslbp"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"ftGagmf8rj6rq3ir","flags":{"wfrp4e":{"effectTrigger":"prefillDialog","effectApplication":"actor","script":"if (args.type == \"skill\" && args.item.name.includes(\"Track\"))\n{\n let sl = this.actor.data.data.characteristics.i.bonus\n args.prefillModifiers.slBonus += sl;\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Tracker","tint":"","transfer":true}]}],"effects":[{"_id":"RzTchHo7o4u4Ny7n","flags":{"wfrp4e":{"effectTrigger":"preWoundCalc","effectApplication":"actor","script":"args.wpb = args.sb","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Construct","origin":"Actor.r6CkzzdBAN2sEDSR.OwnedItem.B6GAErHVQE9zUC27","tint":""},{"_id":"FQsBQVkLVwFgdG7o","flags":{"wfrp4e":{"effectTrigger":"prepareData","effectApplication":"actor","script":"args.actor.data.data.details.move.run *= 1.5","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Stride","origin":"Actor.r6CkzzdBAN2sEDSR.OwnedItem.jwnjo5ZgiL4xoXSp","tint":""},{"_id":"1HKkpEu8Y8xr5uoy","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyTerror(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postTerror(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Terror","origin":"Actor.r6CkzzdBAN2sEDSR.OwnedItem.DGDWldtFJ9E9fO5P","tint":""},{"_id":"mzfW9NE3bUdbvBjk","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","origin":"Actor.sjcwOAAN7fFaVSd2.OwnedItem.oSqxtHT0adCUU6Wh","tint":""},{"_id":"cy3NItlSPOGqOzob","flags":{"wfrp4e":{"effectApplication":"apply","effectTrigger":"prefillDialog","script":"args.prefillModifiers.modifier -= 20","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Distracting","origin":"Actor.G10L9Gx79qnN8y4D.OwnedItem.MB2Nm6o3vCmEt1Yx","tint":""},{"_id":"X38jqBfBdkiwZLAC","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyTerror(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postTerror(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Terror","origin":"Actor.G10L9Gx79qnN8y4D.OwnedItem.6MBprPr4KFdQRVRZ","tint":""},{"_id":"5jr5Lh6KFwYf44as","flags":{"wfrp4e":{"effectTrigger":"prefillDialog","effectApplication":"actor","script":"if (args.type == \"skill\" && args.item.name.includes(\"Track\"))\n{\n let sl = this.actor.data.data.characteristics.i.bonus\n args.prefillModifiers.slBonus += sl;\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Tracker","origin":"Actor.XnzswkAoQRjLWwtZ.OwnedItem.An7ZcR4SRZc7DWzE","tint":""}]} +{"_id":"yc02shM1G46Qs8pC","name":"Crypt Horrors","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"creature","data":{"characteristics":{"ws":{"type":"number","label":"CHAR.WS","abrev":"CHARAbbrev.WS","initial":55,"modifier":0,"advances":0,"calculationBonusModifier":0},"bs":{"type":"Number","label":"CHAR.BS","abrev":"CHARAbbrev.BS","initial":0,"modifier":0,"advances":0,"calculationBonusModifier":0},"s":{"type":"Number","label":"CHAR.S","abrev":"CHARAbbrev.S","initial":55,"modifier":0,"advances":0,"calculationBonusModifier":0},"t":{"type":"Number","label":"CHAR.T","abrev":"CHARAbbrev.T","initial":55,"modifier":0,"advances":0,"calculationBonusModifier":0},"i":{"type":"Number","label":"CHAR.I","abrev":"CHARAbbrev.I","initial":30,"modifier":0,"advances":0,"calculationBonusModifier":0},"ag":{"type":"Number","label":"CHAR.Ag","abrev":"CHARAbbrev.Ag","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"dex":{"type":"Number","label":"CHAR.Dex","abrev":"CHARAbbrev.Dex","initial":20,"modifier":0,"advances":0,"calculationBonusModifier":0},"int":{"type":"Number","label":"CHAR.Int","abrev":"CHARAbbrev.Int","initial":20,"modifier":0,"advances":0,"calculationBonusModifier":0},"wp":{"type":"Number","label":"CHAR.WP","abrev":"CHARAbbrev.WP","initial":40,"modifier":0,"advances":0,"calculationBonusModifier":0},"fel":{"type":"Number","label":"CHAR.Fel","abrev":"CHARAbbrev.Fel","initial":5,"modifier":0,"advances":0,"calculationBonusModifier":0}},"status":{"wounds":{"type":"Number","label":"Wounds","abrev":"W","value":19,"max":19},"advantage":{"type":"Number","label":"Advantage","value":0,"max":10},"criticalWounds":{"type":"Number","label":"Critical Wounds","value":0,"max":2},"sin":{"type":"Number","label":"Sin","value":"0"},"penalties":{"type":"String","label":"Penalties","value":""},"corruption":{"type":"Number","label":"Corruption","value":0},"encumbrance":{"type":"Number","label":"Encumbrance","max":0,"current":0},"mount":{"id":"","mounted":false,"isToken":false,"tokenData":{"scene":"","token":""}}},"details":{"species":{"type":"String","label":"Species","value":""},"gender":{"type":"String","label":"Gender","value":""},"biography":{"type":"String","label":"Biography","value":"

Ghouls fed Vampire blood, Crypt Horrors become even more monstrous and deadly. Those Ghouls known as Charnel Guards typically have the Elite Trait and the Fast Trait.

"},"gmnotes":{"type":"String","label":"GM Notes","value":""},"size":{"type":"String","label":"Size","value":"avg"},"move":{"type":"Number","label":"Movement","value":5,"walk":0,"run":0},"god":{"type":"String","label":"God","value":null},"status":{"type":"String","value":"","standing":"","tier":0},"hitLocationTable":{"value":"hitloc","type":"String","label":"Hit Location Table"}},"excludedTraits":[]},"sort":100001,"flags":{"autoCalcRun":true,"autoCalcWalk":true,"autoCalcWounds":true,"autoCalcCritW":true,"autoCalcCorruption":true,"autoCalcEnc":true,"autoCalcSize":true},"img":"systems/wfrp4e/tokens/unknown.png","token":{"flags":{},"name":"Crypt Horrors","displayName":20,"img":"systems/wfrp4e/tokens/unknown.png","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"yc02shM1G46Qs8pC","actorLink":false,"disposition":0,"displayBars":20,"bar1":{"attribute":"status.wounds"},"bar2":{"attribute":"status.advantage"},"randomImg":false},"items":[{"_id":"RrpVtad8tlYSWUyr","name":"Bite","type":"trait","data":{"description":{"type":"String","label":"Description","value":"On its turn, the creature may make a Free Attack by spending 1 Advantage. The Damage of the attack equals Rating and includes the creature’s Strength Bonus already"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"6","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":100000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.pLW9SVX0TVTYPiPv"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"R4ndEz1AQzGMllR0","name":"Dark Vision","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature can see in the dark as daylight. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":200000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.JQa5DLnTs2SEzRrc"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"zQchwhP2VevriWv8","name":"Fear","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature causes supernatural Fear in other creatures, with a rating equal to its Rating.

\n

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

\n

When subject to Fear, you suffer –1 SL on all Tests to affect the source of your fear. You may not move closer to whatever is causing Fear without passing a Challenging (+0) Cool Test. If it comes closer to you, you must pass a Challenging (+0) Cool Test, or gain a @Condition[Broken] Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"3","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":300000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.pTorrE0l3VybAbtn"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"ODxbsuuS0splmVEN","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","tint":"","transfer":true}]},{"_id":"VKUCgeHIeda8n1gY","name":"Frenzy","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

With a Willpower Test, you can work yourself into a state of frenzy by psyching yourself up, howling, biting your shield, or similar. If you succeed, you become subject to Frenzy.

\n

While subject to Frenzy

\n
    \n
  • You are immune to all other psychology, and will not flee or retreat for any reason;
  • \n
  • Indeed you must always move at full rate towards the closest enemy you can see in order to attack.
  • \n
  • Generally, the only Action you may take is a Weapon Skill Test or an Athletics Test to reach an enemy more quickly.
  • \n
  • Further, you may take a Free Action Melee Test each Round as you are throwing everything you have into your attacks.
  • \n
  • Lastly, you gain a bonus of +1 Strength Bonus, such is your ferocity.
  • \n
\n

You remain in Frenzy until all enemies in your line of sight are pacified, or you receive the @Condition[Stunned] or @Condition[Unconscious] condition. After your Frenzy is over you immediately receive a @Condition[Fatigued] condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"wp","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":400000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.yRhhOlt18COq4e1q"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"jTfCjCCrfFHKqXhz","flags":{"wfrp4e":{"effectTrigger":"prePrepareItems","effectApplication":"actor","script":"args.actor.data.data.characteristics.s.bonus += 1\nargs.actor.data.data.characteristics.s.calculationBonusModifier -= 1","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Frenzy","tint":"","transfer":true}]},{"_id":"ua4QQKiP1PHomx5p","name":"Infected","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The creature, or its weapon, carries a nasty infection. If it causes a living opponent to lose Wounds, it must pass an Easy (+40) Endurance Test or contract a @Compendium[wfrp4e-core.diseases.kKccDTGzWzSXCBOb]{Festering Wound}

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":500000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.V0c3qBU1CMm8bmsW"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"6rMAx2bGefOkubv8","flags":{"wfrp4e":{"effectTrigger":"applyDamage","effectApplication":"actor","script":"if (args.totalWoundLoss > 0)\n ChatMessage.create({ content: `Infected: ${args.actor.name} must pass an Easy (+40) Endurance Test or gain a @Compendium[wfrp4e-core.diseases.kKccDTGzWzSXCBOb]{Festering Wound}`, whisper: ChatMessage.getWhisperRecipients(\"GM\") })","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Infected","tint":"","transfer":true}]},{"_id":"tnSS9hdLP45FNVAi","name":"Regenerate","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature is capable of healing at an extraordinary rate, even regrowing severed parts. At the start of each round, if it has more than 0 Wounds remaining, it will automatically regenerate 1d10 Wounds. If it has 0 Wounds remaining, it will regenerate a single Wound on a 1d10 roll of 8+. If it ever rolls a 10 for regenerating, it also fully regenerates a Critical Wound, losing all penalties and Conditions associated with it. Any Critical Wounds or Wounds caused by Fire may not be regenerated and should be recorded separately. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":600000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.SfUUdOGjdYpr3KSR"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"0CEu4kmUhYSxWGJZ","flags":{"wfrp4e":{"effectTrigger":"endRound","effectApplication":"actor","script":"let chatData = {content: \"\", whisper: ChatMessage.getWhisperRecipients(\"GM\")}\n\nlet wounds = this.actor.data.data.status.wounds\nlet regen = new Roll(\"1d10\").roll().total\n\nif (wounds.value >= wounds.max)\n return\n\nif (wounds.value > 0)\n{\n wounds.value += regen\n if (wounds.value > wounds.max) \n wounds.value = wounds.max\n chatData.content += `${this.actor.name} regains ${regen} Wounds.`\n \n if (regen == 10)\n chatData.content += `
Additionally, they regenerate a Critical Wound.`\n}\nelse if (regen >= 8)\n{\n chatData.content += `${this.actor.name} rolled a ${regen} and regains 1 Wound.`\n wounds.value += 1\n if (regen == 10)\n chatData.content += `
Additionally, they regenerate a Critical Wound.`\n}\nelse\n{\n chatData.content += `${this.actor.name} Regenerate roll of ${regen} - No effect.`\n}\n\nthis.actor.update({\"data.status.wounds\" : wounds})\nChatMessage.create(chatData)","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Regenerate","tint":"","transfer":true}]},{"_id":"7pO873ghF9eODKbL","name":"Size","type":"trait","data":{"description":{"type":"String","label":"Description","value":"

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

\n

 

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

Size

\n
\n

 Examples

\n
\n

Tiny

\n
\n

Butterfly, Mouse, Pigeon

\n
\n

Little

\n
\n

Cat, Hawk, Human Baby

\n
\n

Small

\n
\n

Giant Rat, Halfling, Human Child

\n
\n

Average

\n
\n

Dwarf, Elf, Human

\n
\n

Large

\n
\n

Horse, Ogre, Troll

\n
\n

Enormous

\n
\n

Griffon, Wyvern, Manticore

\n
\n

Monstrous

\n
\n

Dragon, Giant, Greater Daemon

\n
\n
\n

 

\n

Using Size

\n

 

\n

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

\n

 

\n

 

\n

Size Combat Modifers

\n

If larger:

\n
    \n
  • Its weapons gain the Damaging Quality if the creature is one step larger, and Impact if two steps or more larger.
  • \n
  • It multiplies any Damage caused by the number of steps larger it is (so, 2 steps=×2, 3 steps =×3, and so on); this multiplication is calculated after all modifiers are applied.
  • \n
  • All successful strikes against smaller targets activate the Deathblow rule, even if the target survives.
  • \n
\n
    \n\n
\n

 

\n

If smaller:

\n

• It gains a bonus of +10 to hit.

\n

 

\n

Defending Against Big Creatures

\n

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

\n

 

\n\n

Fear and Terror

\n

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

\n

 

\n

Moving in Combat

\n

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

\n

 

\n

Opposed Strength

\n

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

\n

 

\n

Stomp

\n

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

\n

 

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

Size

\n
\n

Wounds

\n
\n

Tiny

\n
\n

1

\n
\n

Little

\n
\n

Toughness Bonus

\n
\n

Small

\n
\n

(2×Toughness Bonus) + Willpower Bonus

\n
\n

Average

\n
\n

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

\n
\n

Large

\n
\n

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

\n
\n

Enormous

\n
\n

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

\n
\n

Monstrous

\n
\n

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

\n
\n
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"Size","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":700000,"flags":{"_sheetTab":"description","core":{"sourceId":"Compendium.wfrp4e-core.traits.8slW8CJ2oVTxeQ6q"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"Uh5NUH5nRBABnn5O","name":"Undead","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The Undead are neither living, nor dead, meaning they are not reliant on the usual prerequisites for life: air, food, water… This Trait most commonly come into use when spells, miracles, or other abilities affect Undead only. \r\r"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":800000,"flags":{"core":{"sourceId":"Compendium.wfrp4e-core.traits.PFTD9gDvRWW9uh5g"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]},{"_id":"hBRMtAvyndVSc5YF","name":"Weapon","type":"trait","data":{"description":{"type":"String","label":"Description","value":"The creature carries a melee weapon, or uses teeth, claws, or similar in combat.\n \n The weapon causes Damage equal to its Rating which already includes the creature’s Strength Bonus. Typically it will be 4 + its Strength Bonus (representing a Hand Weapon)"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"7","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"sort":900000,"flags":{"_sheetTab":"details","core":{"sourceId":"Compendium.wfrp4e-core.traits.AtpAudHA4ybXVlWM"}},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]}],"effects":[{"_id":"8JggxByB2aTwPTjl","flags":{"wfrp4e":{"effectTrigger":"invoke","effectApplication":"actor","script":"let value = parseInt(this.item.data.data.specification.value)\nlet name = this.actor.data.token.name\n\nif (game.user.isGM && game.user.targets.size)\n{\n game.user.targets.forEach(t => {\n t.actor.applyFear(value, name)\n })\n game.user.updateTokenTargets([]);\n}\nelse \n{\n game.wfrp4e.utility.postFear(value, name)\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Fear","origin":"Actor.Dq3GN2Rt9dUovCwq.OwnedItem.zQchwhP2VevriWv8","tint":""},{"_id":"sCsshXgVnr9KJ0YT","flags":{"wfrp4e":{"effectTrigger":"prePrepareItems","effectApplication":"actor","script":"args.actor.data.data.characteristics.s.bonus += 1\nargs.actor.data.data.characteristics.s.calculationBonusModifier -= 1","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Frenzy","origin":"Actor.Dq3GN2Rt9dUovCwq.OwnedItem.VKUCgeHIeda8n1gY","tint":""},{"_id":"myuxIzrACGHkSTdJ","flags":{"wfrp4e":{"effectTrigger":"applyDamage","effectApplication":"actor","script":"if (args.totalWoundLoss > 0)\n ChatMessage.create({ content: `Infected: ${args.actor.name} must pass an Easy (+40) Endurance Test or gain a @Compendium[wfrp4e-core.diseases.kKccDTGzWzSXCBOb]{Festering Wound}`, whisper: ChatMessage.getWhisperRecipients(\"GM\") })","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Infected","origin":"Actor.Dq3GN2Rt9dUovCwq.OwnedItem.ua4QQKiP1PHomx5p","tint":""},{"_id":"2XExffUC5C5tlw8V","flags":{"wfrp4e":{"effectTrigger":"endRound","effectApplication":"actor","script":"let chatData = {content: \"\", whisper: ChatMessage.getWhisperRecipients(\"GM\")}\n\nlet wounds = this.actor.data.data.status.wounds\nlet regen = new Roll(\"1d10\").roll().total\n\nif (wounds.value >= wounds.max)\n return\n\nif (wounds.value > 0)\n{\n wounds.value += regen\n if (wounds.value > wounds.max) \n wounds.value = wounds.max\n chatData.content += `${this.actor.name} regains ${regen} Wounds.`\n \n if (regen == 10)\n chatData.content += `
Additionally, they regenerate a Critical Wound.`\n}\nelse if (regen >= 8)\n{\n chatData.content += `${this.actor.name} rolled a ${regen} and regains 1 Wound.`\n wounds.value += 1\n if (regen == 10)\n chatData.content += `
Additionally, they regenerate a Critical Wound.`\n}\nelse\n{\n chatData.content += `${this.actor.name} Regenerate roll of ${regen} - No effect.`\n}\n\nthis.actor.update({\"data.status.wounds\" : wounds})\nChatMessage.create(chatData)","preventDuplicateEffects":true}},"changes":[],"disabled":false,"duration":{"startTime":0,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/traits/trait.png","label":"Regenerate","origin":"Actor.Dq3GN2Rt9dUovCwq.OwnedItem.tnSS9hdLP45FNVAi","tint":""}]} diff --git a/packs/careers.db b/packs/careers.db new file mode 100644 index 0000000..0975b4b --- /dev/null +++ b/packs/careers.db @@ -0,0 +1,24 @@ +{"_id":"2bbsWMhU9bq3JxiE","name":"Ghoul Master","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"career","data":{"description":{"type":"String","label":"Description","value":"

Career Group:

\n

@Compendium[wfrp4e-vampires.vampires-journals.LM32MzJyJWy32Gl8]{Ghoul Master}

\n

Blood Gifts:

\n

@Compendium[wfrp4e-vampires.vampires-talents.0vmeSviY185GtAqB]{Bat Form}, @Compendium[wfrp4e-vampires.vampires-talents.1RQAY2K1DPaSsiNF]{Beastly Perception}, @Compendium[wfrp4e-vampires.vampires-talents.bYubjczXrdN3rujm]{Summon Ghouls}, @Compendium[wfrp4e-vampires.vampires-talents.fBnfsOZC3OENqkyO]{Summon Wolves}

"},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Ghoul Master"},"class":{"type":"String","label":"Class","value":"Rangers"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"2"},"status":{"tier":"s","standing":1},"characteristics":["ws","ag","wp","i"],"skills":["Animal Training","Climb","Endurance","Melee (Basic)","Perception","Track"],"talents":["Hardy","Robust","Strike Mighty Blow","Strider (Marshes)"],"trappings":["Ghoul Retinue","Pack of Dire Wolves"],"incomeSkill":[0]},"flags":{},"img":"modules/wfrp4e-core/icons/careers/advisor-02.png","effects":[]} +{"_id":"8VKkAAj3ARXcsEZo","name":"Royal Handmaiden","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"career","data":{"description":{"type":"String","label":"Description","value":"

Career Group:

\n

@Compendium[wfrp4e-vampires.vampires-journals.sinmjz4zcWPcmSvF]{Handmaiden}

\n

Blood Gifts:

\n

@Compendium[wfrp4e-vampires.vampires-talents.kTQ4QveIJNxWq6CT]{Ageless Cunning}, @Compendium[wfrp4e-vampires.vampires-talents.wMLaL1i5ddoc7M6L]{Summon Vermin}, @Compendium[wfrp4e-vampires.vampires-talents.4TzRTGLzjJM8cZaD]{Terrible Blows}, @Compendium[wfrp4e-vampires.vampires-talents.FOsWNg5ZK70tRRg3]{Vanguard}

"},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Handmaiden"},"class":{"type":"String","label":"Class","value":"Courtiers"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"3"},"status":{"tier":"s","standing":5},"characteristics":["ws","ag","fel","wp","bs"],"skills":["Athletics","Drive","Leadership","Ranged (Any)"],"talents":["Drilled","Dual Wielder","Riposte","Sixth Sense"],"trappings":["Drugs and Poisons","Coven Throne (Palanquin)","Crossbow Pistol or Asp Bow"],"incomeSkill":[2]},"flags":{},"img":"modules/wfrp4e-core/icons/careers/advisor-03.png","effects":[]} +{"_id":"8YF0LlK1PN8NXqEZ","name":"Ghoul Brother","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"career","data":{"description":{"type":"String","label":"Description","value":"

Career Group:

\n

@Compendium[wfrp4e-vampires.vampires-journals.LM32MzJyJWy32Gl8]{Ghoul Master}

\n

Blood Gifts:

\n

@Compendium[wfrp4e-vampires.vampires-talents.XQ5GuwYRqxTpsydT]{Beastly Whisper}, @Compendium[wfrp4e-vampires.vampires-talents.FwO1xOL1Hffckihw]{Belligerent}, @Compendium[wfrp4e-vampires.vampires-talents.SHsFqsb0B4kkUBrk]{Iron Sinews}, @Compendium[wfrp4e-vampires.vampires-talents.KfQwTAKdTycoWErU]{Parasite}

"},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Ghoul Master"},"class":{"type":"String","label":"Class","value":"Rangers"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"1"},"status":{"tier":"b","standing":3},"characteristics":["ws","ag","wp"],"skills":["Animal Care","Charm Animal","Dodge","Intimidate","Language (Battle)","Lore (Beasts)","Melee (Brawling)","Stealth"],"talents":["Animal Affinity","Dirty Fighting","Enclosed Fighter","Tunnel Rat"],"trappings":["Knuckledusters","Leather Jack"],"incomeSkill":[5]},"flags":{},"img":"modules/wfrp4e-core/icons/careers/advisor-01.png","effects":[]} +{"_id":"AwfjMcsWrKLRJGX3","name":"Lector Hierophant","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"career","data":{"description":{"type":"String","label":"Description","value":"

Career Group:

\n

@Compendium[wfrp4e-vampires.vampires-journals.YTqhNv9oY8YrjC7S]{Lector}

\n

Blood Gifts:

\n

@Compendium[wfrp4e-vampires.vampires-talents.bcy9559E29v3YvZ2]{Aethyric Cipher}, @Compendium[wfrp4e-vampires.vampires-talents.Qln5nPfOv4AKOM6p]{Noble Descent}, @Compendium[wfrp4e-vampires.vampires-talents.V8BXqhynyyq4ozhu]{Summon Storm}, @Compendium[wfrp4e-vampires.vampires-talents.fBnfsOZC3OENqkyO]{Summon Wolves}

"},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Lector"},"class":{"type":"String","label":"Class","value":"Academics"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"4"},"status":{"tier":"g","standing":5},"characteristics":["i","int","wp","t","ag","fel"],"skills":["Language (Any)","Lore (Any)"],"talents":["Arcane Lore (Any)","Implacable","Savant (Any)","War Wizard"],"trappings":["Library (Magic)","Workshop (Magic)"],"incomeSkill":[0]},"flags":{},"img":"modules/wfrp4e-core/icons/careers/advisor-04.png","effects":[]} +{"_id":"D5GGDF00qZfIm8xX","name":"Blood Vavasour","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"career","data":{"description":{"type":"String","label":"Description","value":"

Career Group:

\n

@Compendium[wfrp4e-vampires.vampires-journals.ehNNFJIUe14psxC2]{Blood Knight}

\n

Blood Gifts:

\n

@Compendium[wfrp4e-vampires.vampires-talents.Syx6exnFV5vcxoCY]{Deathless Vigour}, @Compendium[wfrp4e-vampires.vampires-talents.ORhesNr29rc5d8Ki]{Indefatigable}, @Compendium[wfrp4e-vampires.vampires-talents.EXFT8KJdEDYxjhAY]{Monstrous Glory}, @Compendium[wfrp4e-vampires.vampires-talents.FOsWNg5ZK70tRRg3]{Vanguard}

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Blood Knight"},"class":{"type":"String","label":"Class","value":"Warrior"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"3"},"status":{"tier":"g","standing":2},"characteristics":["s","i","ag","ws","wp"],"skills":["Charm","Haggle","Intuition","Leadership"],"talents":["Fearless (Everything)","Feint","Furious Assault","Relentless"],"trappings":["Nightmare with spiked barding","Large Shield with sharpened edges","Templar Lance","Unit of Troops"],"incomeSkill":[3]},"flags":{},"img":"modules/wfrp4e-core/icons/careers/advisor-03.png","effects":[]} +{"_id":"DQx9jpHQIKqjvgCE","name":"Blood Chatelain","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"career","data":{"description":{"type":"String","label":"Description","value":"

Career Group:

\n

@Compendium[wfrp4e-vampires.vampires-journals.ehNNFJIUe14psxC2]{Blood Knight}

\n

Blood Gifts:

\n

@Compendium[wfrp4e-vampires.vampires-talents.VunQSHlfFVKOQpf8]{Blood Sated}, @Compendium[wfrp4e-vampires.vampires-talents.Q9X5ATbfOzTSjiIa]{Champion (Any)}, @Compendium[wfrp4e-vampires.vampires-talents.8mo3edGpxDW9SLZP]{Dark Fate}, @Compendium[wfrp4e-vampires.vampires-talents.F9brpeD0IFqucIig]{Wound Resistant}

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Blood Knight"},"class":{"type":"String","label":"Class","value":"Warrior"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"4"},"status":{"tier":"g","standing":4},"characteristics":["s","i","ag","ws","wp","fel"],"skills":["Language (Any)","Lore (Any)"],"talents":["Combat Master","Inspiring","Iron Will","War Leader"],"trappings":["Metal Breastplate","Metal Helmet"],"incomeSkill":[1]},"flags":{},"img":"modules/wfrp4e-core/icons/careers/advisor-04.png","effects":[]} +{"_id":"EgGuMGHcu7MNi8Qc","name":"Night Raider","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"career","data":{"description":{"type":"String","label":"Description","value":"

Career Group:

\n

@Compendium[wfrp4e-vampires.vampires-journals.dbSUyQYsHHTVqSWE]{Night Raider}

\n

Blood Gifts:

\n

@Compendium[wfrp4e-vampires.vampires-talents.ORhesNr29rc5d8Ki]{Indefatigable}, @Compendium[wfrp4e-vampires.vampires-talents.fHuxjq9gkOpJrZCE]{Monstrous Mass}, @Compendium[wfrp4e-vampires.vampires-talents.9xDwKeUpS8X2BRQI]{Piercing Strike}, @Compendium[wfrp4e-vampires.vampires-talents.eyabELEbSuxFb2XD]{Predator of the Night}

"},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Night Raider"},"class":{"type":"String","label":"Class","value":"Rogues"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"2"},"status":{"tier":"s","standing":3},"characteristics":["bs","s","ag","ws"],"skills":["Drive (Cart)","Gossip","Perception","Ranged (Bows)","Outdoor Survival","Set Trap"],"talents":["Drilled","Rover","Shadow","Tunnel Rat"],"trappings":["Bow with 10 Arrows","Horse and Cart","Shield"],"incomeSkill":[5]},"flags":{},"img":"modules/wfrp4e-core/icons/careers/advisor-02.png","effects":[]} +{"_id":"FUo9PIaWo1Zj1LFu","name":"Imperial Handmaiden","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"career","data":{"description":{"type":"String","label":"Description","value":"

Career Group:

\n

@Compendium[wfrp4e-vampires.vampires-journals.sinmjz4zcWPcmSvF]{Handmaiden}

\n

Blood Gifts:

\n

@Compendium[wfrp4e-vampires.vampires-talents.VgFtbQpS2PUhsKJO]{Bait}, @Compendium[wfrp4e-vampires.vampires-talents.8NPN62mLO5KpalNM]{Defy the Dawn}, @Compendium[wfrp4e-vampires.vampires-talents.V8BXqhynyyq4ozhu]{Summon Storm}, @Compendium[wfrp4e-vampires.vampires-talents.luPaokIKrKsvRQiQ]{Unholy Regeneration}

"},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Handmaiden"},"class":{"type":"String","label":"Class","value":"Courtiers"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"4"},"status":{"tier":"g","standing":1},"characteristics":["ws","ag","fel","wp","bs","int"],"skills":["Lore (Any)","Melee (Any)"],"talents":["Cat-tongued","Inspiring","Public Speaker","Secret Identity"],"trappings":["Impressive Jewellery","Secret Lair"],"incomeSkill":[0]},"flags":{},"img":"modules/wfrp4e-core/icons/careers/advisor-04.png","effects":[]} +{"_id":"I1JtUMcIiGLCsTuf","name":"Blood Knight","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"career","data":{"description":{"type":"String","label":"Description","value":"

Career Group:

\n

@Compendium[wfrp4e-vampires.vampires-journals.ehNNFJIUe14psxC2]{Blood Knight}

\n

Blood Gifts:

\n

@Compendium[wfrp4e-vampires.vampires-talents.2JLdUfK2rL6R2np8]{Blademaster}, @Compendium[wfrp4e-vampires.vampires-talents.sD9LmlnE5WWMiSde]{Furious Charge}, @Compendium[wfrp4e-vampires.vampires-talents.GUngrsQx9qAk8NM1]{Quicksilver}, @Compendium[wfrp4e-vampires.vampires-talents.oPhnDqkTChlZGoux]{Vagabond Knight}

\n

 

"},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Blood Knight"},"class":{"type":"String","label":"Class","value":"Warrior"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"2"},"status":{"tier":"s","standing":5},"characteristics":["s","i","ag","ws"],"skills":["Cool","Dodge","Endurance","Lore (Warfare)","Melee (Any)","Perception"],"talents":["Beat Blade","Reversal","Roughrider","Shieldsman"],"trappings":["Heavy Armour","Nightmare with barding","Lance","Large Shield"],"incomeSkill":[3]},"flags":{},"img":"modules/wfrp4e-core/icons/careers/advisor-02.png","effects":[]} +{"_id":"IlxXyN3P4yUfd1as","name":"Blood Squire","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"career","data":{"description":{"type":"String","label":"Description","value":"

Career Group:

\n

@Compendium[wfrp4e-vampires.vampires-journals.ehNNFJIUe14psxC2]{Blood Knight}

\n

Blood Gifts:

\n

@Compendium[wfrp4e-vampires.vampires-talents.AeC9l4eebQabnbx8]{Hornblower}, @Compendium[wfrp4e-vampires.vampires-talents.4gWT8HNg029uR8tu]{Martial Honour}, @Compendium[wfrp4e-vampires.vampires-talents.9xDwKeUpS8X2BRQI]{Piercing Strike}, @Compendium[wfrp4e-vampires.vampires-talents.2lwhMzkdHWUdoAaX]{Quickblood}

"},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Blood Knight"},"class":{"type":"String","label":"Class","value":"Warrior"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"1"},"status":{"tier":"s","standing":3},"characteristics":["s","i","ag"],"skills":["Athletics","Animal Care","Charm Animal","Intimidate","Language (Battle)","Lore (Heraldry)","Melee (Cavalry)","Ride (Nightmare)"],"talents":["Distract","Secret Identity","Stone Soup","Sturdy"],"trappings":["Buckler","Leather Breastplate","Sword"],"incomeSkill":[6]},"flags":{},"img":"modules/wfrp4e-core/icons/careers/advisor-01.png","effects":[]} +{"_id":"RXWpe05kLvZyHnJa","name":"Odalisque","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"career","data":{"description":{"type":"String","label":"Description","value":"

Career Group:

\n

@Compendium[wfrp4e-vampires.vampires-journals.sinmjz4zcWPcmSvF]{Handmaiden}

\n

Blood Gifts:

\n

@Compendium[wfrp4e-vampires.vampires-talents.3QBgzZ14F9r2tIon]{Corrupted Innocence}, @Compendium[wfrp4e-vampires.vampires-talents.2lwhMzkdHWUdoAaX]{Quickblood}, @Compendium[wfrp4e-vampires.vampires-talents.iecljrk7B33GELOf]{Transfixing Gaze}, @Compendium[wfrp4e-vampires.vampires-talents.YPKN594BFmtzidAA]{Unhallowed Soul}

"},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Handmaiden"},"class":{"type":"String","label":"Class","value":"Courtiers"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"1"},"status":{"tier":"b","standing":2},"characteristics":["ws","ag","fel"],"skills":["Charm","Dodge","Entertain (Any)","Gossip","Intuition","Gamble","Melee (Basic)","Pick Lock"],"talents":["Etiquette (Nobles)","Read/Write","Supportive","Warrior Born"],"trappings":["Fine Garb","Hair Full of Secrets","Hand Weapon","Leather Corset","Rope"],"incomeSkill":[2]},"flags":{},"img":"modules/wfrp4e-core/icons/careers/advisor-01.png","effects":[]} +{"_id":"ReiHYsNpfP1L1F6P","name":"Ghoul Lord","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"career","data":{"description":{"type":"String","label":"Description","value":"

Career Group:

\n

@Compendium[wfrp4e-vampires.vampires-journals.LM32MzJyJWy32Gl8]{Ghoul Master}

\n

Blood Gifts:

\n

@Compendium[wfrp4e-vampires.vampires-talents.lmYkx3YI06Y7LAZS]{Armoured Flesh}, @Compendium[wfrp4e-vampires.vampires-talents.fHuxjq9gkOpJrZCE]{Monstrous Mass}, @Compendium[wfrp4e-vampires.vampires-talents.g3oST6IdCl5Ig6Mj]{Talons}, @Compendium[wfrp4e-vampires.vampires-talents.4TzRTGLzjJM8cZaD]{Terrible Blows}

"},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Ghoul Master"},"class":{"type":"String","label":"Class","value":"Rangers"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"3"},"status":{"tier":"s","standing":5},"characteristics":["ws","ag","wp","i","t"],"skills":["Leadership","Melee (Parry)","Outdoor Survival","Ride (Dire Wolf)"],"talents":["Fearless (Everything)","Implacable","Reaction Strike","Strike to Injure"],"trappings":["Dire Wolf Mount","Shield","Sword","Grave Guard Entourage"],"incomeSkill":[0]},"flags":{},"img":"modules/wfrp4e-core/icons/careers/advisor-03.png","effects":[]} +{"_id":"T29g40RYH5pntsPE","name":"Snatcher","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"career","data":{"description":{"type":"String","label":"Description","value":"

Career Group:

\n

@Compendium[wfrp4e-vampires.vampires-journals.dbSUyQYsHHTVqSWE]{Night Raider}

\n

Blood Gifts:

\n

@Compendium[wfrp4e-vampires.vampires-talents.bcy9559E29v3YvZ2]{Aethyric Cipher}, @Compendium[wfrp4e-vampires.vampires-talents.RCFXrKWP9dByRUM1]{Ethereal Mist}, @Compendium[wfrp4e-vampires.vampires-talents.kxJGs2uAILibXXpD]{Familiar Form}, @Compendium[wfrp4e-vampires.vampires-talents.Zz1fgd1RGZXUY5of]{Scent Blood}

"},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Night Raider"},"class":{"type":"String","label":"Class","value":"Rogues"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"1"},"status":{"tier":"s","standing":1},"characteristics":["bs","s","ag"],"skills":["Athletics","Climb","Cool","Intimidate","Melee (Basic)","Stealth","Track"],"talents":["Alley-Cat","Break and Enter","Fleet Footed","Strike to Stun"],"trappings":["Club","Leather Jerkin"],"incomeSkill":[6]},"flags":{},"img":"modules/wfrp4e-core/icons/careers/advisor-01.png","effects":[]} +{"name":"Vampire Thrall","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"career","data":{"description":{"type":"String","label":"Description","value":"

Career Group:

\n

@Compendium[wfrp4e-vampires.vampires-journals.g2K6L7KdtQUeBK98]{Vampire Count}

\n

Blood Gifts:

\n

@Compendium[wfrp4e-vampires.vampires-talents.RCFXrKWP9dByRUM1]{Ethereal Mist}, @Compendium[wfrp4e-vampires.vampires-talents.57SvjwWKmpVgqOsH]{Night Witch}, @Compendium[wfrp4e-vampires.vampires-talents.wMLaL1i5ddoc7M6L]{Summon Vermin}, @Compendium[wfrp4e-vampires.vampires-talents.iecljrk7B33GELOf]{Transfixing Gaze}

"},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Vampire Count"},"class":{"type":"String","label":"Class","value":"Courtiers"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"1"},"status":{"tier":"g","standing":1},"characteristics":["ws","s","i"],"skills":["Charm","Gossip","Haggle","Intimidate","Language (Classical)","Lore (Vampires)","Melee (Basic)","Play (Organ)"],"talents":["Etiquette (Nobles)","Noble Blood","Read/Write","Suave"],"trappings":["Leather Jack","Sword","10 GC"],"incomeSkill":[7]},"flags":{},"img":"modules/wfrp4e-core/icons/careers/advisor-01.png","effects":[],"_id":"YxV1WLcWv0ak9qry"} +{"_id":"gEohE3Vb5FQRCz1J","name":"Raider Captain","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"career","data":{"description":{"type":"String","label":"Description","value":"

Career Group:

\n

@Compendium[wfrp4e-vampires.vampires-journals.dbSUyQYsHHTVqSWE]{Night Raider}

\n

Blood Gifts:

\n

@Compendium[wfrp4e-vampires.vampires-talents.VgFtbQpS2PUhsKJO]{Bait}, @Compendium[wfrp4e-vampires.vampires-talents.YbMgAdU5bOq2YCi6]{Psychic Drain}, @Compendium[wfrp4e-vampires.vampires-talents.g3oST6IdCl5Ig6Mj]{Talons}, @Compendium[wfrp4e-vampires.vampires-talents.0mDiIYi5IM8nyFVn]{Tough Hide}

"},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Night Raider"},"class":{"type":"String","label":"Class","value":"Rogues"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"3"},"status":{"tier":"s","standing":5},"characteristics":["bs","s","ag","ws","wp"],"skills":["Endurance","Intuition","Leadership","Ranged (Any)"],"talents":["Nimble Fingered","Read/Write","Relentless","Sniper"],"trappings":["Band of Raiders","Helmet","Mail Coat","Skeleton Steed"],"incomeSkill":[2]},"flags":{},"img":"modules/wfrp4e-core/icons/careers/advisor-03.png","effects":[]} +{"name":"Vampire King","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"career","data":{"description":{"type":"String","label":"Description","value":"

Career Group:

\n

@Compendium[wfrp4e-vampires.vampires-journals.g2K6L7KdtQUeBK98]{Vampire Count}

\n

Blood Gifts:

\n

@Compendium[wfrp4e-vampires.vampires-talents.ZMfN9jafRUKIs2WE]{Dark Majesty}, @Compendium[wfrp4e-vampires.vampires-talents.1w5UpCyknqYPGZV0]{Ruler of the Night}, @Compendium[wfrp4e-vampires.vampires-talents.V8BXqhynyyq4ozhu]{Summon Storm}, @Compendium[wfrp4e-vampires.vampires-talents.yEWBeSnOfdZfnNak]{Undying}

"},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Vampire Count"},"class":{"type":"String","label":"Class","value":"Courtiers"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"4"},"status":{"tier":"g","standing":7},"characteristics":["ws","s","i","fel","wp","int"],"skills":["Lore (Any)","Language (Any)"],"talents":["Coolheaded","Dealmaker","Public Speaker","War Leader"],"trappings":["Carriage pulled by Spectral Steeds","200 GC","Stable of Undead Monsters","Treasure worth 1000 GC","Province"],"incomeSkill":[0]},"flags":{},"img":"modules/wfrp4e-core/icons/careers/advisor-04.png","effects":[],"_id":"jKey2wrhPo21gm3w"} +{"_id":"mpeA1DR5GDGZ6slU","name":"Lector Priest","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"career","data":{"description":{"type":"String","label":"Description","value":"

Career Group:

\n

@Compendium[wfrp4e-vampires.vampires-journals.YTqhNv9oY8YrjC7S]{Lector}

\n

Blood Gifts:

\n

@Compendium[wfrp4e-vampires.vampires-talents.Usx7H7Rh1yoU6hmM]{Mastery over Death}, @Compendium[wfrp4e-vampires.vampires-talents.YbMgAdU5bOq2YCi6]{Psychic Drain}, @Compendium[wfrp4e-vampires.vampires-talents.wMLaL1i5ddoc7M6L]{Summon Vermin}, @Compendium[wfrp4e-vampires.vampires-talents.rzGrmJRgEoCkBZOT]{Walking Death}

"},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Lector"},"class":{"type":"String","label":"Class","value":"Academics"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"3"},"status":{"tier":"g","standing":1},"characteristics":["i","int","wp","t","ag"],"skills":["Evaluate","Lore (Nehekhara)","Ride (Any)","Stealth (Any)"],"talents":["Bookish","Hardy","Magical Sense","Robust"],"trappings":["Altar (Magic)","Crypt"],"incomeSkill":[1]},"flags":{},"img":"modules/wfrp4e-core/icons/careers/advisor-03.png","effects":[]} +{"name":"Vampire Lord","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"career","data":{"description":{"type":"String","label":"Description","value":"

Career Group:

\n

@Compendium[wfrp4e-vampires.vampires-journals.g2K6L7KdtQUeBK98]{Vampire Count}

\n

Blood Gifts:

\n

@Compendium[wfrp4e-vampires.vampires-talents.kTQ4QveIJNxWq6CT]{Ageless Cunning}, @Compendium[wfrp4e-vampires.vampires-talents.VgFtbQpS2PUhsKJO]{Bait}, @Compendium[wfrp4e-vampires.vampires-talents.wdT0mtU6ixw2dqjv]{Mindflayer}, @Compendium[wfrp4e-vampires.vampires-talents.57SvjwWKmpVgqOsH]{Night Witch}

"},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Vampire Count"},"class":{"type":"String","label":"Class","value":"Courtiers"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"3"},"status":{"tier":"g","standing":5},"characteristics":["ws","s","i","fel","wp"],"skills":["Charm Animal","Climb","Lore (Warfare)","Ride (Nightmare)"],"talents":["Commanding Presence","Master Orator","Sixth Sense","Wealthy"],"trappings":["Fiefdom","Nightmare with Saddle and Barding","100 GC","Rampant Megalomania"],"incomeSkill":[3]},"flags":{},"img":"modules/wfrp4e-core/icons/careers/advisor-03.png","effects":[],"_id":"qUEASUhpuGvtt9Va"} +{"_id":"rGmlqj5R8k2vBl3J","name":"Handmaiden","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"career","data":{"description":{"type":"String","label":"Description","value":"

Career Group:

\n

@Compendium[wfrp4e-vampires.vampires-journals.sinmjz4zcWPcmSvF]{Handmaiden}

\n

Blood Gifts:

\n

@Compendium[wfrp4e-vampires.vampires-talents.tMjmJYiU51nBz9Eg]{Domination}, @Compendium[wfrp4e-vampires.vampires-talents.kxJGs2uAILibXXpD]{Familiar Form}, @Compendium[wfrp4e-vampires.vampires-talents.687Q5zW2SKDwqSKB]{Glamour}, @Compendium[wfrp4e-vampires.vampires-talents.GUngrsQx9qAk8NM1]{Quicksilver}

"},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Handmaiden"},"class":{"type":"String","label":"Class","value":"Courtiers"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"2"},"status":{"tier":"s","standing":1},"characteristics":["ws","ag","fel","wp"],"skills":["Cool","Language (Any)","Lore (Politics)","Melee (Parry)","Perception","Stealth (Urban)"],"talents":["Ambidextrous","Blather","Catfall","Noble Blood"],"trappings":["Fine Hat","Powerful Clients","Swordbreaker"],"incomeSkill":[2]},"flags":{},"img":"modules/wfrp4e-core/icons/careers/advisor-02.png","effects":[]} +{"name":"Vampire Count","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"career","data":{"description":{"type":"String","label":"Description","value":"

Career Group:

\n

@Compendium[wfrp4e-vampires.vampires-journals.g2K6L7KdtQUeBK98]{Vampire Count}

\n

Blood Gifts:

\n

@Compendium[wfrp4e-vampires.vampires-talents.TdLZA1jXnQiVWfBz]{Deathless Minions}, @Compendium[wfrp4e-vampires.vampires-talents.tMjmJYiU51nBz9Eg]{Domination}, @Compendium[wfrp4e-vampires.vampires-talents.fBnfsOZC3OENqkyO]{Summon Wolves}, @Compendium[wfrp4e-vampires.vampires-talents.2CqHHAWapluzdfWV]{Wolf Form}

"},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Vampire Count"},"class":{"type":"String","label":"Class","value":"Courtiers"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"2"},"status":{"tier":"g","standing":3},"characteristics":["ws","s","i","fel"],"skills":["Animal Care","Cool","Intuition","Leadership","Melee (Fencing)","Perception"],"talents":["Argumentative","Inspiring","Schemer","Strong-minded"],"trappings":["Coach pulled by Skeletal Steeds","Evil Laugh","Fine Clothing","Mail Coat","Rapier","Thrall","Manor","50GC"],"incomeSkill":[0]},"flags":{},"img":"modules/wfrp4e-core/icons/careers/advisor-02.png","effects":[],"_id":"sPok1qr53jOV1tZh"} +{"_id":"vWfaguqYpBHXbIlt","name":"Lector Novitiate","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"career","data":{"description":{"type":"String","label":"Description","value":"

Career Group:

\n

@Compendium[wfrp4e-vampires.vampires-journals.YTqhNv9oY8YrjC7S]{Lector}

\n

Blood Gifts:

\n

@Compendium[wfrp4e-vampires.vampires-talents.ZMfN9jafRUKIs2WE]{Dark Majesty}, @Compendium[wfrp4e-vampires.vampires-talents.cnxpUjDXy3OJPUfe]{Deathsight}, @Compendium[wfrp4e-vampires.vampires-talents.Y2uy8PVngDSDEZMs]{Malformed}, @Compendium[wfrp4e-vampires.vampires-talents.93TMzkQAG0xkd8dx]{Wellspring of Dhar}

"},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Lector"},"class":{"type":"String","label":"Class","value":"Academics"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"1"},"status":{"tier":"b","standing":3},"characteristics":["i","int","wp"],"skills":["Channelling","Dodge","Endurance","Intuition","Language (Magick)","Leadership","Lore (Magic)","Melee (Brawling)"],"talents":["Noble Blood","Petty Magic","Read/Write","Sixth Sense"],"trappings":["Grimoire","Quarterstaff"],"incomeSkill":[4]},"flags":{},"img":"modules/wfrp4e-core/icons/careers/advisor-01.png","effects":[]} +{"_id":"xN05eMbSoep69RZU","name":"Raider Baron","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"career","data":{"description":{"type":"String","label":"Description","value":"

Career Group:

\n

@Compendium[wfrp4e-vampires.vampires-journals.dbSUyQYsHHTVqSWE]{Night Raider}

\n

Blood Gifts:

\n

@Compendium[wfrp4e-vampires.vampires-talents.lmYkx3YI06Y7LAZS]{Armoured Flesh}, @Compendium[wfrp4e-vampires.vampires-talents.8iZfufG0rpwSaMnU]{Revenant}, @Compendium[wfrp4e-vampires.vampires-talents.YPKN594BFmtzidAA]{Unhallowed Soul}, @Compendium[wfrp4e-vampires.vampires-talents.FOsWNg5ZK70tRRg3]{Vanguard}

"},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Night Raider"},"class":{"type":"String","label":"Class","value":"Rogues"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"4"},"status":{"tier":"g","standing":1},"characteristics":["bs","s","ag","ws","wp","fel"],"skills":["Charm","Lore (Empire)"],"talents":["Deadeye Shot","Nose for Trouble","Suave"],"trappings":["Lair","Grave Guards"],"incomeSkill":[1]},"flags":{},"img":"modules/wfrp4e-core/icons/careers/advisor-04.png","effects":[]} +{"_id":"xXI205ASgyS8A5fa","name":"Lector","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"career","data":{"description":{"type":"String","label":"Description","value":"

Career Group:

\n

@Compendium[wfrp4e-vampires.vampires-journals.YTqhNv9oY8YrjC7S]{Lector}

\n

Blood Gifts:

\n

@Compendium[wfrp4e-vampires.vampires-talents.RCFXrKWP9dByRUM1]{Ethereal Mist}, @Compendium[wfrp4e-vampires.vampires-talents.L985FTId0JVgE0aA]{Nehekharan Scroll}, @Compendium[wfrp4e-vampires.vampires-talents.ozP5qHp70TY8tCIS]{Summon Ancients}, @Compendium[wfrp4e-vampires.vampires-talents.bYubjczXrdN3rujm]{Summon Ghouls}

"},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Lector"},"class":{"type":"String","label":"Class","value":"Academics"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"2"},"status":{"tier":"s","standing":3},"characteristics":["i","int","wp","t"],"skills":["Charm","Cool","Intimidate","Melee (Polearm)","Perception","Research"],"talents":["Arcane Magic (Necromancy)","Fast Hands","Second Sight","Surgery"],"trappings":["Cauldron","Morgue"],"incomeSkill":[5]},"flags":{},"img":"modules/wfrp4e-core/icons/careers/advisor-02.png","effects":[]} +{"_id":"yNG2lNzqtqpjyjOH","name":"Ghoul King","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"career","data":{"description":{"type":"String","label":"Description","value":"

Career Group:

\n

@Compendium[wfrp4e-vampires.vampires-journals.LM32MzJyJWy32Gl8]{Ghoul Master}

\n

Blood Gifts:

\n

@Compendium[wfrp4e-vampires.vampires-talents.ZMfN9jafRUKIs2WE]{Dark Majesty}, @Compendium[wfrp4e-vampires.vampires-talents.EXFT8KJdEDYxjhAY]{Monstrous Glory}, @Compendium[wfrp4e-vampires.vampires-talents.luPaokIKrKsvRQiQ]{Unholy Regeneration}, @Compendium[wfrp4e-vampires.vampires-talents.lzXeW8A4OkFiAwxH]{Waterwalker}

"},"gmdescription":{"type":"String","label":"Description","value":""},"careergroup":{"type":"String","label":"Career Group","value":"Ghoul Master"},"class":{"type":"String","label":"Class","value":"Rangers"},"current":{"type":"Boolean","value":false},"complete":{"type":"Boolean","value":false},"level":{"type":"String","label":"Career Level","value":"4"},"status":{"tier":"g","standing":1},"characteristics":["ws","ag","wp","i","t","int"],"skills":["Cool","Navigation"],"talents":["Furious Assault","Iron Will","Slayer","Stout-hearted"],"trappings":["Black Knight Retinue","Doom Wolf Companion","Pack of Dire Wolves"],"incomeSkill":[1]},"flags":{},"img":"modules/wfrp4e-core/icons/careers/advisor-04.png","effects":[]} diff --git a/packs/journals.db b/packs/journals.db new file mode 100644 index 0000000..88dadf9 --- /dev/null +++ b/packs/journals.db @@ -0,0 +1,20 @@ +{"_id":"0Nva16Bc52LUZ6a7","name":"Weaknesses (Roll Table)","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"folder":"","flags":{},"content":"

As a new vampire, created or transformed, you must take the @Compendium[wfrp4e-vampires.vampires-traits.hedrlo8n8aXDC76E]{Sunlight} weakness and either:

\n
    \n
  1. Take five weaknesses according to your @Compendium[wfrp4e-vampires.vampires-journals.GjPTiZ4BgAW9LgpH]{Weaknesses (Bloodline)}, or
  2. \n
  3. Roll for five weaknesses according to the Weaknesses (Roll Table) journal.
  4. \n
\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
RollNight's Curse
1-5@Compendium[wfrp4e-vampires.vampires-traits.5rbSN8ypYx8XgQFn]{Barriers}
6-10@Compendium[wfrp4e-vampires.vampires-traits.ZpKPSSsQIcthXzSx]{Blessed Weapons}
11-15@Compendium[wfrp4e-vampires.vampires-traits.Mrwe0ov8Tx8hb49M]{Counting}
16-25@Compendium[wfrp4e-vampires.vampires-traits.2MOzsTr8s1YrAJKf]{Daemonsroot and Witchbane}
26-30@Compendium[wfrp4e-vampires.vampires-traits.d2czua0OsJUhYOiM]{Fire}
31-35@Compendium[wfrp4e-vampires.vampires-traits.bTMZvwS4lZ6ZzeZ7]{Garlic}
36-40@Compendium[wfrp4e-vampires.vampires-traits.wYnNPMsEo425TH6D]{Gromril and Ithilmar}
41-50@Compendium[wfrp4e-vampires.vampires-traits.HlglLURNjR5c1GBa]{No Reflection}
51-55@Compendium[wfrp4e-vampires.vampires-traits.Q7MlIkwCwpGf7Uoc]{Religious Symbols}
56-65@Compendium[wfrp4e-vampires.vampires-traits.XK2jviw2VtiUS3Ib]{Running Water}
66-70@Compendium[wfrp4e-vampires.vampires-traits.LQF1eZKF85gvXj4X]{Sawdust and Embalming Fluid}
71-80@Compendium[wfrp4e-vampires.vampires-traits.ST53lU8ZAcG8cHE1]{Silver}
81-85@Compendium[wfrp4e-vampires.vampires-traits.GlNKrHp857Epq8zU]{Soil Sleeper}
86-90@Compendium[wfrp4e-vampires.vampires-traits.7StL5j48si4Vupnz]{Stakes}
91-95@Compendium[wfrp4e-vampires.vampires-traits.Q8wczj7k3xN2ze5v]{Tears}
96-100@Compendium[wfrp4e-vampires.vampires-traits.j0YAWwvJBIBA7aox]{Warpstone}
"} +{"_id":"4jg4P0XkwxJfIPlQ","name":"Mutations (Mental)","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"folder":"","flags":{},"content":"

Vampires suffer from their own forms of mutation due to their undead nature. If a Vampire has succumbed to the Ruinous Powers and shall be mentally changed use the below table to determine the outcome.

\n

 

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
RollMutation
1-5@Compendium[wfrp4e-vampires.vampires-mutations.o0PFPUfIFD08jKnd]{Aethyric Storm}
6-8@Compendium[wfrp4e-vampires.vampires-mutations.sfHs8wtwFZLRy3UI]{Animalistic Psyche}
9-13@Compendium[wfrp4e-vampires.vampires-mutations.qfWSKrwD236c2n1i]{Awful Cravings}
14-17@Compendium[wfrp4e-vampires.vampires-mutations.9OLusLr7GHL5NjSC]{Beastly}
18-20@Compendium[wfrp4e-vampires.vampires-mutations.ya1eu8nsJaEVOaNy]{Beast Within}
21-22@Compendium[wfrp4e-vampires.vampires-mutations.34XsjyqHUQZ3NpZP]{Beyond Death}
23-27@Compendium[wfrp4e-vampires.vampires-mutations.jYmFkbGhFgzgwPLm]{Blasphemous Soul}
28@Compendium[wfrp4e-vampires.vampires-mutations.3sdhZgqyEzQemdHA]{Blasted Mind}
29@Compendium[wfrp4e-vampires.vampires-mutations.GchNkKD92QvgTH8Q]{Chaotic Dreams}
30-32@Compendium[wfrp4e-vampires.vampires-mutations.FiTPkL1DTjgXnOHB]{Chaotic Mind}
33-34@Compendium[wfrp4e-vampires.vampires-mutations.hgjX2wygmDMOt6jV]{Devolved}
35-37@Compendium[wfrp4e-vampires.vampires-mutations.HbUCdXPeIOIMdWBw]{Fantasist}
38-47@Compendium[wfrp4e-vampires.vampires-mutations.NANvLX7ch7g37h8E]{Hateful Impulses}
48-51@Compendium[wfrp4e-vampires.vampires-mutations.ToZIK7wCFHn6lX21]{Hollow Heart}
52-55@Compendium[wfrp4e-vampires.vampires-mutations.NR7g9zbYWaiZZVaz]{Hounds of Despair}
44-47@Compendium[wfrp4e-vampires.vampires-mutations.fcNhxb2fsBKqgeAY]{Hurried Masochism}
48-50@Compendium[wfrp4e-vampires.vampires-mutations.GYbIB4GRLNyvLvDW]{Jealous}
51-55@Compendium[wfrp4e-vampires.vampires-mutations.KalsYVF5dU4A2Q7f]{Lingering Repulsion}
56@Compendium[wfrp4e-vampires.vampires-mutations.7gln3IN3716dPbHs]{Megalomania}
57-59@Compendium[wfrp4e-vampires.vampires-mutations.E5umzVsz5jFM6lPd]{Monstrous Paranoia}
60@Compendium[wfrp4e-vampires.vampires-mutations.rfqaWKDDVz0alVjJ]{Panicked Urgency}
61-65@Compendium[wfrp4e-vampires.vampires-mutations.dZF77Q5tlgbYgdwO]{Salivating}
66-70@Compendium[wfrp4e-vampires.vampires-mutations.n4bmq6eTD6gRiYUr]{Shaky Sentience}
71@Compendium[wfrp4e-vampires.vampires-mutations.KvroPudtxVQSMoPz]{Sick Spirit}
72-76@Compendium[wfrp4e-vampires.vampires-mutations.Vg7lZWWsMbsF5lxH]{Suspicious Mind}
77@Compendium[wfrp4e-vampires.vampires-mutations.kjEUeiJvnnNgRZMc]{Terrible Phobia}
78-80@Compendium[wfrp4e-vampires.vampires-mutations.U7Se8TlXcZTjOS8M]{Thrill Seeker}
81-84@Compendium[wfrp4e-vampires.vampires-mutations.P9D5G7fmTCyHAjPN]{Totally Unhinged}
85-88@Compendium[wfrp4e-vampires.vampires-mutations.gHwZkN7oho8P8c46]{Tortured Visions}
89-93@Compendium[wfrp4e-vampires.vampires-mutations.HwkAh65vAYiLfP0c]{Unending Malice}
94-95@Compendium[wfrp4e-vampires.vampires-mutations.I57S1vs4qM5HdvJC]{Vacant Wandering}
96-100@Compendium[wfrp4e-vampires.vampires-mutations.4N1z7C5t0U2EjXjS]{Worried Jitters}
\n

 

"} +{"_id":"6I846NJkN2F53Vgh","name":"WFRP4e Vampires - Tokens","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"folder":"","flags":{},"content":"

The Bestiary creatures and monsters are missing tokens. Due to licensing restrictions I cannot share images that I do not have permission to distribute.

\n

Before using these creatures in your games I suggest finding tokens online, using Google Images, Deviant Art, Game-Icons.net and other sources.

"} +{"_id":"AjiVAu7IwEXjqP88","name":"Species Primer: Independent","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"folder":"","flags":{},"content":"

Independent Vampire

\n

Independent Vampires represent the motley outcasts of Undeath. Some Vampires may turn Independent, having been sired into one of the major Bloodlines and choosing (or being forced) to leave, while others are simply unaware of their heritage. Independent Vampires tend to be adaptable and resourceful. Having fended for themselves for so long, they are unlikely to take orders from another, but occasionally find that mentors from one of the five Bloodlines to perfect the Necromancy and Blood Gifts that other Bloodlines find come naturally. 

\n

 

\n

Preferred Careers

\n

Here we list some suggested careers for Independent Vampires. These lists are not exhaustive!

\n

Vampire Careers: @Compendium[wfrp4e-vampires.vampires-journals.dbSUyQYsHHTVqSWE]{Night Raider}

\n

Mortal Careers: @Compendium[wfrp4e-core.career-descriptions.bsQN8B1mtZhl2WRu]{Bounty Hunter}, @Compendium[wfrp4e-core.career-descriptions.mOljt11dxZENtmoR]{Outlaw}, @Compendium[wfrp4e-core.career-descriptions.mlLVNBKIUnonqka2]{Protagonist}, @Compendium[wfrp4e-core.career-descriptions.yGZN7bMjbGH7kCMK]{Racketeer}

\n

 

\n

Skills

\n

@Compendium[wfrp4e-core.skills.exLrBrn2mjb6x2Cq]{Charm}, @Compendium[wfrp4e-core.skills.1jCxbFAUuFuAPLJl]{Dodge}, @Compendium[wfrp4e-core.skills.CcNJsS4jSwB6Ug1J]{Endurance}, @Compendium[wfrp4e-core.skills.RLQHm1s4IuY9RSr2]{Gossip}, @Compendium[wfrp4e-core.skills.pKLMbmG3Ivt6mzMf]{Haggle}, @Compendium[wfrp4e-core.skills.I0yPc4PH5erWJLmu]{Intimidate}, @Compendium[wfrp4e-core.skills.XQiiwS9m2Du1IMUz]{Language (Any)}, @Compendium[wfrp4e-core.skills.rOPmyLWa37e7s9v6]{Melee (Basic)}, @Compendium[wfrp4e-core.skills.zZUX7wO4rOo8k9F0]{Navigation}, @Compendium[wfrp4e-core.skills.os4NKy5Oy6sRt1eh]{Outdoor Survival}, @Compendium[wfrp4e-core.skills.Fs06sr7y9JKpVQmB]{Perception}, @Compendium[wfrp4e-core.skills.McTtmZu3Ac8Lh48W]{Stealth (Any)}

\n

 

\n

Talents

\n

@Compendium[wfrp4e-core.talents.9h82z72XGo9tfgQS]{Acute Sense (Any)}, @Compendium[wfrp4e-core.talents.wBhPFggGqIXwbx1r]{Alley Cat} or @Compendium[wfrp4e-core.talents.q58lK4kULJZB5GjE]{Rover}, @Compendium[wfrp4e-core.talents.QsrXxGZiHjth7RMg]{Savvy} or @Compendium[wfrp4e-core.talents.LPgjE0cexTVOBVCY]{Suave}, 2 random talents

\n

 

\n

Blood Gifts

\n

@Compendium[wfrp4e-vampires.vampires-journals.nnEUeffALtwsHspD]{Blood Gifts (Independent)}

\n

 

\n

Weaknesses

\n

@Compendium[wfrp4e-vampires.vampires-journals.Q6OgsvyzoyswuUQH]{Weaknesses (Independent)}

\n

 

\n

Trappings

\n

@Compendium[wfrp4e-core.trappings.GIFrMVqk0SimaBOM]{Cloak}, @Compendium[wfrp4e-core.trappings.KWaFV7NPZqtgnL9Z]{Clothing}, @Compendium[wfrp4e-core.trappings.ahlxlfIl8xUhBkic]{Dagger}, @Compendium[wfrp4e-core.trappings.1zaqojk0Oq1m8vYv]{Hand Weapon}, @Compendium[wfrp4e-core.trappings.mCvZAj5F6hfUZhzR]{Pouch}

\n

 

\n

Transformation

\n

Main Transformations: @Compendium[wfrp4e-vampires.vampire-transformation-effects.GxSBH3tKXjTfPmUP]{Independent Stats}, @Compendium[wfrp4e-vampires.vampire-transformation-effects.F7Y15tlytGg4P3ZF]{Independent Traits}, @Compendium[wfrp4e-vampires.vampire-transformation-effects.V4IiUCpU3JFyH2J3]{Independent Vampire Traits} 

\n

These transformations will modify the character's characteristics and traits.

\n

Optional Effects: @Compendium[wfrp4e-vampires.vampires-traits.xV5BDdqYTmCRo2zN]{Immunity to Corruption}, @Compendium[wfrp4e-vampires.vampires-traits.WJBzu7NjAezaZjB1]{Unable to Hide}

"} +{"_id":"LM32MzJyJWy32Gl8","name":"Ghoul Master","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"flags":{},"content":"
\n

‘You find my face terrifying? Does it remind you of the beast inside yourself? Here, let me free it!’

\n

– Diskittar the Swollen

\n
\n

 

\n

Ghoul Kings are Strigoi who revel in their disturbing forms.

\n

They feed from the dead, dwelling in crypts and graveyards, hiding from their more Human kin — whom they despise for their pretentions. The Ghoul Kings have no delusions of grandeur; they are what they are. As befits their name, they command legions of Ghouls and other ghastly minions, and prefer to take the form of the bat when they transform.

\n

Ghoul Kings are often Necromancers, but they occasionally learn a Dhar-infused version of the Lore of Beasts, whereby they summon vermin and serpents, commanding the fouler creatures that stalk their graveyards and cavernous lairs. Though the Ghoul Kings lack the warped chivalry of the Blood Dragons, they are exceptional warriors nonetheless.

\n

 

\n

Species: Vampire

\n

Class: Ranger

\n

Ghoul Master Advance Scheme

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
WSBSSTIAgiDexIntWPFel
I  IIIIII IVI 
\n

 

\n

I. @Compendium[wfrp4e-vampires.vampires-careers.8YF0LlK1PN8NXqEZ]{Ghoul Brother}

\n

II. @Compendium[wfrp4e-vampires.vampires-careers.2bbsWMhU9bq3JxiE]{Ghoul Master}

\n

III. @Compendium[wfrp4e-vampires.vampires-careers.ReiHYsNpfP1L1F6P]{Ghoul Lord}

\n

IV. @Compendium[wfrp4e-vampires.vampires-careers.yNG2lNzqtqpjyjOH]{Ghoul King}

\n



","img":""} +{"_id":"MYEJV1umGHrscW9i","name":"WFRP4e Vampires - Licensing","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"folder":"","flags":{},"content":"

Licensing

\n

I, Vindico#9013, do not own any of the content (text including but not limited to titles and descriptions) presented in this module. As stated, all content was created by a group led by AdamBeyonceLowe#6971, and has been reproduced with permission for FoundryVTT. I am solely responsible for the conversion of content (text including but not limited to titles and descriptions ) to Foundry. All Active Effects present in this module were coded by Vindico#9013.

\n

All images provided with this module are listed below with licensing terms appended:

\n

1) (modules/wfrp4e-vampires/assets/tokens/vampires/BloodDragonToken.pngWarmtail (https://stock.adobe.com/ph/contributor/206356596/warmtail?load_type=author&prev_url=detail) Used under Standard License terms (https://stock.adobe.com/ph/license-terms#standardLicenses).

\n

2) (modules/wfrp4e-vampires/assets/tokens/vampires/LahmianWomanToken.png)  XViolacea (https://www.deviantart.com/xviolacea/art/Shadow-395882933) CC BY-NC-ND 3.0

\n

3) (modules/wfrp4e-vampires/assets/tokens/vampires/NecrachManToken.png) TSABER (https://www.deviantart.com/tsaber) CC BY-NC-ND 3.0

\n

4) (modules/wfrp4e-vampires/assets/tokens/vampires/StrigoiManToken.png)  edgarsh422 (https://www.deviantart.com/edgarsh422) CC BY-NC-ND 3.0

\n

5) (modules/wfrp4e-vampires/assets/tokens/vampires/VonCarsteinWomanToken.png)  edgarsh422 (https://www.deviantart.com/edgarsh422) CC BY-NC-ND 3.0

"} +{"_id":"Mu4uLGvLBp37UX5u","name":"Species Primer: Lahmian","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"folder":"","flags":{},"content":"

Lahmian Vampire

\n

The Lahmians are the oldest Bloodline, tracing their descent to the Queen of Vampires, Neferata herself. Like her, they share her confidence of their own superiority. To them, they are the true rulers of the night — regardless of what the von Carsteins think. Though the Bloodline has a preference for choosing women and girls, there are men who count themselves part of Neferata’s Sisterhood. Anyone who can use the Bloodline’s preferred skills of seduction, subterfuge and sorcery is welcome to join the ranks of Neferata’s Handmaidens and Sanguinarchs (the Lahmian term for spellcasters).Named for the city where Neferata set herself up as ruler, the Lahmians long for a day when they might return to those days of open rule. Lahmians plot to infiltrate and dedermine Human power structures — something they are incredibly good at doing. Lahmians are often selected for their social skills, physical attractiveness and political connections. Occasionally, they are picked for their ability to spy, or their aptitude for witchcraft.

\n

 

\n

Preferred Careers

\n

Here we list some suggested careers for Lahmian Vampires. These lists are not exhaustive!

\n

Vampire Careers: @Compendium[wfrp4e-vampires.vampires-journals.sinmjz4zcWPcmSvF]{Handmaiden}, @Compendium[wfrp4e-vampires.vampires-journals.YTqhNv9oY8YrjC7S]{Lector}, @Compendium[wfrp4e-vampires.vampires-journals.g2K6L7KdtQUeBK98]{Vampire Count}

\n

Mortal Careers: @Compendium[wfrp4e-core.career-descriptions.bsQN8B1mtZhl2WRu]{Bounty Hunter}, @Compendium[wfrp4e-core.career-descriptions.dWLxT0zRnDFbwTKZ]{Spy}

\n

 

\n

Skills

\n

@Compendium[wfrp4e-core.skills.exLrBrn2mjb6x2Cq]{Charm}, @Compendium[wfrp4e-core.skills.RLQHm1s4IuY9RSr2]{Gossip}, @Compendium[wfrp4e-core.skills.pKLMbmG3Ivt6mzMf]{Haggle}, @Compendium[wfrp4e-core.skills.I0yPc4PH5erWJLmu]{Intimidate}, @Compendium[wfrp4e-core.skills.cYtU0ORRFCOpQLWz]{Intuition}, @Compendium[wfrp4e-core.skills.XQiiwS9m2Du1IMUz]{Language (Any)}, @Compendium[wfrp4e-core.skills.oMaJZ5cvCJeOUq9H]{Leadership}, @Compendium[wfrp4e-core.skills.FChdV10BCuXQyUhU]{Lore (History)}, @Compendium[wfrp4e-core.skills.rOPmyLWa37e7s9v6]{Melee (Basic)}, @Compendium[wfrp4e-core.skills.Fs06sr7y9JKpVQmB]{Perception}, @Compendium[wfrp4e-core.skills.zkI6tIqbyAZvh0Th]{Stealth (Urban)}

\n

 

\n

Talents

\n

@Compendium[wfrp4e-core.talents.9h82z72XGo9tfgQS]{Acute Sense (Any)}, @Compendium[wfrp4e-core.talents.wBhPFggGqIXwbx1r]{Alley Cat} or @Compendium[wfrp4e-core.talents.XSb3QVB9ipPBFt56]{Shadow}, @Compendium[wfrp4e-core.talents.6l3jvIAvrKxt0lA9]{Attractive} or @Compendium[wfrp4e-core.talents.pQjZdMJDDaz0DpAD]{Perfect Pitch}, @Compendium[wfrp4e-core.talents.WoXShzaYkV5F6c48]{Master of Disguise}, @Compendium[wfrp4e-core.talents.LPgjE0cexTVOBVCY]{Suave}

\n

 

\n

Blood Gifts

\n

@Compendium[wfrp4e-vampires.vampires-journals.nnEUeffALtwsHspD]{Blood Gifts (Lahmian)}

\n

 

\n

Weaknesses

\n

@Compendium[wfrp4e-vampires.vampires-journals.Q6OgsvyzoyswuUQH]{Weaknesses (Lahmian)}

\n

 

\n

Trappings

\n

@Compendium[wfrp4e-core.trappings.ahlxlfIl8xUhBkic]{Dagger}, @Compendium[wfrp4e-core.trappings.KWaFV7NPZqtgnL9Z]{Fine Clothing}, @Compendium[wfrp4e-core.trappings.mCvZAj5F6hfUZhzR]{Pouch}, @Compendium[wfrp4e-core.trappings.LrYz9nSsmH4H3He4]{Hat}, @Compendium[wfrp4e-core.trappings.ZLIG9CAgCgIa38hU]{Mask} or @Compendium[wfrp4e-core.trappings.lM6cdnWRA3sVjiF9]{Hood}.

\n

 

\n

Transformation

\n

Main Transformations: @Compendium[wfrp4e-vampires.vampire-transformation-effects.OsvuolbjzLkm1QTb]{Lahmian Stats}, @Compendium[wfrp4e-vampires.vampire-transformation-effects.YO0SiTp0FiENkK9r]{Lahmian Traits}, @Compendium[wfrp4e-vampires.vampire-transformation-effects.GJ3x2fDN59Vwm2m1]{Lahmian Vampire Traits}

\n

These transformations will modify the character's characteristics and traits.

\n

Optional Effects: @Compendium[wfrp4e-vampires.vampires-traits.xV5BDdqYTmCRo2zN]{Immunity to Corruption}, @Compendium[wfrp4e-vampires.vampires-traits.WJBzu7NjAezaZjB1]{Unable to Hide}

"} +{"_id":"Q6OgsvyzoyswuUQH","name":"Weaknesses (Bloodlines)","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"folder":"","flags":{},"content":"

As a new vampire, created or transformed, you must take the @Compendium[wfrp4e-vampires.vampires-traits.hedrlo8n8aXDC76E]{Sunlight} weakness and either:

\n
    \n
  1. Take five weaknesses according to the Weaknesses (Bloodline) journal, or
  2. \n
  3. Roll for five weaknesses according to the @Compendium[wfrp4e-vampires.vampires-journals.0Nva16Bc52LUZ6a7]{Weaknesses (Roll Table)} journal.
  4. \n
\n

 

\n

Blood Dragon@Compendium[wfrp4e-vampires.vampires-traits.HlglLURNjR5c1GBa]{No Reflection}, @Compendium[wfrp4e-vampires.vampires-traits.Q7MlIkwCwpGf7Uoc]{Religious Symbols}, @Compendium[wfrp4e-vampires.vampires-traits.XK2jviw2VtiUS3Ib]{Running Water}@Compendium[wfrp4e-vampires.vampires-traits.ST53lU8ZAcG8cHE1]{Silver}, @Compendium[wfrp4e-vampires.vampires-traits.Q8wczj7k3xN2ze5v]{Tears}

\n

 

\n

Strigoi:@Compendium[wfrp4e-vampires.vampires-traits.2MOzsTr8s1YrAJKf]{Daemonsroot and Witchbane}, @Compendium[wfrp4e-vampires.vampires-traits.bTMZvwS4lZ6ZzeZ7]{Garlic}, @Compendium[wfrp4e-vampires.vampires-traits.Q7MlIkwCwpGf7Uoc]{Religious Symbols}, @Compendium[wfrp4e-vampires.vampires-traits.XK2jviw2VtiUS3Ib]{Running Water}, @Compendium[wfrp4e-vampires.vampires-traits.ST53lU8ZAcG8cHE1]{Silver}

\n

 

\n

Necrarch: @Compendium[wfrp4e-vampires.vampires-traits.5rbSN8ypYx8XgQFn]{Barriers}, @Compendium[wfrp4e-vampires.vampires-traits.2MOzsTr8s1YrAJKf]{Daemonsroot and Witchbane}, @Compendium[wfrp4e-vampires.vampires-traits.Q7MlIkwCwpGf7Uoc]{Religious Symbols}, @Compendium[wfrp4e-vampires.vampires-traits.XK2jviw2VtiUS3Ib]{Running Water}, @Compendium[wfrp4e-vampires.vampires-traits.ST53lU8ZAcG8cHE1]{Silver}

\n

 

\n

Lahmian: @Compendium[wfrp4e-vampires.vampires-traits.2MOzsTr8s1YrAJKf]{Daemonsroot and Witchbane}, @Compendium[wfrp4e-vampires.vampires-traits.d2czua0OsJUhYOiM]{Fire}, @Compendium[wfrp4e-vampires.vampires-traits.HlglLURNjR5c1GBa]{No Reflection}, @Compendium[wfrp4e-vampires.vampires-traits.XK2jviw2VtiUS3Ib]{Running Water}, @Compendium[wfrp4e-vampires.vampires-traits.ST53lU8ZAcG8cHE1]{Silver}

\n

 

\n

Von Carstein: @Compendium[wfrp4e-vampires.vampires-traits.HlglLURNjR5c1GBa]{No Reflection}, @Compendium[wfrp4e-vampires.vampires-traits.Q7MlIkwCwpGf7Uoc]{Religious Symbols}, @Compendium[wfrp4e-vampires.vampires-traits.XK2jviw2VtiUS3Ib]{Running Water}, @Compendium[wfrp4e-vampires.vampires-traits.ST53lU8ZAcG8cHE1]{Silver}, @Compendium[wfrp4e-vampires.vampires-traits.GlNKrHp857Epq8zU]{Soil Sleeper}

\n

 

\n

Independent: @Compendium[wfrp4e-vampires.vampires-traits.2MOzsTr8s1YrAJKf]{Daemonsroot and Witchbane}, @Compendium[wfrp4e-vampires.vampires-traits.HlglLURNjR5c1GBa]{No Reflection}, @Compendium[wfrp4e-vampires.vampires-traits.Q7MlIkwCwpGf7Uoc]{Religious Symbols},  @Compendium[wfrp4e-vampires.vampires-traits.XK2jviw2VtiUS3Ib]{Running Water}, @Compendium[wfrp4e-vampires.vampires-traits.ST53lU8ZAcG8cHE1]{Silver}

"} +{"_id":"YTqhNv9oY8YrjC7S","name":"Lector","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"folder":"","flags":{},"content":"
\n

'The Black Arts are in our blood, and as such, they can sustain us. With the secrets of Nagash, we shall inherit the earth.

\n

– Petubast the Absolute, Necrarch Lector Hierophant

\n
\n

 

\n

Your blood is alive with dark magic, which you bend to your whim.

\n

The secrets of the Great Necromancer Nagash are the birthright of Vampires. Though all Vampires have some natural aptitude for Necromancy, Lectors are those Vampires who specialise in the black and profane arts of Nehekhara. Necrarchs who are Lectors, being sticklers for ancient tradition, often adopt titles on High Nehekharan such as Wabhour (Lector Novitiate), Semkahour (Lector), Hemnetjour (Lector Priest) and Hemnetjour Hepi (Lector Hierophant). Lahmians call themselves Sanguinarchs instead, while the von Carstein Necromancers call themselves Necromancer Kings.

\n

Lectors often have a strong interest in learning, but many also desire ancient mysteries for the power they bring. Others are so consumed by their occult practices that they succumb to their own obsessions. According to legend, when a great Necrarch library was burned by mortals, many Necrarch Lectors opted to burn with it, so fervent was their passion for dark knowledge. Most Vampire armies use Lectors as trained war wizards to decimate enemies and revive fallen Undead minions on the battlefield. It is the role of the Lector to fill out the ranks of such armies and ensure the survival of the other Vampires, who cannot heal naturally. Unknown to most, though, the Necrarch Lectors have a vision: to turn the world into an empire of bones which they, as masters over the dead, can rule for eternity.

\n

 

\n

Species: Vampire

\n

Class: Academic

\n

Lector Advance Scheme

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
WSBSSTIAgiDexIntWPFel
   IIIIII IIIV
\n

 

\n

I. @Compendium[wfrp4e-vampires.vampires-careers.vWfaguqYpBHXbIlt]{Lector Novitiate}

\n

II. @Compendium[wfrp4e-vampires.vampires-careers.xXI205ASgyS8A5fa]{Lector}

\n

III. @Compendium[wfrp4e-vampires.vampires-careers.mpeA1DR5GDGZ6slU]{Lector Priest}

\n

IV. @Compendium[wfrp4e-vampires.vampires-careers.AwfjMcsWrKLRJGX3]{Lector Hierophant}

\n



","img":""} +{"_id":"dbSUyQYsHHTVqSWE","name":"Night Raider","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"folder":"","flags":{},"content":"
\n

'What's your poison? I've got Kislevite, Bretonnian, Southlander... Oh, you like Dwarf, eh? That, I can do for you.'

\n

– Ratimir Niekisch, Raider Captain

\n
\n

 

\n

Stealing through the night, you take mortals for food, ransom or companionship.

\n

Night Raiders are the mercenaries and pillagers of the Vampire world. Night Raiders tend to work in packs, swooping through the night to snatch away young Maidens and healthy Swains. These victims are either slowly drained, sold on the black market, held to ransom, or kept for their own vile amusement.

\n

Night Raiders form a network that spans across countries and nations. Mortal victims form the crass goods traded and trafficked through this network, ensuring that Vampires of any Bloodline can meet their feeding needs. Congregating in deserted ruins and distant caves, Night Raiders ride out at dark to attack villages and kidnap damsels. They rarely stay in one place for long, but retain secretive headquarters in the wilderness where they can retreat or hide their quarry before trading them.

\n

 

\n

Species: Vampire

\n

Class: Rogue

\n

Night Raider Advance Scheme

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
WSBSSTIAgiDexIntWPFel
IIII  I  IIIIV
\n

 

\n

I. @Compendium[wfrp4e-vampires.vampires-careers.T29g40RYH5pntsPE]{Snatcher}

\n

II. @Compendium[wfrp4e-vampires.vampires-careers.EgGuMGHcu7MNi8Qc]{Night Raider}

\n

III. @Compendium[wfrp4e-vampires.vampires-careers.gEohE3Vb5FQRCz1J]{Raider Captain}

\n

IV. @Compendium[wfrp4e-vampires.vampires-careers.xN05eMbSoep69RZU]{Raider Baron}

\n



","img":""} +{"_id":"ehNNFJIUe14psxC2","name":"Blood Knight","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"folder":"","flags":{},"content":"
\n

'Mercy is our greatest and rarest weapon. Use it sparingly, and then the chaff shall fall aside for the wheat. Your duty shall be to seek out the worthiest foes and test their mettle. If they survive, they will be stronger for it, and better able to survive still. If they die, then those they leave behind will learn on their behalf. In this way, we improve on what is left and make it more perfect.

\n

– Gallien Chambaut, The Devil Blade, Blood Dragon Chatelain

\n
\n

 

\n

Blood Knights are the orders of Vampiric warriors who follow twisted paths of chivalry laid down by Abhorash and the Blood Dragons.

\n

For the Blood Knight, the whole world is their arena: every exchange is a joust, every conflict a battle. It is a Blood Knight's duty to hone themselves to a fine blade's edge and cut through the world with cold purpose. The weak will fall and the unworthy will whet their swords.

\n

Occasionally, a Blood Knight finds true innocence in the world, and suffers it to live in acquiescence to their deluded honour, but usually they reason that anyone able to be slain deserves it.Famous among the Blood Knights are the Seneschals, the elite champions of Duke Merovech of Mousillon, and Otto von Drak's Drakenhof Templars. More enigmatic are the Knights of the Red Death, who were behind the Massacre of Modruin, and Mallobaude's Knights of the Black Grail. The titles given here are Bretonnian, but the Sylvanians have equivalent terms, such as Vassal instead of Vavasour and Kastellan instead of Châtelain.

\n

 

\n

Species: Vampire

\n

Class: Warrior

\n

Blood Knight Advance Scheme

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
WSBSSTIAgiDexIntWPFel
II I II  IIIIV
\n

 

\n

I. @Compendium[wfrp4e-vampires.vampires-careers.IlxXyN3P4yUfd1as]{Blood Squire}

\n

II. @Compendium[wfrp4e-vampires.vampires-careers.I1JtUMcIiGLCsTuf]{Blood Knight}

\n

III. @Compendium[wfrp4e-vampires.vampires-careers.D5GGDF00qZfIm8xX]{Blood Vavasour}

\n

IV. @Compendium[wfrp4e-vampires.vampires-careers.DQx9jpHQIKqjvgCE]{Blood Chatelain}

\n



","img":""} +{"_id":"g2K6L7KdtQUeBK98","name":"Vampire Count","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"flags":{},"content":"
\n

'Please, come in and join me for dinner. I can see from the way you dress, you are a man of exquisite...taste.'

\n

– Lady Isabella von Carstein, Former Countess of Sylvania

\n
\n

 

\n

Given the Blood Kiss by a powerful leader among Vampires, you are destined for great things.

\n

Whether made or born, each Vampire Count is an eminent Undead general and regent, risen to a position of power among their peers. Depending on their lineage and circumstances, a Vampire Count may be selected for promotion by a mentor, may be made by a powerful Vampire who groomed them in the ways of ruling or simply seizes power from another. The road to power, whatever it might be, is always paved with blood and bones.

\n

Vampire Counts start as Thralls to another. They willingly give themselves up to the will and tutelage of a ravening monster, eager to learn the skills of statecraft and manipulation. Most are treated as champions or lieutenants, useful but otherwise disposable, and many are kept in this position for decades until they find themselves filled with treasonous rage or int they are finally lifted up by their masters. Once in power, a Vampire Count quickly learns to rule their fief with a firm grip. Once in power, many Vampire Counts establish a tithe of blood from the mortals who occupy their land and draft eligible adults into their armies. In this way, they can ensure their longevity and the supplication of the mortal masses. With time, Vampire Counts may even become Vampire Lords or Vampire Kings, feared and reviled among allies and enemies alike.

\n

 

\n

Species: Vampire

\n

Class: Courtier

\n

Vampire Count Advance Scheme

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
WSBSSTIAgiDexIntWPFel
I I I  IVIIIII
\n

 

\n

I. @Compendium[wfrp4e-vampires.vampires-careers.YxV1WLcWv0ak9qry]{Vampire Thrall}

\n

II. @Compendium[wfrp4e-vampires.vampires-careers.sPok1qr53jOV1tZh]{Vampire Count}

\n

III. @Compendium[wfrp4e-vampires.vampires-careers.qUEASUhpuGvtt9Va]{Vampire Lord}

\n

IV. @Compendium[wfrp4e-vampires.vampires-careers.jKey2wrhPo21gm3w]{Vampire King}

\n



","img":""} +{"_id":"grmlehMwani7xUw0","name":"Species Primer: Blood Dragon","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"folder":"","flags":{},"content":"

Blood Dragon Vampire

\n

Descended from the legendary Abhorash, the Blood Dragons are fearsome warriors and implacable foes. Their ancient founder allegedly slaked his monstrous thirst upon a dragon and thus forever gained his freedom from the Vampire’s Hunger. Abhorash’s offspring often emulate his peculiar martial code, becoming the foremost Blood Knights in the entire Old World. Members of the Order of the Blood Dragon or the Ordo Draconis are famed for their brutality in combat and their unyielding pursuit of the quest to be free from drinking blood. Blood Dragon breeding is so rigid that there are no known descendants of Abhorash who are not members of his bloody knightly order, but Blood Dragons frequently take false identities to better move among mortal knights. Blood Dragons are often selected for their prowess and training, though they often enjoy turning a man of great honour and pride, too, to join their dark quest.

\n

 

\n

Preferred Careers

\n

Here we list some suggested careers for Blood Dragon Vampires. These lists are not exhaustive!

\n

Vampire Careers: @Compendium[wfrp4e-vampires.vampires-journals.ehNNFJIUe14psxC2]{Blood Knight}

\n

Mortal Careers: @Compendium[wfrp4e-core.career-descriptions.h9LHCAdlP4o55QvD]{Cavalryman}, @Compendium[wfrp4e-core.career-descriptions.RNcsFphKVYohTrS9]{Duellist}, @Compendium[wfrp4e-core.career-descriptions.qaL8gLZdfOL5F5UV]{Guard}, @Compendium[wfrp4e-core.career-descriptions.kT0ZI0LoHmIvhjPk]{Soldier}

\n

 

\n

Skills

\n

@Compendium[wfrp4e-core.skills.exLrBrn2mjb6x2Cq]{Charm}, @Compendium[wfrp4e-core.skills.pxNjTxsp1Kp0SmQe]{Cool}, @Compendium[wfrp4e-core.skills.1jCxbFAUuFuAPLJl]{Dodge} @Compendium[wfrp4e-core.skills.0CwV96kTDRF0jUhk]{Entertain (Act)}, @Compendium[wfrp4e-core.skills.I0yPc4PH5erWJLmu]{Intimidate}, @Compendium[wfrp4e-core.skills.XQiiwS9m2Du1IMUz]{Language (Any)}, @Compendium[wfrp4e-core.skills.5EvSIh1khpt77uM7]{Language (Bretonnian)}, @Compendium[wfrp4e-core.skills.DiP9cmbqUir3HkkK]{Lore (Heraldry)}, @Compendium[wfrp4e-core.skills.rOPmyLWa37e7s9v6]{Melee (Basic)}, @Compendium[wfrp4e-core.skills.Fs06sr7y9JKpVQmB]{Perception}, @Compendium[wfrp4e-core.skills.MeXCAQ3wqJzX07X7]{Ride (Night Mare)}, @Compendium[wfrp4e-core.skills.Xk5tp3aasPNtk4zt]{Stealth (Rural)}

\n

 

\n

Talents

\n

@Compendium[wfrp4e-core.talents.9h82z72XGo9tfgQS]{Acute Sense (Any)}, @Compendium[wfrp4e-core.talents.afREA9q7v4Scuozn]{Orientation}, @Compendium[wfrp4e-core.talents.jQmIu8P85tF0njmD]{Seasoned Traveller}, @Compendium[wfrp4e-core.talents.1dUizIgLBgn4jICC]{Strider}, @Compendium[wfrp4e-core.talents.Zf0vk2rjllpDh0Ua]{Very Strong} or @Compendium[wfrp4e-core.talents.zGQ0ShUTSlUvVtWh]{Warrior Born}

\n

 

\n

Blood Gifts

\n

@Compendium[wfrp4e-vampires.vampires-journals.nnEUeffALtwsHspD]{Blood Gifts (Blood Dragon)}

\n

 

\n

Weaknesses

\n

@Compendium[wfrp4e-vampires.vampires-journals.Q6OgsvyzoyswuUQH]{Weaknesses (Blood Dragon)}

\n

 

\n

Trappings

\n

@Compendium[wfrp4e-core.trappings.GIFrMVqk0SimaBOM]{Cloak}, @Compendium[wfrp4e-core.trappings.KWaFV7NPZqtgnL9Z]{Clothing}, @Compendium[wfrp4e-core.trappings.ahlxlfIl8xUhBkic]{Dagger}, @Compendium[wfrp4e-core.trappings.1zaqojk0Oq1m8vYv]{Hand Weapon}, @Compendium[wfrp4e-core.trappings.mCvZAj5F6hfUZhzR]{Pouch}

\n

 

\n

Transformation

\n

Main Transformations: @Compendium[wfrp4e-vampires.vampire-transformation-effects.ZFQ1SBXCaZrHWj2v]{Blood Dragon Stats}, @Compendium[wfrp4e-vampires.vampire-transformation-effects.OMBDFPzaEh4iyqOJ]{Blood Dragon Traits}, @Compendium[wfrp4e-vampires.vampire-transformation-effects.9WLtRoMzYN1JQ3FM]{Blood Dragon Vampire Traits}

\n

These transformations will modify the character's characteristics and traits.

\n

Optional Effects: @Compendium[wfrp4e-vampires.vampires-traits.xV5BDdqYTmCRo2zN]{Immunity to Corruption}, @Compendium[wfrp4e-vampires.vampires-traits.WJBzu7NjAezaZjB1]{Unable to Hide}

"} +{"_id":"kVfUi09bi2FJMTBT","name":"WFRP4e Vampires - START HERE","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"folder":"","flags":{},"content":"

WFRP4e Vampires

\n

 

\n

Creators

\n

Original Creator of all content in this module: AdamBeyonceLowe#6971 (Foundry, Rat Catcher's Guild Discords).

\n

Foundry Module creator: Vindico#9013 (Foundry, Rat Catcher's Guild Discords).

\n

Complete Counts sourcebook location: The Ratter #6 - https://www.dropbox.com/sh/tkj58km26ktx7cv/AABTa5R_4AI2wUZP37ycwxKda?dl=0

\n

(Click folder to see the Complete Counts, or read the whole edition!) 

\n

 

\n

Dependencies

\n

The Core (wfrp4e-core) module (https://foundryvtt.com/packages/wfrp4e-core) is required to make full use of this module. Certain images will be broken if you do not own the core module. I highly recommend buying the core module if you wish to play WFRP4e on Foundry - in terms of value for money it is outstanding.

\n

You can purchase the core module for Foundry at the C7 webstore (https://www.cubicle7games.com/product/foundrys-warhammer-fantasy-roleplay-core-module/ ).

\n

The Enemy In Shadows (wfrp4e-eis) module (https://foundryvtt.com/packages/wfrp4e-eis) is required to ensure Vampire Mutations are all present (some mutations are from EiS). The module will work fine without it, but some links will be broken in TODO.

\n

You can purchase the Enemy In Shadows module for Foundry at the C7 webstore (https://www.cubicle7games.com/product/enemy-in-shadows-foundry-module/ ).

\n

 

\n

Importing

\n

You do not need to import all content from the compendiums - I'd recommend against it. All automated effects pull from compendiums by default, so it's best to drag content as you need it from them. This reduces the amount of content your server sends to all players and is a best-practice for Foundry in general.

\n

 

\n

How To Use This Module

\n

This module is intended to be the be-all-end-all for Vampires in WFRP4e. Vampire PCs, NPCs, and everything inbetween! Human PC bitten by a Von Carstein? Give them a Von Carstein Blood Gift after a few days!

\n

 

\n

In this module you'll find:

\n
    \n
  1. Six new Vampire career groups, with four careers in each for a total of 24 new careers!
  2. \n
  3. Automated Vampire transformations, just drag onto a character and watch their character change!
  4. \n
  5. Dozens of Vampire Blood Gifts (talents)!
  6. \n
  7. New Vampire traits (which can be used on anything, not just Vampires!)
  8. \n
  9. Vampire spells and trappings for those lucky enough to find them!
  10. \n
  11. Vampire Bestiary, containing foul dead things, flying terror mounts and more!
  12. \n
  13. New corruption tables, for the Ruinous Powers cannot bend your dead flesh or warp your undead mind!
  14. \n
  15. Example Vampire actors, ready-made to drop into your campaign. Party too strong? Give the Vampires some extra talents!
  16. \n
\n

 

\n

It is intended that you can use some or all of this module as you see fit. Transform a PC into a vampire, but keep their career? That's fine. Want to throw some undead beasties into a battle? Go ahead. Vampire immune to corruption? There's an effect for that. Rather use special Vampire corruption tables? They're included. Start a new campaign with a Vampire party?! That'd be awesome, go ahead!

\n

Where possible I have sought to automate as much as I could, but there is always scope for more automation. Blood Gifts that have combat effects are largely automated, often with messages during the combat action to tell you all what's happening. Transformations are almost completely automated, you'll only need to roll for a Blood Gift and add that yourself. If you have further ideas for automation let me know on Discord or Github!

\n

 

\n

Notes

\n
    \n
  • Transformations are intended for use with WFRP4e Character sheets (to transform your PCs!). They are less likely to wholly work on NPC or Creature sheets, though they do still transfer many traits/talents/skills to both.
  • \n
  • You will, in using the content in this module, come across many balance issues. We do not claim the content to be balanced. Some things will be stupidly overpowered, some things will be less useful. 
  • \n
  • Nothing in this module is set in stone. If you wish to change the Blood Gift a career gets at a certain rank, do so! If your player is bitten by a Vampire in your campaign and you wish to give them a Blood Gift, do so! We give no direction for expected use beyond the ideas presented in the Species Primer and Career Group journal entries.
  • \n
\n

 

\n

Overview

\n

For a broad overview I suggest starting with the Species Primers journal entries. One entry exists per Bloodline, and contains a lore background of that Bloodline, along with implementation details and links to necessary talents and traits.

\n

 

\n

Blood Dragon: @Compendium[wfrp4e-vampires.vampires-journals.grmlehMwani7xUw0]{Species Primer: Blood Dragon}

\n

Lahmian: @Compendium[wfrp4e-vampires.vampires-journals.Mu4uLGvLBp37UX5u]{Species Primer: Lahmian}

\n

Necrarch: @Compendium[wfrp4e-vampires.vampires-journals.oRbM7l1ZCYFkBNgW]{Species Primer: Necrarch}

\n

Von Carstein: @Compendium[wfrp4e-vampires.vampires-journals.u6LV0ERhY7bLjgXw]{Species Primer: Von Carstein}

\n

Strigoi: @Compendium[wfrp4e-vampires.vampires-journals.mm57bcI78BC5yRrf]{Species Primer: Strigoi}

\n

Independent: @Compendium[wfrp4e-vampires.vampires-journals.AjiVAu7IwEXjqP88]{Species Primer: Independent}

\n

 

\n

Careers

\n

Six new career groups have been included in this module. Vampires can simply be any of the WFRP4e careers as usual (although you'd be astounded to find a Vampire Boatman!), but in certain situations you may find they wish (or should) take on a new career with their transition to undeath.

\n

 

\n

@Compendium[wfrp4e-vampires.vampires-journals.ehNNFJIUe14psxC2]{Blood Knight} (Von Carstein, Blood Dragon)

\n

@Compendium[wfrp4e-vampires.vampires-journals.LM32MzJyJWy32Gl8]{Ghoul Master} (Strigoi)

\n

@Compendium[wfrp4e-vampires.vampires-journals.sinmjz4zcWPcmSvF]{Handmaiden} (Lahmian)

\n

@Compendium[wfrp4e-vampires.vampires-journals.YTqhNv9oY8YrjC7S]{Lector} (All Bloodlines)

\n

@Compendium[wfrp4e-vampires.vampires-journals.dbSUyQYsHHTVqSWE]{Night Raider} (All Bloodlines)

\n

@Compendium[wfrp4e-vampires.vampires-journals.g2K6L7KdtQUeBK98]{Vampire Count} (All Bloodlines)

","img":""} +{"_id":"mm57bcI78BC5yRrf","name":"Species Primer: Strigoi","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"folder":"","flags":{},"content":"

Strigoi Vampire

\n

Though their beastly visage hides it, the Strigoi are of noble blood — descended from Prince Ushoran of Lahmia himself. Denied the Elixir of Life by his sister, Neferata, Ushoran stole it. He left the politics of Lahmia behind and founded a new civilisation in the valley of Strigos. Neferata did not forget this slight, however, and eventually betrayed him. By her hand, his nation was ravaged by waves of attackers that eventually overwhelmed the nation — armies of Orcs, Humans and Vampires struck in quick succession. Since then, the Strigoi have been a vagrant Bloodline, living in graveyards and wilderness. As such, their bestial nature has risen to the fore, lending them animalistic features and the foul complexion of Crypt Ghouls. All of Ushoran’s descendants look as monstrous and beastly as he does. Where once he turned statesmen and nobles, now his Bloodline selects the most dangerous, the most desperate and the most depraved. Strength and resilience are prized above all else, although wolf-like cunning also complements such brute strength.

\n

 

\n

Preferred Careers

\n

Here we list some suggested careers for Strigoi Vampires. These lists are not exhaustive!

\n

Vampire Careers: @Compendium[wfrp4e-vampires.vampires-journals.LM32MzJyJWy32Gl8]{Ghoul Master}, @Compendium[wfrp4e-vampires.vampires-journals.YTqhNv9oY8YrjC7S]{Lector}, @Compendium[wfrp4e-vampires.vampires-journals.dbSUyQYsHHTVqSWE]{Night Raider}

\n

Mortal Careers: @Compendium[wfrp4e-core.career-descriptions.mlLVNBKIUnonqka2]{Protagonist}, @Compendium[wfrp4e-core.career-descriptions.9p3DaFU5hMFP1C3v]{Slayer}

\n

 

\n

Skills

\n

@Compendium[wfrp4e-core.skills.LGHozP5gmQ8cuDQV]{Athletics}, @Compendium[wfrp4e-core.skills.4IGdIhnwTaZijzg7]{Charm Animal}, @Compendium[wfrp4e-core.skills.sRuMlaPU5xdIrwhd]{Climb}, @Compendium[wfrp4e-core.skills.1jCxbFAUuFuAPLJl]{Dodge}, @Compendium[wfrp4e-core.skills.CcNJsS4jSwB6Ug1J]{Endurance}, @Compendium[wfrp4e-core.skills.I0yPc4PH5erWJLmu]{Intimidate}, @Compendium[wfrp4e-core.skills.rOPmyLWa37e7s9v6]{Melee (Basic)}, @Compendium[wfrp4e-core.skills.jLyoyqwmBVPjRjhM]{Melee (Brawling)}, @Compendium[wfrp4e-core.skills.os4NKy5Oy6sRt1eh]{Outdoor Survival}, @Compendium[wfrp4e-core.skills.Fs06sr7y9JKpVQmB]{Perception}, @Compendium[wfrp4e-core.skills.Xk5tp3aasPNtk4zt]{Stealth (Rural)}, @Compendium[wfrp4e-core.skills.rt2rGSwFDCDHPh0A]{Track}

\n

 

\n

Talents

\n

@Compendium[wfrp4e-core.talents.9h82z72XGo9tfgQS]{Acute Sense (Any)}, @Compendium[wfrp4e-core.talents.IFKWu98qmWpaSfUi]{Ambidextrous} or @Compendium[wfrp4e-core.talents.1dUizIgLBgn4jICC]{Strider}, @Compendium[wfrp4e-core.talents.qZ4cFy6z482ZONuA]{Sturdy} or @Compendium[wfrp4e-core.talents.CV9btQn09S9Fn8Jk]{Strong Legs}, @Compendium[wfrp4e-core.talents.Zf0vk2rjllpDh0Ua]{Very Strong}

\n

 

\n

Blood Gifts

\n

@Compendium[wfrp4e-vampires.vampires-journals.nnEUeffALtwsHspD]{Blood Gifts (Strigoi)}

\n

 

\n

Weaknesses

\n

@Compendium[wfrp4e-vampires.vampires-journals.Q6OgsvyzoyswuUQH]{Weaknesses (Strigoi)}

\n

 

\n

Trappings

\n

@Compendium[wfrp4e-core.trappings.ahlxlfIl8xUhBkic]{Dagger}, @Compendium[wfrp4e-core.trappings.KWaFV7NPZqtgnL9Z]{Shabby Clothing},  @Compendium[wfrp4e-core.trappings.ZLIG9CAgCgIa38hU]{Mask} or @Compendium[wfrp4e-core.trappings.lM6cdnWRA3sVjiF9]{Hood}, @Compendium[wfrp4e-core.trappings.1zaqojk0Oq1m8vYv]{Hand Weapon}, @Compendium[wfrp4e-core.trappings.7Bpc5I8Arucy3w4q]{Sling}

\n

 

\n

Transformation

\n

Main Transformations: @Compendium[wfrp4e-vampires.vampire-transformation-effects.JlXyrPUzCmBxKAXA]{Strigoi Stats}, @Compendium[wfrp4e-vampires.vampire-transformation-effects.iWj30aVLXl1SgulI]{Strigoi Traits}, @Compendium[wfrp4e-vampires.vampire-transformation-effects.WCjXEdURZQl88cag]{Strigoi Vampire Traits}

\n

These transformations will modify the character's characteristics and traits.

\n

Optional Effects: @Compendium[wfrp4e-vampires.vampires-traits.xV5BDdqYTmCRo2zN]{Immunity to Corruption}, @Compendium[wfrp4e-vampires.vampires-traits.WJBzu7NjAezaZjB1]{Unable to Hide}

"} +{"_id":"nnEUeffALtwsHspD","name":"Blood Gifts (Bloodlines)","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"folder":"","flags":{},"content":"

As a new vampire, created or transformed, your Bloodline will grant you new powers.

\n

 

\n

All Vampires: @Compendium[wfrp4e-vampires.vampires-talents.0Gp6pO27EhTidIK0]{Natural Necromancer}

\n

 

\n

All Vampires (except Necrarch/Strigoi): @Compendium[wfrp4e-vampires.vampires-talents.BRdukN8hxSBpcuUn]{Pass for Human}

\n

 

\n

Blood Dragon (Roll 1d10):
1: @Compendium[wfrp4e-vampires.vampires-talents.2JLdUfK2rL6R2np8]{Blademaster}
2: @Compendium[wfrp4e-vampires.vampires-talents.7Ddegr33vugOq2x4]{Blood Burst}
3: @Compendium[wfrp4e-vampires.vampires-talents.SHsFqsb0B4kkUBrk]{Iron Sinews}
4: @Compendium[wfrp4e-vampires.vampires-talents.U0Sb6mnpR9YBMk0e]{Persistent Image}
5: @Compendium[wfrp4e-vampires.vampires-talents.9xDwKeUpS8X2BRQI]{Piercing Strike}
6: @Compendium[wfrp4e-vampires.vampires-talents.YbMgAdU5bOq2YCi6]{Psychic Drain}
7: @Compendium[wfrp4e-vampires.vampires-talents.Zz1fgd1RGZXUY5of]{Scent Blood}
8: @Compendium[wfrp4e-vampires.vampires-talents.fBnfsOZC3OENqkyO]{Summon Wolves}
9: @Compendium[wfrp4e-vampires.vampires-talents.YPKN594BFmtzidAA]{Unhallowed Soul}
10: @Compendium[wfrp4e-vampires.vampires-talents.ly2VAgHputjQMm6L]{Wings}

\n

 

\n

Lahmian (Roll 1d10):
1: @Compendium[wfrp4e-vampires.vampires-talents.bcy9559E29v3YvZ2]{Aethyric Cipher}
2: @Compendium[wfrp4e-vampires.vampires-talents.3QBgzZ14F9r2tIon]{Corrupted Innocence}
3: @Compendium[wfrp4e-vampires.vampires-talents.8NPN62mLO5KpalNM]{Defy the Dawn}
4: @Compendium[wfrp4e-vampires.vampires-talents.tMjmJYiU51nBz9Eg]{Domination}
5: @Compendium[wfrp4e-vampires.vampires-talents.kxJGs2uAILibXXpD]{Familiar Form}
6: @Compendium[wfrp4e-vampires.vampires-talents.57SvjwWKmpVgqOsH]{Night Witch}
7: @Compendium[wfrp4e-vampires.vampires-talents.Qln5nPfOv4AKOM6p]{Noble Descent}
8: @Compendium[wfrp4e-vampires.vampires-talents.2lwhMzkdHWUdoAaX]{Quickblood}
9: @Compendium[wfrp4e-vampires.vampires-talents.GUngrsQx9qAk8NM1]{Quicksilver}
10: @Compendium[wfrp4e-vampires.vampires-talents.iecljrk7B33GELOf]{Transfixing Gaze}

\n

 

\n

Nercrach (Roll 1d10):
Necrarchs also gain the @Compendium[wfrp4e-core.traits.0VpT5yubw4UL7j6f]{Animosity} trait against The Living, and the @Compendium[wfrp4e-vampires.vampires-talents.rzGrmJRgEoCkBZOT]{Walking Death} Blood Gift.
1: @Compendium[wfrp4e-vampires.vampires-talents.bcy9559E29v3YvZ2]{Aethyric Cipher}
2: @Compendium[wfrp4e-vampires.vampires-talents.lcncbsV6sGLXq6xJ]{Cold-blooded}
3: @Compendium[wfrp4e-vampires.vampires-talents.ZMfN9jafRUKIs2WE]{Dark Majesty}
4: @Compendium[wfrp4e-vampires.vampires-talents.cnxpUjDXy3OJPUfe]{Deathsight}
5: @Compendium[wfrp4e-vampires.vampires-talents.Usx7H7Rh1yoU6hmM]{Mastery over Death}
6: @Compendium[wfrp4e-vampires.vampires-talents.L985FTId0JVgE0aA]{Nehekharan Scroll}
7: @Compendium[wfrp4e-vampires.vampires-talents.KfQwTAKdTycoWErU]{Parasite}
8: @Compendium[wfrp4e-vampires.vampires-talents.ozP5qHp70TY8tCIS]{Summon Ancients}
9: @Compendium[wfrp4e-vampires.vampires-talents.rzGrmJRgEoCkBZOT]{Walking Death}
10: @Compendium[wfrp4e-vampires.vampires-talents.93TMzkQAG0xkd8dx]{Wellspring of Dhar}

\n

 

\n

Strigoi (Roll 1d10):

\n

Strigoi also gain the @Compendium[wfrp4e-core.traits.0VpT5yubw4UL7j6f]{Animosity} against Other Bloodlines, and the @Compendium[wfrp4e-vampires.vampires-talents.3ro2Vsvl19udyOUq]{Blood Fury} Blood Gift.
1: @Compendium[wfrp4e-vampires.vampires-talents.0vmeSviY185GtAqB]{Bat Form}
2: @Compendium[wfrp4e-vampires.vampires-talents.FwO1xOL1Hffckihw]{Belligerent}
3: @Compendium[wfrp4e-vampires.vampires-talents.VunQSHlfFVKOQpf8]{Blood Sated}
4: @Compendium[wfrp4e-vampires.vampires-talents.SHsFqsb0B4kkUBrk]{Iron Sinews}
5: @Compendium[wfrp4e-vampires.vampires-talents.fHuxjq9gkOpJrZCE]{Monstrous Mass}
6: @Compendium[wfrp4e-vampires.vampires-talents.8iZfufG0rpwSaMnU]{Revenant}
7: @Compendium[wfrp4e-vampires.vampires-talents.bYubjczXrdN3rujm]{Summon Ghouls}
8: @Compendium[wfrp4e-vampires.vampires-talents.wMLaL1i5ddoc7M6L]{Summon Vermin}
9: @Compendium[wfrp4e-vampires.vampires-talents.YPKN594BFmtzidAA]{Unhallowed Soul}
10: @Compendium[wfrp4e-vampires.vampires-talents.rzGrmJRgEoCkBZOT]{Walking Death}

\n

 

\n

Von Carstein (Roll 1d10):
1: @Compendium[wfrp4e-vampires.vampires-talents.0vmeSviY185GtAqB]{Bat Form}
2: @Compendium[wfrp4e-vampires.vampires-talents.8NPN62mLO5KpalNM]{Defy the Dawn}
3: @Compendium[wfrp4e-vampires.vampires-talents.RCFXrKWP9dByRUM1]{Ethereal Mist}
4: @Compendium[wfrp4e-vampires.vampires-talents.wdT0mtU6ixw2dqjv]{Mindflayer}
5: @Compendium[wfrp4e-vampires.vampires-talents.Qln5nPfOv4AKOM6p]{Noble Descent}
6: @Compendium[wfrp4e-vampires.vampires-talents.U0Sb6mnpR9YBMk0e]{Persistent Image}
7: @Compendium[wfrp4e-vampires.vampires-talents.V8BXqhynyyq4ozhu]{Summon Storm}
8: @Compendium[wfrp4e-vampires.vampires-talents.fBnfsOZC3OENqkyO]{Summon Wolves}
9: @Compendium[wfrp4e-vampires.vampires-talents.2CqHHAWapluzdfWV]{Wolf Form}
10: @Compendium[wfrp4e-vampires.vampires-talents.CMP0B3q2JXKWZNDp]{Wallcrawler}

\n

 

\n

Independent (Roll 1d10):
1: @Compendium[wfrp4e-vampires.vampires-talents.kTQ4QveIJNxWq6CT]{Ageless Cunning}
2: @Compendium[wfrp4e-vampires.vampires-talents.7Ddegr33vugOq2x4]{Blood Burst}
3: @Compendium[wfrp4e-vampires.vampires-talents.RCFXrKWP9dByRUM1]{Ethereal Mist}
4: @Compendium[wfrp4e-vampires.vampires-talents.YbMgAdU5bOq2YCi6]{Psychic Drain}
5: @Compendium[wfrp4e-vampires.vampires-talents.Zz1fgd1RGZXUY5of]{Scent Blood}
6: @Compendium[wfrp4e-vampires.vampires-talents.U0Sb6mnpR9YBMk0e]{Persistent Image}
7: @Compendium[wfrp4e-vampires.vampires-talents.wMLaL1i5ddoc7M6L]{Summon Vermin}
8: @Compendium[wfrp4e-vampires.vampires-talents.eMjEOWMEg6ppS7YI]{Swarm Form (Type)}
9: @Compendium[wfrp4e-vampires.vampires-talents.lzXeW8A4OkFiAwxH]{Waterwalker}
10: @Compendium[wfrp4e-vampires.vampires-talents.ly2VAgHputjQMm6L]{Wings}

"} +{"_id":"nvSBlyQ7BWRpG49B","name":"Mutations (Physical)","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"folder":"","flags":{},"content":"

Vampires suffer from their own forms of mutation due to their undead nature. If a Vampire has succumbed to the Ruinous Powers and shall be physically changed use the below table to determine the outcome.

\n

 

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
RollMutation
1-4@Compendium[wfrp4e-eis.expandedmutations.XbWHvyzcS2dYBLxy]{Acid Blood}
5-9@Compendium[wfrp4e-vampires.vampires-mutations.Cdu3VyYw3YhPr83B]{Animal Ears}
10-13@Compendium[wfrp4e-vampires.vampires-mutations.Rt8hoM5cQBbdbM6S]{Animal Eyes}
14@Compendium[wfrp4e-vampires.vampires-mutations.rEfyxu7D7DJLJ3Zg]{Beastly Legs}
15-19@Compendium[wfrp4e-vampires.vampires-mutations.UJoLjF0dlKPXmWnV]{Beastly Snout}
20-24@Compendium[wfrp4e-vampires.vampires-mutations.jFz4QW5biyn3wOE4]{Blighted Presence}
25-29@Compendium[wfrp4e-vampires.vampires-mutations.wZ6LyF0I1dhrzAX7]{Blood Bloated}
30-31@Compendium[wfrp4e-vampires.vampires-mutations.TYs8G1af8tcugdrx]{Breathe Mist}
32-35@Compendium[wfrp4e-vampires.vampires-mutations.NPSl2B2bRTtuci0v]{Contorting Corpus}
36-38@Compendium[wfrp4e-vampires.vampires-mutations.IOk5JGaL8K2Wv0x0]{Daemonic Eyes}
39-41@Compendium[wfrp4e-vampires.vampires-mutations.K0aSiv2HAfE05IZX]{Devil's Tongue}
42-44@Compendium[wfrp4e-vampires.vampires-mutations.btFXxopzVlm4DI8O]{Diseased}
45-49@Compendium[wfrp4e-vampires.vampires-mutations.9OlmWjZRH29AZRvL]{Distended Arms}
50-51@Compendium[wfrp4e-eis.expandedmutations.OrupYvTOI2jdOiUo]{Distended Digits}
52-54@Compendium[wfrp4e-eis.expandedmutations.C92TVClDYiJfF2V6]{Extra Leg Joints}
55-56@Compendium[wfrp4e-vampires.vampires-mutations.0HMzUrSyX10D39zn]{Extra Blood Gift}
57-59@Compendium[wfrp4e-vampires.vampires-mutations.Dw8EgmbLF61kc2x3]{Extra Weakness}
63@Compendium[wfrp4e-eis.expandedmutations.fgcNAGRYoUhE3yb9]{Hopper}
64-67@Compendium[wfrp4e-eis.expandedmutations.uDWDaaFajtHXsyp3]{Inhuman Beauty}
68-69@Compendium[wfrp4e-eis.expandedmutations.W2jyjRFnuNadvPGa]{Iron Skin}
70-73@Compendium[wfrp4e-vampires.vampires-mutations.UFBYEbqcHYJz6Gmy]{Iron Teeth}
74-78@Compendium[wfrp4e-vampires.vampires-mutations.ZOR4R2p7NF65BfD2]{Monstrous Visage}
78-79@Compendium[wfrp4e-vampires.vampires-mutations.nR9he7jv4vMYpOYF]{Proboscis}
80-82@Compendium[wfrp4e-vampires.vampires-mutations.0BitjucBj3FB8G3G]{Ravening Maw}
83@Compendium[wfrp4e-vampires.vampires-mutations.KVvTODRqqPjobwOn]{Rotting Flesh}
84-86@Compendium[wfrp4e-vampires.vampires-mutations.QXvpg4IiVlJS1iEC]{Sepulchrul Miasma}
87@Compendium[wfrp4e-vampires.vampires-mutations.sfKZAb3DT8RwXRHR]{Shapeshifter}
88-89@Compendium[wfrp4e-vampires.vampires-mutations.KrViznPJ7o9k7RGt]{Spider's Kiss}
90-91@Compendium[wfrp4e-vampires.vampires-mutations.ozYMN2HNEKhwReJr]{Talons}
92-95@Compendium[wfrp4e-vampires.vampires-mutations.HqZXOvC8ecagjt1X]{Wings}
96-100@Compendium[wfrp4e-vampires.vampires-mutations.2pNvMGnMy2LTaoaJ]{Withered Corpse}
"} +{"_id":"oRbM7l1ZCYFkBNgW","name":"Species Primer: Necrarch","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"folder":"","flags":{},"content":"

Necrarch Vampire

\n

Hideous and corpse-like, the Necrarchs are chosen for their wisdom and cunning. A Necrarch never bestows the Blood Kiss on anyone who isn’t a genius. Founded by W’soran, the so-called King of Vampires, the Necrarch Bloodline is particularly obsessed with uncovering the arcane blasphemies of the Great Necromancer Nagash. While Neferata ultimately betrayed Nagash, W’soran remained loyal. He alone remained in the Land of the Dead to gather together Nagash’s secrets and keep them alive in the unbeating hearts of his kin. It is the foul magic of Nagash’s Lore of Necromancy that makes the Necrarchs appear as they do — but more so than any other Vampires, for their very blood is thick with the taint of Dhar. 

\n

 

\n

Preferred Careers

\n

Here we list some suggested careers for Necrarch Vampires. These lists are not exhaustive!

\n

Vampire Careers: @Compendium[wfrp4e-vampires.vampires-journals.YTqhNv9oY8YrjC7S]{Lector}, @Compendium[wfrp4e-vampires.vampires-journals.g2K6L7KdtQUeBK98]{Vampire Count}

\n

Mortal Careers: @Compendium[wfrp4e-core.career-descriptions.W2Ovj3ec7eqZUuuv]{Grave Robber}, @Compendium[wfrp4e-core.career-descriptions.cIBJfaY9DKJh5ZEM]{Scholar}, @Compendium[wfrp4e-core.career-descriptions.m6WuSnrrW7QllX63]{Wizard}

\n

 

\n

Skills

\n

@Compendium[wfrp4e-core.skills.V8eRx66SxB9Jha0Q]{Channelling}, @Compendium[wfrp4e-core.skills.CcNJsS4jSwB6Ug1J]{Endurance}, @Compendium[wfrp4e-core.skills.I0yPc4PH5erWJLmu]{Intimidate}, @Compendium[wfrp4e-core.skills.XQiiwS9m2Du1IMUz]{Language (Any)}, @Compendium[wfrp4e-core.skills.e3McIND4Rrsn5cE6]{Language (Magick)}, @Compendium[wfrp4e-core.skills.DRO5DLF6UcfkvNSh]{Lore (Alchemy)}, @Compendium[wfrp4e-core.skills.DRO5DLF6UcfkvNSh]{Lore (Necromancy)}, @Compendium[wfrp4e-core.skills.7ToyUcqJDkceoJRd]{Lore (Science)}, @Compendium[wfrp4e-core.skills.rOPmyLWa37e7s9v6]{Melee (Basic)}, @Compendium[wfrp4e-core.skills.Fs06sr7y9JKpVQmB]{Perception}, @Compendium[wfrp4e-core.skills.rvd0S8Z0v2m0MHmD]{Sleight of Hand}, @Compendium[wfrp4e-core.skills.Xk5tp3aasPNtk4zt]{Stealth (Rural)}

\n

 

\n

Talents

\n

@Compendium[wfrp4e-core.talents.9h82z72XGo9tfgQS]{Acute Sense (Any)}, @Compendium[wfrp4e-core.talents.mqo51ORnxijcqNNu]{Frightening} or @Compendium[wfrp4e-core.talents.mNoCuaVbFBflfO6X]{Sixth Sense}, @Compendium[wfrp4e-core.talents.726gbrANZt8OqXr5]{Linguistics} or @Compendium[wfrp4e-core.talents.580fwhKfOZJFxMID]{Savant (Magick)}, @Compendium[wfrp4e-core.talents.OEjUvJKi0xmBwbS2]{Second Sight}, @Compendium[wfrp4e-core.talents.GogGbYxkVdCmiKqf]{Read/Write}

\n

 

\n

Blood Gifts

\n

@Compendium[wfrp4e-vampires.vampires-journals.nnEUeffALtwsHspD]{Blood Gifts (Necrach)}

\n

 

\n

Weaknesses

\n

@Compendium[wfrp4e-vampires.vampires-journals.Q6OgsvyzoyswuUQH]{Weaknesses (Necrach)}

\n

 

\n

Trappings

\n

@Compendium[wfrp4e-core.trappings.ahlxlfIl8xUhBkic]{Dagger}, @Compendium[wfrp4e-core.trappings.KWaFV7NPZqtgnL9Z]{Shabby Clothing},  @Compendium[wfrp4e-core.trappings.ZLIG9CAgCgIa38hU]{Mask} or @Compendium[wfrp4e-core.trappings.lM6cdnWRA3sVjiF9]{Hood}, @Compendium[wfrp4e-core.trappings.1zaqojk0Oq1m8vYv]{Hand Weapon}, @Compendium[wfrp4e-core.trappings.bImtd1QDrQWp53Ua]{Sling Bag}

\n

 

\n

Transformation

\n

Main Transformations: @Compendium[wfrp4e-vampires.vampire-transformation-effects.FeJA2VfTyk7Rr3zA]{Necrarch Stats}, @Compendium[wfrp4e-vampires.vampire-transformation-effects.bksNOtjb6F1NcFGH]{Necrarch Traits}, @Compendium[wfrp4e-vampires.vampire-transformation-effects.RBx6Lm9CP92gtPXE]{Necrarch Vampire Traits}

\n

These transformations will modify the character's characteristics and traits.

\n

Optional Effects: @Compendium[wfrp4e-vampires.vampires-traits.xV5BDdqYTmCRo2zN]{Immunity to Corruption}, @Compendium[wfrp4e-vampires.vampires-traits.WJBzu7NjAezaZjB1]{Unable to Hide}

"} +{"_id":"sinmjz4zcWPcmSvF","name":"Handmaiden","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"folder":"","flags":{},"content":"
\n

'The von Carsteins like to hold onto their fiefdoms like proud kings who cannot help but sip from the poisoned chalices placed in front of them. We have eternity to wait and rise again. We ruled once before and, in the end, we will rule again. In the meantime, we shall use all of our cunning and magic to undermine our rivals and strengthen our allies.'

\n

– Melisande Dukas, Imperial Handmaiden of Bretonnia

\n
\n

 

\n

Handmaidens use arcane knowledge and incredible beauty to infiltrate the power-centres of the mortal world and bend them to their Mistress' inscrutable designs. 

\n

The origins of the Handmaidens lie in the ancient history of Nehekhara. Though the empire of Nehekhara was a centre for magic and knowledge, women were excluded from positions of power and places of learning. That is, until a princess who called herself Neferata stole the teachings of Nagash and founded the City of Lahmia. Sharing her profane magic with others, she founded the Lahmian Bloodline and, in turn, the Vampire Species.Lahmia fell after a time, along with the great Empire of Nehekhara, and Neferata led her coven of spies, sorceresses and seducers to siege the Dwarf stronghold now known as the Silver Pinnacle. From there, Neferata still guides the Lahmian Sisterhood in their global manipulations of Human and Vampire alike. It is Neferata's grand plan to rebuild Lahmia with herself as ruler over an all-powerful Cult of Blood. In order to do that, Lahmians attempt to hold sway over the rich and powerful, and create followers in the form of Swains bound to them by the power of their Dark Gifts.

\n

 

\n

Species: Vampire

\n

Class: Courtier

\n

Handmaiden Advance Scheme

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
WSBSSTIAgiDexIntWPFel
IIII   I IVIII
\n

 

\n

I. @Compendium[wfrp4e-vampires.vampires-careers.RXWpe05kLvZyHnJa]{Odalisque}

\n

II. @Compendium[wfrp4e-vampires.vampires-careers.rGmlqj5R8k2vBl3J]{Handmaiden}

\n

III. @Compendium[wfrp4e-vampires.vampires-careers.8VKkAAj3ARXcsEZo]{Royal Handmaiden}

\n

IV. @Compendium[wfrp4e-vampires.vampires-careers.FUo9PIaWo1Zj1LFu]{Imperial Handmaiden}

\n



","img":""} +{"_id":"u6LV0ERhY7bLjgXw","name":"Species Primer: Von Carstein","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"folder":"","flags":{},"content":"

Von Carstein Vampire

\n

Legends have it that the von Carsteins are founded by Vashanesh, favourite of Nagash and bitter rival of Neferata. The von Carsteins themselves trace their lineage back to Vlad von Carstein, who emerged from the mists of Sylvania and made himself a ruler there in that dank, dark land. Since their appearance and slow rise to power in those accursed lands, the von Carsteins have positioned themselves as some sortof debased aristocracy. Too lazy to hunt and too decadent to deny themselves, they have a system of blood tithes to ensure that all blood in the land flows towards them. Von Caarsteins are as comfortable leading wars as they are managing vast estates but their true desire is to conquer and rule. Proud and cruel, the von Carsteins select for ambition and sadism, though they are sometimes drawn to a pretty face in the hopes of corrupting the innocent. Nobles and merchants are strictly preferred.

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Preferred Careers

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Here we list some suggested careers for Von Carstein Vampires. These lists are not exhaustive!

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Vampire Careers: @Compendium[wfrp4e-vampires.vampires-journals.ehNNFJIUe14psxC2]{Blood Knight}, @Compendium[wfrp4e-vampires.vampires-journals.YTqhNv9oY8YrjC7S]{Lector}, @Compendium[wfrp4e-vampires.vampires-journals.g2K6L7KdtQUeBK98]{Vampire Count}

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Mortal Careers: @Compendium[wfrp4e-core.career-descriptions.J8ejrXE0zWMjNsZd]{Advisor}, @Compendium[wfrp4e-core.career-descriptions.XUrZJ3f1xtarPihy]{Warden}

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Skills

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@Compendium[wfrp4e-core.skills.exLrBrn2mjb6x2Cq]{Charm}, @Compendium[wfrp4e-core.skills.1jCxbFAUuFuAPLJl]{Dodge}, @Compendium[wfrp4e-core.skills.RLQHm1s4IuY9RSr2]{Gossip}, @Compendium[wfrp4e-core.skills.pKLMbmG3Ivt6mzMf]{Haggle}, @Compendium[wfrp4e-core.skills.I0yPc4PH5erWJLmu]{Intimidate}, @Compendium[wfrp4e-core.skills.oMaJZ5cvCJeOUq9H]{Leadership}, @Compendium[wfrp4e-core.skills.XQiiwS9m2Du1IMUz]{Language (Any)}, @Compendium[wfrp4e-core.skills.DiP9cmbqUir3HkkK]{Lore (Heraldry)}, @Compendium[wfrp4e-core.skills.DRO5DLF6UcfkvNSh]{Lore (Politics)}, @Compendium[wfrp4e-core.skills.rOPmyLWa37e7s9v6]{Melee (Basic)}, @Compendium[wfrp4e-core.skills.Fs06sr7y9JKpVQmB]{Perception}, @Compendium[wfrp4e-core.skills.Xk5tp3aasPNtk4zt]{Stealth (Rural)}

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Talents

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@Compendium[wfrp4e-core.talents.9h82z72XGo9tfgQS]{Acute Sense (Any)}, @Compendium[wfrp4e-core.talents.epPBu7x6BRWp2PHG]{Dealmaker} or @Compendium[wfrp4e-core.talents.b4x1qEWcevX7xK58]{Schemer}, @Compendium[wfrp4e-core.talents.1IVGksL10N7GVrw3]{Noble Blood}, @Compendium[wfrp4e-core.talents.GogGbYxkVdCmiKqf]{Read/Write}, @Compendium[wfrp4e-core.talents.QsrXxGZiHjth7RMg]{Savvy} or @Compendium[wfrp4e-core.talents.zGQ0ShUTSlUvVtWh]{Warrior Born}

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Blood Gifts

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@Compendium[wfrp4e-vampires.vampires-journals.nnEUeffALtwsHspD]{Blood Gifts (Von Carstein)}

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Weaknesses

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@Compendium[wfrp4e-vampires.vampires-journals.Q6OgsvyzoyswuUQH]{Weaknesses (Von Carstein)}

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Trappings

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@Compendium[wfrp4e-core.trappings.ahlxlfIl8xUhBkic]{Dagger}, @Compendium[wfrp4e-core.trappings.KWaFV7NPZqtgnL9Z]{Fine Clothing}, @Compendium[wfrp4e-core.trappings.mCvZAj5F6hfUZhzR]{Pouch}, @Compendium[wfrp4e-core.trappings.LrYz9nSsmH4H3He4]{Hat}, @Compendium[wfrp4e-core.trappings.mCvZAj5F6hfUZhzR]{Pouch}

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Transformation

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Main Transformations: @Compendium[wfrp4e-vampires.vampire-transformation-effects.fDuwZ9HBJCdzOUKI]{Von Carstein Stats}, @Compendium[wfrp4e-vampires.vampire-transformation-effects.kIB1ppand7q6vfuI]{Von Carstein Traits}, @Compendium[wfrp4e-vampires.vampire-transformation-effects.A6EULphImIASvpNL]{Von Carstein Vampire Traits}

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These transformations will modify the character's characteristics and traits.

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Optional Effects: @Compendium[wfrp4e-vampires.vampires-traits.xV5BDdqYTmCRo2zN]{Immunity to Corruption}, @Compendium[wfrp4e-vampires.vampires-traits.WJBzu7NjAezaZjB1]{Unable to Hide}

"} diff --git a/packs/mutations.db b/packs/mutations.db new file mode 100644 index 0000000..f4a8d06 --- /dev/null +++ b/packs/mutations.db @@ -0,0 +1,57 @@ +{"_id":"0BitjucBj3FB8G3G","name":"Ravening Maw","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"mutation","data":{"description":{"type":"String","label":"Description","value":"

Your teeth harden to the strength of iron, and you know now that your @Compendium[wfrp4e-core.traits.pLW9SVX0TVTYPiPv]{Bite} will leave greater wounds behind.

"},"gmdescription":{"type":"String","label":"Description","value":""},"mutationType":{"label":"Type","type":"String","value":"physical"},"modifier":{"value":"","type":"String","label":"Modifier"},"modifiesSkills":{"value":false,"type":"Boolean","label":"Skill Modifier?"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/mutations/mutation.png","effects":[{"_id":"uEBlJs3E7MjtJCts","flags":{"wfrp4e":{"effectApplication":"actor","preventDuplicateEffects":false,"effectTrigger":"oneTime","script":"// First get their current Bite specification value\nlet actorBiteTrait = args.actor.data.traits.find(trait => trait.name === \"Bite\");\nlet actorHasBiteTrait = !(actorBiteTrait == null);\n\nconsole.log(actorHasBiteTrait, actorBiteTrait );\n\n// If the Bite trait exists, get the current damage value\nif (actorHasBiteTrait) {\n let previousBiteValue = actorBiteTrait.data.specification.value;\n let biteTraitId = actorBiteTrait._id;\n\n // Now delete the old trait\n args.actor.deleteEmbeddedEntity(\"OwnedItem\", biteTraitId);\n\n // Now add a new bite trait with +2 spec value\n fromUuid(\"Compendium.wfrp4e-core.traits.pLW9SVX0TVTYPiPv\").then(item => {\n console.log(item);\n item.data.data.specification.value = previousBiteValue + 2;\n args.actor.createEmbeddedEntity(\"OwnedItem\", item.data);\n })\n}"}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/mutations/mutation.png","label":"Ravening Maw - Bite","tint":"","transfer":true},{"_id":"9xkEeK0utkRgfFeQ","flags":{"wfrp4e":{"effectApplication":"actor","preventDuplicateEffects":false,"effectTrigger":"oneTime","script":"let actorObj = args.actor;\nargs.actor.update({\n \"data.characteristics.fel.modifier\": actorObj.data.data.characteristics.fel.modifier-10\n});"}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/mutations/mutation.png","label":"Ravening Maw - Fellowship","tint":"","transfer":true}]} +{"_id":"0HMzUrSyX10D39zn","name":"Extra Blood Gift","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"mutation","data":{"description":{"type":"String","label":"Description","value":"

You haved gorged on Blood and gain a random Blood Gift (@Compendium[wfrp4e-vampires.vampires-journals.fYpqtm20J1487SRe]{Blood Gifts (Bloodline)})

"},"gmdescription":{"type":"String","label":"Description","value":""},"mutationType":{"label":"Type","type":"String","value":"physical"},"modifier":{"value":"","type":"String","label":"Modifier"},"modifiesSkills":{"value":false,"type":"Boolean","label":"Skill Modifier?"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/mutations/mutation.png","effects":[]} +{"_id":"2pNvMGnMy2LTaoaJ","name":"Withered Corpse","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"mutation","data":{"description":{"type":"String","label":"Description","value":null},"gmdescription":{"type":"String","label":"Description","value":""},"mutationType":{"label":"Type","type":"String","value":"physical"},"modifier":{"value":"","type":"String","label":"Modifier"},"modifiesSkills":{"value":false,"type":"Boolean","label":"Skill Modifier?"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/mutations/mutation.png","effects":[{"_id":"HUAFjDDu9PI007KX","flags":{"wfrp4e":{"effectApplication":"actor","preventDuplicateEffects":false,"effectTrigger":"oneTime","script":"let actorObj = args.actor;\nargs.actor.update({\n \"data.characteristics.s.modifier\": actorObj.data.data.characteristics.s.modifier-10,\n \"data.characteristics.t.modifier\": actorObj.data.data.characteristics.t.modifier+10\n});"}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/mutations/mutation.png","label":"Withered Corpse","tint":"","transfer":true}]} +{"_id":"34XsjyqHUQZ3NpZP","name":"Beyond Death","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"mutation","data":{"description":{"type":"String","label":"Description","value":"

You are no longer capable of suffering Critical Wounds, ignoring them entirely.

"},"gmdescription":{"type":"String","label":"Description","value":""},"mutationType":{"label":"Type","type":"String","value":"physical"},"modifier":{"value":"","type":"String","label":"Modifier"},"modifiesSkills":{"value":false,"type":"Boolean","label":"Skill Modifier?"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/mutations/mutation.png","effects":[{"_id":"qorLqh0yQQH7TAuB","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"let actorObj = args.actor;\nargs.actor.update({\n \"data.characteristics.wp.modifier\": actorObj.data.data.characteristics.wp.modifier-20,\n \"data.characteristics.i.modifier\": actorObj.data.data.characteristics.i.modifier-20,\n})","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/mutations/mutation.png","label":"Beyond Death","tint":"","transfer":true}]} +{"_id":"3sdhZgqyEzQemdHA","name":"Blasted Mind","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"mutation","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"mutationType":{"label":"Type","type":"String","value":"physical"},"modifier":{"value":"","type":"String","label":"Modifier"},"modifiesSkills":{"value":false,"type":"Boolean","label":"Skill Modifier?"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/mutations/mutation.png","effects":[]} +{"_id":"4N1z7C5t0U2EjXjS","name":"Worried Jitters","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"mutation","data":{"description":{"type":"String","label":"Description","value":null},"gmdescription":{"type":"String","label":"Description","value":""},"mutationType":{"label":"Type","type":"String","value":"physical"},"modifier":{"value":"","type":"String","label":"Modifier"},"modifiesSkills":{"value":false,"type":"Boolean","label":"Skill Modifier?"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/mutations/mutation.png","effects":[{"_id":"qorLqh0yQQH7TAuB","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"let actorObj = args.actor;\nargs.actor.update({\n \"data.characteristics.fel.modifier\": actorObj.data.data.characteristics.fel.modifier-5,\n \"data.characteristics.agi.modifier\": actorObj.data.data.characteristics.agi.modifier+5\n})","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/mutations/mutation.png","label":"Worried Jitters","tint":"","transfer":true}]} +{"_id":"7gln3IN3716dPbHs","name":"Megalomania","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"mutation","data":{"description":{"type":"String","label":"Description","value":null},"gmdescription":{"type":"String","label":"Description","value":""},"mutationType":{"label":"Type","type":"String","value":"physical"},"modifier":{"value":"","type":"String","label":"Modifier"},"modifiesSkills":{"value":false,"type":"Boolean","label":"Skill Modifier?"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/mutations/mutation.png","effects":[{"_id":"qorLqh0yQQH7TAuB","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"let actorObj = args.actor;\nargs.actor.update({\n \"data.characteristics.fel.modifier\": actorObj.data.data.characteristics.fel.modifier-10,\n \"data.characteristics.wp.modifier\": actorObj.data.data.characteristics.wp.modifier+10\n})","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/mutations/mutation.png","label":"Megalomania","tint":"","transfer":true}]} +{"_id":"9OLusLr7GHL5NjSC","name":"Beastly","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"mutation","data":{"description":{"type":"String","label":"Description","value":"

Whenever subject to Psychology gain the @Compendium[wfrp4e-core.traits.AGcJl5rHjkyIQBPP]{Bestial} Trait.

"},"gmdescription":{"type":"String","label":"Description","value":""},"mutationType":{"label":"Type","type":"String","value":"physical"},"modifier":{"value":"","type":"String","label":"Modifier"},"modifiesSkills":{"value":false,"type":"Boolean","label":"Skill Modifier?"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/mutations/mutation.png","effects":[{"_id":"qorLqh0yQQH7TAuB","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"let actorObj = args.actor;\nargs.actor.update({\n \"data.characteristics.fel.modifier\": actorObj.data.data.characteristics.fel.modifier-10\n})","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/mutations/mutation.png","label":"Beastly","tint":"","transfer":true}]} +{"_id":"9OlmWjZRH29AZRvL","name":"Distended Arms","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"mutation","data":{"description":{"type":"String","label":"Description","value":"

If you and your opponent have weapons of the same Reach, your weapon counts as longer (WFRP, Page 297).

"},"gmdescription":{"type":"String","label":"Description","value":""},"mutationType":{"label":"Type","type":"String","value":"physical"},"modifier":{"value":"","type":"String","label":"Modifier"},"modifiesSkills":{"value":false,"type":"Boolean","label":"Skill Modifier?"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/mutations/mutation.png","effects":[]} +{"_id":"Cdu3VyYw3YhPr83B","name":"Animal Ears","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"mutation","data":{"description":{"type":"String","label":"Description","value":"

Gain the @Compendium[wfrp4e-core.talents.9h82z72XGo9tfgQS]{Acute Sense (Hearing)} Talent. Choose Bat, Rat, or Wolf. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"mutationType":{"label":"Type","type":"String","value":"physical"},"modifier":{"value":"","type":"String","label":"Modifier"},"modifiesSkills":{"value":false,"type":"Boolean","label":"Skill Modifier?"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/mutations/mutation.png","effects":[{"_id":"0Y9IyYmngvo9tvn1","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"fromUuid(\"Compendium.wfrp4e-core.talents.9h82z72XGo9tfgQS\").then(item => {\n args.actor.createEmbeddedEntity(\"OwnedItem\", item.data)\n})","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/mutations/mutation.png","label":"Animal Ears","tint":"","transfer":true}]} +{"_id":"Dw8EgmbLF61kc2x3","name":"Extra Weakness","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"mutation","data":{"description":{"type":"String","label":"Description","value":"

You are a pitiful Vampire, and are weaker than your brethren. Gain a random weakness (@Compendium[wfrp4e-vampires.vampires-journals.0Nva16Bc52LUZ6a7]{Weaknesses (Roll Table)}). 

"},"gmdescription":{"type":"String","label":"Description","value":""},"mutationType":{"label":"Type","type":"String","value":"physical"},"modifier":{"value":"","type":"String","label":"Modifier"},"modifiesSkills":{"value":false,"type":"Boolean","label":"Skill Modifier?"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/mutations/mutation.png","effects":[]} +{"_id":"E5umzVsz5jFM6lPd","name":"Monstrous Paranoia","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"mutation","data":{"description":{"type":"String","label":"Description","value":"

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

"},"gmdescription":{"type":"String","label":"Description","value":""},"mutationType":{"label":"Type","type":"String","value":"physical"},"modifier":{"value":"","type":"String","label":"Modifier"},"modifiesSkills":{"value":false,"type":"Boolean","label":"Skill Modifier?"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/mutations/mutation.png","effects":[{"_id":"qorLqh0yQQH7TAuB","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"let actorObj = args.actor;\nargs.actor.update({\n \"data.characteristics.fel.modifier\": actorObj.data.data.characteristics.fel.modifier-10,\n})","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/mutations/mutation.png","label":"Monstrous Paranoia - Characteristics","tint":"","transfer":true},{"_id":"HoCu2qjGBiQXhsPH","flags":{"wfrp4e":{"effectApplication":"actor","preventDuplicateEffects":false,"effectTrigger":"oneTime","script":"fromUuid(\"Compendium.wfrp4e-core.traits.IPKRMGry6WotuS1G\").then(item => {\n args.actor.createEmbeddedEntity(\"OwnedItem\", item.data)\n})"}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/mutations/mutation.png","label":"Monstrous Paranoia - Trait","tint":"","transfer":true}]} +{"_id":"FiTPkL1DTjgXnOHB","name":"Chaotic Mind","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"mutation","data":{"description":{"type":"String","label":"Description","value":null},"gmdescription":{"type":"String","label":"Description","value":""},"mutationType":{"label":"Type","type":"String","value":"physical"},"modifier":{"value":"","type":"String","label":"Modifier"},"modifiesSkills":{"value":false,"type":"Boolean","label":"Skill Modifier?"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/mutations/mutation.png","effects":[{"_id":"qorLqh0yQQH7TAuB","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"let actorObj = args.actor;\nargs.actor.update({\n \"data.characteristics.agi.modifier\": actorObj.data.data.characteristics.agi.modifier+10,\n \"data.characteristics.int.modifier\": actorObj.data.data.characteristics.int.modifier-5,\n \"data.characteristics.wp.modifier\": actorObj.data.data.characteristics.wp.modifier-5,\n})","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/mutations/mutation.png","label":"Chaotic Mind","tint":"","transfer":true}]} +{"_id":"GYbIB4GRLNyvLvDW","name":"Jealous","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"mutation","data":{"description":{"type":"String","label":"Description","value":null},"gmdescription":{"type":"String","label":"Description","value":""},"mutationType":{"label":"Type","type":"String","value":"physical"},"modifier":{"value":"","type":"String","label":"Modifier"},"modifiesSkills":{"value":false,"type":"Boolean","label":"Skill Modifier?"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/mutations/mutation.png","effects":[{"_id":"qorLqh0yQQH7TAuB","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"let actorObj = args.actor;\nargs.actor.update({\n \"data.characteristics.fel.modifier\": actorObj.data.data.characteristics.fel.modifier-10\n})","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/mutations/mutation.png","label":"Jealous","tint":"","transfer":true}]} +{"_id":"GchNkKD92QvgTH8Q","name":"Chaotic Dreams","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"mutation","data":{"description":{"type":"String","label":"Description","value":"

Gain the Fatigued Condition for the first two hours of each night.

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Gain the @Compendium[wfrp4e-vampires.vampires-talents.ly2VAgHputjQMm6L]{Wings} Blood Gift.

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Gain the @Compendium[wfrp4e-core.traits.4CMKeDTDrRQZbPIJ]{Afraid} Trait. 

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"},"gmdescription":{"type":"String","label":"Description","value":""},"mutationType":{"label":"Type","type":"String","value":"physical"},"modifier":{"value":"","type":"String","label":"Modifier"},"modifiesSkills":{"value":false,"type":"Boolean","label":"Skill Modifier?"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/mutations/mutation.png","effects":[]} +{"_id":"sfKZAb3DT8RwXRHR","name":"Shapeshifter","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"mutation","data":{"description":{"type":"String","label":"Description","value":"

Gain the @Compendium[wfrp4e-vampires.vampires-traits.g6mgSdQ0cLPhyEKZ]{Shapeshifter} trait. You will transform involuntarily if you fail any Tests derived from Willpower.

"},"gmdescription":{"type":"String","label":"Description","value":""},"mutationType":{"label":"Type","type":"String","value":"physical"},"modifier":{"value":"","type":"String","label":"Modifier"},"modifiesSkills":{"value":false,"type":"Boolean","label":"Skill Modifier?"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/mutations/mutation.png","effects":[{"_id":"ZFx5ZHz61VrQFzU4","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"fromUuid(\"Compendium.wfrp4e-vampires.vampires-traits.g6mgSdQ0cLPhyEKZ\").then(item => {\n args.actor.createEmbeddedEntity(\"OwnedItem\", item.data)\n})","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/mutations/mutation.png","label":"Shapeshifter","tint":"","transfer":true}]} +{"_id":"wZ6LyF0I1dhrzAX7","name":"Blood Bloated","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"mutation","data":{"description":{"type":"String","label":"Description","value":null},"gmdescription":{"type":"String","label":"Description","value":""},"mutationType":{"label":"Type","type":"String","value":"physical"},"modifier":{"value":"","type":"String","label":"Modifier"},"modifiesSkills":{"value":false,"type":"Boolean","label":"Skill Modifier?"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/mutations/mutation.png","effects":[{"_id":"PWzqWBFUht3II8q7","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"let actorObj = args.actor;\nargs.actor.update({\n \"data.details.move.value\": actorObj.data.data.details.move.value-1,\n \"data.characteristics.s.modifier\": actorObj.data.data.characteristics.s.modifier+5,\n \"data.characteristics.t.modifier\": actorObj.data.data.characteristics.t.modifier+5\n});","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/mutations/mutation.png","label":"Blood Bloated","tint":"","transfer":true}]} +{"_id":"ya1eu8nsJaEVOaNy","name":"Beast Within","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"mutation","data":{"description":{"type":"String","label":"Description","value":null},"gmdescription":{"type":"String","label":"Description","value":""},"mutationType":{"label":"Type","type":"String","value":"physical"},"modifier":{"value":"","type":"String","label":"Modifier"},"modifiesSkills":{"value":false,"type":"Boolean","label":"Skill Modifier?"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"description"},"img":"modules/wfrp4e-core/icons/mutations/mutation.png","effects":[{"_id":"qorLqh0yQQH7TAuB","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"let actorObj = args.actor;\nargs.actor.update({\n \"data.characteristics.wp.modifier\": actorObj.data.data.characteristics.wp.modifier+10,\n \"data.characteristics.fel.modifier\": actorObj.data.data.characteristics.fel.modifier-5,\n \"data.characteristics.int.modifier\": actorObj.data.data.characteristics.int.modifier-5\n})","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/mutations/mutation.png","label":"Beast Within","tint":"","transfer":true}]} diff --git a/packs/talents.db b/packs/talents.db new file mode 100644 index 0000000..3b246d5 --- /dev/null +++ b/packs/talents.db @@ -0,0 +1,91 @@ +{"_id":"0Gp6pO27EhTidIK0","name":"Natural Necromancer","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You may intuitively command Undead Creatures and Ghouls if they are within 100 yards. You may command a number of such Creatures up to your Willpower rating, even if you do not possess Necromancy.

\n

Simple commands such as attack, defend, find or track are automatic and can be issued with a Free Action to all Creatures at once.

\n

You can issue more complicated commands, or commands beyond 100 yards, with a Challenging (+0) Leadership Test.

\n

Most Undead and Ghouls will not resist your commands, though exceptionally powerful Undead might, if the GM deems fit. If you do learn Necromancy, you do not suffer miscasts from rolling doubles on successful Channelling (Dhar) Tests or Language (Magick) Tests using Dhar

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"0mDiIYi5IM8nyFVn","name":"Tough Hide","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

Your flesh is like leather and your bones are like steel, allowing you to shrug off much of the effects of blunt trauma. You add your Toughness Bonus a second time when reducing incoming Wounds against weapons with the Pummelling Quality.

\n

If such an attack would normally ignore your Toughness Bonus, it only ignores your standard Toughness Bonus, not the additional bonus granted by this Blood Gift. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[{"_id":"4tTqJxSaZM8GNlZP","flags":{"wfrp4e":{"effectTrigger":"takeDamage","effectApplication":"actor","script":"console.log(args)\n\n// Get some necessary values\nlet toughnessValue = args.actor.data.data.characteristics.t.bonus;\nlet damageDealtBeforeToughHide = args.totalWoundLoss;\nlet weaponQualities = args.opposeData.attackerTestResult.weapon.properties.qualities;\nlet weaponHasPummelQuality = weaponQualities.includes(\"Pummel\");\n\n// Add a message to remind players\nlet attackerName = args.attacker.name;\nlet defenderName = args.actor.name;\nlet messageContent = `${defenderName}'s Tough Hide reduces ${attackerName}'s damage by ${toughnessValue}!`;\n\nif (weaponHasPummelQuality) {\n args.totalWoundLoss -= toughnessValue;\n ChatMessage.create({content: messageContent});\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/wfrp4e/icons/blank.png","label":"Tough Hide","tint":"","transfer":true}]} +{"_id":"0vmeSviY185GtAqB","name":"Bat Form","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You may use an Action to transform into a @Compendium[wfrp4e-vampires.vampires-actors.LwvcObhTIImws8Uw]{Vampire Bat}. Your clothes and possessions are absorbed into your body and reappear when the transformation ends. You gain all the traits of this animal, but retain your own Initiative, Intelligence, Willpower, Fellowship and Wounds. Transforming back into your normal form is also an Action but can be undertaken whenever you like.

\n

If you purchase this Blood Gift a second time, you can transform to and from your Bat Form as a Free Action.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"2"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"1RQAY2K1DPaSsiNF","name":"Beastly Perception","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You can see through the eyes of creatures you have summoned or commanded. By using an Action, you will perceive what they perceive, using all available senses (including magical senses) which the creature has to interpret the world around you. If the creature has any limitations on its senses (e.g., if it is missing an eye or is Tiny, so has a lower vantage point), you experience the same limitations.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perception Tests while commanding animals"}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"1w5UpCyknqYPGZV0","name":"Ruler of the Night","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

Your Undead allies and minions are protected by your dark presence. They gain the Ward (9) Trait against non-magical damage if within Willpower Bonus yards of you. Each additional purchase of this Blood Gift decreases the Ward Rating by 1.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"2CqHHAWapluzdfWV","name":"Wolf Form","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

For an Action, you may transform into a @Compendium[wfrp4e-vampires.vampires-actors.Yj3a3Otv2PMn6Dkr]{Doom Wolf}. All Trappings and possessions are absorbed into your body and reappear when you reverse the transformation. Reversing the transformation also takes an Action but can be performed at any time. 

\n

If you purchase this Blood Gift a second time, you may transform as a Free Action.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"2"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"2JLdUfK2rL6R2np8","name":"Blademaster","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You are able to predict the blows of your opponents. As long as you have more Advantage than your opponent, any Weapons they wield against you lose all Qualities but retain their Flaws.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Any Opposed Melee Test"}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"2ZXbT4CK4FZwxpMc","name":"Death Sense","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You can sense the Winds of Dhar, which allows you to locate dead bodies for your foul purposes, or to seek Ghouls and Undead creatures you may command.

\n

This Blood Gift allows you to use Perception, Track and Intuition to find, follow and detect dead and Undead Creatures, as well as Ghouls. If there are any deathly remains within Willpower yards, even if they are not visible, this Blood Gift allows you to roll Perception to locate them. Success gives you a rough indication of where the bodies are, how many bodies there are and what kinds of remains they are.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Any Tests to perceive the Dead, Ghouls, or Undead"}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"2lwhMzkdHWUdoAaX","name":"Quickblood","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

If you choose, you may use Dodge to evade missile attacks, including those that cannot ordinarily be dodged.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"3QBgzZ14F9r2tIon","name":"Corrupted Innocence","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You either look so beautiful or so innocent that your enemies have to think twice about striking you. Any sentient creature which might harm you must win an Opposed Cool/Charm Test in order to do so.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"3ro2Vsvl19udyOUq","name":"Blood Fury","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You gain the @Compendium[wfrp4e-core.traits.fjd1u9VAgiYzhBRp]{Fury} trait.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[{"_id":"yBejVbykKyzEQT8F","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"fromUuid(\"Compendium.wfrp4e-core.traits.fjd1u9VAgiYzhBRp\").then(item => {\n args.actor.createEmbeddedEntity(\"OwnedItem\", item.data)\n})","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/wfrp4e/icons/blank.png","label":"Fury","tint":"","transfer":true}]} +{"_id":"4TzRTGLzjJM8cZaD","name":"Terrible Blows","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

The minimum Damage you deal in Melee, after Armour and Toughness Bonus, increases by +1 per level of this Blood Gift.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[{"_id":"zEbxkNU8lsU0DmV5","flags":{"wfrp4e":{"effectTrigger":"applyDamage","effectApplication":"actor","script":"// Get levels in Terrible Blows\nlet actorTerribleBlows = args.attacker.data.talents.find(talent=> talent.name === \"Terrible Blows\");\nlet terribleBlowsLevel = actorTerribleBlows.data.advances.value;\n\n// Add a message to remind players\nlet attackerName = args.attacker.name;\nlet defenderName = args.actor.name;\nlet messageContent = `${attackerName}'s Terrible Blows deal ${terribleBlowsLevel} to ${defenderName}`;\n\n// Now set minimum wound loss from the level of Terrible Blows\nif (args.totalWoundLoss <= 0) {\n args.totalWoundLoss += terribleBlowsLevel ;\n ChatMessage.create({content: messageContent});\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/wfrp4e/icons/blank.png","label":"Terrible Blows","tint":"","transfer":true}]} +{"_id":"4ctzmhbnWzYo7wc9","name":"Host","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

Your body is infested with horrific insects and vermin.

\n

Whenever you lose 2 or more Wounds from a single attack, these vermin are evident in all their repulsive glory. Anyone who witnesses this grotesque display must pass an Extended Cool Test as if your Fear Rating were +2 higher than usual (minimum of Fear 3).

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"4gWT8HNg029uR8tu","name":"Martial Honour","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You follow a warped form of chivalry. Whenever you accept a formal challenge to battle, you immediately gain +1 Advantage and +1 Resolve.

\n

If you refuse a genuine challenge to battle, you must spend 1 Resolve instead. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Cool Tests made while following your code of honour"}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"57SvjwWKmpVgqOsH","name":"Night Witch","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

Change any two of your career skills into Language (Magick) and Channelling (Dhar), as Dhar power within you grows each night.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"687Q5zW2SKDwqSKB","name":"Glamour","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You can use your innate Vampire aptitude for camouflage to make changes to your appearance without a Disguise Kit.

\n

While using Pass for Human, you may take an Action to make yourself look more attractive (+10 Fellowship), more ugly (+10 Intimidation) or unlike yourself (+10 Entertain (Acting)) for a number of minutes equal to your Willpower Bonus + SL.

\n

You can extend the effect indefinitely by one minute per SL scored on an Extended Cool Test. Emulating the appearance of someone else requires an hour of studying their face and mannerisms, followed by a Challenging (+0) Intuition Test. If the person is from a different ethnic background, species, gender, age or size, this will increase the Difficulty.

\n

If successful, your physical appearance will convince most people in passing, although anyone who knows your target very well (a family member or close friend, for instance) may make an Opposed Intuition/Entertain (Acting) Test to realise something is amiss. If they win, they won't be sure exactly what's wrong unless they roll 6+ SLs, but they will view you with suspicion and you will take a -20 penalty to all Fellowship Tests against that person.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Tests while disguised"}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"7A8Y1rbKGthM9N0l","name":"Vomit","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You gain the @Compendium[wfrp4e-core.traits.JzeN9MZ0xUDvpE2l]{Vomit} Trait.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[{"_id":"P4q57ZSExzC8N5Fu","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"fromUuid(\"Compendium.wfrp4e-core.traits.JzeN9MZ0xUDvpE2l\").then(item => {\n args.actor.createEmbeddedEntity(\"OwnedItem\", item.data)\n})","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/wfrp4e/icons/blank.png","label":"Vomit","tint":"","transfer":true}]} +{"_id":"7Ddegr33vugOq2x4","name":"Blood Burst","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

Your blood is sticky and spurts from your injuries. Any enemy who inflicts at least one Wound upon you must succeed on a Challenging (+0) Dodge Test  or suffer -20 to any Tests involving mobility, including combat, for two Rounds.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"8NPN62mLO5KpalNM","name":"Defy the Dawn","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

If you pass a Challenging (+0) Endurance Test, you may walk in the daylight for an hour. You may Test again once per hour with a cumulative -10% penalty to resist the deleterious effects of the sun. If you fail, you begin taking damage and suffering the effects of the Sunlight Weakness as normal.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm or Leadership Tests to communicate with Ghosts"}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"8iZfufG0rpwSaMnU","name":"Revenant","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

If you reach 0 Wounds, you may immediately make a Challenging (+0) Endurance Test to heal 1 Wound and regain consciousness. If you have both the Revenant and Unholy Regeneration Blood Gifts, you must use Revenant before you can attempt to use Unholy Regeneration.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perception Tests to detect blood"}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"8mo3edGpxDW9SLZP","name":"Dark Fate","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

Some God, somewhere, smiles upon you.

\n

Perhaps Khaine, the God of Murder, has seen the bloodshed you cause and the violence you instil in the hearts of others, despite your own cold, unemotional nature. Perhaps it's Nagash himself who guides your hand towards some ineffable fate.

\n

Whatever the reason, you have Dark Fate Points. For each level you have in this Blood Gift, you gain +1 Dark Fate Point and +1 Dark Fortune Point. You can spend these as if they were regular Fate and Fortune Points, and the latter refresh as usual.

\n

However, while Fate is regained through acts of heroism, Dark Fate should be awarded for acts of pure villainy and evil instead.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[{"_id":"V30h5B2MhWr5qbH5","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"args.actor.data.data.status.fate.value += 1;\nargs.actor.data.data.status.fortune.value += 1;","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/wfrp4e/icons/blank.png","label":"Dark Fate","tint":"","transfer":true}]} +{"_id":"93TMzkQAG0xkd8dx","name":"Wellspring of Dhar","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You ooze Dhar energies. Any magic-users within Willpower yards of you, including yourself, may make Language (Magick) Tests on Dhar-based spells with extra SLs equal to your level in this Blood Gift.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"9xDwKeUpS8X2BRQI","name":"Piercing Strike","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

Whenever you score a Critical Wound against an opponent, you may roll twice and take the higher result.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"AOIP6rpqLH2LHHDu","name":"Tongue Attack","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You gain the @Compendium[wfrp4e-core.traits.xg6z63j6BH5AaqLL]{Tongue Attack (Range)} Trait with damage SB+3. The range is equal to your Ballistic Skill Bonus in yards.

\n

Each additional purchase increases the Damage and range in yards by one.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[{"_id":"Cgbxaja98Tj9yz4Y","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"fromUuid(\"Compendium.wfrp4e-core.traits.xg6z63j6BH5AaqLL\").then(item => {\n args.actor.createEmbeddedEntity(\"OwnedItem\", item.data)\n})","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/wfrp4e/icons/blank.png","label":"Tongue Attack","tint":"","transfer":true}]} +{"_id":"AeC9l4eebQabnbx8","name":"Hornblower","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You are able to channel the darkness in your soul to inspire your allies and frighten your foes.

\n

You may take an Action to sound a horn or war drum. You and every ally who hears this terrible rallying call gains +1 Advantage. The first time you blow your horn in any combat encounter, you and your allies also gain @Compendium[wfrp4e-core.traits.pTorrE0l3VybAbtn]{Fear} 1.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"BRdukN8hxSBpcuUn","name":"Pass for Human","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You can take on a human appearance. Your features soften, your fangs and claws retract, any deformities temporarily vanish, and you no longer cause Fear and Terror. Switching between forms is a Free Action that can be performed as many times as you like. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"CMP0B3q2JXKWZNDp","name":"Wallcrawler","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You gain the @Compendium[wfrp4e-core.traits.KII1gWnxIZ8HzmU5]{Wallcrawler} Trait.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[{"_id":"P4q57ZSExzC8N5Fu","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"fromUuid(\"Compendium.wfrp4e-core.traits.KII1gWnxIZ8HzmU5\").then(item => {\n args.actor.createEmbeddedEntity(\"OwnedItem\", item.data)\n})","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/wfrp4e/icons/blank.png","label":"Wallcrawler","tint":"","transfer":true}]} +{"_id":"EXFT8KJdEDYxjhAY","name":"Monstrous Glory","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You are truly immense in the moment of your bloody victory. Whenever you slay an enemy, any of their allies within Willpower Bonus yards of you must pass a Challenging (+0) Cool Test or take +1 Broken Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"F9brpeD0IFqucIig","name":"Wound Resistant","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You are hardier than most. Critical Wounds do 2 fewer Wounds to you, to a minimum of 1.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"FOsWNg5ZK70tRRg3","name":"Vanguard","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

If you have a mount with the @Compendium[wfrp4e-core.traits.UmxGZRV0Lw3TZ0Kx]{Stride} Trait, you may make one free Run Action before anyone else acts in an encounter. You may still take your Action and Move on your usual Initiative turn.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"FwO1xOL1Hffckihw","name":"Belligerent","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You gain the @Compendium[wfrp4e-core.traits.GbDyBCu8ZjDp6dkj]{Belligerent} trait.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[{"_id":"yBejVbykKyzEQT8F","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"fromUuid(\"Compendium.wfrp4e-core.traits.GbDyBCu8ZjDp6dkj\").then(item => {\n args.actor.createEmbeddedEntity(\"OwnedItem\", item.data)\n})","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/wfrp4e/icons/blank.png","label":"Belligerent","tint":"","transfer":true}]} +{"_id":"GUngrsQx9qAk8NM1","name":"Quicksilver","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You can move so quickly you always act first in combat. If using Melee, you act first in the Initiative order, as if you had attacked with a weapon with the Fast Quality and chose to go first. If another combatant has a Fast weapon, they attack after you. If two Vampires both have Quicksilver, the Vampire with the higher Initiative goes first.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"HG3LZztSY2w6zCfX","name":"Stench","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

When you are not using Pass for Human, you smell of rot, flesh and decay. You gain the @Compendium[wfrp4e-core.traits.MVI0lXcg6vvtooAF]{Distracting} Trait.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[{"_id":"WuzxPd0GFdTFe3qs","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"fromUuid(\"Compendium.wfrp4e-core.traits.MVI0lXcg6vvtooAF\").then(item => {\n args.actor.createEmbeddedEntity(\"OwnedItem\", item.data)\n})","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/wfrp4e/icons/blank.png","label":"Stench","tint":"","transfer":true}]} +{"_id":"Hh49mJs9ey0RzgLS","name":"Corrosive Blood","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You gain the @Compendium[wfrp4e-core.traits.M5QSWOYt2Rbv2yxW]{Corrosive Blood} trait.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[{"_id":"yBejVbykKyzEQT8F","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"fromUuid(\"Compendium.wfrp4e-core.traits.M5QSWOYt2Rbv2yxW\").then(item => {\n args.actor.createEmbeddedEntity(\"OwnedItem\", item.data)\n})","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/wfrp4e/icons/blank.png","label":"Corrosive Blood","tint":"","transfer":true}]} +{"_id":"IQ5A5EWhyV0ItKaT","name":"Unholy Impetus","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

Whenever you slay an enemy in combat, all Undead creatures and Ghouls within Fellowship Bonus yards may take either a Free Attack or a free Move immediately.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"KfQwTAKdTycoWErU","name":"Parasite","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You have had desperate times and endured them. You may feed on dead flesh and blood to nourish yourself. The taste is not pleasant, and you will never enjoy it, but you need not prey on the living to stave off your hunger. Additionally, vermin and insects can be devoured to satisfy your hunger too.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"L985FTId0JVgE0aA","name":"Nehekharan Scroll","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You possess a scroll detailing a spell from the Lore of Necromancy. By reading the scroll, you may cast the spell as if you had learned it, using the rules for grimoires. This Blood Gift can be purchased afresh for each individual spell (i.e., every purchase is always 100 xp). The scroll must be on your person to perform the spell but multiple scrolls can be combined into one grimoire.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"ORhesNr29rc5d8Ki","name":"Indefatigable","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

The Dhar within your body keeps you energised. You can ignore the -10 penalty from a single Fatigued Condition.

\n

Each additional level in Indefatigable lets you ignore the penalty from an extra Fatigued Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[{"_id":"7ydpjparrNCuQG6Q","flags":{"wfrp4e":{"effectTrigger":"prefillDialog","effectApplication":"actor","script":"console.log(this.actor);\n\n// First check if the actor is Fatigued\nlet actorFatigueCondition = this.actor.data.effects.filter(effect => effect.label === \"Fatigued\");\nlet actorFatigueAmount = actorFatigueCondition[0].flags.wfrp4e.value;\n\n// Then check what level of this talent they have\nlet actorIndefatigableTalent = this.actor.data.talents.find(talent => talent.name === \"Indefatigable\");\nlet actorIndefatigableTalentLevel = actorIndefatigableTalent.data.advances.value;\n\nconsole.log(`Fatigue: ${actorFatigueAmount}; Talent: ${actorIndefatigableTalent }; Level: ${actorIndefatigableTalentLevel}`)\n\n// Then take the difference, ensuring that if the talent level exceeds fatigue it's simply 0.\nif (actorFatigueAmount>actorIndefatigableTalentLevel) {\n args.prefillModifiers.modifier = (actorFatigueAmount-actorIndefatigableTalentLevel)*-10\n} else {\n args.prefillModifiers.modifier = 0;\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/wfrp4e/icons/blank.png","label":"Indefatigable","tint":"","transfer":true}]} +{"_id":"Q20IGcUy27r4azD8","name":"Diseased (Type)","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You are a carrier for a particular disease and gain the Disease (Type) Trait. Scurvy Madness is the most frequent contagion, although others can be selected if you prefer.

\n

If you have the Resistance (Disease) Talent, you can never gain this Blood Gift.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"Q9X5ATbfOzTSjiIa","name":"Champion (Type)","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You may pick a Champion to serve you. This will be a sentient being with its own will and personality, and it follows the rules for Henchmen.

\n

It may be a @Compendium[wfrp4e-vampires.vampires-actors.mzoGPgPb9D31C0l4]{Swain or Maiden}, a @Compendium[wfrp4e-vampires.vampires-actors.sc0cbUo32oMOSbwG]{Sylvanian Levy}, a @Compendium[wfrp4e-vampires.vampires-actors.mG8eMLab2s33lxkY]{Patchwork Man}, a @Compendium[wfrp4e-vampires.vampires-actors.DW0652rcMoEHy8OX]{Hexwraiths}, a @Compendium[wfrp4e-vampires.vampires-actors.yc02shM1G46Qs8pC]{Crypt Horrors}, a @Compendium[wfrp4e-vampires.vampires-actors.Yj3a3Otv2PMn6Dkr]{Doom Wolf}, a @Compendium[wfrp4e-vampires.vampires-actors.gnR6dX7Ba4tlFO45]{Wight Lord}, or a @Compendium[wfrp4e-vampires.vampires-actors.bely031CV8WAj3Ag]{Vargheist}.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"Qln5nPfOv4AKOM6p","name":"Noble Descent","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

Your range of influence over the Undead extends to 200 yards. Each additional purchase extends the range by +100 yards.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"RCFXrKWP9dByRUM1","name":"Ethereal Mist","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

Once per day, you may take an Action to transform yourself and any possessions you carry into an eerie vapour.

\n

While in this form, you cannot take Damage by mundane means and count as having the @Compendium[wfrp4e-core.traits.tNWrJUOArwfWXsPw]{Ethereal} and @Compendium[wfrp4e-core.traits.EO05HX7jql0g605A]{Flight} Traits.

\n

You drift at your normal Movement rate but cannot be dispersed.

\n

In order to regain your usual form, you must use another Action to do so. For a second purchase of this Blood Gift, the transformation (each way) becomes a Free Action.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"2"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"SHsFqsb0B4kkUBrk","name":"Iron Sinews","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You have grown tremendously strong. In any Opposed Melee or Strength Test, your opponent suffers a penalty of -2 SLs.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[{"_id":"ZZ5mD6Z6pLPCnWcP","flags":{"wfrp4e":{"effectTrigger":"opposedAttacker","effectApplication":"actor","script":"console.log(` --- PRE --- `)\nconsole.log(args)\n\nlet attackerTestType = args.opposeResult.attackerTestResult.characteristic;\nlet defenderTestType = args.opposeResult.defenderTestResult.characteristic; \n\nlet attackerTestCorrectType = attackerTestType === \"s\" || attackerTestType === \"ws\";\nlet defenderTestCorrectType = defenderTestType === \"s\" || defenderTestType === \"ws\";\n\n// Some information for a chat message\nlet attackerName = args.attackerTest.actor.name;\nlet defenderName = args.defenderTest.actor.name;\nlet messageContent = `${attackerName}'s Iron Sinews has reduced ${defenderName}'s SL by 2!`;\n\nif (attackerTestCorrectType && defenderTestCorrectType) {\n args.opposeResult.defenderTestResult.SL -= 2;\n args.opposeResult.differenceSL = args.opposeResult.attackerTestResult.SL - args.opposeResult.defenderTestResult.SL\n ChatMessage.create({ content : messageContent })\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/wfrp4e/icons/blank.png","label":"Iron Sinews","tint":"","transfer":true}]} +{"_id":"Syx6exnFV5vcxoCY","name":"Deathless Vigour","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You are a relentless warrior, able to draw on deep reserves of bestial strength.

\n

You may spend all Advantage (minimum 2) to invoke Deathless Vigour. Until your next turn, you temporarily ignore the effects of all Conditions (excluding any Wounds inflicted) and add a bonus to any Melee Damage you inflict equal to the total number of Conditions you ignored.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Melee Tests while using Deathless Vigour"}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"TZH33VyXTnlqS1BH","name":"Fire Resistant","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

This Blood Gift allows you to add a bonus to resist against non-magical fire damage equal to your Toughness Bonus.

\n

If you have the Fire Weakness, this allows you to resist fire as normal, negating that weakness.

\n

If you don't have the Fire Weakness, you effectively double your Toughness Bonus against fire.

\n

Ablaze Conditions caused by the Running Water and Religious Symbols Weaknesses are not really caused by fire but by the burning effect of the water, and this Blood Gift has no effect on them.

\n

Any Ablaze Conditions caused by the Sunlight Weakness are affected as normal.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"TdLZA1jXnQiVWfBz","name":"Deathless Minions","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

Any Creatures with the Undead Trait within Willpower Bonus yards of you temporarily ignore the Unstable Trait.

\n

This Trait reactivates as soon as the Creatures are out of range. For every level you take in this Blood Gift, you increase the range by another Willpower Bonus yards.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Leadership Tests affecting Undead"}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"TuRRcnBDbtxWn1pL","name":"Dark Acolyte","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

Your spells are harder to counter than usual. Any dispelling attempt will always trigger a Minor Miscast if successful or a Major Miscast if a failure.

\n

In addition, Criticals count as Minor Exposures to corrupting influence, while a Fumble counts as a Moderate Exposure to corrupting influence.

\n

Vampires do not suffer these effects, but the consequences may jump to a nearby living creature (usually one with a connection to the Vampire attempting to dispel the magic).

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Opposed Language (Magick) Tests"}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"U0Sb6mnpR9YBMk0e","name":"Persistent Image","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You retain a reflection and a shadow. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"Usx7H7Rh1yoU6hmM","name":"Mastery over Death","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You are a master at commanding the dead. This Blood Gift allows you to use the result of your units die instead of your rolled SLs on any successful Language (Magick) Test to affect the dead or Creatures with the Undead Trait.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"V8BXqhynyyq4ozhu","name":"Summon Storm","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

Once per day, you may take an Action to summon a storm. This storm will blot out the light for a mile radius around you and makes flying impossible. All Ballistic Skill and Perception Tests are at -10. The storm lasts for a number of hours equal to your Willpower Bonus.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"VgFtbQpS2PUhsKJO","name":"Bait","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You are capable of luring your enemies into traps and then mounting devious responses. Whenever you would gain Advantage in combat, you may choose any ally within line of sight to gain the Advantage instead of you.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Leadership Tests in combat"}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"VunQSHlfFVKOQpf8","name":"Blood Sated","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You take twice as long as others to get hungry. You may abstain from blood for twice the normal length of time. Beyond this, you only make a Cool Test to avoid feeding every second Feeding Interval. This stacks with the Stone-soup Talent.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Cool Tests to resist Feeding"}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"X6elMJcLKft2mMgd","name":"Chill Presence","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You gain the @Compendium[wfrp4e-core.traits.7HSUM2iPZLX4ueIW]{Chill Grasp} trait.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[{"_id":"yBejVbykKyzEQT8F","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"fromUuid(\"Compendium.wfrp4e-core.traits.7HSUM2iPZLX4ueIW\").then(item => {\n args.actor.createEmbeddedEntity(\"OwnedItem\", item.data)\n})","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/wfrp4e/icons/blank.png","label":"Chill Grasp","tint":"","transfer":true}]} +{"_id":"XQ5GuwYRqxTpsydT","name":"Beastly Whisper","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You may speak with animals. This allows true communication beyond the basic orders allowed with Summon Vermin, Summon Wolves or most spells you might use. You can now give detailed orders and receive detailed answers. Bestial creatures communicate in staccato words and images but more intelligent creatures can convey their thoughts and opinions in more eloquent terms.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Any Test involving communicating with animals"}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"Y2uy8PVngDSDEZMs","name":"Malformed","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You have become monstrously disgusting in some way. Whether you are covered in bursting pustules or your skin is rotting away, you are utterly repulsive.

\n

When you are not using Pass for Human, you have the Terror 1 Trait. If you already have Terror, Malformed adds +1 to your Rating for every level in this Blood Gift.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"YPKN594BFmtzidAA","name":"Unhallowed Soul","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You are immune to the warding influence of religious items and can easily enter religious spaces, such as churches and temples. Neither God nor Daemon can cow you. Blessed weapons still retain their effectiveness, however. This Blood Gift cannot be taken with Defy the Day, and vice versa.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"YbMgAdU5bOq2YCi6","name":"Psychic Drain","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

Each round, as a Free Action, you may make an Opposed Cool Test against any living beings within Willpower Bonus yards (you should roll once with each opponent also rolling once and attempting to match or exceed your SLs). You steal 1 Wound from each opponent who loses against you, plus an additional Wound for every +2 SLs by which you win. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Opposed Cool Tests"}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"ZMfN9jafRUKIs2WE","name":"Dark Majesty","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You can command a number of creatures equal to twice your Willpower Characteristic.

\n

For each level you purchase in this Blood Gift, you increase the base number of creatures you may command by your Willpower. So, if you have Dark Majesty 3, you can command a number of creatures equal to four times your Willpower.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm Tests affecting Undead or Ghoul"}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"Zz1fgd1RGZXUY5of","name":"Scent Blood","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You can smell fresh blood within 16 yards, even if it is not yet spilled. No living creature within 16 yards of you may disguise this scent. Magical and mundane attempts to conceal the creature or its blood from you fail automatically.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"bYubjczXrdN3rujm","name":"Summon Ghouls","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You unleash a bellowing cry that travels far and wide, drawing nearby Ghouls from their hiding places. You must use an Action and pass a Challenging (+0) Leadership Test. You must be able to call out at the top of your voice. A number of ghouls equal to your SLs (minimum 1) will be summoned from the nearby area.

\n

They will arrive in a number of Rounds equal to half the units die of your Test. They act on your Initiative Round in combat and obey your orders. They will wander off after a number of hours equal to your Willpower Bonus.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"bcy9559E29v3YvZ2","name":"Aethyric Cipher","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You are able to disguise your own magical aptitude from prying eyes. Anyone using the Magic Sense Talent to discern if you are a magic user must win an Opposed Intuition/Cool Test against you.

\n

Additionally, wards of Garlic, Daemonsroot and Witchbane no longer work against you.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Cool tests to oppose Magical Sense"}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"cnxpUjDXy3OJPUfe","name":"Deathsight","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You can see and perceive ghosts, spirits and Ethereal Undead at all times. These creatures are likewise aware of you, for better or for worse.

\n

You can also make a Challenging (+0) Intuition Test to determine how healthy or frail a target is (such as their remaining Wounds or their age).

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"fel"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Charm or Leadership Tests to communicate with Ghosts"}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"eMjEOWMEg6ppS7YI","name":"Swarm Form (Type)","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

Once per day, for an Action, you may turn your body into a swarm of creatures, such as beetles, cockroaches, flies, mice, rats or ravens. You must choose one swarm form when you purchase this Blood Gift, and you will always take the same form.

\n

Any possessions will transform with you and be reconstituted when you turn back. Whilst in this form, you cannot attack or be injured, although those attacking you will cause discomfort. You can fit through any space small enough to allow one of your swarm creatures through.

\n

This form lasts for a number of minutes equal to your Willpower Bonus. For a second purchase, you can become a swarm as a Free Action at any point before the end of your turn (even ahead of your usual place in the initiative order). This allows you to transform before an enemy can land a blow. You can purchase this Blood Gift afresh, as if it were a new Blood Gift, to take additional swarm forms.

\n
\n
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"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"2"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"eZ86vAcLSN8diygI","name":"Hypnotise","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

As an Action, you may attempt an Opposed Leadership/Cool Test to remove a target's immediate memories. The memories to be removed must form a single block of events that have occurred within a time period determined by your levels in this Blood Gift, but you can remove any block you like from within that period — from as little as a second to the entirety of the time period.

\n

If you win, your opponent gains +1 Stunned Condition and forgets what happened. For every +2 SLs you score in excess of your opponent, they gain another Stunned Condition. Additional purchases of this Talent increase the timeframe that can be removed.

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
Levels TakenTime Period
1An Hour
2A Day
3A Week
4A Month
5Four Months
6A Year
"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"eyabELEbSuxFb2XD","name":"Predator of the Night","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

When attacking from shadows, you may use Stealth in place of Melee for Opposed Melee Tests.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"fBnfsOZC3OENqkyO","name":"Summon Wolves","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You unleash a mighty roar that travels far and wide. With it, you summon wolves or dire wolves within hearing range with a Challenging (+0) Leadership Test.

\n

A number of wolves equal to your SLs or half that many dire wolves (minimum 1) will be summoned from the nearby area. They will arrive in a number of rounds equal to half the units die of your Test. They act on your initiative round in combat and obey simple orders, such as to attack, track or defend. The wolves will wander off after a number of hours equal to your Willpower Bonus.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"fHuxjq9gkOpJrZCE","name":"Monstrous Mass","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You are so huge and monstrous, even Critical Wounds do you less injury. Any opponent rolling a Critical Wound against you must roll twice and take the lower result.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"g3oST6IdCl5Ig6Mj","name":"Talons","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

When not using Pass for Human, you may use a Free Action to grow your claws to twice their usual size. Instead of SB+4 Damage, they now inflict SB+6 Damage and gain the Impale Quality. Their Reach increases from Personal to Very Short.

\n

You also take +10 to Climb and Pick Lock Tests but take -20 to any other Dexterity-based Tests while your claws are extended. You cannot hold any weapon in either hand, except for a Shield, while your talons are bared.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[{"_id":"PfwdXujALzCIu0wU","flags":{"wfrp4e":{"effectApplication":"actor","preventDuplicateEffects":false,"effectTrigger":"oneTime","script":"fromUuid(\"Compendium.wfrp4e-vampires.vampires-trappings.O1Ev52ZEfxxA1Pxg\").then(item => {\n args.actor.createEmbeddedEntity(\"OwnedItem\", item.data)\n})"}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/talents/blather.png","label":"Talons","tint":"","transfer":true}]} +{"_id":"iecljrk7B33GELOf","name":"Transfixing Gaze","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You may take an Action and engage in an Opposed Charm/Cool Test with anyone with whom you have line of sight. If you win, the victim counts as a Helpless Target for the next round. You may maintain this power over several turns, but your victim may attempt to break away once per turn.

\n

 

\n

PROBABLY JUST MAKE THIS STUNNED OR BROKEN

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"k9LiS3vMiHC20N2N","name":"Slow Death","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

Your teeth and claws harbour some nasty surprises. When you attack using these methods, your victims may face a slow death from their wounds. You gain the @Compendium[wfrp4e-core.traits.V0c3qBU1CMm8bmsW]{Infected} Trait.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[{"_id":"WuzxPd0GFdTFe3qs","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"fromUuid(\"Compendium.wfrp4e-core.traits.V0c3qBU1CMm8bmsW\").then(item => {\n args.actor.createEmbeddedEntity(\"OwnedItem\", item.data)\n})","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/wfrp4e/icons/blank.png","label":"Slow Death","tint":"","transfer":true}]} +{"_id":"kTQ4QveIJNxWq6CT","name":"Ageless Cunning","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You are an expert at ambushes and sneak attacks that leave your opponents reeling. You may spend all your Advantage (minimum 2) to trigger Surprise against one enemy, even if combat has already begun.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Opposed Tests to impose or avoid Surprise"}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"kxJGs2uAILibXXpD","name":"Familiar Form","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

As an Action, you may transform into any animal no larger than a domestic dog - in the form of your @Compendium[wfrp4e-vampires.vampires-actors.cYUAFqnIvF3CkmmY]{Vampire Familiar}. Your possessions transform with you and reappear when you take your usual form.

\n

You gain all the traits of this animal, but retain your own Initiative, Intelligence, Willpower, Fellowship and Wounds.

\n

You may change back whenever you like and can use this ability as often as you require. For a second purchase of this Blood Gift, the transformation (each way) becomes a Free Action.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"2"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"lcncbsV6sGLXq6xJ","name":"Cold-blooded","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You gain the @Compendium[wfrp4e-core.traits.mCh1KK9jomwFZcLB]{Cold Blooded} trait.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[{"_id":"yBejVbykKyzEQT8F","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"fromUuid(\"Compendium.wfrp4e-core.traits.mCh1KK9jomwFZcLB\").then(item => {\n args.actor.createEmbeddedEntity(\"OwnedItem\", item.data)\n})","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/wfrp4e/icons/blank.png","label":"Cold-blooded","tint":"","transfer":true}]} +{"_id":"lmYkx3YI06Y7LAZS","name":"Armoured Flesh","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You now have the Armour Trait with a Rating of 1 AP at each location. Each additional purchase of the Blood Gift increases your Armour Rating by +1 AP.

\n

When you deflect Critical Wounds with these APs, you destroy one level of this talent for each wound.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[{"_id":"yBejVbykKyzEQT8F","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"fromUuid(\"Compendium.wfrp4e-core.traits.VUJUZVN3VYhOaPjj\").then(item => {\n args.actor.createEmbeddedEntity(\"OwnedItem\", item.data)\n})","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/wfrp4e/icons/blank.png","label":"Armoured Flesh","tint":"","transfer":true}]} +{"_id":"luPaokIKrKsvRQiQ","name":"Unholy Regeneration","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

The forces of Dhar that infuse you also slowly knit your Wounds together with time, though the Wounds healed in this way have no effect on feeding or hunger.

\n

Each new level of this Blood Gift replaces the effect of the previous level. Purchasing one level of this Blood Gift allows you to heal 1d10 Wounds every sunset after rising. A second purchase of this Blood Gift instead allows you to heal 1d10 Wounds per hour any time you are injured, until you are fully healed. A third and final purchase of this Blood Gift gives you the @Compendium[wfrp4e-core.traits.SfUUdOGjdYpr3KSR]{Regenerate} Trait instead.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[{"_id":"nQcvdltZ7SmR2WRX","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"console.log(args)\n\n// Check what level of Unholy Regeneration is present\n// This throws an error on first addition of talent but it doesn't matter\nlet actorHasUnholyRegeneration = args.actor.data.talents.find(talent => talent.name === \"Unholy Regeneration\");\nlet actorUnholyRegenerationLevel = actorHasUnholyRegeneration.data.advances.value;\n\nconsole.log(actorHasUnholyRegeneration ,actorUnholyRegenerationLevel );\n\n// Now test if level two, and if so add Regeneration\n// Level two because it's checking _before_ adding the talent\nif (actorUnholyRegenerationLevel === 2) {\n fromUuid(\"Compendium.wfrp4e-core.traits.SfUUdOGjdYpr3KSR\").then(item => {\n args.actor.createEmbeddedEntity(\"OwnedItem\", item.data);\n })\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/wfrp4e/icons/blank.png","label":"Unholy Regeneration","tint":"","transfer":true}]} +{"_id":"ly2VAgHputjQMm6L","name":"Wings","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You can sprout leathery wings from your back. You gain the @Compendium[wfrp4e-core.traits.EO05HX7jql0g605A]{Flight} Trait with a Rating equal to twice your Movement.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[{"_id":"P4q57ZSExzC8N5Fu","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"fromUuid(\"Compendium.wfrp4e-core.traits.EO05HX7jql0g605A\").then(item => {\n item.data.data.specification.value = 40;\n args.actor.createEmbeddedEntity(\"OwnedItem\", item.data)\n})","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/wfrp4e/icons/blank.png","label":"Wings","tint":"","transfer":true}]} +{"_id":"lzXeW8A4OkFiAwxH","name":"Waterwalker","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

With a successful Challenging (+0) Cool Test, you may cross, wade through or swim across a body of water without taking damage or any ill effects. You must roll again for each new body of water or 100 yards of water crossed. Taking this Blood Gift a second time means you are completely immune to water and do not need to roll at all.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"2"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"oPhnDqkTChlZGoux","name":"Vagabond Knight","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You no longer lose Advantage simply for being outnumbered. Your opponents still receive the usual modifiers to hit.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"oWqc4UX7YgbrvuEt","name":"Forgettable Face","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

Provided you maintain discretion, you are easily forgotten, melting into a haze of memory. Anyone attempting to remember you, including what you look like or your involvement in any events that they have witnessed, must first make an Extended Cool Test with SL equal to your Willpower Bonus + levels in Forgettable Face + 1. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"ozP5qHp70TY8tCIS","name":"Summon Ancients","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

When casting any reanimation or summoning spell on dead or Undead targets, you count as having +2 SLs on a successful Test for each level in this Blood Gift.

\n

This bonus can be spent on Overcasts to increase the number of minions summoned or extend the duration of the spell. E.g., for Raise Dead, each level can be used to summon an extra +SL Skeletons.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"p2BhsVLbimxLsHdF","name":"Ravening Beast","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You are a rapacious monster whose hunger knows no bounds.

\n

You may use a Free Action to voluntarily take +1 @Compendium[wfrp4e-core.traits.xneBqGOs1QS7kfUr]{Hungry} Trait any time you can see or smell a living target, and gain the @Compendium[wfrp4e-core.traits.15ENOMf345S5AL68]{Brute} Trait for Willpower Bonus rounds.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":"Perception Tests to detect blood"}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"rzGrmJRgEoCkBZOT","name":"Walking Death","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

If you wish, you may reveal your Undead nature, taking on a monstrous and deathly visage. You temporarily gain the @Compendium[wfrp4e-core.traits.kJNAY1YRaCy9IgmT]{Terror} Trait with a Terror Rating of 1.

\n

If you already have Terror, Walking Death adds +1 to your Rating for every level in this Blood Gift.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"t"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[{"_id":"ekNkTqUQs7qfNgEW","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"// Get the level of the Walking Death trait\n// Remember this is _before_ adding, so undefined = 1, 1 = 2 etc.\nlet actorWalkingDeathTalent = args.actor.data.talents.find(talent => talent.name === \"Walking Death\");\nlet actorWalkingDeathTalentLevel = actorWalkingDeathTalent?.data.advances.value;\nif(actorWalkingDeathTalentLevel == null) {\n\tactorWalkingDeathTalentLevel = 1;\n} else {\n\tactorWalkingDeathTalentLevel +=1;\n}\n\n// Check if the Actor has the Terror trait\nlet actorTerrorTrait = args.actor.data.traits.find(trait => trait.name === \"Terror\");\nlet actorTerrorTraitSpecificationValue = parseInt(actorTerrorTrait?.specificationValue);\nlet actorHasTerrorTrait = !(actorTerrorTrait == null);\n\n// Now, if the actor doesn't have the Terror trait, add it here with rating 1\nif (!actorHasTerrorTrait) {\n fromUuid(\"Compendium.wfrp4e-core.traits.kJNAY1YRaCy9IgmT\").then(item => {\n item.data.data.specification.value = 1;\n args.actor.createEmbeddedEntity(\"OwnedItem\", item.data)\n });\n} else {\n\t// First delete the old Terror trait\n\tlet ActorTerrorTraitId = actorTerrorTrait._id;\n args.actor.deleteEmbeddedEntity(\"OwnedItem\", ActorTerrorTraitId);\n\t\n\t// Then add the Terror trait with the new rating\n\tfromUuid(\"Compendium.wfrp4e-core.traits.kJNAY1YRaCy9IgmT\").then(item => {\n item.data.data.specification.value = actorTerrorTraitSpecificationValue \n\t+ 1;\n args.actor.createEmbeddedEntity(\"OwnedItem\", item.data)\n });\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/wfrp4e/icons/blank.png","label":"Walking Death","tint":"","transfer":true}]} +{"_id":"sD9LmlnE5WWMiSde","name":"Furious Charge","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You are a furious juggernaut of violence. You know exactly where to land your blows for maximum effect. When you charge, your attacks ignore all Armour Points.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[{"_id":"Z2oNlJ9kZLlnDKL4","flags":{"wfrp4e":{"effectTrigger":"applyDamage","effectApplication":"actor","script":"// Check if charging attack\nif (args.opposeData.attackerTestResult.preData.extra.charging) {\n // First increase the damage actually dealt by the value of the armor that no longer applies\n args.totalWoundLoss += args.AP.value;\n\n // Then change the messaging to reflect that\n args.messageElements[1] = \"0 AP\";\n\n args.updateMsg = `Damage Applied (ignoring AP due to Furious Charge):`;\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/wfrp4e/icons/blank.png","label":"Furious Charge","tint":"","transfer":true}]} +{"_id":"tJ8CUo8C4mdQWHeF","name":"Walking as the Wind","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You gain the @Compendium[wfrp4e-core.traits.EO05HX7jql0g605A]{Flight} Trait (however you can only float or hover up to two yards above the ground) and can move at your normal Movement speed. Water or barriers such as gates which you can hover over do not affect you. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[{"_id":"elbqjKHSjEFYfXl1","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"fromUuid(\"Compendium.wfrp4e-core.traits.EO05HX7jql0g605A\").then(item => {\n args.actor.createEmbeddedEntity(\"OwnedItem\", item.data)\n})","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/wfrp4e/icons/blank.png","label":"Walking as the Wind","tint":"","transfer":true}]} +{"_id":"tMjmJYiU51nBz9Eg","name":"Domination","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You can attempt to sway the minds of others with an Opposed Charm/Cool Test. If you succeed, your opponent will suffer  @Compendium[wfrp4e-vampires.vampires-traits.TFccHQ7jTVZXRXRY]{Compelled (#)} (with a rating equal to your SLs) which can only be resolved by completing that number of your orders. Those orders cannot have the target hurt anyone. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"v2APkVZUo3yZia0e","name":"Devil's Cry","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You may spend all your Advantage (minimum of 2) to make a terrible cry that stabs at the hearts of living creatures and fills them with burning agony.

\n

This is a Free Attack that affects all living targets within a number of yards equal to your Initiative, causing +3 Deafened Conditions.

\n

A second purchase of the Blood Gift adds +1d10 Damage to the effect, which ignores Toughness Bonus and Armour Points.

\n

A third purchase of the Blood Gift adds an Average (+20) Endurance Test for all targets to avoid gaining +1 Broken Condition (this third purchase makes it identical to the Ghostly Howl Trait).

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"wp"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"wMLaL1i5ddoc7M6L","name":"Summon Vermin","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You unleash a high-pitched cry that travels far and wide, and must make a Challenging (+0) Leadership Test.

\n

You summon a swarm of Giant Rats, Giant Spiders, or Snakes from the nearby area. Use the standard profile for the creature type with the added Swarm Trait. Add an additional Wound to the swarm’s total for every +2 SLs rolled on the Test.

\n

The creatures will arrive immediately, crawling from every direction. They act on your initiative round in combat and obey simple orders, such as to attack, track or defend. They will disperse or wander off after a number of hours equal to your Willpower Bonus.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"wdT0mtU6ixw2dqjv","name":"Mindflayer","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You can use your horrific will to attempt to break the minds of others.

\n

For your Action, you may spend all Advantage (minimum 2) to trigger an Opposed Cool Test. If you succeed, your opponent will receive a Stunned Condition, plus one additional Stunned Condition for every additional level in Mind Flayer you have taken. If you win by 6+ SLs, your opponent gains +1 Broken Condition instead. If the target is a spellcaster, the Test can be Opposed with Language (Magick) as counter spells are cast.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"i"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[]} +{"_id":"yEWBeSnOfdZfnNak","name":"Undying","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You now have the @Compendium[wfrp4e-core.traits.UsJ2uIOOtHA7JqD5]{Die Hard} Trait.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[{"_id":"Lr8M3FiZ1agwUui5","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"fromUuid(\"Compendium.wfrp4e-core.traits.UsJ2uIOOtHA7JqD5\").then(item => {\n args.actor.createEmbeddedEntity(\"OwnedItem\", item.data)\n})","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/wfrp4e/icons/blank.png","label":"Undying","tint":"","transfer":true}]} +{"_id":"ygjmW7uwMpiqCTRn","name":"Venomous Bile","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You now have the @Compendium[wfrp4e-core.traits.gFkRm9wS65qe18Xv]{Venom} Trait with Challenging difficulty. Each additional purchase increases the Difficulty to resist the Venom by one step.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"s"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[{"_id":"P4q57ZSExzC8N5Fu","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"fromUuid(\"Compendium.wfrp4e-core.traits.gFkRm9wS65qe18Xv\").then(item => {\n args.actor.createEmbeddedEntity(\"OwnedItem\", item.data)\n})","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/wfrp4e/icons/blank.png","label":"Venomous Bile","tint":"","transfer":true}]} +{"_id":"zLmotg2vkjqcNRYC","name":"Massive Form","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"talent","data":{"description":{"type":"String","label":"Description","value":"

You now stand almost 10 feet tall. You gain the @Compendium[wfrp4e-core.traits.8slW8CJ2oVTxeQ6q]{Size} Trait and become Large.

\n

When using Pass as Human, you revert to Medium Size but will be at least a foot taller than you were before. This will be a telltale sign of your unholy nature to those who knew you when you were mortal.

"},"gmdescription":{"type":"String","label":"Description","value":""},"max":{"type":"String","label":"Max Advances","value":"1"},"advances":{"type":"Number","label":"Advances","value":1},"career":{"value":"","type":"String","label":"Career"},"tests":{"type":"String","label":"Tests","value":""}},"flags":{},"img":"modules/wfrp4e-core/icons/talents/blather.png","effects":[{"_id":"yBejVbykKyzEQT8F","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"fromUuid(\"Compendium.wfrp4e-core.traits.8slW8CJ2oVTxeQ6q\").then(item => {\n args.actor.createEmbeddedEntity(\"OwnedItem\", item.data)\n})","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"systems/wfrp4e/icons/blank.png","label":"Massive Form","tint":"","transfer":true}]} diff --git a/packs/traits.db b/packs/traits.db new file mode 100644 index 0000000..cfd95ae --- /dev/null +++ b/packs/traits.db @@ -0,0 +1,26 @@ +{"_id":"2MOzsTr8s1YrAJKf","name":"Daemonsroot and Witchbane","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"trait","data":{"description":{"type":"String","label":"Description","value":"

You must pass a Challenging (+0) Cool Test to come within 2 yards of these herbs. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"#","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/injuries/amputatedarm.png","effects":[]} +{"_id":"3oddbuzQ8MqWJ2Z9","name":"Age","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"trait","data":{"description":{"type":"String","label":"Description","value":"

All Vampires learn to feed more efficiently with time. This is determined by your Age. The older you are, the longer you can go without feeding — this is known as your Feeding Interval. If your Feeding Interval is in hours, you need to feed after a number of hours equal to your Toughness Bonus, excluding any spent asleep. 

\n

 

\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n
AgeTime UndeadFeeding Interval
1Up to 6 weeksHours
2Up to 1 yearNights
3Up to 10 yearsWeeks
4Up to 100 yearsMonths
5Over 100 yearsFour Months
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"#","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]} +{"_id":"5rbSN8ypYx8XgQFn","name":"Barriers","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"trait","data":{"description":{"type":"String","label":"Description","value":"

You may not cross the threshold of any dwelling owned by another without first being invited. Once you are invited, you can come and go as you please until or unless the dwelling changes ownership. The invitation does not have to be verbal but the inviter does have to intend to invite you.

\n

Non-residential properties do not count for the purposes of this Weakness. If you visit a public location (e.g., a pub) with private living quarters attached, the barrier is at the threshold between the public area and the living area.

\n

Your home when you were mortal has no barrier, provided no other family has moved in since. This weakness is especially common in Necrarchs.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"#","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/injuries/amputatedarm.png","effects":[]} +{"_id":"7StL5j48si4Vupnz","name":"Stakes","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"trait","data":{"description":{"type":"String","label":"Description","value":"

Certain blessed woods paralyse you when struck at the centre of your dark being. If a stake made of rosewood, ash or hawthorn, is plunged through your heart, you gain the Unconscious Condition, which can only be resolved when the stake is removed.

\n

Aiming for the heart is a called shot; a minimum of 3 Wounds must be inflicted, after reducing for Toughness Bonus and Armour, to pierce the heart.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"#","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/injuries/amputatedarm.png","effects":[]} +{"_id":"GlNKrHp857Epq8zU","name":"Soil Sleeper","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"trait","data":{"description":{"type":"String","label":"Description","value":"

Whether through superstition or due to a spiritual disconnect with the life-giving earth, you can only sleep fully when in the dirt from the lands you called home while still alive. You must sleep with at least two handfuls of this dirt every day or you gain +1 Fatigued Condition when you rise in the evening. These Conditions cannot be resolved until you sleep for a full day with two handfuls of your home soil, although you cannot be reduced below 10 in any Characteristic by their penalties.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"#","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/injuries/amputatedarm.png","effects":[]} +{"_id":"HlglLURNjR5c1GBa","name":"No Reflection","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"trait","data":{"description":{"type":"String","label":"Description","value":"

Perhaps as a sign of your soullessness, you cast no reflection or shadow. Anyone who sees this can make an Average (+20) Intuition Test to deduce that you are a Vampire, although Witch Hunters and Vampire Hunters will immediately know you for what you are.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"#","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/injuries/amputatedarm.png","effects":[]} +{"_id":"JbBGA0EOhJLPTgab","name":"Ravenous","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"trait","data":{"description":{"type":"String","label":"Description","value":"

Your hunger has now reached epic proportions. Whenever you can sense a viable target to feed from, regardless of whether they are bleeding, you must make a Challenging (+0) Cool Test or Frenzy. During this Frenzy, you will immediately and violently attack any and all viable targets until you are sated. You will not stop until each target is drained dry, causing death. You will continue to attack viable targets until you have removed all Hungry and Ravenous traits, and healed all Wounds.

\n

It requires 5 Wounds to recover from the Ravenous Trait, in addition to any required to remove any Hungry Traits and heal Wounds. The Ravenous Trait is always removed last.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"#","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/injuries/amputatedarm.png","effects":[]} +{"_id":"LQF1eZKF85gvXj4X","name":"Sawdust and Embalming Fluid","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The symbols of the funeral parlour fill you with terror, reminding you what you are and what you should be. When you come into contact with sawdust or embalming fluids, you must pass a Challenging (+0) Cool Test or gain +1 Broken Condition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"#","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/injuries/amputatedarm.png","effects":[]} +{"_id":"MKC0hD6UEIpbPbq5","name":"Claw","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"trait","data":{"description":{"type":"String","label":"Description","value":"

On its turn, the creature may Attack with it's clawed fingers. The Damage of the attack equals Rating and includes the creature’s Strength Bonus.

\n

If the creature has two free arms with Claws and the @Compendium[wfrp4e-core.talents.URwIDtInCsxOoGqM]{Dual Wielder} talent it may attack with both.

\n

Vampires using @Compendium[wfrp4e-vampires.vampires-talents.BRdukN8hxSBpcuUn]{Pass for Human} may retract their claws.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":true,"damage":true,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"ws","bonusCharacteristic":"s","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"#","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]} +{"_id":"Mrwe0ov8Tx8hb49M","name":"Counting","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"trait","data":{"description":{"type":"String","label":"Description","value":"

You are cursed to count small, numerous items spread across the ground before you. This may include grains of rice, marbles or seeds. Once you have seen the items, you cannot change course or try to walk away from them.

\n

Only items intentionally spread on the floor by another for the purpose of deterring the Undead will work. Naturally occurring items, such as piles of pebbles and scree, do not count, and neither do piles of grain stored for food or spilled.

\n

Counting the items takes 1d10 minutes unless you spend a point of Resolve to tear yourself away. If you are at imminent risk of attack or injury, you may choose to make a Challenging (+0) Cool Test to tear yourself away from the items instead. If you fail this Test, anyone attacking you while your attention is focused on the items does so as if you had the SurprisedCondition.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"#","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/injuries/amputatedarm.png","effects":[]} +{"_id":"Q7MlIkwCwpGf7Uoc","name":"Religious Symbols","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The Gods reject your unhallowed presence. You must make a Challenging (+0) Cool Test to be within 2 yards of religious symbols. The symbol must be earnestly wielded by one who believes in its power, though any religious symbol will do (including the symbols of Chaos worship).

\n

You also struggle to set foot in or on religious sites, such as temples or churches, where the Test becomes Hard (-10).

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"#","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/injuries/amputatedarm.png","effects":[]} +{"_id":"Q8wczj7k3xN2ze5v","name":"Tears","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The sight of freshly flowing tears from an innocent disturbs you. If the person is particularly vulnerable, holy or just, as determined by the GM, you must make an Extended Challenging (+0) Cool Test to attack or harm them. The number of SLs required to succeed at this Extended Test is equal to the target's Fellowship Bonus.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"#","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/injuries/amputatedarm.png","effects":[]} +{"_id":"ST53lU8ZAcG8cHE1","name":"Silver","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"trait","data":{"description":{"type":"String","label":"Description","value":"

As a purifying metal, silver is anathema to you. Silver weapons gain the Damaging Quality when used against you. Silver items are also painful if in contact with your bare skin, inflicting 1 Wound per turn, which ignores Toughness Bonus and Armour. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"#","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/injuries/amputatedarm.png","effects":[]} +{"name":"Compelled (#)","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"trait","data":{"description":{"type":"String","label":"Description","value":"

Compelled is caused by supernatural effects that sway the mind and emotions.

\n

When under a Compulsion Condition, you have a strong desire to complete the command given to you. If you do not immediately negate the Condition with Resolve, you cannot spend or regain Resolve or Resilience Points until the command has been fulfilled.

\n

Until resolved, you suffer a -10 penalty on all Tests that do not further the aims of the command you have been given. The effect of multiple Compulsions stack.

\n

Compulsion Conditions resolve automatically when you complete a command to the best of your ability. If you complete your task, you gain +1 Fatigued Condition and regain +1 Resolve.

\n

If you fail to complete your task after an hour, you may make a Challenging (+0) Cool Test to resolve 1 Compulsion Condition, and immediately gain +1 Fatigued Condition if you do so. You may roll once more each subsequent hour until all Compulsion Conditions have resolved and will gain +1 Fatigued Condition for each Compulsion Condition resolved in this way.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"#","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/injuries/amputatedarm.png","effects":[],"_id":"TFccHQ7jTVZXRXRY"} +{"_id":"VEEzW4dHX1GzrfcC","name":"Night's Curse","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"trait","data":{"description":{"type":"String","label":"Description","value":"

All Vampires possess the Curse of the Night. All Vampires are weak to @Compendium[wfrp4e-vampires.vampires-traits.hedrlo8n8aXDC76E]{Sunlight}, and must then further:

\n
    \n
  1. Roll for random weaknesses on the @Compendium[wfrp4e-vampires.vampires-journals.0Nva16Bc52LUZ6a7]{Weaknesses (Roll Table)}, or 
  2. \n
  3. Take the 5 weaknesses of their @Compendium[wfrp4e-vampires.vampires-journals.Q6OgsvyzoyswuUQH]{Weaknesses (Bloodlines)}.
  4. \n
"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"#","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[]} +{"_id":"WJBzu7NjAezaZjB1","name":"Unable to Hide","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"trait","data":{"description":{"type":"String","label":"Description","value":"

This Vampire's visage is so distracting that they simply cannot ever blend in with humans.

"},"gmdescription":{"type":"String","label":"Description","value":"

OPTIONAL TRAIT

\n

If you wish to rule that as Undead beings Vampires cannot be influenced by the Ruinous Powers drag this trait to your Vampires.

"},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"modules/wfrp4e-core/icons/injuries/amputatedarm.png","effects":[{"_id":"TYy2WENXRLidY5Bs","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"let actorPassForHumanTalent = args.actor.data.talents.find(talent => talent.name === \"Pass for Human\");\nlet actorHasPassForHumanTalent = !(actorPassForHumanTalent == null);\n\nif (actorHasPassForHumanTalent) {\n let actorPassForHumanTalentId = actorPassForHumanTalent ._id;\n args.actor.deleteEmbeddedEntity(\"OwnedItem\", actorPassForHumanTalentId );\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-vampires/assets/tokens/VampireIconTokenTransBG.png","label":"Remove Pass for Human","tint":"","transfer":true}]} +{"_id":"XK2jviw2VtiUS3Ib","name":"Running Water","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"trait","data":{"description":{"type":"String","label":"Description","value":"

Running water has a purging effect on you, washing away the taint in your body and soul. You must pass a Challenging (+0) Cool Test to come within 2 yards of any body of water with a current provided that it is at least a yard across and a foot deep. 

\n

If you enter such bodies of water, you gain +1 Ablaze Condition per turn — you are burned by the water, which is like acid to you, rather than by literal flames. You cannot resolve these Conditions with an Athletics Test but once you leave the water, they will resolve at the rate of one per turn. If you can cross the water without getting wet (such as if you leap or fly over it, or use a bridge), you take no ill effect.

\n

The Strigoi often suffer from this Weakness.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"#","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/injuries/amputatedarm.png","effects":[]} +{"_id":"ZpKPSSsQIcthXzSx","name":"Blessed Weapons","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"trait","data":{"description":{"type":"String","label":"Description","value":"

Blessed weapons gain the Damaging Quality against you. Holy water also harms you, inflicting 1d10 damage per turn of contact, which is modified by your Toughness Bonus and Armour as usual, to a minimum of 1 Wound per turn. Religious items pressed to your bare skin inflict 1 Wound per turn, which ignores Toughness Bonus or Armour.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"#","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/injuries/amputatedarm.png","effects":[]} +{"_id":"bTMZvwS4lZ6ZzeZ7","name":"Garlic","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"trait","data":{"description":{"type":"String","label":"Description","value":"

Often seen as one of the main flaws of all Vampires, this Weakness is actually fairly rare. Vampires like it that way, however, since it gives them the upper hand over unsuspecting mortals who thought themselves safe from Vampiric depredations. 

\n

If you possess this weakness you take a -20 penalty to all Tests within six yards of garlic.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"#","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/injuries/amputatedarm.png","effects":[]} +{"_id":"d2czua0OsJUhYOiM","name":"Fire","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"trait","data":{"description":{"type":"String","label":"Description","value":"

Fire cleanses your evil flesh, eating deep of dead tissues and bone. Fire of any kind ignores your Toughness Bonus for the purposes of causing damage, although armour protects you as normal.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"#","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/injuries/amputatedarm.png","effects":[]} +{"_id":"g6mgSdQ0cLPhyEKZ","name":"Shapeshifter","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"trait","data":{"description":{"type":"String","label":"Description","value":"

You are a skilled Shapeshifter, able to transform into a familiar form that represents your animal self.

"},"gmdescription":{"type":"String","label":"Description","value":"

The animal will relate to the user, e.g. familiar cat will lead to shapeshifting into a cat etc.

"},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"TYy2WENXRLidY5Bs","flags":{"wfrp4e":{"effectTrigger":"prefillDialog","effectApplication":"actor","script":"if ('corruption' in args.options) {\n args.prefillModifiers.modifier += 100\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-vampires/assets/tokens/VampireIconTokenTransBG.png","label":"Immunity to Corruption","tint":"","transfer":true}]} +{"_id":"hedrlo8n8aXDC76E","name":"Sunlight","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"trait","data":{"description":{"type":"String","label":"Description","value":"

All Vampires must take this Weakness, although Defy the Day may reduce its impact.

\n

The light of the sun rejects you as an abomination to the Gods. For each minute in direct sunlight, you take +1 Poisoned Condition, which cannot be removed until after you seek shelter. After every 10 minutes in shelter, you will lose +1 Poisoned Condition until all are resolved. If you reach +5 Poisoned Conditions from sunlight at any time, you also immediately gain +1 Broken Condition and must seek shelter.

\n

Each time you take damage from sunlight, you must also make a successful Challenging (+0) Endurance Test or gain +1 AblazeCondition as well, as your Vampiric flesh ignites in the rays of the sun.

\n

On overcast days of 80% cloud cover or more, you only gain +1 Poisoned Condition per hour. Consider heavy clothing or shade as cloud cover if no part of the body is exposed. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"#","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/injuries/amputatedarm.png","effects":[]} +{"_id":"j0YAWwvJBIBA7aox","name":"Warpstone","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"trait","data":{"description":{"type":"String","label":"Description","value":"

Your Vampiric form is less stable than usual; Warpstone causes it to mutate. You must make a Challenging (+0) Cool Test to come within 6 yards of Warpstone. After an hour in its presence, you must re-roll one Blood Gift and one Weakness, which change permanently

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"#","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/injuries/amputatedarm.png","effects":[]} +{"_id":"l0PYm8MRdg2fceiG","name":"Hungry","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"trait","data":{"description":{"type":"String","label":"Description","value":"

You suffer a -10 penalty to your Fellowship and Willpower, as the hunger makes you look and act more like a monster.

\n

In order to resolve this Condition, you must take enough Wounds to heal up to full health, plus 1 Wound per Hungry Trait you currently have (minimum 3). Hungry Traits are always resolved after all Wounds have been healed (see @Compendium[wfrp4e-vampires.vampires-journals.FkFgBgD34AyoInr2]{Healing}). You cannot spend Resolve to remove the Hungry Trait. 

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"#","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/injuries/amputatedarm.png","effects":[{"_id":"xm5TBH4jQTLJyAXv","flags":{"wfrp4e":{"effectTrigger":"oneTime","effectApplication":"actor","script":"let actorObj = args.actor;\nargs.actor.update({\n \"data.characteristics.wp.modifier\": actorObj.data.data.characteristics.wp.modifier-10,\n \"data.characteristics.fel.modifier\": actorObj.data.data.characteristics.fel.modifier-10,\n})","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-core/icons/injuries/amputatedarm.png","label":"Hungry","tint":"","transfer":true}]} +{"_id":"wYnNPMsEo425TH6D","name":"Gromril and Ithilmar","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"trait","data":{"description":{"type":"String","label":"Description","value":"

The special metals of the Elves and Dwarfs are especially troublesome for some Vampires. Blows made with a weapon of Ithilmar or Gromril ignore your Toughness Bonus. Armour protects you as normal.

"},"gmdescription":{"type":"String","label":"Description","value":""},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"#","type":"String","label":"Specification"},"source":{"type":"String","label":"Source"}},"flags":{"_sheetTab":"details"},"img":"modules/wfrp4e-core/icons/injuries/amputatedarm.png","effects":[]} +{"_id":"xV5BDdqYTmCRo2zN","name":"Immunity to Corruption","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"trait","data":{"description":{"type":"String","label":"Description","value":"

Even the Ruinous Powers cannot rend dead flesh, nor warp undead minds. 

"},"gmdescription":{"type":"String","label":"Description","value":"

OPTIONAL TRAIT

\n

If you wish to rule that as Undead beings Vampires cannot be influenced by the Ruinous Powers drag this trait to your Vampires.

"},"rollable":{"value":false,"damage":false,"skill":"","label":"Rollable","type":"Boolean","rollCharacteristic":"","bonusCharacteristic":"","dice":"","defaultDifficulty":"challenging","SL":true},"specification":{"value":"","type":"String","label":"Specification"}},"flags":{},"img":"modules/wfrp4e-core/icons/traits/trait.png","effects":[{"_id":"TYy2WENXRLidY5Bs","flags":{"wfrp4e":{"effectTrigger":"prefillDialog","effectApplication":"actor","script":"if ('corruption' in args.options) {\n args.prefillModifiers.modifier += 100\n}","preventDuplicateEffects":false}},"changes":[],"disabled":false,"duration":{"startTime":null,"seconds":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"icon":"modules/wfrp4e-vampires/assets/tokens/VampireIconTokenTransBG.png","label":"Immunity to Corruption","tint":"","transfer":true}]} diff --git a/packs/transformationmacros.db b/packs/transformationmacros.db new file mode 100644 index 0000000..baef7fb --- /dev/null +++ b/packs/transformationmacros.db @@ -0,0 +1,18 @@ +{"name":"Blood Dragon Vampire Traits","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"script","flags":{"core":{"sourceId":"Macro.6t5oENQZQCZip1hs"}},"scope":"global","command":"async function getVampireTraits() {\n // First load the Vampire Traits pack index\n let vampireTraits = game.packs.get(\"wfrp4e-vampires.vampires-traits\");\n let vampireTraitsIndex = await vampireTraits.getIndex();\n console.log(vampireTraitsIndex )\n\n // Then find the selected actor\n let actorSelected = actor;\n console.log(actorSelected)\n\n // Now find the traits we want from this pack\n let traitAge = vampireTraitsIndex.find(trait => trait.name == \"Age\")._id;\n let traitClaw = vampireTraitsIndex.find(trait => trait.name == \"Claw\")._id;\n let traitCurse = vampireTraitsIndex.find(trait => trait.name == \"Night's Curse\")._id;\n console.log(traitAge, traitClaw, traitCurse);\n\n // Now build Trait locations\n let fromLocationAge = `Compendium.wfrp4e-vampires.vampires-traits.${traitAge}`;\n let fromLocationClaw = `Compendium.wfrp4e-vampires.vampires-traits.${traitClaw}`;\n let fromLocationCurse = `Compendium.wfrp4e-vampires.vampires-traits.${traitCurse}`;\n \n const age = await fromUuid(fromLocationAge);\n age.data.data.specification.value = \"1 day\";\n\n const claw = await fromUuid(fromLocationClaw);\n claw.data.data.specification.value = 3;\n\n const curse = await fromUuid(fromLocationCurse);\n curse.data.data.specification.value = \"Blood Dragon\";\n\n const createData = [age.data, claw.data, curse.data];\n return actorSelected.createEmbeddedEntity(\"OwnedItem\", createData);\n}\n\ngetVampireTraits();","author":"kHr5wGqy2Rw4go1y","img":"modules/wfrp4e-core/icons/traits/trait.png","actorIds":[],"_id":"9WLtRoMzYN1JQ3FM"} +{"name":"Von Carstein Vampire Traits","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"script","flags":{"core":{"sourceId":"Macro.YKRzoWomQrHlQqfM"}},"scope":"global","command":"async function getVampireTraits() {\n // First load the Vampire Traits pack index\n let vampireTraits = game.packs.get(\"wfrp4e-vampires.vampires-traits\");\n let vampireTraitsIndex = await vampireTraits.getIndex();\n console.log(vampireTraitsIndex )\n\n // Then find the selected actor\n let actorSelected = actor;\n console.log(actorSelected)\n\n // Now find the traits we want from this pack\n let traitAge = vampireTraitsIndex.find(trait => trait.name == \"Age\")._id;\n let traitClaw = vampireTraitsIndex.find(trait => trait.name == \"Claw\")._id;\n let traitCurse = vampireTraitsIndex.find(trait => trait.name == \"Night's Curse\")._id;\n console.log(traitAge, traitClaw, traitCurse);\n\n // Now build Trait locations\n let fromLocationAge = `Compendium.wfrp4e-vampires.vampires-traits.${traitAge}`;\n let fromLocationClaw = `Compendium.wfrp4e-vampires.vampires-traits.${traitClaw}`;\n let fromLocationCurse = `Compendium.wfrp4e-vampires.vampires-traits.${traitCurse}`;\n \n const age = await fromUuid(fromLocationAge);\n age.data.data.specification.value = \"1 day\";\n\n const claw = await fromUuid(fromLocationClaw);\n claw.data.data.specification.value = 3;\n\n const curse = await fromUuid(fromLocationCurse);\n curse.data.data.specification.value = \"Von Carstein\";\n\n const createData = [age.data, claw.data, curse.data];\n return actorSelected.createEmbeddedEntity(\"OwnedItem\", createData);\n}\n\ngetVampireTraits();","author":"kHr5wGqy2Rw4go1y","img":"modules/wfrp4e-core/icons/traits/trait.png","actorIds":[],"_id":"A6EULphImIASvpNL"} +{"name":"Independent Traits","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"script","flags":{"core":{"sourceId":"Macro.8enDbE9TaUC7SxuE"}},"scope":"global","command":"async function getTraits() {\n // First load the Traits pack index\n let coreTraits = game.packs.get(\"wfrp4e-core.traits\");\n let coreTraitsIndex = await coreTraits.getIndex();\n console.log(coreTraitsIndex)\n\n // Then find the selected actor\n let actorSelected = actor;\n console.log(actorSelected)\n\n // Now find the traits we want from this pack\n let traitBite = coreTraitsIndex.find(trait => trait.name == \"Bite\")._id;\n let traitDarkVision = coreTraitsIndex.find(trait => trait.name == \"Dark Vision\")._id;\n let traitFear = coreTraitsIndex.find(trait => trait.name == \"Fear\")._id;\n let traitPainless = coreTraitsIndex.find(trait => trait.name == \"Painless\")._id;\n let traitUndead = coreTraitsIndex.find(trait => trait.name == \"Undead\")._id;\n let traitVampiric = coreTraitsIndex.find(trait => trait.name == \"Vampiric\")._id;\n \n\n // Now build Trait locations\n let fromLocationBite = `Compendium.wfrp4e-core.traits.${traitBite}`;\n let fromLocationDarkVision = `Compendium.wfrp4e-core.traits.${traitDarkVision}`;\n let fromLocationFear = `Compendium.wfrp4e-core.traits.${traitFear}`;\n let fromLocationPainless = `Compendium.wfrp4e-core.traits.${traitPainless}`;\n let fromLocationUndead = `Compendium.wfrp4e-core.traits.${traitUndead}`;\n let fromLocationVampiric = `Compendium.wfrp4e-core.traits.${traitVampiric}`;\n \n // Now get the Traits and adapt them where necessary\n const bite = await fromUuid(fromLocationBite);\n bite.data.data.specification.value = 3;\n \n const darkVision = await fromUuid(fromLocationDarkVision);\n \n const fear = await fromUuid(fromLocationFear);\n fear.data.data.specification.value = 1;\n \n const painless = await fromUuid(fromLocationPainless);\n \n const undead = await fromUuid(fromLocationUndead);\n \n const vampiric = await fromUuid(fromLocationVampiric);\n\n const createData = [bite.data, darkVision.data, fear.data, painless.data, undead.data, vampiric.data];\n return actorSelected.createEmbeddedEntity(\"OwnedItem\", createData);\n}\n\ngetTraits();","author":"kHr5wGqy2Rw4go1y","img":"modules/wfrp4e-core/icons/traits/trait.png","actorIds":[],"_id":"F7Y15tlytGg4P3ZF"} +{"name":"Necrarch Stats","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"script","flags":{"core":{"sourceId":"Macro.RtOjYItHSiodu6JI"}},"scope":"global","command":"async function getStats() {\n // Find the selected actor\n let actorSelected = actor;\n console.log(actorSelected);\n\n // Then define the characteristic changes for this Bloodline\n let updates = {\n\t\"data.characteristics.s.modifier\": actorSelected.data.data.characteristics.s.modifier += 10,\n\t\"data.characteristics.t.modifier\": actorSelected.data.data.characteristics.t.modifier += 20,\n\t\"data.characteristics.i.modifier\": actorSelected.data.data.characteristics.i.modifier += 20,\n\t\"data.characteristics.dex.modifier\": actorSelected.data.data.characteristics.dex.modifier += 10,\n\t\"data.characteristics.int.modifier\": actorSelected.data.data.characteristics.int.modifier += 20,\n\t\"data.characteristics.wp.modifier\": actorSelected.data.data.characteristics.wp.modifier += 20,\n\t\"data.characteristics.fel.modifier\": actorSelected.data.data.characteristics.fel.modifier -= 15,\n\t\"data.status.fate.value\": 0,\n\t\"data.status.resilience.value\": 0,\n\t\"data.details.move.value\": 6\n };\n \n // Then update the actor\n actorSelected.update(updates);\n}\n\ngetStats()","author":"kHr5wGqy2Rw4go1y","img":"modules/wfrp4e-core/icons/traits/trait.png","actorIds":[],"_id":"FeJA2VfTyk7Rr3zA"} +{"name":"Lahmian Vampire Traits","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"script","flags":{"core":{"sourceId":"Macro.eDXBR6qZKmEQYejl"}},"scope":"global","command":"async function getVampireTraits() {\n // First load the Vampire Traits pack index\n let vampireTraits = game.packs.get(\"wfrp4e-vampires.vampires-traits\");\n let vampireTraitsIndex = await vampireTraits.getIndex();\n console.log(vampireTraitsIndex )\n\n // Then find the selected actor\n let actorSelected = actor;\n console.log(actorSelected)\n\n // Now find the traits we want from this pack\n let traitAge = vampireTraitsIndex.find(trait => trait.name == \"Age\")._id;\n let traitClaw = vampireTraitsIndex.find(trait => trait.name == \"Claw\")._id;\n let traitCurse = vampireTraitsIndex.find(trait => trait.name == \"Night's Curse\")._id;\n console.log(traitAge, traitClaw, traitCurse);\n\n // Now build Trait locations\n let fromLocationAge = `Compendium.wfrp4e-vampires.vampires-traits.${traitAge}`;\n let fromLocationClaw = `Compendium.wfrp4e-vampires.vampires-traits.${traitClaw}`;\n let fromLocationCurse = `Compendium.wfrp4e-vampires.vampires-traits.${traitCurse}`;\n \n const age = await fromUuid(fromLocationAge);\n age.data.data.specification.value = \"1 day\";\n\n const claw = await fromUuid(fromLocationClaw);\n claw.data.data.specification.value = 3;\n\n const curse = await fromUuid(fromLocationCurse);\n curse.data.data.specification.value = \"Lahmian\";\n\n const createData = [age.data, claw.data, curse.data];\n return actorSelected.createEmbeddedEntity(\"OwnedItem\", createData);\n}\n\ngetVampireTraits();","author":"kHr5wGqy2Rw4go1y","img":"modules/wfrp4e-core/icons/traits/trait.png","actorIds":[],"_id":"GJ3x2fDN59Vwm2m1"} +{"name":"Independent Stats","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"script","flags":{"core":{"sourceId":"Macro.H9DGuo5xf3RBMFmK"}},"scope":"global","command":"async function getStats() {\n // Find the selected actor\n let actorSelected = actor;\n console.log(actorSelected);\n\n // Then define the characteristic changes for this Bloodline\n let updates = {\n\t\"data.characteristics.ws.modifier\": actorSelected.data.data.characteristics.ws.modifier += 10,\n\t\"data.characteristics.s.modifier\": actorSelected.data.data.characteristics.s.modifier += 10,\n\t\"data.characteristics.t.modifier\": actorSelected.data.data.characteristics.t.modifier += 10,\n\t\"data.characteristics.i.modifier\": actorSelected.data.data.characteristics.i.modifier += 10,\n\t\"data.characteristics.ag.modifier\": actorSelected.data.data.characteristics.ag.modifier += 10,\n\t\"data.characteristics.wp.modifier\": actorSelected.data.data.characteristics.wp.modifier += 10,\n\t\"data.characteristics.fel.modifier\": actorSelected.data.data.characteristics.fel.modifier += 10,\n\t\"data.characteristics.dex.modifier\": actorSelected.data.data.characteristics.dex.modifier += 10,\n\t\"data.status.fate.value\": 0,\n\t\"data.status.resilience.value\": 0,\n\t\"data.details.move.value\": 6\n };\n \n // Then update the actor\n actorSelected.update(updates);\n}\n\ngetStats()","author":"kHr5wGqy2Rw4go1y","img":"modules/wfrp4e-core/icons/traits/trait.png","actorIds":[],"_id":"GxSBH3tKXjTfPmUP"} +{"name":"Strigoi Stats","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"script","flags":{"core":{"sourceId":"Macro.532avUNEO68JRkWj"}},"scope":"global","command":"async function getStats() {\n // Find the selected actor\n let actorSelected = actor;\n console.log(actorSelected);\n\n // Then define the characteristic changes for this Bloodline\n let updates = {\n\t\"data.characteristics.ws.modifier\": actorSelected.data.data.characteristics.ws.modifier += 10,\n\t\"data.characteristics.s.modifier\": actorSelected.data.data.characteristics.s.modifier += 20,\n\t\"data.characteristics.t.modifier\": actorSelected.data.data.characteristics.t.modifier += 20,\n\t\"data.characteristics.i.modifier\": actorSelected.data.data.characteristics.i.modifier += 10,\n\t\"data.characteristics.ag.modifier\": actorSelected.data.data.characteristics.ag.modifier += 20,\n\t\"data.characteristics.wp.modifier\": actorSelected.data.data.characteristics.wp.modifier += 10,\n\t\"data.characteristics.fel.modifier\": actorSelected.data.data.characteristics.fel.modifier -= 10,\n\t\"data.status.fate.value\": 0,\n\t\"data.status.resilience.value\": 0,\n\t\"data.details.move.value\": 6\n };\n \n // Then update the actor\n actorSelected.update(updates);\n}\n\ngetStats()","author":"kHr5wGqy2Rw4go1y","img":"modules/wfrp4e-core/icons/traits/trait.png","actorIds":[],"_id":"JlXyrPUzCmBxKAXA"} +{"name":"Blood Dragon Traits","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"script","flags":{"core":{"sourceId":"Macro.Tx4rrBQAAkIU7uZL"}},"scope":"global","command":"async function getTraits() {\n // First load the Traits pack index\n let coreTraits = game.packs.get(\"wfrp4e-core.traits\");\n let coreTraitsIndex = await coreTraits.getIndex();\n console.log(coreTraitsIndex)\n\n // Then find the selected actor\n let actorSelected = actor;\n console.log(actorSelected)\n\n // Now find the traits we want from this pack\n let traitBite = coreTraitsIndex.find(trait => trait.name == \"Bite\")._id;\n let traitDarkVision = coreTraitsIndex.find(trait => trait.name == \"Dark Vision\")._id;\n let traitFear = coreTraitsIndex.find(trait => trait.name == \"Fear\")._id;\n let traitPainless = coreTraitsIndex.find(trait => trait.name == \"Painless\")._id;\n let traitUndead = coreTraitsIndex.find(trait => trait.name == \"Undead\")._id;\n let traitVampiric = coreTraitsIndex.find(trait => trait.name == \"Vampiric\")._id;\n \n\n // Now build Trait locations\n let fromLocationBite = `Compendium.wfrp4e-core.traits.${traitBite}`;\n let fromLocationDarkVision = `Compendium.wfrp4e-core.traits.${traitDarkVision}`;\n let fromLocationFear = `Compendium.wfrp4e-core.traits.${traitFear}`;\n let fromLocationPainless = `Compendium.wfrp4e-core.traits.${traitPainless}`;\n let fromLocationUndead = `Compendium.wfrp4e-core.traits.${traitUndead}`;\n let fromLocationVampiric = `Compendium.wfrp4e-core.traits.${traitVampiric}`;\n \n // Now get the Traits and adapt them where necessary\n const bite = await fromUuid(fromLocationBite);\n bite.data.data.specification.value = 3;\n \n const darkVision = await fromUuid(fromLocationDarkVision);\n \n const fear = await fromUuid(fromLocationFear);\n fear.data.data.specification.value = 1;\n \n const painless = await fromUuid(fromLocationPainless);\n \n const undead = await fromUuid(fromLocationUndead);\n \n const vampiric = await fromUuid(fromLocationVampiric);\n\n const createData = [bite.data, darkVision.data, fear.data, painless.data, undead.data, vampiric.data];\n return actorSelected.createEmbeddedEntity(\"OwnedItem\", createData);\n}\n\ngetTraits();","author":"kHr5wGqy2Rw4go1y","img":"modules/wfrp4e-core/icons/traits/trait.png","actorIds":[],"_id":"OMBDFPzaEh4iyqOJ"} +{"name":"Lahmian Stats","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"script","flags":{"core":{"sourceId":"Macro.drapRDbX8eKua5n4"}},"scope":"global","command":"async function getStats() {\n // Find the selected actor\n let actorSelected = actor;\n console.log(actorSelected);\n\n // Then define the characteristic changes for this Bloodline\n let updates = {\n \"data.characteristics.bs.modifier\": actorSelected.data.data.characteristics.bs.modifier += 10,\n\t\"data.characteristics.i.modifier\": actorSelected.data.data.characteristics.i.modifier += 20,\n\t\"data.characteristics.ag.modifier\": actorSelected.data.data.characteristics.ag.modifier += 20,\n\t\"data.characteristics.wp.modifier\": actorSelected.data.data.characteristics.wp.modifier += 10,\n\t\"data.characteristics.fel.modifier\": actorSelected.data.data.characteristics.fel.modifier += 20,\n\t\"data.status.fate.value\": 0,\n\t\"data.status.resilience.value\": 0,\n\t\"data.details.move.value\": 6\n };\n \n // Then update the actor\n actorSelected.update(updates);\n}\n\ngetStats()","author":"kHr5wGqy2Rw4go1y","img":"modules/wfrp4e-core/icons/traits/trait.png","actorIds":[],"_id":"OsvuolbjzLkm1QTb"} +{"name":"Necrarch Vampire Traits","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"script","flags":{"core":{"sourceId":"Macro.9zAxkKsEuLNLE8TL"}},"scope":"global","command":"async function getVampireTraits() {\n // First load the Vampire Traits pack index\n let vampireTraits = game.packs.get(\"wfrp4e-vampires.vampires-traits\");\n let vampireTraitsIndex = await vampireTraits.getIndex();\n console.log(vampireTraitsIndex )\n\n // Then find the selected actor\n let actorSelected = actor;\n console.log(actorSelected)\n\n // Now find the traits we want from this pack\n let traitAge = vampireTraitsIndex.find(trait => trait.name == \"Age\")._id;\n let traitClaw = vampireTraitsIndex.find(trait => trait.name == \"Claw\")._id;\n let traitCurse = vampireTraitsIndex.find(trait => trait.name == \"Night's Curse\")._id;\n console.log(traitAge, traitClaw, traitCurse);\n\n // Now build Trait locations\n let fromLocationAge = `Compendium.wfrp4e-vampires.vampires-traits.${traitAge}`;\n let fromLocationClaw = `Compendium.wfrp4e-vampires.vampires-traits.${traitClaw}`;\n let fromLocationCurse = `Compendium.wfrp4e-vampires.vampires-traits.${traitCurse}`;\n \n const age = await fromUuid(fromLocationAge);\n age.data.data.specification.value = \"1 day\";\n\n const claw = await fromUuid(fromLocationClaw);\n claw.data.data.specification.value = 3;\n\n const curse = await fromUuid(fromLocationCurse);\n curse.data.data.specification.value = \"Necrarch\";\n\n const createData = [age.data, claw.data, curse.data];\n return actorSelected.createEmbeddedEntity(\"OwnedItem\", createData);\n}\n\ngetVampireTraits();","author":"kHr5wGqy2Rw4go1y","img":"modules/wfrp4e-core/icons/traits/trait.png","actorIds":[],"_id":"RBx6Lm9CP92gtPXE"} +{"name":"Independent Vampire Traits","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"script","flags":{"core":{"sourceId":"Macro.U7jcJQhGhN0RY3b1"}},"scope":"global","command":"async function getVampireTraits() {\n // First load the Vampire Traits pack index\n let vampireTraits = game.packs.get(\"wfrp4e-vampires.vampires-traits\");\n let vampireTraitsIndex = await vampireTraits.getIndex();\n console.log(vampireTraitsIndex )\n\n // Then find the selected actor\n let actorSelected = actor;\n console.log(actorSelected)\n\n // Now find the traits we want from this pack\n let traitAge = vampireTraitsIndex.find(trait => trait.name == \"Age\")._id;\n let traitClaw = vampireTraitsIndex.find(trait => trait.name == \"Claw\")._id;\n let traitCurse = vampireTraitsIndex.find(trait => trait.name == \"Night's Curse\")._id;\n console.log(traitAge, traitClaw, traitCurse);\n\n // Now build Trait locations\n let fromLocationAge = `Compendium.wfrp4e-vampires.vampires-traits.${traitAge}`;\n let fromLocationClaw = `Compendium.wfrp4e-vampires.vampires-traits.${traitClaw}`;\n let fromLocationCurse = `Compendium.wfrp4e-vampires.vampires-traits.${traitCurse}`;\n \n const age = await fromUuid(fromLocationAge);\n age.data.data.specification.value = \"1 day\";\n\n const claw = await fromUuid(fromLocationClaw);\n claw.data.data.specification.value = 3;\n\n const curse = await fromUuid(fromLocationCurse);\n curse.data.data.specification.value = \"Independent\";\n\n const createData = [age.data, claw.data, curse.data];\n return actorSelected.createEmbeddedEntity(\"OwnedItem\", createData);\n}\n\ngetVampireTraits();","author":"kHr5wGqy2Rw4go1y","img":"modules/wfrp4e-core/icons/traits/trait.png","actorIds":[],"_id":"V4IiUCpU3JFyH2J3"} +{"name":"Strigoi Vampire Traits","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"script","flags":{"core":{"sourceId":"Macro.Xqt5QR2ctlrwdF4R"}},"scope":"global","command":"async function getVampireTraits() {\n // First load the Vampire Traits pack index\n let vampireTraits = game.packs.get(\"wfrp4e-vampires.vampires-traits\");\n let vampireTraitsIndex = await vampireTraits.getIndex();\n console.log(vampireTraitsIndex )\n\n // Then find the selected actor\n let actorSelected = actor;\n console.log(actorSelected)\n\n // Now find the traits we want from this pack\n let traitAge = vampireTraitsIndex.find(trait => trait.name == \"Age\")._id;\n let traitClaw = vampireTraitsIndex.find(trait => trait.name == \"Claw\")._id;\n let traitCurse = vampireTraitsIndex.find(trait => trait.name == \"Night's Curse\")._id;\n console.log(traitAge, traitClaw, traitCurse);\n\n // Now build Trait locations\n let fromLocationAge = `Compendium.wfrp4e-vampires.vampires-traits.${traitAge}`;\n let fromLocationClaw = `Compendium.wfrp4e-vampires.vampires-traits.${traitClaw}`;\n let fromLocationCurse = `Compendium.wfrp4e-vampires.vampires-traits.${traitCurse}`;\n \n const age = await fromUuid(fromLocationAge);\n age.data.data.specification.value = \"1 day\";\n\n const claw = await fromUuid(fromLocationClaw);\n claw.data.data.specification.value = 3;\n\n const curse = await fromUuid(fromLocationCurse);\n curse.data.data.specification.value = \"Strigoi\";\n\n const createData = [age.data, claw.data, curse.data];\n return actorSelected.createEmbeddedEntity(\"OwnedItem\", createData);\n}\n\ngetVampireTraits();","author":"kHr5wGqy2Rw4go1y","img":"modules/wfrp4e-core/icons/traits/trait.png","actorIds":[],"_id":"WCjXEdURZQl88cag"} +{"name":"Lahmian Traits","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"script","flags":{"core":{"sourceId":"Macro.MvDnGZG3sbRKHmWW"}},"scope":"global","command":"async function getTraits() {\n // First load the Traits pack index\n let coreTraits = game.packs.get(\"wfrp4e-core.traits\");\n let coreTraitsIndex = await coreTraits.getIndex();\n console.log(coreTraitsIndex)\n\n // Then find the selected actor\n let actorSelected = actor;\n console.log(actorSelected)\n\n // Now find the traits we want from this pack\n let traitBite = coreTraitsIndex.find(trait => trait.name == \"Bite\")._id;\n let traitDarkVision = coreTraitsIndex.find(trait => trait.name == \"Dark Vision\")._id;\n let traitFear = coreTraitsIndex.find(trait => trait.name == \"Fear\")._id;\n let traitPainless = coreTraitsIndex.find(trait => trait.name == \"Painless\")._id;\n let traitUndead = coreTraitsIndex.find(trait => trait.name == \"Undead\")._id;\n let traitVampiric = coreTraitsIndex.find(trait => trait.name == \"Vampiric\")._id;\n \n\n // Now build Trait locations\n let fromLocationBite = `Compendium.wfrp4e-core.traits.${traitBite}`;\n let fromLocationDarkVision = `Compendium.wfrp4e-core.traits.${traitDarkVision}`;\n let fromLocationFear = `Compendium.wfrp4e-core.traits.${traitFear}`;\n let fromLocationPainless = `Compendium.wfrp4e-core.traits.${traitPainless}`;\n let fromLocationUndead = `Compendium.wfrp4e-core.traits.${traitUndead}`;\n let fromLocationVampiric = `Compendium.wfrp4e-core.traits.${traitVampiric}`;\n \n // Now get the Traits and adapt them where necessary\n const bite = await fromUuid(fromLocationBite);\n bite.data.data.specification.value = 3;\n \n const darkVision = await fromUuid(fromLocationDarkVision);\n \n const fear = await fromUuid(fromLocationFear);\n fear.data.data.specification.value = 1;\n \n const painless = await fromUuid(fromLocationPainless);\n \n const undead = await fromUuid(fromLocationUndead);\n \n const vampiric = await fromUuid(fromLocationVampiric);\n\n const createData = [bite.data, darkVision.data, fear.data, painless.data, undead.data, vampiric.data];\n return actorSelected.createEmbeddedEntity(\"OwnedItem\", createData);\n}\n\ngetTraits();","author":"kHr5wGqy2Rw4go1y","img":"modules/wfrp4e-core/icons/traits/trait.png","actorIds":[],"_id":"YO0SiTp0FiENkK9r"} +{"name":"Blood Dragon Stats","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"script","flags":{"core":{"sourceId":"Macro.gHvcVhtZ11tEwEyn"}},"scope":"global","command":"async function getStats() {\n // Find the selected actor\n let actorSelected = actor;\n console.log(actorSelected);\n\n // Then define the characteristic changes for this Bloodline\n let updates = {\n\t\"data.characteristics.ws.modifier\": actorSelected.data.data.characteristics.ws.modifier += 10,\n \"data.characteristics.bs.modifier\": actorSelected.data.data.characteristics.bs.modifier += 10,\n\t\"data.characteristics.s.modifier\": actorSelected.data.data.characteristics.s.modifier += 10,\n\t\"data.characteristics.t.modifier\": actorSelected.data.data.characteristics.t.modifier += 10,\n\t\"data.characteristics.i.modifier\": actorSelected.data.data.characteristics.i.modifier += 10,\n\t\"data.characteristics.ag.modifier\": actorSelected.data.data.characteristics.ag.modifier += 10,\n\t\"data.characteristics.wp.modifier\": actorSelected.data.data.characteristics.wp.modifier += 20,\n\t\"data.status.fate.value\": 0,\n\t\"data.status.resilience.value\": 0,\n\t\"data.details.move.value\": 6\n };\n \n // Then update the actor\n actorSelected.update(updates);\n}\n\ngetStats()","author":"kHr5wGqy2Rw4go1y","img":"modules/wfrp4e-core/icons/traits/trait.png","actorIds":[],"_id":"ZFQ1SBXCaZrHWj2v"} +{"name":"Necrarch Traits","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"script","flags":{"core":{"sourceId":"Macro.HrRWamPjUZCiLKAQ"}},"scope":"global","command":"async function getTraits() {\n // First load the Traits pack index\n let coreTraits = game.packs.get(\"wfrp4e-core.traits\");\n let coreTraitsIndex = await coreTraits.getIndex();\n console.log(coreTraitsIndex)\n\n // Then find the selected actor\n let actorSelected = actor;\n console.log(actorSelected)\n\n // Now find the traits we want from this pack\n let traitBite = coreTraitsIndex.find(trait => trait.name == \"Bite\")._id;\n let traitDarkVision = coreTraitsIndex.find(trait => trait.name == \"Dark Vision\")._id;\n let traitFear = coreTraitsIndex.find(trait => trait.name == \"Fear\")._id;\n let traitPainless = coreTraitsIndex.find(trait => trait.name == \"Painless\")._id;\n let traitUndead = coreTraitsIndex.find(trait => trait.name == \"Undead\")._id;\n let traitVampiric = coreTraitsIndex.find(trait => trait.name == \"Vampiric\")._id;\n \n\n // Now build Trait locations\n let fromLocationBite = `Compendium.wfrp4e-core.traits.${traitBite}`;\n let fromLocationDarkVision = `Compendium.wfrp4e-core.traits.${traitDarkVision}`;\n let fromLocationFear = `Compendium.wfrp4e-core.traits.${traitFear}`;\n let fromLocationPainless = `Compendium.wfrp4e-core.traits.${traitPainless}`;\n let fromLocationUndead = `Compendium.wfrp4e-core.traits.${traitUndead}`;\n let fromLocationVampiric = `Compendium.wfrp4e-core.traits.${traitVampiric}`;\n \n // Now get the Traits and adapt them where necessary\n const bite = await fromUuid(fromLocationBite);\n bite.data.data.specification.value = 3;\n \n const darkVision = await fromUuid(fromLocationDarkVision);\n \n const fear = await fromUuid(fromLocationFear);\n fear.data.data.specification.value = 1;\n \n const painless = await fromUuid(fromLocationPainless);\n \n const undead = await fromUuid(fromLocationUndead);\n \n const vampiric = await fromUuid(fromLocationVampiric);\n\n const createData = [bite.data, darkVision.data, fear.data, painless.data, undead.data, vampiric.data];\n return actorSelected.createEmbeddedEntity(\"OwnedItem\", createData);\n}\n\ngetTraits();","author":"kHr5wGqy2Rw4go1y","img":"modules/wfrp4e-core/icons/traits/trait.png","actorIds":[],"_id":"bksNOtjb6F1NcFGH"} +{"name":"Von Carstein Stats","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"script","flags":{"core":{"sourceId":"Macro.57nECWkDYuEQoCia"}},"scope":"global","command":"async function getStats() {\n // Find the selected actor\n let actorSelected = actor;\n console.log(actorSelected);\n\n // Then define the characteristic changes for this Bloodline\n let updates = {\n\t\"data.characteristics.ws.modifier\": actorSelected.data.data.characteristics.ws.modifier += 10,\n\t\"data.characteristics.s.modifier\": actorSelected.data.data.characteristics.s.modifier += 10,\n\t\"data.characteristics.t.modifier\": actorSelected.data.data.characteristics.t.modifier += 10,\n\t\"data.characteristics.i.modifier\": actorSelected.data.data.characteristics.i.modifier += 10,\n\t\"data.characteristics.ag.modifier\": actorSelected.data.data.characteristics.ag.modifier += 10,\n\t\"data.characteristics.wp.modifier\": actorSelected.data.data.characteristics.wp.modifier += 20,\n\t\"data.characteristics.fel.modifier\": actorSelected.data.data.characteristics.fel.modifier += 10,\n\t\"data.status.fate.value\": 0,\n\t\"data.status.resilience.value\": 0,\n\t\"data.details.move.value\": 6\n };\n \n // Then update the actor\n actorSelected.update(updates);\n}\n\ngetStats()","author":"kHr5wGqy2Rw4go1y","img":"modules/wfrp4e-core/icons/traits/trait.png","actorIds":[],"_id":"fDuwZ9HBJCdzOUKI"} +{"name":"Strigoi Traits","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"script","flags":{"core":{"sourceId":"Macro.rvMUbOskxsXYYIcv"}},"scope":"global","command":"async function getTraits() {\n // First load the Traits pack index\n let coreTraits = game.packs.get(\"wfrp4e-core.traits\");\n let coreTraitsIndex = await coreTraits.getIndex();\n console.log(coreTraitsIndex)\n\n // Then find the selected actor\n let actorSelected = actor;\n console.log(actorSelected)\n\n // Now find the traits we want from this pack\n let traitBite = coreTraitsIndex.find(trait => trait.name == \"Bite\")._id;\n let traitDarkVision = coreTraitsIndex.find(trait => trait.name == \"Dark Vision\")._id;\n let traitFear = coreTraitsIndex.find(trait => trait.name == \"Fear\")._id;\n let traitPainless = coreTraitsIndex.find(trait => trait.name == \"Painless\")._id;\n let traitUndead = coreTraitsIndex.find(trait => trait.name == \"Undead\")._id;\n let traitVampiric = coreTraitsIndex.find(trait => trait.name == \"Vampiric\")._id;\n \n\n // Now build Trait locations\n let fromLocationBite = `Compendium.wfrp4e-core.traits.${traitBite}`;\n let fromLocationDarkVision = `Compendium.wfrp4e-core.traits.${traitDarkVision}`;\n let fromLocationFear = `Compendium.wfrp4e-core.traits.${traitFear}`;\n let fromLocationPainless = `Compendium.wfrp4e-core.traits.${traitPainless}`;\n let fromLocationUndead = `Compendium.wfrp4e-core.traits.${traitUndead}`;\n let fromLocationVampiric = `Compendium.wfrp4e-core.traits.${traitVampiric}`;\n \n // Now get the Traits and adapt them where necessary\n const bite = await fromUuid(fromLocationBite);\n bite.data.data.specification.value = 3;\n \n const darkVision = await fromUuid(fromLocationDarkVision);\n \n const fear = await fromUuid(fromLocationFear);\n fear.data.data.specification.value = 1;\n \n const painless = await fromUuid(fromLocationPainless);\n \n const undead = await fromUuid(fromLocationUndead);\n \n const vampiric = await fromUuid(fromLocationVampiric);\n\n const createData = [bite.data, darkVision.data, fear.data, painless.data, undead.data, vampiric.data];\n return actorSelected.createEmbeddedEntity(\"OwnedItem\", createData);\n}\n\ngetTraits();","author":"kHr5wGqy2Rw4go1y","img":"modules/wfrp4e-core/icons/traits/trait.png","actorIds":[],"_id":"iWj30aVLXl1SgulI"} +{"name":"Von Carstein Traits","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"script","flags":{"core":{"sourceId":"Macro.MA1v9RvFUFPG6U0t"}},"scope":"global","command":"async function getTraits() {\n // First load the Traits pack index\n let coreTraits = game.packs.get(\"wfrp4e-core.traits\");\n let coreTraitsIndex = await coreTraits.getIndex();\n console.log(coreTraitsIndex)\n\n // Then find the selected actor\n let actorSelected = actor;\n console.log(actorSelected)\n\n // Now find the traits we want from this pack\n let traitBite = coreTraitsIndex.find(trait => trait.name == \"Bite\")._id;\n let traitDarkVision = coreTraitsIndex.find(trait => trait.name == \"Dark Vision\")._id;\n let traitFear = coreTraitsIndex.find(trait => trait.name == \"Fear\")._id;\n let traitPainless = coreTraitsIndex.find(trait => trait.name == \"Painless\")._id;\n let traitUndead = coreTraitsIndex.find(trait => trait.name == \"Undead\")._id;\n let traitVampiric = coreTraitsIndex.find(trait => trait.name == \"Vampiric\")._id;\n \n\n // Now build Trait locations\n let fromLocationBite = `Compendium.wfrp4e-core.traits.${traitBite}`;\n let fromLocationDarkVision = `Compendium.wfrp4e-core.traits.${traitDarkVision}`;\n let fromLocationFear = `Compendium.wfrp4e-core.traits.${traitFear}`;\n let fromLocationPainless = `Compendium.wfrp4e-core.traits.${traitPainless}`;\n let fromLocationUndead = `Compendium.wfrp4e-core.traits.${traitUndead}`;\n let fromLocationVampiric = `Compendium.wfrp4e-core.traits.${traitVampiric}`;\n \n // Now get the Traits and adapt them where necessary\n const bite = await fromUuid(fromLocationBite);\n bite.data.data.specification.value = 3;\n \n const darkVision = await fromUuid(fromLocationDarkVision);\n \n const fear = await fromUuid(fromLocationFear);\n fear.data.data.specification.value = 1;\n \n const painless = await fromUuid(fromLocationPainless);\n \n const undead = await fromUuid(fromLocationUndead);\n \n const vampiric = await fromUuid(fromLocationVampiric);\n\n const createData = [bite.data, darkVision.data, fear.data, painless.data, undead.data, vampiric.data];\n return actorSelected.createEmbeddedEntity(\"OwnedItem\", createData);\n}\n\ngetTraits();","author":"kHr5wGqy2Rw4go1y","img":"modules/wfrp4e-core/icons/traits/trait.png","actorIds":[],"_id":"kIB1ppand7q6vfuI"} diff --git a/packs/transformations.db b/packs/transformations.db new file mode 100644 index 0000000..411d91b --- /dev/null +++ b/packs/transformations.db @@ -0,0 +1,4 @@ +{"_id":"JL1gRiasbaIP2AzN","name":"Transforming a PC into a Vampire PC","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"folder":"","flags":{},"content":"

Overview

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You may wish to transform a PC into a Vampire PC part way through your campaign. This journal will detail how to do so for each Bloodline.

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    \n
  • Perhaps they've received a bite from a wild Strigoi and they couldn't get it treated in time - it became infected and over time they started accumulating weaknesses of a Vampire!
  • \n
  • If they looked too deep into a particularly grand mansion they may find the Night's Terrors calmly sleeping in the basement, and should they accidentally awaken the sleepers they'd be faced with death or sacrifice!
  • \n
  • A particularly plucky adventurer might fall in love with a man/woman, only to find out in an altogether unpleasant way that the object of their infatuation is a Vampire!
  • \n
\n

 

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The process of transforming a PC into a Vampire is down to you, the GM!

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    \n
  • Does a single bite suffice? What if it's treated by a physician?
  • \n
  • Does the Vampire need to drain the victim?
  • \n
  • Do they need to feed the victim their own blood then kill them, only for the victim to reawaken days later?
  • \n
\n

 

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Transformation

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You may choose to use one, several, or all of the below steps, in any order. Several steps are automated via macros to make this process easier for you, and when that is applicable the appropriate macros are linked. 

\n

 

\n

Bloodline

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Your PC is likely to transform into the Bloodline of the Vampire that bit/fed from them. It is not uncommon for a newly-turned Vampire to reject their sire's Bloodline however, with a small number taking the Independent path.

\n

Rumours exist of newly-turned Vampires belonging to Bloodlines other than that of the Vampire who sired them, and accusations fly of betrayal, but there's no concrete evidence of any such happenings. Perhaps you could find a way to make it work!

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Bloodlines: @Compendium[wfrp4e-vampires.vampires-journals.grmlehMwani7xUw0]{Species Primer: Blood Dragon}, @Compendium[wfrp4e-vampires.vampires-journals.Mu4uLGvLBp37UX5u]{Species Primer: Lahmian}, @Compendium[wfrp4e-vampires.vampires-journals.oRbM7l1ZCYFkBNgW]{Species Primer: Necrarch}, @Compendium[wfrp4e-vampires.vampires-journals.mm57bcI78BC5yRrf]{Species Primer: Strigoi}, @Compendium[wfrp4e-vampires.vampires-journals.u6LV0ERhY7bLjgXw]{Species Primer: Von Carstein}, @Compendium[wfrp4e-vampires.vampires-journals.AjiVAu7IwEXjqP88]{Species Primer: Independent}

\n

 

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Vampire Career

\n

The PC will most likely already have a career. They are free to keep that career, especially since they'll most likely need to hide their Vampiric nature - possibly even from their own party! Some careers will not be performed well by a Vampire:

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    \n
  • A Vampire @Compendium[wfrp4e-core.career-descriptions.g12yhcU74qsRKxXX]{Servant} would struggle to work during the day when their Master required it.
  • \n
  • Vampiric @Compendium[wfrp4e-core.career-descriptions.14nKRAT6nMCMGSUf]{Boatman} might have a weakness that prevents their stepping through or over @Compendium[wfrp4e-vampires.vampires-traits.XK2jviw2VtiUS3Ib]{Running Water}, rendering them useless at the career.
  • \n
\n

Other careers might benefit greatly from the Vampiric nature:

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    \n
  • @Compendium[wfrp4e-core.career-descriptions.dWLxT0zRnDFbwTKZ]{Spy}'s would benefit greatly from the increased speed, skills, and senses, as would @Compendium[wfrp4e-core.career-descriptions.3A56eFnkIYFmbRL1]{Witch Hunter}'s, who could use the increased strength and power to combat Witches with even greater effectiveness.
  • \n
\n

It's up to you and your player to decide if they wish to keep their own career. Vampire careers do exist, however they are overwhelmingly for Vampires taking part in the Vampiric society, and as such might not fit well into existing parties of non-Vampires. 

\n

Careers: @Compendium[wfrp4e-vampires.vampires-journals.ehNNFJIUe14psxC2]{Blood Knight}, @Compendium[wfrp4e-vampires.vampires-journals.sinmjz4zcWPcmSvF]{Handmaiden}, @Compendium[wfrp4e-vampires.vampires-journals.YTqhNv9oY8YrjC7S]{Lector}, @Compendium[wfrp4e-vampires.vampires-journals.dbSUyQYsHHTVqSWE]{Night Raider}, @Compendium[wfrp4e-vampires.vampires-journals.g2K6L7KdtQUeBK98]{Vampire Count}, @Compendium[wfrp4e-vampires.vampires-journals.LM32MzJyJWy32Gl8]{Ghoul Master}.

\n

Certain careers are restricted by Bloodline - a Blood Dragon shall not become a Handmaiden!

\n

 

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Characteristics

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Vampires' characteristics change depending on which Bloodline they are sired into. Characteristic changes are available as macros for each Bloodline:

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Usage: Click on a single token that you wish to apply the Vampire Characteristics changes to and select the macro below. Alternatively you can import the macro(s) from the Vampire Transformation Effects compendium.

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Characteristics macros:  @Compendium[wfrp4e-vampires.vampire-transformation-effects.ZFQ1SBXCaZrHWj2v]{Blood Dragon Stats}, @Compendium[wfrp4e-vampires.vampire-transformation-effects.OsvuolbjzLkm1QTb]{Lahmian Stats}, @Compendium[wfrp4e-vampires.vampire-transformation-effects.FeJA2VfTyk7Rr3zA]{Necrarch Stats}, @Compendium[wfrp4e-vampires.vampire-transformation-effects.JlXyrPUzCmBxKAXA]{Strigoi Stats}, @Compendium[wfrp4e-vampires.vampire-transformation-effects.fDuwZ9HBJCdzOUKI]{Von Carstein Stats}, @Compendium[wfrp4e-vampires.vampire-transformation-effects.GxSBH3tKXjTfPmUP]{Independent Stats}

\n

 

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Skills (Optional)

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Your PC can, optionally, move 240xp from existing skills into their Bloodline skills (listed in Species Primers).

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Talents

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Vampires all gain the @Compendium[wfrp4e-core.talents.9h82z72XGo9tfgQS]{Acute Sense (Any)} Talent. Any Human Vampires lose the @Compendium[wfrp4e-core.talents.fn8QNQQ1S2rh12Us]{Doomed} Talent (as they are no longer capable of a natural death). 

\n

The newly-created Vampire can then swap up to four Talents with Bloodline Talents (listed in Species Primers).

\n

 

\n

Blood Gifts

\n

The Vampire then carries out the instructions in Bloodline: @Compendium[wfrp4e-vampires.vampires-journals.nnEUeffALtwsHspD]{Blood Gifts (Bloodlines)} taking any Bloodline-specific talents, then rolling [[/r 1d10]] three times (repeating until no duplicate rolls).

\n

 

\n

Traits

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Each Vampire is subject to a default list of Traits (Vampiric and Core) which have been prepared as macros for each Bloodline:

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Usage: Click on a single token that you wish to apply the Vampire Characteristics changes to and select the macro below. Alternatively you can import the macro(s) from the Vampire Transformation Effects compendium.

\n

Vampiric Trait macros: @Compendium[wfrp4e-vampires.vampire-transformation-effects.9WLtRoMzYN1JQ3FM]{Blood Dragon Vampire Traits}, @Compendium[wfrp4e-vampires.vampire-transformation-effects.GJ3x2fDN59Vwm2m1]{Lahmian Vampire Traits}, @Compendium[wfrp4e-vampires.vampire-transformation-effects.RBx6Lm9CP92gtPXE]{Necrarch Vampire Traits}, @Compendium[wfrp4e-vampires.vampire-transformation-effects.WCjXEdURZQl88cag]{Strigoi Vampire Traits}, @Compendium[wfrp4e-vampires.vampire-transformation-effects.A6EULphImIASvpNL]{Von Carstein Vampire Traits}, @Compendium[wfrp4e-vampires.vampire-transformation-effects.V4IiUCpU3JFyH2J3]{Independent Vampire Traits}

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Trait macros: @Compendium[wfrp4e-vampires.vampire-transformation-effects.OMBDFPzaEh4iyqOJ]{Blood Dragon Traits}, @Compendium[wfrp4e-vampires.vampire-transformation-effects.YO0SiTp0FiENkK9r]{Lahmian Traits}, @Compendium[wfrp4e-vampires.vampire-transformation-effects.bksNOtjb6F1NcFGH]{Necrarch Traits}, @Compendium[wfrp4e-vampires.vampire-transformation-effects.iWj30aVLXl1SgulI]{Strigoi Traits}, @Compendium[wfrp4e-vampires.vampire-transformation-effects.kIB1ppand7q6vfuI]{Von Carstein Traits}, @Compendium[wfrp4e-vampires.vampire-transformation-effects.F7Y15tlytGg4P3ZF]{Independent Traits}

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Weaknesses

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Vampires have their own, unique weaknesses depending on their Bloodline type. The options for Weaknesses are listed in @Compendium[wfrp4e-vampires.vampires-journals.Q6OgsvyzoyswuUQH]{Weaknesses (Bloodlines)} (and alternatively, @Compendium[wfrp4e-vampires.vampires-journals.0Nva16Bc52LUZ6a7]{Weaknesses (Roll Table)}).

"} +{"name":"Blood Kiss (Miscellaneous Transformation Info)","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"flags":{},"content":"

The Blood Kiss

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You can continue to drain the blood of your quarry even when you have healed all Wounds and removed all Conditions, reducing your prey's ability to break free and slowly killing them in the process. These extra Wounds give you no benefit, but this is the first violent step in delivering the Blood Kiss. Sometimes, killing your victims is the best way to dispose of the evidence. 

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Fortitude

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You are resistant to the effects of violence, torture and suffering. These do not cause new Psychology Traits or Mental Corruption. Failed or fumbled Psychology Tests have no long-lasting consequences either.

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Fear

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As a result of your Vampiric nature, you are also immune to Fear up to and including your own Fear Rating. Vampires are also immune to Psychology from their own Undead and Ghoul armies. A Vampire who commands a Terrorgheist does not have to worry about how terrifying it is; you already know and that's why you brought it into battle. 

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Disease & Poison

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Vampires are typically immune to the effects of most diseases and poisons, but they can become carriers of disease and they can suffer the Poisoned Condition from Sunlight. Carriers of diseases gain the @Compendium[wfrp4e-vampires.vampires-talents.Q20IGcUy27r4azD8]{Diseased (Type)} Blood Gift and may pass this disease onto their victims when feeding. The @Compendium[wfrp4e-core.talents.vMYEkrWj0ip6ZOdv]{Resistance (Disease)} Talent prevents you from being a carrier, meaning you may never take the Diseased Blood Gift.

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Infected

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Vampires with the Infected Blood Gift harbour filthy bugs in their mouths and on their claws, and thus increase the risk of Festering Wounds. This is typically as a result of feeding from corpses or vermin, or keeping unsanitary conditions in your lair. The effects of the Infected and Diseased Blood Gifts stack, if you are unlucky or malicious enough to take both.

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Gluttony

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Drinking blood can be addictive for Vampires. For this reason, gratuitous feeding is frowned upon — although bathing in blood is not. If you drink more than 12 times in one night, you must pass a Challenging (+0) Cool Test. If you fail, roll against the Mental Corruption Table. The Difficulty of this Test increases by one step for every additional time you feed that night.

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Sleep

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You find it difficult to stay awake during the day. Vampiric sleep is a death-like state where your body lies like a perfectly preserved corpse.

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You can only stay awake a maximum number of hours past sunrise equal to half your Willpower Bonus, but doing so requires a Challenging (+0) Endurance Test every hour.

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You only perceive disturbances during the daytime if you pass a Difficult (-10) Perception Test. If you are awakened during the day, you will wake with +1 Fatigued Condition and direct sunlight will affect you as usual. If you fail this Test, you remain unawares provided no one harms you. If anyone touches you or comes within 2 yards of where you are sleeping, you will awaken immediately to defend yourself. After Willpower Bonus minutes, you will have to pass another Challenging (+0) Endurance Test to stay awake, or feel the crushing weight of deathly sleep, gaining the Unconscious Condition once more. You should repeat this Test at the same interval until you finally return to sleep. The Fatigued Condition gained from interrupted sleep will only resolve when you make up your missed sleep or feed.

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Example: If you have Willpower Bonus 6, you can remain awake for 3 hours after sunrise. After this, you must sleep for at least 8 hours, or you will awaken with +1 Fatigued Condition which can only be removed through sleep or feeding. You may also choose to rise a number of hours before sunset equal to half your Willpower Bonus, though the requirement for 8 hours' sleep still applies.

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Optional Rule:

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Regaining Resolve Vampires do not have Fate and Fortune (although they sometimes have Dark Fate and Dark Fortune). As such, they rely more on their Resilience and Resolve than mortals. In certain games, this may seem hard-going, since Resolve replenishes much slower than Fortune does. These two optional methods of regaining Resolve may be more to your liking.

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  • The first option is that you can allow Vampires to regain 1 Resolve each sunset when they awake from sleep.
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  • The second, slightly more generous option, is to allow them to regain all Resolve points at the start of every session, as with Fortune. This latter option may be best in mixed parties, where it's necessary for Vampires to keep up with Humans.
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","_id":"VmSEIkQpf0uA4gk2"} +{"_id":"WIT1nAfJ10v9FIBa","name":"Feeding","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"folder":"","flags":{},"content":"

Feeding

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All Vampires feel the thirst for blood. The amount of blood taken is measured in Wounds inflicted by @Compendium[wfrp4e-core.traits.pLW9SVX0TVTYPiPv]{Bite} with a minimum of three wounds dealt (e.g. dealing three wounds to a foe means you have taken three units of blood).  Dealing two or less damage with your Bite does not enable you to feed.

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This is further described in the @Compendium[wfrp4e-core.traits.3MDwUi7BVxwWVI2V]{Vampiric} Trait.

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Feeding Interval

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Younger Vampires must feed more frequently. The @Compendium[wfrp4e-vampires.vampires-traits.3oddbuzQ8MqWJ2Z9]{Age} Trait describes the relationship between Vampire age and feeding frequency. The number of intervals is your Toughness Bonus.

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For example:

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  • A month-old Vampire with Toughness 45 has a feeding interval of 'Hours' and a Toughness Bonus of 4, therefore they must feed every four hours at a minimum (excluding the daytime when you are asleep).
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  • A three year Vampire with Toughness 60 has a feeding interval of 'Weeks' and a Toughness Bonus of 6, therefore they must feed every six weeks.
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As you can see, older Vampires do not need to feed anywhere near as frequently as younger Vampires.

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Even Hungrier

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If you have not fed for a number of feeding intervals greater than your Toughness Bonus you must make a Challenging (+0) Cool Test or gain +1 @Compendium[wfrp4e-vampires.vampires-traits.l0PYm8MRdg2fceiG]{Hungry} trait.

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Each single feeding interval after this that you deny yourself, you must continue to pass Challenging (+0) Cool Tests until you feed (the penalties to Willpower Bonus apply here too, so that it becomes increasingly difficult to deny your hunger). Each failed roll adds +1 @Compendium[wfrp4e-vampires.vampires-traits.l0PYm8MRdg2fceiG]{Hungry} trait. Once you reach five Hunger, you also gain the @Compendium[wfrp4e-vampires.vampires-traits.JbBGA0EOhJLPTgab]{Ravenous} Trait. These Traits stack and can only be removed by feeding.

"} +{"_id":"q0EGERQfkxkkxTEy","name":"Healing","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"folder":"","flags":{},"content":"

Healing

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You may heal only by using the @Compendium[wfrp4e-core.traits.3MDwUi7BVxwWVI2V]{Vampiric} Trait, the @Compendium[wfrp4e-vampires.vampires-talents.luPaokIKrKsvRQiQ]{Unholy Regeneration} Blood Gift, or through the use of Dark Magic. Spending 1 Resolve to remove the Prone Condition also restores 1 Wound, as usual. If you have Bleeding Conditions, these will always heal first, before any Wounds. 1 Bleeding Condition can be healed as if it were 1 Wound instead. Bleeding Conditions healed through feeding do not cause Fatigued Conditions afterwards, as the blood has been replaced.

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For example, you have taken 4 Wounds and 2 Bleeding Conditions, you spend 1 Advantage to make a free Bite attack and deal 3 Wounds after Toughness Bonus and Armour Points. Ordinarily, you would heal 3 Wounds, but as you have 2 Bleeding Conditions, you heal these first and heal 1 Wound afterwards.

"} diff --git a/packs/trappings.db b/packs/trappings.db new file mode 100644 index 0000000..c133acd --- /dev/null +++ b/packs/trappings.db @@ -0,0 +1 @@ +{"_id":"O1Ev52ZEfxxA1Pxg","name":"Elongated Talons","permission":{"default":0,"kHr5wGqy2Rw4go1y":3},"type":"weapon","data":{"description":{"type":"String","label":"Description","value":"

Your claws grow to twice their size with the Talons Blood Gift.

"},"gmdescription":{"type":"String","label":"Description","value":""},"quantity":{"type":"Number","label":"Quantity","value":1},"encumbrance":{"type":"Number","label":"Encumbrance","value":0},"price":{"type":"String","label":"Price","gc":"0","ss":"0","bp":"0"},"availability":{"type":"String","label":"Availability","value":"exotic"},"location":{"type":"Number","label":"Location","value":0},"damage":{"type":"String","label":"Damage","dice":"","value":"SB+6"},"reach":{"type":"String","label":"Reach","value":"vshort"},"range":{"type":"String","label":"Range","value":""},"twohanded":{"type":"Boolean","label":"Two-Handed","value":false},"ammunitionGroup":{"type":"String","label":"Ammunition Group","value":""},"currentAmmo":{"type":"Number","value":0},"consumesAmmo":{"value":true},"weaponGroup":{"type":"String","label":"Weapon Group","value":"basic"},"qualities":{"type":"String","label":"Qualities","value":"Impale"},"flaws":{"type":"String","label":"Flaws","value":""},"special":{"type":"String","label":"Special","value":""},"equipped":false,"loaded":{"value":false,"repeater":false,"amt":0},"offhand":{"value":false}},"flags":{},"img":"modules/wfrp4e-core/icons/equipment/weapons/axe.png","effects":[]}