{"_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.
\nYour 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)!
\nIf 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.
\nYour 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)!
\nIf 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
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
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.
\nNote: 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.
\nIf 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.
\nFor 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.
\nAfter 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 1d10 \n | \n\n Stinking Drunk \n | \n
\n 1-2 \n | \n\n ‘Marienburgher’s Courage!’: Gain a bonus of +20 to your Cool Skill. \n | \n
\n 3-4 \n | \n\n ‘You’re My Besht Mate!’: Ignore all your existing Prejudices and Animosities. \n | \n
\n 5-6 \n | \n\n ‘Why’s Everything Wobbling!’: On your Turn, you can either Move or take an Action, but not both. \n | \n
\n 7-8 \n | \n\n ‘I’ll Take Yer All On!’: Gain Animosity (Everybody)! \n | \n
\n 9-10 \n | \n\n ‘How Did I Get here?’: You wake up the next day, massively hungover, with little memory of what transpired. The GM and other players with you will fill in the embarrassing gaps if you investigate. Pass a Consume Alcohol Test or also gain a Poisoned Condition. \n | \n
\n
After not drinking for an hour, enact a Challenging (+0) Consume Alcohol Test. The effects of being drunk will wear
\noff 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.
\nYou 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.
\nIn 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 1d10 \n | \n\n Result \n | \n
\n 1-2 \n | \n\n Snapped Harness: One horse (or equivalent) breaks free; reduce speed accordingly. \n | \n
\n 3-5 \n | \n\n Jolted Carriage: Passengers suffer 1 Wound and fragile cargos might be damaged. \n | \n
\n 6-8 \n | \n\n Broken Wheel: Pass a Drive Test every round to avoid Crashing. Two-wheeled vehicles with a Broken Wheel Crash automatically. \n | \n
\n 9-10 \n | \n\n Broken Axle: The vehicle goes out of control and Crashes. \n | \n
\n
Crashing: Occupants of Crashing vehicles usually suffer 2d10 Wounds modified by Toughness Bonus and Armor Points
\nunless 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.
\nIn 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.
\nTo 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.
\nIf 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.
\nIt 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
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
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 or herbs normally takes around 2 hours. Hunting and foraging parties make one assisted Outdoor Survival Test for the group, with the Difficulty determined by the circumstances.
\n\n
\n
\n
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…
\nSpecializations: Rural, Underground, Urban
\n\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:
\nAll 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
Age | \nTime Undead | \nFeeding Interval | \n
1 | \nUp to 6 weeks | \nHours | \n
2 | \nUp to 1 year | \nNights | \n
3 | \nUp to 10 years | \nWeeks | \n
4 | \nUp to 100 years | \nMonths | \n
5 | \nOver 100 years | \nFour Months | \n
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.
\nIf the creature has two free arms with Claws and the @Compendium[wfrp4e-core.talents.URwIDtInCsxOoGqM]{Dual Wielder} talent it may attack with both.
\nVampires 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.
\nThe 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.
\nWhen 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.
\nSimple commands such as attack, defend, find or track are automatic and can be issued with a Free Action to all Creatures at once.
\nYou can issue more complicated commands, or commands beyond 100 yards, with a Challenging (+0) Leadership Test.
\nMost 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":"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.
\nSpectral 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 Size \n | \n\n Examples \n | \n
\n Tiny \n | \n\n Butterfly, Mouse, Pigeon \n | \n
\n Little \n | \n\n Cat, Hawk, Human Baby \n | \n
\n Small \n | \n\n Giant Rat, Halfling, Human Child \n | \n
\n Average \n | \n\n Dwarf, Elf, Human \n | \n
\n Large \n | \n\n Horse, Ogre, Troll \n | \n
\n Enormous \n | \n\n Griffon, Wyvern, Manticore \n | \n
\n Monstrous \n | \n\n Dragon, Giant, Greater Daemon \n | \n
\n
\n
if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller
\n\n
\n
If larger:
\n\n
If smaller:
\n• It gains a bonus of +10 to hit.
\n\n
You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!
\n\n\n
If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.
\n\n
A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.
\n\n
During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.
\n\n
Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).
\n\n
\n Size \n | \n\n Wounds \n | \n
\n Tiny \n | \n\n 1 \n | \n
\n Little \n | \n\n Toughness Bonus \n | \n
\n Small \n | \n\n (2×Toughness Bonus) + Willpower Bonus \n | \n
\n Average \n | \n\n Strength Bonus+(2×Toughness Bonus) + Willpower Bonus \n | \n
\n Large \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2 \n | \n
\n Enormous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4 \n | \n
\n Monstrous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8 \n | \n
The 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.
\nBroken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.
\nDrive: The animal is trained to pull a coach, cart, plough, buggy, or similar.
\nEntertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.
\nFetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.
\nGuard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.
\nHome: The animal is trained to return home if it is released or lost.
\nMagic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.
\nMount: 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.
\nWar: 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.
\nThe 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.
\nWhen 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.
\nThe 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":"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.
\nAs the creature’s Move, it can fly up to Rating yards. When flying, it ignores all intervening terrain, obstacles, or characters. At the end of the move, it decides whether it has landed or is still flying. It can use this move to Charge. If it starts its turn flying, it must choose to Fly for its Move. If it cannot do this, the GM decides how far the creature falls.
\nWhen targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.
\nWhen flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky
"},"gmdescription":{"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 Size \n | \n\n Examples \n | \n
\n Tiny \n | \n\n Butterfly, Mouse, Pigeon \n | \n
\n Little \n | \n\n Cat, Hawk, Human Baby \n | \n
\n Small \n | \n\n Giant Rat, Halfling, Human Child \n | \n
\n Average \n | \n\n Dwarf, Elf, Human \n | \n
\n Large \n | \n\n Horse, Ogre, Troll \n | \n
\n Enormous \n | \n\n Griffon, Wyvern, Manticore \n | \n
\n Monstrous \n | \n\n Dragon, Giant, Greater Daemon \n | \n
\n
\n
if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller
\n\n
\n
If larger:
\n\n
If smaller:
\n• It gains a bonus of +10 to hit.
\n\n
You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!
\n\n\n
If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.
\n\n
A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.
\n\n
During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.
\n\n
Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).
\n\n
\n Size \n | \n\n Wounds \n | \n
\n Tiny \n | \n\n 1 \n | \n
\n Little \n | \n\n Toughness Bonus \n | \n
\n Small \n | \n\n (2×Toughness Bonus) + Willpower Bonus \n | \n
\n Average \n | \n\n Strength Bonus+(2×Toughness Bonus) + Willpower Bonus \n | \n
\n Large \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2 \n | \n
\n Enormous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4 \n | \n
\n Monstrous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8 \n | \n
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.
\nAfter 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.
\nYour 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)!
\nIf 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.
\nYour 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)!
\nIf 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
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
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.
\nNote: 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.
\nIf 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.
\nFor 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.
\nAfter 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 1d10 \n | \n\n Stinking Drunk \n | \n
\n 1-2 \n | \n\n ‘Marienburgher’s Courage!’: Gain a bonus of +20 to your Cool Skill. \n | \n
\n 3-4 \n | \n\n ‘You’re My Besht Mate!’: Ignore all your existing Prejudices and Animosities. \n | \n
\n 5-6 \n | \n\n ‘Why’s Everything Wobbling!’: On your Turn, you can either Move or take an Action, but not both. \n | \n
\n 7-8 \n | \n\n ‘I’ll Take Yer All On!’: Gain Animosity (Everybody)! \n | \n
\n 9-10 \n | \n\n ‘How Did I Get here?’: You wake up the next day, massively hungover, with little memory of what transpired. The GM and other players with you will fill in the embarrassing gaps if you investigate. Pass a Consume Alcohol Test or also gain a Poisoned Condition. \n | \n
\n
After not drinking for an hour, enact a Challenging (+0) Consume Alcohol Test. The effects of being drunk will wear
\noff 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.
\nYou 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.
\nIn 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 1d10 \n | \n\n Result \n | \n
\n 1-2 \n | \n\n Snapped Harness: One horse (or equivalent) breaks free; reduce speed accordingly. \n | \n
\n 3-5 \n | \n\n Jolted Carriage: Passengers suffer 1 Wound and fragile cargos might be damaged. \n | \n
\n 6-8 \n | \n\n Broken Wheel: Pass a Drive Test every round to avoid Crashing. Two-wheeled vehicles with a Broken Wheel Crash automatically. \n | \n
\n 9-10 \n | \n\n Broken Axle: The vehicle goes out of control and Crashes. \n | \n
\n
Crashing: Occupants of Crashing vehicles usually suffer 2d10 Wounds modified by Toughness Bonus and Armor Points
\nunless 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.
\nIn 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.
\nTo 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.
\nIf 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.
\nIt 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
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
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 or herbs normally takes around 2 hours. Hunting and foraging parties make one assisted Outdoor Survival Test for the group, with the Difficulty determined by the circumstances.
\n\n
\n
\n
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…
\nSpecializations: Rural, Underground, Urban
\n\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:
\nAll 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
Age | \nTime Undead | \nFeeding Interval | \n
1 | \nUp to 6 weeks | \nHours | \n
2 | \nUp to 1 year | \nNights | \n
3 | \nUp to 10 years | \nWeeks | \n
4 | \nUp to 100 years | \nMonths | \n
5 | \nOver 100 years | \nFour Months | \n
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.
\nIf the creature has two free arms with Claws and the @Compendium[wfrp4e-core.talents.URwIDtInCsxOoGqM]{Dual Wielder} talent it may attack with both.
\nVampires 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.
\nThe 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.
\nWhen 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.
\nSimple commands such as attack, defend, find or track are automatic and can be issued with a Free Action to all Creatures at once.
\nYou can issue more complicated commands, or commands beyond 100 yards, with a Challenging (+0) Leadership Test.
\nMost 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.
\nThe 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)
\nThe creature causes supernatural Fear in other creatures, with a rating equal to its Rating.
\nThe 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.
\nWhen 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.
\nWhen targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.
\nWhen flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky
"},"gmdescription":{"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.
\nAfter 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":"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.
\nThis trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.
\n\n
\n Size \n | \n\n Examples \n | \n
\n Tiny \n | \n\n Butterfly, Mouse, Pigeon \n | \n
\n Little \n | \n\n Cat, Hawk, Human Baby \n | \n
\n Small \n | \n\n Giant Rat, Halfling, Human Child \n | \n
\n Average \n | \n\n Dwarf, Elf, Human \n | \n
\n Large \n | \n\n Horse, Ogre, Troll \n | \n
\n Enormous \n | \n\n Griffon, Wyvern, Manticore \n | \n
\n Monstrous \n | \n\n Dragon, Giant, Greater Daemon \n | \n
\n
\n
if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller
\n\n
\n
If larger:
\n\n
If smaller:
\n• It gains a bonus of +10 to hit.
\n\n
You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!
\n\n\n
If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.
\n\n
A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.
\n\n
During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.
\n\n
Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).
\n\n
\n Size \n | \n\n Wounds \n | \n
\n Tiny \n | \n\n 1 \n | \n
\n Little \n | \n\n Toughness Bonus \n | \n
\n Small \n | \n\n (2×Toughness Bonus) + Willpower Bonus \n | \n
\n Average \n | \n\n Strength Bonus+(2×Toughness Bonus) + Willpower Bonus \n | \n
\n Large \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2 \n | \n
\n Enormous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4 \n | \n
\n Monstrous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8 \n | \n
The 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.
\nBroken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.
\nDrive: The animal is trained to pull a coach, cart, plough, buggy, or similar.
\nEntertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.
\nFetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.
\nGuard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.
\nHome: The animal is trained to return home if it is released or lost.
\nMagic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.
\nMount: 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.
\nWar: 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.
\nThe 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.
\nWhen 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, 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"},"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.
\nWhen targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.
\nWhen flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky
"},"gmdescription":{"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 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\"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 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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 Size \n | \n\n Examples \n | \n
\n Tiny \n | \n\n Butterfly, Mouse, Pigeon \n | \n
\n Little \n | \n\n Cat, Hawk, Human Baby \n | \n
\n Small \n | \n\n Giant Rat, Halfling, Human Child \n | \n
\n Average \n | \n\n Dwarf, Elf, Human \n | \n
\n Large \n | \n\n Horse, Ogre, Troll \n | \n
\n Enormous \n | \n\n Griffon, Wyvern, Manticore \n | \n
\n Monstrous \n | \n\n Dragon, Giant, Greater Daemon \n | \n
\n
\n
if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller
\n\n
\n
If larger:
\n\n
If smaller:
\n• It gains a bonus of +10 to hit.
\n\n
You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!
\n\n\n
If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.
\n\n
A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.
\n\n
During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.
\n\n
Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).
\n\n
\n Size \n | \n\n Wounds \n | \n
\n Tiny \n | \n\n 1 \n | \n
\n Little \n | \n\n Toughness Bonus \n | \n
\n Small \n | \n\n (2×Toughness Bonus) + Willpower Bonus \n | \n
\n Average \n | \n\n Strength Bonus+(2×Toughness Bonus) + Willpower Bonus \n | \n
\n Large \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2 \n | \n
\n Enormous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4 \n | \n
\n Monstrous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8 \n | \n
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.
\nWhen targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.
\nWhen flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky
"},"gmdescription":{"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.
\nIf the creature has two free arms with Claws and the @Compendium[wfrp4e-core.talents.URwIDtInCsxOoGqM]{Dual Wielder} talent it may attack with both.
\nVampires 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 Size \n | \n\n Examples \n | \n
\n Tiny \n | \n\n Butterfly, Mouse, Pigeon \n | \n
\n Little \n | \n\n Cat, Hawk, Human Baby \n | \n
\n Small \n | \n\n Giant Rat, Halfling, Human Child \n | \n
\n Average \n | \n\n Dwarf, Elf, Human \n | \n
\n Large \n | \n\n Horse, Ogre, Troll \n | \n
\n Enormous \n | \n\n Griffon, Wyvern, Manticore \n | \n
\n Monstrous \n | \n\n Dragon, Giant, Greater Daemon \n | \n
\n
\n
if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller
\n\n
\n
If larger:
\n\n
If smaller:
\n• It gains a bonus of +10 to hit.
\n\n
You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!
\n\n\n
If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.
\n\n
A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.
\n\n
During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.
\n\n
Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).
\n\n
\n Size \n | \n\n Wounds \n | \n
\n Tiny \n | \n\n 1 \n | \n
\n Little \n | \n\n Toughness Bonus \n | \n
\n Small \n | \n\n (2×Toughness Bonus) + Willpower Bonus \n | \n
\n Average \n | \n\n Strength Bonus+(2×Toughness Bonus) + Willpower Bonus \n | \n
\n Large \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2 \n | \n
\n Enormous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4 \n | \n
\n Monstrous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8 \n | \n
The 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.
\nBroken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.
\nDrive: The animal is trained to pull a coach, cart, plough, buggy, or similar.
\nEntertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.
\nFetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.
\nGuard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.
\nHome: The animal is trained to return home if it is released or lost.
\nMagic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.
\nMount: 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.
\nWar: 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.
\nThe 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.
\nWhen 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":"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.
\nThis trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.
\n\n
\n Size \n | \n\n Examples \n | \n
\n Tiny \n | \n\n Butterfly, Mouse, Pigeon \n | \n
\n Little \n | \n\n Cat, Hawk, Human Baby \n | \n
\n Small \n | \n\n Giant Rat, Halfling, Human Child \n | \n
\n Average \n | \n\n Dwarf, Elf, Human \n | \n
\n Large \n | \n\n Horse, Ogre, Troll \n | \n
\n Enormous \n | \n\n Griffon, Wyvern, Manticore \n | \n
\n Monstrous \n | \n\n Dragon, Giant, Greater Daemon \n | \n
\n
\n
if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller
\n\n
\n
If larger:
\n\n
If smaller:
\n• It gains a bonus of +10 to hit.
\n\n
You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!
\n\n\n
If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.
\n\n
A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.
\n\n
During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.
\n\n
Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).
\n\n
\n Size \n | \n\n Wounds \n | \n
\n Tiny \n | \n\n 1 \n | \n
\n Little \n | \n\n Toughness Bonus \n | \n
\n Small \n | \n\n (2×Toughness Bonus) + Willpower Bonus \n | \n
\n Average \n | \n\n Strength Bonus+(2×Toughness Bonus) + Willpower Bonus \n | \n
\n Large \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2 \n | \n
\n Enormous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4 \n | \n
\n Monstrous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8 \n | \n
The 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.
\nBroken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.
\nDrive: The animal is trained to pull a coach, cart, plough, buggy, or similar.
\nEntertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.
\nFetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.
\nGuard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.
\nHome: The animal is trained to return home if it is released or lost.
\nMagic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.
\nMount: 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.
\nWar: 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.
\nThe 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.
\nWhen 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.
\nWhen targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.
\nWhen flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky
"},"gmdescription":{"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.
\nAfter 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 -= 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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 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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.
\nThe 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.
\nWhen 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 Size \n | \n\n Examples \n | \n
\n Tiny \n | \n\n Butterfly, Mouse, Pigeon \n | \n
\n Little \n | \n\n Cat, Hawk, Human Baby \n | \n
\n Small \n | \n\n Giant Rat, Halfling, Human Child \n | \n
\n Average \n | \n\n Dwarf, Elf, Human \n | \n
\n Large \n | \n\n Horse, Ogre, Troll \n | \n
\n Enormous \n | \n\n Griffon, Wyvern, Manticore \n | \n
\n Monstrous \n | \n\n Dragon, Giant, Greater Daemon \n | \n
\n
\n
if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller
\n\n
\n
If larger:
\n\n
If smaller:
\n• It gains a bonus of +10 to hit.
\n\n
You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!
\n\n\n
If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.
\n\n
A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.
\n\n
During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.
\n\n
Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).
\n\n
\n Size \n | \n\n Wounds \n | \n
\n Tiny \n | \n\n 1 \n | \n
\n Little \n | \n\n Toughness Bonus \n | \n
\n Small \n | \n\n (2×Toughness Bonus) + Willpower Bonus \n | \n
\n Average \n | \n\n Strength Bonus+(2×Toughness Bonus) + Willpower Bonus \n | \n
\n Large \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2 \n | \n
\n Enormous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4 \n | \n
\n Monstrous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8 \n | \n
The 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 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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.
\nThe 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.
\nWhen 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.
\nWhen targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.
\nWhen flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky
"},"gmdescription":{"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 += `This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.
\n\n
\n Size \n | \n\n Examples \n | \n
\n Tiny \n | \n\n Butterfly, Mouse, Pigeon \n | \n
\n Little \n | \n\n Cat, Hawk, Human Baby \n | \n
\n Small \n | \n\n Giant Rat, Halfling, Human Child \n | \n
\n Average \n | \n\n Dwarf, Elf, Human \n | \n
\n Large \n | \n\n Horse, Ogre, Troll \n | \n
\n Enormous \n | \n\n Griffon, Wyvern, Manticore \n | \n
\n Monstrous \n | \n\n Dragon, Giant, Greater Daemon \n | \n
\n
\n
if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller
\n\n
\n
If larger:
\n\n
If smaller:
\n• It gains a bonus of +10 to hit.
\n\n
You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!
\n\n\n
If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.
\n\n
A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.
\n\n
During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.
\n\n
Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).
\n\n
\n Size \n | \n\n Wounds \n | \n
\n Tiny \n | \n\n 1 \n | \n
\n Little \n | \n\n Toughness Bonus \n | \n
\n Small \n | \n\n (2×Toughness Bonus) + Willpower Bonus \n | \n
\n Average \n | \n\n Strength Bonus+(2×Toughness Bonus) + Willpower Bonus \n | \n
\n Large \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2 \n | \n
\n Enormous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4 \n | \n
\n Monstrous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8 \n | \n
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.
\nAfter 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 += `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.
\nThe 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)
\nThe creature causes supernatural Fear in other creatures, with a rating equal to its Rating.
\nThe 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.
\nWhen 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.
\nThe 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.
\nWhen 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":"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.
\nThis trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.
\n\n
\n Size \n | \n\n Examples \n | \n
\n Tiny \n | \n\n Butterfly, Mouse, Pigeon \n | \n
\n Little \n | \n\n Cat, Hawk, Human Baby \n | \n
\n Small \n | \n\n Giant Rat, Halfling, Human Child \n | \n
\n Average \n | \n\n Dwarf, Elf, Human \n | \n
\n Large \n | \n\n Horse, Ogre, Troll \n | \n
\n Enormous \n | \n\n Griffon, Wyvern, Manticore \n | \n
\n Monstrous \n | \n\n Dragon, Giant, Greater Daemon \n | \n
\n
\n
if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller
\n\n
\n
If larger:
\n\n
If smaller:
\n• It gains a bonus of +10 to hit.
\n\n
You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!
\n\n\n
If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.
\n\n
A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.
\n\n
During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.
\n\n
Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).
\n\n
\n Size \n | \n\n Wounds \n | \n
\n Tiny \n | \n\n 1 \n | \n
\n Little \n | \n\n Toughness Bonus \n | \n
\n Small \n | \n\n (2×Toughness Bonus) + Willpower Bonus \n | \n
\n Average \n | \n\n Strength Bonus+(2×Toughness Bonus) + Willpower Bonus \n | \n
\n Large \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2 \n | \n
\n Enormous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4 \n | \n
\n Monstrous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8 \n | \n
The 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.
\nAfter 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.
\nBroken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.
\nDrive: The animal is trained to pull a coach, cart, plough, buggy, or similar.
\nEntertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.
\nFetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.
\nGuard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.
\nHome: The animal is trained to return home if it is released or lost.
\nMagic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.
\nMount: 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.
\nWar: 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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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 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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.
\nYour 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)!
\nIf 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.
\nYour 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)!
\nIf 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
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
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.
\nNote: 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.
\nIf 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.
\nFor 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.
\nAfter 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 1d10 \n | \n\n Stinking Drunk \n | \n
\n 1-2 \n | \n\n ‘Marienburgher’s Courage!’: Gain a bonus of +20 to your Cool Skill. \n | \n
\n 3-4 \n | \n\n ‘You’re My Besht Mate!’: Ignore all your existing Prejudices and Animosities. \n | \n
\n 5-6 \n | \n\n ‘Why’s Everything Wobbling!’: On your Turn, you can either Move or take an Action, but not both. \n | \n
\n 7-8 \n | \n\n ‘I’ll Take Yer All On!’: Gain Animosity (Everybody)! \n | \n
\n 9-10 \n | \n\n ‘How Did I Get here?’: You wake up the next day, massively hungover, with little memory of what transpired. The GM and other players with you will fill in the embarrassing gaps if you investigate. Pass a Consume Alcohol Test or also gain a Poisoned Condition. \n | \n
\n
After not drinking for an hour, enact a Challenging (+0) Consume Alcohol Test. The effects of being drunk will wear
\noff 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.
\nYou 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.
\nIn 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 1d10 \n | \n\n Result \n | \n
\n 1-2 \n | \n\n Snapped Harness: One horse (or equivalent) breaks free; reduce speed accordingly. \n | \n
\n 3-5 \n | \n\n Jolted Carriage: Passengers suffer 1 Wound and fragile cargos might be damaged. \n | \n
\n 6-8 \n | \n\n Broken Wheel: Pass a Drive Test every round to avoid Crashing. Two-wheeled vehicles with a Broken Wheel Crash automatically. \n | \n
\n 9-10 \n | \n\n Broken Axle: The vehicle goes out of control and Crashes. \n | \n
\n
Crashing: Occupants of Crashing vehicles usually suffer 2d10 Wounds modified by Toughness Bonus and Armor Points
\nunless 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.
\nIn 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.
\nTo 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.
\nIf 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.
\nIt 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
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
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 or herbs normally takes around 2 hours. Hunting and foraging parties make one assisted Outdoor Survival Test for the group, with the Difficulty determined by the circumstances.
\n\n
\n
\n
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…
\nSpecializations: Rural, Underground, Urban
\n\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:
\nAll 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
Age | \nTime Undead | \nFeeding Interval | \n
1 | \nUp to 6 weeks | \nHours | \n
2 | \nUp to 1 year | \nNights | \n
3 | \nUp to 10 years | \nWeeks | \n
4 | \nUp to 100 years | \nMonths | \n
5 | \nOver 100 years | \nFour Months | \n
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.
\nIf the creature has two free arms with Claws and the @Compendium[wfrp4e-core.talents.URwIDtInCsxOoGqM]{Dual Wielder} talent it may attack with both.
\nVampires 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.
\nThe 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.
\nWhen 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.
\nSimple commands such as attack, defend, find or track are automatic and can be issued with a Free Action to all Creatures at once.
\nYou can issue more complicated commands, or commands beyond 100 yards, with a Challenging (+0) Leadership Test.
\nMost 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 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/NecrachManToken.png","token":{"flags":{},"name":"Necrarch 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.
\nYour 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)!
\nIf 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.
\nYour 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)!
\nIf 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
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
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.
\nNote: 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.
\nIf 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.
\nFor 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.
\nAfter 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 1d10 \n | \n\n Stinking Drunk \n | \n
\n 1-2 \n | \n\n ‘Marienburgher’s Courage!’: Gain a bonus of +20 to your Cool Skill. \n | \n
\n 3-4 \n | \n\n ‘You’re My Besht Mate!’: Ignore all your existing Prejudices and Animosities. \n | \n
\n 5-6 \n | \n\n ‘Why’s Everything Wobbling!’: On your Turn, you can either Move or take an Action, but not both. \n | \n
\n 7-8 \n | \n\n ‘I’ll Take Yer All On!’: Gain Animosity (Everybody)! \n | \n
\n 9-10 \n | \n\n ‘How Did I Get here?’: You wake up the next day, massively hungover, with little memory of what transpired. The GM and other players with you will fill in the embarrassing gaps if you investigate. Pass a Consume Alcohol Test or also gain a Poisoned Condition. \n | \n
\n
After not drinking for an hour, enact a Challenging (+0) Consume Alcohol Test. The effects of being drunk will wear
\noff 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.
\nYou 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.
\nIn 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 1d10 \n | \n\n Result \n | \n
\n 1-2 \n | \n\n Snapped Harness: One horse (or equivalent) breaks free; reduce speed accordingly. \n | \n
\n 3-5 \n | \n\n Jolted Carriage: Passengers suffer 1 Wound and fragile cargos might be damaged. \n | \n
\n 6-8 \n | \n\n Broken Wheel: Pass a Drive Test every round to avoid Crashing. Two-wheeled vehicles with a Broken Wheel Crash automatically. \n | \n
\n 9-10 \n | \n\n Broken Axle: The vehicle goes out of control and Crashes. \n | \n
\n
Crashing: Occupants of Crashing vehicles usually suffer 2d10 Wounds modified by Toughness Bonus and Armor Points
\nunless 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.
\nIn 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.
\nTo 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.
\nIf 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.
\nIt 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
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
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 or herbs normally takes around 2 hours. Hunting and foraging parties make one assisted Outdoor Survival Test for the group, with the Difficulty determined by the circumstances.
\n\n
\n
\n
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…
\nSpecializations: Rural, Underground, Urban
\n\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:
\nAll 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
Age | \nTime Undead | \nFeeding Interval | \n
1 | \nUp to 6 weeks | \nHours | \n
2 | \nUp to 1 year | \nNights | \n
3 | \nUp to 10 years | \nWeeks | \n
4 | \nUp to 100 years | \nMonths | \n
5 | \nOver 100 years | \nFour Months | \n
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.
\nIf the creature has two free arms with Claws and the @Compendium[wfrp4e-core.talents.URwIDtInCsxOoGqM]{Dual Wielder} talent it may attack with both.
\nVampires 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.
\nThe 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.
\nWhen 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.
\nIf 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.
\nSimple commands such as attack, defend, find or track are automatic and can be issued with a Free Action to all Creatures at once.
\nYou can issue more complicated commands, or commands beyond 100 yards, with a Challenging (+0) Leadership Test.
\nMost 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.
\nAfter 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.
\nYour 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)!
\nIf 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.
\nYour 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)!
\nIf 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
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
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.
\nNote: 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.
\nIf 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.
\nFor 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.
\nAfter 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 1d10 \n | \n\n Stinking Drunk \n | \n
\n 1-2 \n | \n\n ‘Marienburgher’s Courage!’: Gain a bonus of +20 to your Cool Skill. \n | \n
\n 3-4 \n | \n\n ‘You’re My Besht Mate!’: Ignore all your existing Prejudices and Animosities. \n | \n
\n 5-6 \n | \n\n ‘Why’s Everything Wobbling!’: On your Turn, you can either Move or take an Action, but not both. \n | \n
\n 7-8 \n | \n\n ‘I’ll Take Yer All On!’: Gain Animosity (Everybody)! \n | \n
\n 9-10 \n | \n\n ‘How Did I Get here?’: You wake up the next day, massively hungover, with little memory of what transpired. The GM and other players with you will fill in the embarrassing gaps if you investigate. Pass a Consume Alcohol Test or also gain a Poisoned Condition. \n | \n
\n
After not drinking for an hour, enact a Challenging (+0) Consume Alcohol Test. The effects of being drunk will wear
\noff 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.
\nYou 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.
\nIn 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 1d10 \n | \n\n Result \n | \n
\n 1-2 \n | \n\n Snapped Harness: One horse (or equivalent) breaks free; reduce speed accordingly. \n | \n
\n 3-5 \n | \n\n Jolted Carriage: Passengers suffer 1 Wound and fragile cargos might be damaged. \n | \n
\n 6-8 \n | \n\n Broken Wheel: Pass a Drive Test every round to avoid Crashing. Two-wheeled vehicles with a Broken Wheel Crash automatically. \n | \n
\n 9-10 \n | \n\n Broken Axle: The vehicle goes out of control and Crashes. \n | \n
\n
Crashing: Occupants of Crashing vehicles usually suffer 2d10 Wounds modified by Toughness Bonus and Armor Points
\nunless 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.
\nIn 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.
\nTo 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.
\nIf 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.
\nIt 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
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
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 or herbs normally takes around 2 hours. Hunting and foraging parties make one assisted Outdoor Survival Test for the group, with the Difficulty determined by the circumstances.
\n\n
\n
\n
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…
\nSpecializations: Rural, Underground, Urban
\n\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:
\nAll 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
Age | \nTime Undead | \nFeeding Interval | \n
1 | \nUp to 6 weeks | \nHours | \n
2 | \nUp to 1 year | \nNights | \n
3 | \nUp to 10 years | \nWeeks | \n
4 | \nUp to 100 years | \nMonths | \n
5 | \nOver 100 years | \nFour Months | \n
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.
\nIf the creature has two free arms with Claws and the @Compendium[wfrp4e-core.talents.URwIDtInCsxOoGqM]{Dual Wielder} talent it may attack with both.
\nVampires 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.
\nThe 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.
\nWhen 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.
\nSimple commands such as attack, defend, find or track are automatic and can be issued with a Free Action to all Creatures at once.
\nYou can issue more complicated commands, or commands beyond 100 yards, with a Challenging (+0) Leadership Test.
\nMost 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 Size \n | \n\n Examples \n | \n
\n Tiny \n | \n\n Butterfly, Mouse, Pigeon \n | \n
\n Little \n | \n\n Cat, Hawk, Human Baby \n | \n
\n Small \n | \n\n Giant Rat, Halfling, Human Child \n | \n
\n Average \n | \n\n Dwarf, Elf, Human \n | \n
\n Large \n | \n\n Horse, Ogre, Troll \n | \n
\n Enormous \n | \n\n Griffon, Wyvern, Manticore \n | \n
\n Monstrous \n | \n\n Dragon, Giant, Greater Daemon \n | \n
\n
\n
if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller
\n\n
\n
If larger:
\n\n
If smaller:
\n• It gains a bonus of +10 to hit.
\n\n
You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!
\n\n\n
If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.
\n\n
A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.
\n\n
During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.
\n\n
Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).
\n\n
\n Size \n | \n\n Wounds \n | \n
\n Tiny \n | \n\n 1 \n | \n
\n Little \n | \n\n Toughness Bonus \n | \n
\n Small \n | \n\n (2×Toughness Bonus) + Willpower Bonus \n | \n
\n Average \n | \n\n Strength Bonus+(2×Toughness Bonus) + Willpower Bonus \n | \n
\n Large \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2 \n | \n
\n Enormous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4 \n | \n
\n Monstrous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8 \n | \n
The 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.
\nBroken: The animal is trained to ignore its Bestial trait. it receives [[/r 2d10]] Fellowship.
\nDrive: The animal is trained to pull a coach, cart, plough, buggy, or similar.
\nEntertain: The animal is trained to entertain others. It adds a +10 bonus to appropriate Entertain, Perform, or Play Tests.
\nFetch: The animal is trained to fetch. This is normal reserved for Dogs and similar.
\nGuard: The animal is trained to stay in one place or prowl around as a guard, granting it the Territorial Trait.
\nHome: The animal is trained to return home if it is released or lost.
\nMagic: The animal is trained to ignore Skittish when it comes to magic, which is required for most horses used by Wizards.
\nMount: 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.
\nWar: 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.
\nWhen targeting it, measure horizontal distance as normal, then increase range by 1 step. So, a Long Range shot would become Extreme Range, and if it was at Extreme Range it could not be shot at all.
\nWhen flying, it suffers a penalty of –20 to all ranged combat attempts as it swoops and wheels in the sky
"},"gmdescription":{"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.
\nAfter 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.
\nThe 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.
\nWhen 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.
\nWhile subject to Frenzy
\nYou 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 += `This trait represents creatures whose size differ from the game standard (i.e. roughly human sized). There are seven steps of Size, ranging from Tiny to Monstrous.
\n\n
\n Size \n | \n\n Examples \n | \n
\n Tiny \n | \n\n Butterfly, Mouse, Pigeon \n | \n
\n Little \n | \n\n Cat, Hawk, Human Baby \n | \n
\n Small \n | \n\n Giant Rat, Halfling, Human Child \n | \n
\n Average \n | \n\n Dwarf, Elf, Human \n | \n
\n Large \n | \n\n Horse, Ogre, Troll \n | \n
\n Enormous \n | \n\n Griffon, Wyvern, Manticore \n | \n
\n Monstrous \n | \n\n Dragon, Giant, Greater Daemon \n | \n
\n
\n
if you wish to use size to make a creature bigger — for example converting a giant spider to a gigantic spider — then increase Strength and Toughness by +10 and reduce Agility by –5 per step of size you increase the creature. Reverse this if you wish to make a creature smaller
\n\n
\n
If larger:
\n\n
If smaller:
\n• It gains a bonus of +10 to hit.
\n\n
You suffer a penalty of –2 SL for each step larger your opponent is when using Melee to defend an Opposed Test. It is recommended to dodge a Giant swinging a tree, not parry it!
\n\n\n
If the creature is perceived to be aggressive, it causes Fear in any creature smaller than it, and Terror in any creature two or more steps smaller. The rating of the Fear or Terror equals the Size step difference. So, if the creature is Large, and its opponent is Small, it will cause Terror 2.
\n\n
A creature that is larger ignores the need to Disengage if it wishes to leave melee combat; instead, it brushes smaller combatants out of the way, moving where it wishes.
\n\n
During Opposed Strength Tests (and similar), if one creature is 2 or more size steps larger, it wins automatically. If one creature is 1 size step larger, the smaller creature must roll a Critical to contest the roll. If it does, SL are compared as normal. All other results mean the larger creature wins.
\n\n
Creatures that are larger than their opponents may make one Stomp as a Free Attack, by spending 1 Advantage, as they kick downwards or otherwise bash smaller opponents out of the way. This attack has a Damage equal to their Strength Bonus +0, and uses Melee(Brawling).
\n\n
\n Size \n | \n\n Wounds \n | \n
\n Tiny \n | \n\n 1 \n | \n
\n Little \n | \n\n Toughness Bonus \n | \n
\n Small \n | \n\n (2×Toughness Bonus) + Willpower Bonus \n | \n
\n Average \n | \n\n Strength Bonus+(2×Toughness Bonus) + Willpower Bonus \n | \n
\n Large \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×2 \n | \n
\n Enormous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×4 \n | \n
\n Monstrous \n | \n\n (Strength Bonus+(2×Toughness Bonus) + Willpower Bonus) ×8 \n | \n