+ {{#qualities}}
+
+
Qualities
+
{{qualities}}
+
+ {{/qualities}}
+ {{#target}}
+
+
Target Number
+
{{target}}
+
+ {{/target}}
+
+ {{#chartest}}
+
+
Test Result
+
{{chartest}}
+
+ {{/chartest}}
+ {{#rollLess() chartest target}}
+
+ {{/rollLess() chartest target}}
+ {{#rollTotal() chartest target}}
+
+ {{/rollTotal() chartest target}}
+ {{#rollGreater() chartest target}}
+
+ {{/rollGreater() chartest target}}
+ {{#skilltest}}
+
+
Test Result
+
{{skilltest}}
+
+ {{/skilltest}}
+ {{#rollLess() skilltest target}}
+
+ {{/rollLess() skilltest target}}
+ {{#rollTotal() skilltest target}}
+
+ {{/rollTotal() skilltest target}}
+ {{#rollGreater() skilltest target}}
+
+ {{/rollGreater() skilltest target}}
+ {{#inittest}}
+
+
Initiative
+
{{inittest}}
+
+ {{/inittest}}
+
+ {{#parrytest}}
+
+
Parry Roll
+
{{parrytest}}
+
+ {{/parrytest}}
+ {{#rollLess() parrytest target}}
+
+ {{/rollLess() parrytest target}}
+ {{#rollTotal() parrytest target}}
+
+ {{/rollTotal() parrytest target}}
+ {{#rollGreater() parrytest target}}
+
+ {{/rollGreater() parrytest target}}
+
+ {{#attacktest}}
+
+
Attack Roll
+
{{attacktest}}
+
+ {{/attacktest}}
+ {{#rollLess() attacktest target}}
+ {{#rollTotal() attacktest 1}}
+
+ {{/rollTotal() attacktest 1}}
+ {{#rollBetween() attacktest 2 3}}
+
+
Outcome
+
Hit Right Arm
+
+ {{/rollBetween() attacktest 2 3}}
+ {{#rollBetween() attacktest 4 5}}
+
+
Outcome
+
Hit Left Arm
+
+ {{/rollBetween() attacktest 4 5}}
+ {{#rollBetween() attacktest 6 8}}
+
+ {{/rollBetween() attacktest 6 8}}
+ {{#rollTotal() attacktest 9}}
+
+
Outcome
+
Hit Right Leg
+
+ {{/rollTotal() attacktest 9}}
+ {{#rollBetween() attacktest 10 11}}
+
+ {{/rollBetween() attacktest 10 11}}
+ {{#rollBetween() attacktest 12 13}}
+
+
Outcome
+
Hit Right Arm
+
+ {{/rollBetween() attacktest 12 13}}
+ {{#rollBetween() attacktest 14 15}}
+
+
Outcome
+
Hit Left Arm
+
+ {{/rollBetween() attacktest 14 15}}
+ {{#rollBetween() attacktest 16 17}}
+
+ {{/rollBetween() attacktest 16 17}}
+ {{#rollTotal() attacktest 18}}
+
+
Outcome
+
Hit Right Leg
+
+ {{/rollTotal() attacktest 18}}
+ {{#rollTotal() attacktest 19}}
+
+
Outcome
+
Hit Left Leg
+
+ {{/rollTotal() attacktest 19}}
+ {{#rollBetween() attacktest 20 21}}
+
+ {{/rollBetween() attacktest 20 21}}
+ {{#rollBetween() attacktest 22 23}}
+
+
Outcome
+
Hit Right Arm
+
+ {{/rollBetween() attacktest 22 23}}
+ {{#rollBetween() attacktest 24 25}}
+
+
Outcome
+
Hit Left Arm
+
+ {{/rollBetween() attacktest 24 25}}
+ {{#rollBetween() attacktest 26 27}}
+
+ {{/rollBetween() attacktest 26 27}}
+ {{#rollTotal() attacktest 28}}
+
+
Outcome
+
Hit Right Leg
+
+ {{/rollTotal() attacktest 28}}
+ {{#rollTotal() attacktest 29}}
+
+
Outcome
+
Hit Left Leg
+
+ {{/rollTotal() attacktest 29}}
+ {{#rollBetween() attacktest 30 31}}
+
+ {{/rollBetween() attacktest 30 31}}
+ {{#rollBetween() attacktest 32 33}}
+
+
Outcome
+
Hit Right Arm
+
+ {{/rollBetween() attacktest 32 33}}
+ {{#rollBetween() attacktest 34 35}}
+
+
Outcome
+
Hit Left Arm
+
+ {{/rollBetween() attacktest 34 35}}
+ {{#rollBetween() attacktest 36 37}}
+
+ {{/rollBetween() attacktest 36 37}}
+ {{#rollTotal() attacktest 38}}
+
+
Outcome
+
Hit Right Leg
+
+ {{/rollTotal() attacktest 38}}
+ {{#rollTotal() attacktest 39}}
+
+
Outcome
+
Hit Left Leg
+
+ {{/rollTotal() attacktest 39}}
+ {{#rollBetween() attacktest 40 41}}
+
+ {{/rollBetween() attacktest 40 41}}
+ {{#rollBetween() attacktest 42 43}}
+
+
Outcome
+
Hit Right Arm
+
+ {{/rollBetween() attacktest 42 43}}
+ {{#rollBetween() attacktest 44 45}}
+
+
Outcome
+
Hit Left Arm
+
+ {{/rollBetween() attacktest 44 45}}
+ {{#rollBetween() attacktest 46 47}}
+
+ {{/rollBetween() attacktest 46 47}}
+ {{#rollTotal() attacktest 48}}
+
+
Outcome
+
Hit Right Leg
+
+ {{/rollTotal() attacktest 48}}
+ {{#rollTotal() attacktest 49}}
+
+
Outcome
+
Hit Left Leg
+
+ {{/rollTotal() attacktest 49}}
+ {{#rollBetween() attacktest 50 51}}
+
+ {{/rollBetween() attacktest 50 51}}
+ {{#rollBetween() attacktest 52 53}}
+
+
Outcome
+
Hit Right Arm
+
+ {{/rollBetween() attacktest 52 53}}
+ {{#rollBetween() attacktest 54 55}}
+
+
Outcome
+
Hit Left Arm
+
+ {{/rollBetween() attacktest 54 55}}
+ {{#rollBetween() attacktest 56 57}}
+
+ {{/rollBetween() attacktest 56 57}}
+ {{#rollTotal() attacktest 58}}
+
+
Outcome
+
Hit Right Leg
+
+ {{/rollTotal() attacktest 58}}
+ {{#rollTotal() attacktest 59}}
+
+
Outcome
+
Hit Left Leg
+
+ {{/rollTotal() attacktest 59}}
+ {{#rollTotal() attacktest 60}}
+
+ {{/rollTotal() attacktest 60}}
+ {{#rollBetween() attacktest 61 62}}
+
+
Outcome
+
Hit Right Arm
+
+ {{/rollBetween() attacktest 61 62}}
+ {{#rollBetween() attacktest 63 64}}
+
+
Outcome
+
Hit Left Arm
+
+ {{/rollBetween() attacktest 63 64}}
+ {{#rollBetween() attacktest 65 67}}
+
+ {{/rollBetween() attacktest 65 67}}
+ {{#rollTotal() attacktest 68}}
+
+
Outcome
+
Hit Right Leg
+
+ {{/rollTotal() attacktest 68}}
+ {{#rollTotal() attacktest 69}}
+
+
Outcome
+
Hit Left Leg
+
+ {{/rollTotal() attacktest 69}}
+ {{#rollTotal() attacktest 70}}
+
+ {{/rollTotal() attacktest 70}}
+ {{#rollBetween() attacktest 71 72}}
+
+
Outcome
+
Hit Right Arm
+
+ {{/rollBetween() attacktest 71 72}}
+ {{#rollBetween() attacktest 73 74}}
+
+
Outcome
+
Hit Left Arm
+
+ {{/rollBetween() attacktest 73 74}}
+ {{#rollBetween() attacktest 75 77}}
+
+ {{/rollBetween() attacktest 75 77}}
+ {{#rollTotal() attacktest 78}}
+
+
Outcome
+
Hit Right Leg
+
+ {{/rollTotal() attacktest 78}}
+ {{#rollTotal() attacktest 79}}
+
+
Outcome
+
Hit Left Leg
+
+ {{/rollTotal() attacktest 79}}
+ {{#rollTotal() attacktest 80}}
+
+ {{/rollTotal() attacktest 80}}
+ {{#rollBetween() attacktest 81 82}}
+
+
Outcome
+
Hit Right Arm
+
+ {{/rollBetween() attacktest 81 82}}
+ {{#rollBetween() attacktest 83 84}}
+
+
Outcome
+
Hit Left Arm
+
+ {{/rollBetween() attacktest 83 84}}
+ {{#rollBetween() attacktest 85 87}}
+
+ {{/rollBetween() attacktest 85 87}}
+ {{#rollTotal() attacktest 88}}
+
+
Outcome
+
Hit Right Leg
+
+ {{/rollTotal() attacktest 88}}
+ {{#rollTotal() attacktest 89}}
+
+
Outcome
+
Hit Left Leg
+
+ {{/rollTotal() attacktest 89}}
+ {{#rollTotal() attacktest 90}}
+
+ {{/rollTotal() attacktest 90}}
+ {{#rollBetween() attacktest 91 92}}
+
+
Outcome
+
Hit Right Arm
+
+ {{/rollBetween() attacktest 91 92}}
+ {{#rollBetween() attacktest 93 94}}
+
+
Outcome
+
Hit Left Arm
+
+ {{/rollBetween() attacktest 93 94}}
+ {{#rollBetween() attacktest 95 97}}
+
+ {{/rollBetween() attacktest 95 97}}
+ {{#rollTotal() attacktest 98}}
+
+
Outcome
+
Hit Right Leg
+
+ {{/rollTotal() attacktest 98}}
+ {{#rollBetween() attacktest 99 100}}
+
+
Outcome
+
Hit Left Leg
+
+ {{/rollBetween() attacktest 99 100}}
+ {{/rollLess() attacktest target}}
+ {{#rollTotal() attacktest target}}
+ {{#rollTotal() attacktest 1}}
+
+ {{/rollTotal() attacktest 1}}
+ {{#rollBetween() attacktest 2 3}}
+
+
Outcome
+
Hit Right Arm
+
+ {{/rollBetween() attacktest 2 3}}
+ {{#rollBetween() attacktest 4 5}}
+
+
Outcome
+
Hit Left Arm
+
+ {{/rollBetween() attacktest 4 5}}
+ {{#rollBetween() attacktest 6 8}}
+
+ {{/rollBetween() attacktest 6 8}}
+ {{#rollTotal() attacktest 9}}
+
+
Outcome
+
Hit Right Leg
+
+ {{/rollTotal() attacktest 9}}
+ {{#rollBetween() attacktest 10 11}}
+
+ {{/rollBetween() attacktest 10 11}}
+ {{#rollBetween() attacktest 12 13}}
+
+
Outcome
+
Hit Right Arm
+
+ {{/rollBetween() attacktest 12 13}}
+ {{#rollBetween() attacktest 14 15}}
+
+
Outcome
+
Hit Left Arm
+
+ {{/rollBetween() attacktest 14 15}}
+ {{#rollBetween() attacktest 16 17}}
+
+ {{/rollBetween() attacktest 16 17}}
+ {{#rollTotal() attacktest 18}}
+
+
Outcome
+
Hit Right Leg
+
+ {{/rollTotal() attacktest 18}}
+ {{#rollTotal() attacktest 19}}
+
+
Outcome
+
Hit Left Leg
+
+ {{/rollTotal() attacktest 19}}
+ {{#rollBetween() attacktest 20 21}}
+
+ {{/rollBetween() attacktest 20 21}}
+ {{#rollBetween() attacktest 22 23}}
+
+
Outcome
+
Hit Right Arm
+
+ {{/rollBetween() attacktest 22 23}}
+ {{#rollBetween() attacktest 24 25}}
+
+
Outcome
+
Hit Left Arm
+
+ {{/rollBetween() attacktest 24 25}}
+ {{#rollBetween() attacktest 26 27}}
+
+ {{/rollBetween() attacktest 26 27}}
+ {{#rollTotal() attacktest 28}}
+
+
Outcome
+
Hit Right Leg
+
+ {{/rollTotal() attacktest 28}}
+ {{#rollTotal() attacktest 29}}
+
+
Outcome
+
Hit Left Leg
+
+ {{/rollTotal() attacktest 29}}
+ {{#rollBetween() attacktest 30 31}}
+
+ {{/rollBetween() attacktest 30 31}}
+ {{#rollBetween() attacktest 32 33}}
+
+
Outcome
+
Hit Right Arm
+
+ {{/rollBetween() attacktest 32 33}}
+ {{#rollBetween() attacktest 34 35}}
+
+
Outcome
+
Hit Left Arm
+
+ {{/rollBetween() attacktest 34 35}}
+ {{#rollBetween() attacktest 36 37}}
+
+ {{/rollBetween() attacktest 36 37}}
+ {{#rollTotal() attacktest 38}}
+
+
Outcome
+
Hit Right Leg
+
+ {{/rollTotal() attacktest 38}}
+ {{#rollTotal() attacktest 39}}
+
+
Outcome
+
Hit Left Leg
+
+ {{/rollTotal() attacktest 39}}
+ {{#rollBetween() attacktest 40 41}}
+
+ {{/rollBetween() attacktest 40 41}}
+ {{#rollBetween() attacktest 42 43}}
+
+
Outcome
+
Hit Right Arm
+
+ {{/rollBetween() attacktest 42 43}}
+ {{#rollBetween() attacktest 44 45}}
+
+
Outcome
+
Hit Left Arm
+
+ {{/rollBetween() attacktest 44 45}}
+ {{#rollBetween() attacktest 46 47}}
+
+ {{/rollBetween() attacktest 46 47}}
+ {{#rollTotal() attacktest 48}}
+
+
Outcome
+
Hit Right Leg
+
+ {{/rollTotal() attacktest 48}}
+ {{#rollTotal() attacktest 49}}
+
+
Outcome
+
Hit Left Leg
+
+ {{/rollTotal() attacktest 49}}
+ {{#rollBetween() attacktest 50 51}}
+
+ {{/rollBetween() attacktest 50 51}}
+ {{#rollBetween() attacktest 52 53}}
+
+
Outcome
+
Hit Right Arm
+
+ {{/rollBetween() attacktest 52 53}}
+ {{#rollBetween() attacktest 54 55}}
+
+
Outcome
+
Hit Left Arm
+
+ {{/rollBetween() attacktest 54 55}}
+ {{#rollBetween() attacktest 56 57}}
+
+ {{/rollBetween() attacktest 56 57}}
+ {{#rollTotal() attacktest 58}}
+
+
Outcome
+
Hit Right Leg
+
+ {{/rollTotal() attacktest 58}}
+ {{#rollTotal() attacktest 59}}
+
+
Outcome
+
Hit Left Leg
+
+ {{/rollTotal() attacktest 59}}
+ {{#rollTotal() attacktest 60}}
+
+ {{/rollTotal() attacktest 60}}
+ {{#rollBetween() attacktest 61 62}}
+
+
Outcome
+
Hit Right Arm
+
+ {{/rollBetween() attacktest 61 62}}
+ {{#rollBetween() attacktest 63 64}}
+
+
Outcome
+
Hit Left Arm
+
+ {{/rollBetween() attacktest 63 64}}
+ {{#rollBetween() attacktest 65 67}}
+
+ {{/rollBetween() attacktest 65 67}}
+ {{#rollTotal() attacktest 68}}
+
+
Outcome
+
Hit Right Leg
+
+ {{/rollTotal() attacktest 68}}
+ {{#rollTotal() attacktest 69}}
+
+
Outcome
+
Hit Left Leg
+
+ {{/rollTotal() attacktest 69}}
+ {{#rollTotal() attacktest 70}}
+
+ {{/rollTotal() attacktest 70}}
+ {{#rollBetween() attacktest 71 72}}
+
+
Outcome
+
Hit Right Arm
+
+ {{/rollBetween() attacktest 71 72}}
+ {{#rollBetween() attacktest 73 74}}
+
+
Outcome
+
Hit Left Arm
+
+ {{/rollBetween() attacktest 73 74}}
+ {{#rollBetween() attacktest 75 77}}
+
+ {{/rollBetween() attacktest 75 77}}
+ {{#rollTotal() attacktest 78}}
+
+
Outcome
+
Hit Right Leg
+
+ {{/rollTotal() attacktest 78}}
+ {{#rollTotal() attacktest 79}}
+
+
Outcome
+
Hit Left Leg
+
+ {{/rollTotal() attacktest 79}}
+ {{#rollTotal() attacktest 80}}
+
+ {{/rollTotal() attacktest 80}}
+ {{#rollBetween() attacktest 81 82}}
+
+
Outcome
+
Hit Right Arm
+
+ {{/rollBetween() attacktest 81 82}}
+ {{#rollBetween() attacktest 83 84}}
+
+
Outcome
+
Hit Left Arm
+
+ {{/rollBetween() attacktest 83 84}}
+ {{#rollBetween() attacktest 85 87}}
+
+ {{/rollBetween() attacktest 85 87}}
+ {{#rollTotal() attacktest 88}}
+
+
Outcome
+
Hit Right Leg
+
+ {{/rollTotal() attacktest 88}}
+ {{#rollTotal() attacktest 89}}
+
+
Outcome
+
Hit Left Leg
+
+ {{/rollTotal() attacktest 89}}
+ {{#rollTotal() attacktest 90}}
+
+ {{/rollTotal() attacktest 90}}
+ {{#rollBetween() attacktest 91 92}}
+
+
Outcome
+
Hit Right Arm
+
+ {{/rollBetween() attacktest 91 92}}
+ {{#rollBetween() attacktest 93 94}}
+
+
Outcome
+
Hit Left Arm
+
+ {{/rollBetween() attacktest 93 94}}
+ {{#rollBetween() attacktest 95 97}}
+
+ {{/rollBetween() attacktest 95 97}}
+ {{#rollTotal() attacktest 98}}
+
+
Outcome
+
Hit Right Leg
+
+ {{/rollTotal() attacktest 98}}
+ {{#rollBetween() attacktest 99 100}}
+
+
Outcome
+
Hit Left Leg
+
+ {{/rollBetween() attacktest 99 100}}
+ {{/rollTotal() attacktest target}}
+ {{#rollGreater() attacktest target}}
+
+ {{/rollGreater() attacktest target}}
+
+ {{#damage}}
+
+ {{#rollWasCrit() damage}}
+
+
Ulric's Fury!
+
{{furytest}} vs. {{furytarget}}
+ {{#rollGreater() furytest furytarget}}
+ Ulric's Fury fails
+ {{/rollGreater() furytest furytarget}}
+ {{#rollTotal() furytest furytarget}}
+ Fury Damage {{furydamage}}
+ {{/rollTotal() furytest furytarget}}
+ {{#rollLess() furytest furytarget}}
+ Fury Damage {{furydamage}}
+ {{/rollLess() furytest furytarget}}
+
+
+ {{/rollWasCrit() damage}}
+ {{/damage}}
+ {{#rollGreater() impact 0}}
+
+
Impact
+
{{impactdamage}}
+
+ {{#rollWasCrit() impactdamage}}
+
+
Ulric's Fury!
+
{{furytest2}} vs. {{furytarget2}}
+ {{#rollGreater() furytest2 furytarget2}}
+ Ulric's Fury fails
+ {{/rollGreater() furytest2 furytarget2}}
+ {{#rollTotal() furytest2 furytarget2}}
+ Fury Damage {{furydamage2}}
+ {{/rollTotal() furytest2 furytarget2}}
+ {{#rollLess() furytest2 furytarget2}}
+ Fury Damage {{furydamage2}}
+ {{/rollLess() furytest2 furytarget2}}
+
+
+ {{/rollWasCrit() impactdamage}}
+ {{/rollGreater() impact 0}}
+
+ {{#spellcastingnumber}}
+
+
Casting Number
+
{{spellcastingnumber}}
+
+
+
Casting Test
+
{{spelltest}}
+
+ {{/spellcastingnumber}}
+ {{#rollLess() spelltest spellcastingnumber}}
+
+
Outcome
+
Spellcasting fails
+
+ {{/rollLess() spelltest spellcastingnumber}}
+ {{#rollTotal() spelltest spellcastingnumber}}
+
+
Outcome
+
Spellcasting succeeds
+
+ {{#spelldescription}}
+
+
Spell Description
+
{{spelldescription}}
+
+ {{/spelldescription}}
+ {{#rollGreater() spellhealing 0}}
+
+
Spell Healing
+
{{spellhealing}}
+
+ {{/rollGreater() spellhealing 0}}
+ {{#rollGreater() spellhits 0}}
+ {{#rollBetween() hitlocation 1 15}}
+
+
Hit Location
+
Hit Head
+
+ {{/rollBetween() hitlocation 1 15}}
+ {{#rollBetween() hitlocation 16 35}}
+
+
Hit Location
+
Hit Right Arm
+
+ {{/rollBetween() hitlocation 16 35}}
+ {{#rollBetween() hitlocation 36 55}}
+
+
Hit Location
+
Hit Left Arm
+
+ {{/rollBetween() hitlocation 36 55}}
+ {{#rollBetween() hitlocation 56 80}}
+
+
Hit Location
+
Hit Body
+
+ {{/rollBetween() hitlocation 56 80}}
+ {{#rollBetween() hitlocation 81 90}}
+
+
Hit Location
+
Hit Right Leg
+
+ {{/rollBetween() hitlocation 81 90}}
+ {{#rollBetween() hitlocation 91 100}}
+
+
Hit Location
+
Hit Left Leg
+
+ {{/rollBetween() hitlocation 91 100}}
+
+
Damage
+
{{spelldamage}}
+
+ {{#rollWasCrit() spelldamage}}
+
+
Ulric's Fury!
+
{{furytest}} vs. {{furytarget}}
+ {{#rollGreater() furytest furytarget}}
+ Ulric's Fury fails
+ {{/rollGreater() furytest furytarget}}
+ {{#rollTotal() furytest furytarget}}
+ Fury Damage {{furydamage}}
+ {{/rollTotal() furytest furytarget}}
+ {{#rollLess() furytest furytarget}}
+ Fury Damage {{furydamage}}
+ {{/rollLess() furytest furytarget}}
+
+
+ {{/rollWasCrit() spelldamage}}
+ {{/rollGreater() spellhits 0}}
+ {{#rollGreater() spellhits 1}}
+ {{#rollBetween() hitlocation 1 15}}
+
+
Hit Location 2
+
Hit Head
+
+ {{/rollBetween() hitlocation 1 15}}
+ {{#rollBetween() hitlocation 16 35}}
+
+
Hit Location 2
+
Hit Right Arm
+
+ {{/rollBetween() hitlocation 16 35}}
+ {{#rollBetween() hitlocation 36 55}}
+
+
Hit Location 2
+
Hit Left Arm
+
+ {{/rollBetween() hitlocation 36 55}}
+ {{#rollBetween() hitlocation 56 80}}
+
+
Hit Location 2
+
Hit Body
+
+ {{/rollBetween() hitlocation 56 80}}
+ {{#rollBetween() hitlocation 81 90}}
+
+
Hit Location 2
+
Hit Right Leg
+
+ {{/rollBetween() hitlocation 81 90}}
+ {{#rollBetween() hitlocation 91 100}}
+
+
Hit Location 2
+
Hit Left Leg
+
+ {{/rollBetween() hitlocation 91 100}}
+
+
Damage 2
+
{{spelldamage2}}
+
+ {{#rollWasCrit() spelldamage2}}
+
+
Ulric's Fury! 2
+
{{furytest2}} vs. {{furytarget2}}
+ {{#rollGreater() furytest2 furytarget2}}
+ Ulric's Fury fails
+ {{/rollGreater() furytest2 furytarget2}}
+ {{#rollTotal() furytest2 furytarget2}}
+ Fury Damage {{furydamage2}}
+ {{/rollTotal() furytest2 furytarget2}}
+ {{#rollLess() furytest2 furytarget2}}
+ Fury Damage {{furydamage2}}
+ {{/rollLess() furytest2 furytarget2}}
+
+
+ {{/rollWasCrit() spelldamage2}}
+ {{/rollGreater() spellhits 1}}
+ {{#rollGreater() spellhits 2}}
+ {{#rollBetween() hitlocation 1 15}}
+
+
Hit Location 3
+
Hit Head
+
+ {{/rollBetween() hitlocation 1 15}}
+ {{#rollBetween() hitlocation 16 35}}
+
+
Hit Location 3
+
Hit Right Arm
+
+ {{/rollBetween() hitlocation 16 35}}
+ {{#rollBetween() hitlocation 36 55}}
+
+
Hit Location 3
+
Hit Left Arm
+
+ {{/rollBetween() hitlocation 36 55}}
+ {{#rollBetween() hitlocation 56 80}}
+
+
Hit Location 3
+
Hit Body
+
+ {{/rollBetween() hitlocation 56 80}}
+ {{#rollBetween() hitlocation 81 90}}
+
+
Hit Location 3
+
Hit Right Leg
+
+ {{/rollBetween() hitlocation 81 90}}
+ {{#rollBetween() hitlocation 91 100}}
+
+
Hit Location 3
+
Hit Left Leg
+
+ {{/rollBetween() hitlocation 91 100}}
+
+
Damage 3
+
{{spelldamage3}}
+
+ {{#rollWasCrit() spelldamage3}}
+
+
Ulric's Fury! 3
+
{{furytest3}} vs. {{furytarget3}}
+ {{#rollGreater() furytest3 furytarget3}}
+ Ulric's Fury fails
+ {{/rollGreater() furytest3 furytarget3}}
+ {{#rollTotal() furytest3 furytarget3}}
+ Fury Damage {{furydamage3}}
+ {{/rollTotal() furytest3 furytarget3}}
+ {{#rollLess() furytest3 furytarget3}}
+ Fury Damage {{furydamage3}}
+ {{/rollLess() furytest3 furytarget3}}
+
+
+ {{/rollWasCrit() spelldamage3}}
+ {{/rollGreater() spellhits 2}}
+ {{#rollGreater() spellhits 3}}
+ {{#rollBetween() hitlocation 1 15}}
+
+
Hit Location 4
+
Hit Head
+
+ {{/rollBetween() hitlocation 1 15}}
+ {{#rollBetween() hitlocation 16 35}}
+
+
Hit Location 4
+
Hit Right Arm
+
+ {{/rollBetween() hitlocation 16 35}}
+ {{#rollBetween() hitlocation 36 55}}
+
+
Hit Location 4
+
Hit Left Arm
+
+ {{/rollBetween() hitlocation 36 55}}
+ {{#rollBetween() hitlocation 56 80}}
+
+
Hit Location 4
+
Hit Body
+
+ {{/rollBetween() hitlocation 56 80}}
+ {{#rollBetween() hitlocation 81 90}}
+
+
Hit Location 4
+
Hit Right Leg
+
+ {{/rollBetween() hitlocation 81 90}}
+ {{#rollBetween() hitlocation 91 100}}
+
+
Hit Location 4
+
Hit Left Leg
+
+ {{/rollBetween() hitlocation 91 100}}
+
+
Damage 4
+
{{spelldamage4}}
+
+ {{#rollWasCrit() spelldamage4}}
+
+
Ulric's Fury! 4
+
{{furytest4}} vs. {{furytarget4}}
+ {{#rollGreater() furytest4 furytarget4}}
+ Ulric's Fury fails
+ {{/rollGreater() furytest4 furytarget4}}
+ {{#rollTotal() furytest4 furytarget4}}
+ Fury Damage {{furydamage4}}
+ {{/rollTotal() furytest4 furytarget4}}
+ {{#rollLess() furytest4 furytarget4}}
+ Fury Damage {{furydamage4}}
+ {{/rollLess() furytest4 furytarget4}}
+
+
+ {{/rollWasCrit() spelldamage4}}
+ {{/rollGreater() spellhits 3}}
+ {{#rollGreater() spellhits 4}}
+ {{#rollBetween() hitlocation 1 15}}
+
+
Hit Location 5
+
Hit Head
+
+ {{/rollBetween() hitlocation 1 15}}
+ {{#rollBetween() hitlocation 16 35}}
+
+
Hit Location 5
+
Hit Right Arm
+
+ {{/rollBetween() hitlocation 16 35}}
+ {{#rollBetween() hitlocation 36 55}}
+
+
Hit Location 5
+
Hit Left Arm
+
+ {{/rollBetween() hitlocation 36 55}}
+ {{#rollBetween() hitlocation 56 80}}
+
+
Hit Location 5
+
Hit Body
+
+ {{/rollBetween() hitlocation 56 80}}
+ {{#rollBetween() hitlocation 81 90}}
+
+
Hit Location 5
+
Hit Right Leg
+
+ {{/rollBetween() hitlocation 81 90}}
+ {{#rollBetween() hitlocation 91 100}}
+
+
Hit Location 5
+
Hit Left Leg
+
+ {{/rollBetween() hitlocation 91 100}}
+
+
Damage 5
+
{{spelldamage5}}
+
+ {{#rollWasCrit() spelldamage5}}
+
+
Ulric's Fury! 5
+
{{furytest5}} vs. {{furytarget5}}
+ {{#rollGreater() furytest5 furytarget5}}
+ Ulric's Fury fails
+ {{/rollGreater() furytest5 furytarget5}}
+ {{#rollTotal() furytest5 furytarget5}}
+ Fury Damage {{furydamage5}}
+ {{/rollTotal() furytest5 furytarget5}}
+ {{#rollLess() furytest5 furytarget5}}
+ Fury Damage {{furydamage5}}
+ {{/rollLess() furytest5 furytarget5}}
+
+
+ {{/rollWasCrit() spelldamage5}}
+ {{/rollGreater() spellhits 4}}
+ {{#rollGreater() spellhits 5}}
+ {{#rollBetween() hitlocation 1 15}}
+
+
Hit Location 6
+
Hit Head
+
+ {{/rollBetween() hitlocation 1 15}}
+ {{#rollBetween() hitlocation 16 35}}
+
+
Hit Location 6
+
Hit Right Arm
+
+ {{/rollBetween() hitlocation 16 35}}
+ {{#rollBetween() hitlocation 36 55}}
+
+
Hit Location 6
+
Hit Left Arm
+
+ {{/rollBetween() hitlocation 36 55}}
+ {{#rollBetween() hitlocation 56 80}}
+
+
Hit Location 6
+
Hit Body
+
+ {{/rollBetween() hitlocation 56 80}}
+ {{#rollBetween() hitlocation 81 90}}
+
+
Hit Location 6
+
Hit Right Leg
+
+ {{/rollBetween() hitlocation 81 90}}
+ {{#rollBetween() hitlocation 91 100}}
+
+
Hit Location 6
+
Hit Left Leg
+
+ {{/rollBetween() hitlocation 91 100}}
+
+
Damage 6
+
{{spelldamage6}}
+
+ {{#rollWasCrit() spelldamage6}}
+
+
Ulric's Fury! 6
+
{{furytest6}} vs. {{furytarget6}}
+ {{#rollGreater() furytest6 furytarget6}}
+ Ulric's Fury fails
+ {{/rollGreater() furytest6 furytarget6}}
+ {{#rollTotal() furytest6 furytarget6}}
+ Fury Damage {{furydamage6}}
+ {{/rollTotal() furytest6 furytarget6}}
+ {{#rollLess() furytest6 furytarget6}}
+ Fury Damage {{furydamage6}}
+ {{/rollLess() furytest6 furytarget6}}
+
+ {{/rollWasCrit() spelldamage6}}
+ {{/rollGreater() spellhits 5}}
+ {{#rollGreater() spellhits 6}}
+ {{#rollBetween() hitlocation 1 15}}
+
+
Hit Location 7
+
Hit Head
+
+ {{/rollBetween() hitlocation 1 15}}
+ {{#rollBetween() hitlocation 16 35}}
+
+
Hit Location 7
+
Hit Right Arm
+
+ {{/rollBetween() hitlocation 16 35}}
+ {{#rollBetween() hitlocation 36 55}}
+
+
Hit Location 7
+
Hit Left Arm
+
+ {{/rollBetween() hitlocation 36 55}}
+ {{#rollBetween() hitlocation 56 80}}
+
+
Hit Location 7
+
Hit Body
+
+ {{/rollBetween() hitlocation 56 80}}
+ {{#rollBetween() hitlocation 81 90}}
+
+
Hit Location 7
+
Hit Right Leg
+
+ {{/rollBetween() hitlocation 81 90}}
+ {{#rollBetween() hitlocation 91 100}}
+
+
Hit Location 7
+
Hit Left Leg
+
+ {{/rollBetween() hitlocation 91 100}}
+
+
Damage 7
+
{{spelldamage7}}
+
+ {{#rollWasCrit() spelldamage7}}
+
+
Ulric's Fury! 7
+
{{furytest7}} vs. {{furytarget7}}
+ {{#rollGreater() furytest7 furytarget7}}
+ Ulric's Fury fails
+ {{/rollGreater() furytest7 furytarget7}}
+ {{#rollTotal() furytest7 furytarget7}}
+ Fury Damage {{furydamage7}}
+ {{/rollTotal() furytest7 furytarget7}}
+ {{#rollLess() furytest7 furytarget7}}
+ Fury Damage {{furydamage7}}
+ {{/rollLess() furytest7 furytarget7}}
+
+
+ {{/rollWasCrit() spelldamage7}}
+ {{/rollGreater() spellhits 6}}
+ {{#rollGreater() spellhits 7}}
+ {{#rollBetween() hitlocation 1 15}}
+
+
Hit Location 8
+
Hit Head
+
+ {{/rollBetween() hitlocation 1 15}}
+ {{#rollBetween() hitlocation 16 35}}
+
+
Hit Location 8
+
Hit Right Arm
+
+ {{/rollBetween() hitlocation 16 35}}
+ {{#rollBetween() hitlocation 36 55}}
+
+
Hit Location 8
+
Hit Left Arm
+
+ {{/rollBetween() hitlocation 36 55}}
+ {{#rollBetween() hitlocation 56 80}}
+
+
Hit Location 8
+
Hit Body
+
+ {{/rollBetween() hitlocation 56 80}}
+ {{#rollBetween() hitlocation 81 90}}
+
+
Hit Location 8
+
Hit Right Leg
+
+ {{/rollBetween() hitlocation 81 90}}
+ {{#rollBetween() hitlocation 91 100}}
+
+
Hit Location 8
+
Hit Left Leg
+
+ {{/rollBetween() hitlocation 91 100}}
+
+
Damage 8
+
{{spelldamage8}}
+
+ {{#rollWasCrit() spelldamage8}}
+
+
Ulric's Fury! 8
+
{{furytest8}} vs. {{furytarget8}}
+ {{#rollGreater() furytest8 furytarget8}}
+ Ulric's Fury fails
+ {{/rollGreater() furytest8 furytarget8}}
+ {{#rollTotal() furytest8 furytarget8}}
+ Fury Damage {{furydamage8}}
+ {{/rollTotal() furytest8 furytarget8}}
+ {{#rollLess() furytest8 furytarget8}}
+ Fury Damage {{furydamage8}}
+ {{/rollLess() furytest8 furytarget8}}
+
+
+ {{/rollWasCrit() spelldamage8}}
+ {{/rollGreater() spellhits 7}}
+ {{#rollGreater() spellhits 8}}
+ {{#rollBetween() hitlocation 1 15}}
+
+
Hit Location 9
+
Hit Head
+
+ {{/rollBetween() hitlocation 1 15}}
+ {{#rollBetween() hitlocation 16 35}}
+
+
Hit Location 9
+
Hit Right Arm
+
+ {{/rollBetween() hitlocation 16 35}}
+ {{#rollBetween() hitlocation 36 55}}
+
+
Hit Location 9
+
Hit Left Arm
+
+ {{/rollBetween() hitlocation 36 55}}
+ {{#rollBetween() hitlocation 56 80}}
+
+
Hit Location 9
+
Hit Body
+
+ {{/rollBetween() hitlocation 56 80}}
+ {{#rollBetween() hitlocation 81 90}}
+
+
Hit Location 9
+
Hit Right Leg
+
+ {{/rollBetween() hitlocation 81 90}}
+ {{#rollBetween() hitlocation 91 100}}
+
+
Hit Location 9
+
Hit Left Leg
+
+ {{/rollBetween() hitlocation 91 100}}
+
+
Damage 9
+
{{spelldamage9}}
+
+ {{#rollWasCrit() spelldamage9}}
+
+
Ulric's Fury! 9
+
{{furytest9}} vs. {{furytarget9}}
+ {{#rollGreater() furytest9 furytarget9}}
+ Ulric's Fury fails
+ {{/rollGreater() furytest9 furytarget9}}
+ {{#rollTotal() furytest9 furytarget9}}
+ Fury Damage {{furydamage9}}
+ {{/rollTotal() furytest9 furytarget9}}
+ {{#rollLess() furytest9 furytarget9}}
+ Fury Damage {{furydamage9}}
+ {{/rollLess() furytest9 furytarget9}}
+
+
+ {{/rollWasCrit() spelldamage9}}
+ {{/rollGreater() spellhits 8}}
+ {{#rollGreater() spellhits 9}}
+ {{#rollBetween() hitlocation 1 15}}
+
+
Hit Location 10
+
Hit Head
+
+ {{/rollBetween() hitlocation 1 15}}
+ {{#rollBetween() hitlocation 16 35}}
+
+
Hit Location 10
+
Hit Right Arm
+
+ {{/rollBetween() hitlocation 16 35}}
+ {{#rollBetween() hitlocation 36 55}}
+
+
Hit Location 10
+
Hit Left Arm
+
+ {{/rollBetween() hitlocation 36 55}}
+ {{#rollBetween() hitlocation 56 80}}
+
+
Hit Location 10
+
Hit Body
+
+ {{/rollBetween() hitlocation 56 80}}
+ {{#rollBetween() hitlocation 81 90}}
+
+
Hit Location 10
+
Hit Right Leg
+
+ {{/rollBetween() hitlocation 81 90}}
+ {{#rollBetween() hitlocation 91 100}}
+
+
Hit Location 10
+
Hit Left Leg
+
+ {{/rollBetween() hitlocation 91 100}}
+
+
Damage 10
+
{{spelldamage10}}
+
+ {{#rollWasCrit() spelldamage10}}
+
+
Ulric's Fury! 10
+
{{furytest10}} vs. {{furytarget10}}
+ {{#rollGreater() furytest10 furytarget10}}
+ Ulric's Fury fails
+ {{/rollGreater() furytest10 furytarget10}}
+ {{#rollTotal() furytest10 furytarget10}}
+ Fury Damage {{furydamage10}}
+ {{/rollTotal() furytest10 furytarget10}}
+ {{#rollLess() furytest10 furytarget10}}
+ Fury Damage {{furydamage10}}
+ {{/rollLess() furytest10 furytarget10}}
+
+
+ {{/rollWasCrit() spelldamage10}}
+ {{/rollGreater() spellhits 9}}
+ {{/rollTotal() spelltest spellcastingnumber}}
+ {{#rollGreater() spelltest spellcastingnumber}}
+
+
Outcome
+
Spellcasting succeeds
+
+ {{#spelldescription}}
+
+
Spell Description
+
{{spelldescription}}
+
+ {{/spelldescription}}
+ {{#rollGreater() spellhealing 0}}
+
+
Spell Healing
+
{{spellhealing}}
+
+ {{/rollGreater() spellhealing 0}}
+ {{#rollGreater() spellhits 0}}
+ {{#rollBetween() hitlocation 1 15}}
+
+
Hit Location
+
Hit Head
+
+ {{/rollBetween() hitlocation 1 15}}
+ {{#rollBetween() hitlocation 16 35}}
+
+
Hit Location
+
Hit Right Arm
+
+ {{/rollBetween() hitlocation 16 35}}
+ {{#rollBetween() hitlocation 36 55}}
+
+
Hit Location
+
Hit Left Arm
+
+ {{/rollBetween() hitlocation 36 55}}
+ {{#rollBetween() hitlocation 56 80}}
+
+
Hit Location
+
Hit Body
+
+ {{/rollBetween() hitlocation 56 80}}
+ {{#rollBetween() hitlocation 81 90}}
+
+
Hit Location
+
Hit Right Leg
+
+ {{/rollBetween() hitlocation 81 90}}
+ {{#rollBetween() hitlocation 91 100}}
+
+
Hit Location
+
Hit Left Leg
+
+ {{/rollBetween() hitlocation 91 100}}
+
+
Damage
+
{{spelldamage}}
+
+ {{#rollWasCrit() spelldamage}}
+
+
Ulric's Fury!
+
{{furytest}} vs. {{furytarget}}
+ {{#rollGreater() furytest furytarget}}
+ Ulric's Fury fails
+ {{/rollGreater() furytest furytarget}}
+ {{#rollTotal() furytest furytarget}}
+ Fury Damage {{furydamage}}
+ {{/rollTotal() furytest furytarget}}
+ {{#rollLess() furytest furytarget}}
+ Fury Damage {{furydamage}}
+ {{/rollLess() furytest furytarget}}
+
+
+ {{/rollWasCrit() spelldamage}}
+ {{/rollGreater() spellhits 0}}
+ {{#rollGreater() spellhits 1}}
+ {{#rollBetween() hitlocation2 1 15}}
+
+
Hit Location 2
+
Hit Head
+
+ {{/rollBetween() hitlocation2 1 15}}
+ {{#rollBetween() hitlocation2 16 35}}
+
+
Hit Location 2
+
Hit Right Arm
+
+ {{/rollBetween() hitlocation2 16 35}}
+ {{#rollBetween() hitlocation2 36 55}}
+
+
Hit Location 2
+
Hit Left Arm
+
+ {{/rollBetween() hitlocation2 36 55}}
+ {{#rollBetween() hitlocation2 56 80}}
+
+
Hit Location 2
+
Hit Body
+
+ {{/rollBetween() hitlocation2 56 80}}
+ {{#rollBetween() hitlocation2 81 90}}
+
+
Hit Location 2
+
Hit Right Leg
+
+ {{/rollBetween() hitlocation2 81 90}}
+ {{#rollBetween() hitlocation2 91 100}}
+
+
Hit Location 2
+
Hit Left Leg
+
+ {{/rollBetween() hitlocation2 91 100}}
+
+
Damage 2
+
{{spelldamage2}}
+
+ {{#rollWasCrit() spelldamage2}}
+
+
Ulric's Fury! 2
+
{{furytest2}} vs. {{furytarget2}}
+ {{#rollGreater() furytest2 furytarget2}}
+ Ulric's Fury fails
+ {{/rollGreater() furytest2 furytarget2}}
+ {{#rollTotal() furytest2 furytarget2}}
+ Fury Damage {{furydamage2}}
+ {{/rollTotal() furytest2 furytarget2}}
+ {{#rollLess() furytest2 furytarget2}}
+ Fury Damage {{furydamage2}}
+ {{/rollLess() furytest2 furytarget2}}
+
+
+ {{/rollWasCrit() spelldamage2}}
+ {{/rollGreater() spellhits 1}}
+ {{#rollGreater() spellhits 2}}
+ {{#rollBetween() hitlocation3 1 15}}
+
+
Hit Location 3
+
Hit Head
+
+ {{/rollBetween() hitlocation3 1 15}}
+ {{#rollBetween() hitlocation3 16 35}}
+
+
Hit Location 3
+
Hit Right Arm
+
+ {{/rollBetween() hitlocation3 16 35}}
+ {{#rollBetween() hitlocation3 36 55}}
+
+
Hit Location 3
+
Hit Left Arm
+
+ {{/rollBetween() hitlocation3 36 55}}
+ {{#rollBetween() hitlocation3 56 80}}
+
+
Hit Location 3
+
Hit Body
+
+ {{/rollBetween() hitlocation3 56 80}}
+ {{#rollBetween() hitlocation3 81 90}}
+
+
Hit Location 3
+
Hit Right Leg
+
+ {{/rollBetween() hitlocation3 81 90}}
+ {{#rollBetween() hitlocation3 91 100}}
+
+
Hit Location 3
+
Hit Left Leg
+
+ {{/rollBetween() hitlocation3 91 100}}
+
+
Damage 3
+
{{spelldamage3}}
+
+ {{#rollWasCrit() spelldamage3}}
+
+
Ulric's Fury! 3
+
{{furytest3}} vs. {{furytarget3}}
+ {{#rollGreater() furytest3 furytarget3}}
+ Ulric's Fury fails
+ {{/rollGreater() furytest3 furytarget3}}
+ {{#rollTotal() furytest3 furytarget3}}
+ Fury Damage {{furydamage3}}
+ {{/rollTotal() furytest3 furytarget3}}
+ {{#rollLess() furytest3 furytarget3}}
+ Fury Damage {{furydamage3}}
+ {{/rollLess() furytest3 furytarget3}}
+
+
+ {{/rollWasCrit() spelldamage3}}
+ {{/rollGreater() spellhits 2}}
+ {{#rollGreater() spellhits 3}}
+ {{#rollBetween() hitlocation4 1 15}}
+
+
Hit Location 4
+
Hit Head
+
+ {{/rollBetween() hitlocation4 1 15}}
+ {{#rollBetween() hitlocation4 16 35}}
+
+
Hit Location 4
+
Hit Right Arm
+
+ {{/rollBetween() hitlocation4 16 35}}
+ {{#rollBetween() hitlocation4 36 55}}
+
+
Hit Location 4
+
Hit Left Arm
+
+ {{/rollBetween() hitlocation4 36 55}}
+ {{#rollBetween() hitlocation4 56 80}}
+
+
Hit Location 4
+
Hit Body
+
+ {{/rollBetween() hitlocation4 56 80}}
+ {{#rollBetween() hitlocation4 81 90}}
+
+
Hit Location 4
+
Hit Right Leg
+
+ {{/rollBetween() hitlocation4 81 90}}
+ {{#rollBetween() hitlocation4 91 100}}
+
+
Hit Location 4
+
Hit Left Leg
+
+ {{/rollBetween() hitlocation4 91 100}}
+
+
Damage 4
+
{{spelldamage4}}
+
+ {{#rollWasCrit() spelldamage4}}
+
+
Ulric's Fury! 4
+
{{furytest4}} vs. {{furytarget4}}
+ {{#rollGreater() furytest4 furytarget4}}
+ Ulric's Fury fails
+ {{/rollGreater() furytest4 furytarget4}}
+ {{#rollTotal() furytest4 furytarget4}}
+ Fury Damage {{furydamage4}}
+ {{/rollTotal() furytest4 furytarget4}}
+ {{#rollLess() furytest4 furytarget4}}
+ Fury Damage {{furydamage4}}
+ {{/rollLess() furytest4 furytarget4}}
+
+
+ {{/rollWasCrit() spelldamage4}}
+ {{/rollGreater() spellhits 3}}
+ {{#rollGreater() spellhits 4}}
+ {{#rollBetween() hitlocation5 1 15}}
+
+
Hit Location 5
+
Hit Head
+
+ {{/rollBetween() hitlocation5 1 15}}
+ {{#rollBetween() hitlocation5 16 35}}
+
+
Hit Location 5
+
Hit Right Arm
+
+ {{/rollBetween() hitlocation5 16 35}}
+ {{#rollBetween() hitlocation5 36 55}}
+
+
Hit Location 5
+
Hit Left Arm
+
+ {{/rollBetween() hitlocation5 36 55}}
+ {{#rollBetween() hitlocation5 56 80}}
+
+
Hit Location 5
+
Hit Body
+
+ {{/rollBetween() hitlocation5 56 80}}
+ {{#rollBetween() hitlocation5 81 90}}
+
+
Hit Location 5
+
Hit Right Leg
+
+ {{/rollBetween() hitlocation5 81 90}}
+ {{#rollBetween() hitlocation5 91 100}}
+
+
Hit Location 5
+
Hit Left Leg
+
+ {{/rollBetween() hitlocation5 91 100}}
+
+
Damage 5
+
{{spelldamage5}}
+
+ {{#rollWasCrit() spelldamage5}}
+
+
Ulric's Fury! 5
+
{{furytest5}} vs. {{furytarget5}}
+ {{#rollGreater() furytest5 furytarget5}}
+ Ulric's Fury fails
+ {{/rollGreater() furytest5 furytarget5}}
+ {{#rollTotal() furytest5 furytarget5}}
+ Fury Damage {{furydamage5}}
+ {{/rollTotal() furytest5 furytarget5}}
+ {{#rollLess() furytest5 furytarget5}}
+ Fury Damage {{furydamage5}}
+ {{/rollLess() furytest5 furytarget5}}
+
+
+ {{/rollWasCrit() spelldamage5}}
+ {{/rollGreater() spellhits 4}}
+ {{#rollGreater() spellhits 5}}
+ {{#rollBetween() hitlocation6 1 15}}
+
+
Hit Location 6
+
Hit Head
+
+ {{/rollBetween() hitlocation6 1 15}}
+ {{#rollBetween() hitlocation6 16 35}}
+
+
Hit Location 6
+
Hit Right Arm
+
+ {{/rollBetween() hitlocation6 16 35}}
+ {{#rollBetween() hitlocation6 36 55}}
+
+
Hit Location 6
+
Hit Left Arm
+
+ {{/rollBetween() hitlocation6 36 55}}
+ {{#rollBetween() hitlocation6 56 80}}
+
+
Hit Location 6
+
Hit Body
+
+ {{/rollBetween() hitlocation6 56 80}}
+ {{#rollBetween() hitlocation6 81 90}}
+
+
Hit Location 6
+
Hit Right Leg
+
+ {{/rollBetween() hitlocation6 81 90}}
+ {{#rollBetween() hitlocation6 91 100}}
+
+
Hit Location 6
+
Hit Left Leg
+
+ {{/rollBetween() hitlocation6 91 100}}
+
+
Damage 6
+
{{spelldamage6}}
+
+ {{#rollWasCrit() spelldamage6}}
+
+
Ulric's Fury! 6
+
{{furytest6}} vs. {{furytarget6}}
+ {{#rollGreater() furytest6 furytarget6}}
+ Ulric's Fury fails
+ {{/rollGreater() furytest6 furytarget6}}
+ {{#rollTotal() furytest6 furytarget6}}
+ Fury Damage {{furydamage6}}
+ {{/rollTotal() furytest6 furytarget6}}
+ {{#rollLess() furytest6 furytarget6}}
+ Fury Damage {{furydamage6}}
+ {{/rollLess() furytest6 furytarget6}}
+
+
+ {{/rollWasCrit() spelldamage6}}
+ {{/rollGreater() spellhits 5}}
+ {{#rollGreater() spellhits 6}}
+ {{#rollBetween() hitlocation7 1 15}}
+
+
Hit Location 7
+
Hit Head
+
+ {{/rollBetween() hitlocation7 1 15}}
+ {{#rollBetween() hitlocation7 16 35}}
+
+
Hit Location 7
+
Hit Right Arm
+
+ {{/rollBetween() hitlocation7 16 35}}
+ {{#rollBetween() hitlocation7 36 55}}
+
+
Hit Location 7
+
Hit Left Arm
+
+ {{/rollBetween() hitlocation7 36 55}}
+ {{#rollBetween() hitlocation7 56 80}}
+
+
Hit Location 7
+
Hit Body
+
+ {{/rollBetween() hitlocation7 56 80}}
+ {{#rollBetween() hitlocation7 81 90}}
+
+
Hit Location 7
+
Hit Right Leg
+
+ {{/rollBetween() hitlocation7 81 90}}
+ {{#rollBetween() hitlocation7 91 100}}
+
+
Hit Location 7
+
Hit Left Leg
+
+ {{/rollBetween() hitlocation7 91 100}}
+
+
Damage 7
+
{{spelldamage7}}
+
+ {{#rollWasCrit() spelldamage7}}
+
+
Ulric's Fury! 7
+
{{furytest7}} vs. {{furytarget7}}
+ {{#rollGreater() furytest7 furytarget7}}
+ Ulric's Fury fails
+ {{/rollGreater() furytest7 furytarget7}}
+ {{#rollTotal() furytest7 furytarget7}}
+ Fury Damage {{furydamage7}}
+ {{/rollTotal() furytest7 furytarget7}}
+ {{#rollLess() furytest7 furytarget7}}
+ Fury Damage {{furydamage7}}
+ {{/rollLess() furytest7 furytarget7}}
+
+
+ {{/rollWasCrit() spelldamage7}}
+ {{/rollGreater() spellhits 6}}
+ {{#rollGreater() spellhits 7}}
+ {{#rollBetween() hitlocation8 1 15}}
+
+
Hit Location 8
+
Hit Head
+
+ {{/rollBetween() hitlocation8 1 15}}
+ {{#rollBetween() hitlocation8 16 35}}
+
+
Hit Location 8
+
Hit Right Arm
+
+ {{/rollBetween() hitlocation8 16 35}}
+ {{#rollBetween() hitlocation8 36 55}}
+
+
Hit Location 8
+
Hit Left Arm
+
+ {{/rollBetween() hitlocation8 36 55}}
+ {{#rollBetween() hitlocation8 56 80}}
+
+
Hit Location 8
+
Hit Body
+
+ {{/rollBetween() hitlocation8 56 80}}
+ {{#rollBetween() hitlocation8 81 90}}
+
+
Hit Location 8
+
Hit Right Leg
+
+ {{/rollBetween() hitlocation8 81 90}}
+ {{#rollBetween() hitlocation8 91 100}}
+
+
Hit Location 8
+
Hit Left Leg
+
+ {{/rollBetween() hitlocation8 91 100}}
+
+
Damage 8
+
{{spelldamage8}}
+
+ {{#rollWasCrit() spelldamage8}}
+
+
Ulric's Fury! 8
+
{{furytest8}} vs. {{furytarget8}}
+ {{#rollGreater() furytest8 furytarget8}}
+ Ulric's Fury fails
+ {{/rollGreater() furytest8 furytarget8}}
+ {{#rollTotal() furytest8 furytarget8}}
+ Fury Damage {{furydamage8}}
+ {{/rollTotal() furytest8 furytarget8}}
+ {{#rollLess() furytest8 furytarget8}}
+ Fury Damage {{furydamage8}}
+ {{/rollLess() furytest8 furytarget8}}
+
+
+ {{/rollWasCrit() spelldamage8}}
+ {{/rollGreater() spellhits 7}}
+ {{#rollGreater() spellhits 8}}
+ {{#rollBetween() hitlocation9 1 15}}
+
+
Hit Location 9
+
Hit Head
+
+ {{/rollBetween() hitlocation9 1 15}}
+ {{#rollBetween() hitlocation9 16 35}}
+
+
Hit Location 9
+
Hit Right Arm
+
+ {{/rollBetween() hitlocation9 16 35}}
+ {{#rollBetween() hitlocation9 36 55}}
+
+
Hit Location 9
+
Hit Left Arm
+
+ {{/rollBetween() hitlocation9 36 55}}
+ {{#rollBetween() hitlocation9 56 80}}
+
+
Hit Location 9
+
Hit Body
+
+ {{/rollBetween() hitlocation9 56 80}}
+ {{#rollBetween() hitlocation9 81 90}}
+
+
Hit Location 9
+
Hit Right Leg
+
+ {{/rollBetween() hitlocation9 81 90}}
+ {{#rollBetween() hitlocation9 91 100}}
+
+
Hit Location 9
+
Hit Left Leg
+
+ {{/rollBetween() hitlocation9 91 100}}
+
+
Damage 9
+
{{spelldamage9}}
+
+ {{#rollWasCrit() spelldamage9}}
+
+
Ulric's Fury! 9
+
{{furytest9}} vs. {{furytarget9}}
+ {{#rollGreater() furytest9 furytarget9}}
+ Ulric's Fury fails
+ {{/rollGreater() furytest9 furytarget9}}
+ {{#rollTotal() furytest9 furytarget9}}
+ Fury Damage {{furydamage9}}
+ {{/rollTotal() furytest9 furytarget9}}
+ {{#rollLess() furytest9 furytarget9}}
+ Fury Damage {{furydamage9}}
+ {{/rollLess() furytest9 furytarget9}}
+
+
+ {{/rollWasCrit() spelldamage9}}
+ {{/rollGreater() spellhits 8}}
+ {{#rollGreater() spellhits 9}}
+ {{#rollBetween() hitlocation10 1 15}}
+
+
Hit Location 10
+
Hit Head
+
+ {{/rollBetween() hitlocation10 1 15}}
+ {{#rollBetween() hitlocation10 16 35}}
+
+
Hit Location 10
+
Hit Right Arm
+
+ {{/rollBetween() hitlocation10 16 35}}
+ {{#rollBetween() hitlocation10 36 55}}
+
+
Hit Location 10
+
Hit Left Arm
+
+ {{/rollBetween() hitlocation10 36 55}}
+ {{#rollBetween() hitlocation10 56 80}}
+
+
Hit Location 10
+
Hit Body
+
+ {{/rollBetween() hitlocation10 56 80}}
+ {{#rollBetween() hitlocation10 81 90}}
+
+
Hit Location 10
+
Hit Right Leg
+
+ {{/rollBetween() hitlocation10 81 90}}
+ {{#rollBetween() hitlocation10 91 100}}
+
+
Hit Location 10
+
Hit Left Leg
+
+ {{/rollBetween() hitlocation10 91 100}}
+
+
Damage 10
+
{{spelldamage10}}
+
+ {{#rollWasCrit() spelldamage10}}
+
+
Ulric's Fury! 10
+
{{furytest10}} vs. {{furytarget10}}
+ {{#rollGreater() furytest10 furytarget10}}
+ Ulric's Fury fails
+ {{/rollGreater() furytest10 furytarget10}}
+ {{#rollTotal() furytest10 furytarget10}}
+ Fury Damage {{furydamage10}}
+ {{/rollTotal() furytest10 furytarget10}}
+ {{#rollLess() furytest10 furytarget10}}
+ Fury Damage {{furydamage10}}
+ {{/rollLess() furytest10 furytarget10}}
+
+
+ {{/rollWasCrit() spelldamage10}}
+ {{/rollGreater() spellhits 9}}
+ {{/rollGreater() spelltest spellcastingnumber}}
+
+ {{#runeinscribenumber}}
+
+
Inscription Number
+
{{runeinscribenumber}}
+
+
+
Inscription Test
+
{{inscribetest}}
+
+
+
Inscription Time
+
{{insribetime}}
+
+ {{/runeinscribenumber}}
+ {{#rollLess() inscribetest runeinscribenumber}}
+
+
Outcome
+
Inscription fails
+
+ {{/rollLess() inscribetest runeinscribenumber}}
+ {{#rollTotal() inscribetest runeinscribenumber}}
+
+
Outcome
+
Inscription succeeds
+
+
+
Permanent Rune Description
+
{{runedescriptionpermanent}}
+
+
+
Temporary Rune Description
+
{{runedescriptiontemporary}}
+
+ {{/rollTotal() inscribetest runeinscribenumber}}
+ {{#rollGreater() inscribetest runeinscribenumber}}
+
+
Outcome
+
Inscription succeeds
+
+
+
Permanent Rune Description
+
{{runedescriptionpermanent}}
+
+
+
Temporary Rune Description
+
{{runedescriptiontemporary}}
+
+ {{/rollGreater() inscribetest runeinscribenumber}}
+
+ {{#special_rule_description}}
+
+
Description
+
{{special_rule_description}}
+
+ {{/special_rule_description}}
+
+ {{#critvalue}}
+
+
Critical Location
+ {{#rollTotal() critlocation 1}}
+
Head
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Right Arm
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Left Arm
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Body
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Right Leg
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Left Leg
+ {{/rollTotal() critlocation 6}}
+
+
+
Critical Value
+
{{critvalue}}
+
+
+
Critical Roll
+
{{critroll}}
+
+ {{#rollTotal() critvalue 1}}
+ {{#rollBetween() critroll 91 100}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Disoriented by the blow. Character can only take a half action on his next turn.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Drops anything held in that hand. A shield, if worn, is not affected, since it’s strapped on.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Drops anything held in that hand. A shield, if worn, is not affected, since it’s strapped on.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
The wind is knocked out of the character. All tests and attacks suffer a –20% penalty for one round.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Stumbles. Character can only take a half action on his next turn.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Stumbles. Character can only take a half action on his next turn.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 91 100}}
+ {{#rollBetween() critroll 81 90}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Disoriented by the blow. Character can only take a half action on his next turn.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Drops anything held in that hand. A shield, if worn, is not affected, since it’s strapped on.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Drops anything held in that hand. A shield, if worn, is not affected, since it’s strapped on.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
The wind is knocked out of the character. All tests and attacks suffer a –20% penalty for one round.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Stumbles. Character can only take a half action on his next turn.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Stumbles. Character can only take a half action on his next turn.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 81 90}}
+ {{#rollBetween() critroll 71 80}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm struck numb and cannot be used for 1 round.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm struck numb and cannot be used for 1 round.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Struck in the groin. The pain is such that the character cannot take any actions for one round.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 71 80}}
+ {{#rollBetween() critroll 61 70}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm struck numb and cannot be used for 1 round.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm struck numb and cannot be used for 1 round.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Struck in the groin. The pain is such that the character cannot take any actions for one round.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 61 70}}
+ {{#rollBetween() critroll 51 60}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a –10% WS penalty until medical attention is received.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Ribs busted by ferocity of attack. Character takes a –10% WS penalty until medical attention is received.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg incapacitated until medical attention is received. Character’s Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a –20% penalty.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg incapacitated until medical attention is received. Character’s Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a –20% penalty.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 51 60}}
+ {{#rollBetween() critroll 41 50}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a –10% WS penalty until medical attention is received.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Ribs busted by ferocity of attack. Character takes a –10% WS penalty until medical attention is received.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg incapacitated until medical attention is received. Character’s Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a –20% penalty.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg incapacitated until medical attention is received. Character’s Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a –20% penalty.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 41 50}}
+ {{#rollBetween() critroll 31 40}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Struck in the groin. The pain is such that the character cannot take any actions for one round.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 31 40}}
+ {{#rollBetween() critroll 21 30}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Struck in the groin. The pain is such that the character cannot take any actions for one round.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 21 30}}
+ {{#rollBetween() critroll 11 20}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Knocked to the ground and dazed. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Knocked to the ground and badly winded. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 11 20}}
+ {{#rollBetween() critroll 1 10}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Knocked to the ground and dazed. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Knocked to the ground and badly winded. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 1 10}}
+ {{/rollTotal() critvalue 1}}
+ {{#rollTotal() critvalue 2}}
+ {{#rollBetween() critroll 91 100}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm struck numb and cannot be used for 1 round.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm struck numb and cannot be used for 1 round.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Struck in the groin. The pain is such that the character cannot take any actions for one round.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 91 100}}
+ {{#rollBetween() critroll 81 90}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a –10% WS penalty until medical attention is received.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Ribs busted by ferocity of attack. Character takes a –10% WS penalty until medical attention is received.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg incapacitated until medical attention is received. Character’s Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a –20% penalty.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg incapacitated until medical attention is received. Character’s Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a –20% penalty.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 81 90}}
+ {{#rollBetween() critroll 71 80}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a –10% WS penalty until medical attention is received.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Ribs busted by ferocity of attack. Character takes a –10% WS penalty until medical attention is received.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg incapacitated until medical attention is received. Character’s Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a –20% penalty.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg incapacitated until medical attention is received. Character’s Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a –20% penalty.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 71 80}}
+ {{#rollBetween() critroll 61 70}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Struck in the groin. The pain is such that the character cannot take any actions for one round.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 61 70}}
+ {{#rollBetween() critroll 51 60}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Struck in the groin. The pain is such that the character cannot take any actions for one round.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 51 60}}
+ {{#rollBetween() critroll 41 50}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Knocked to the ground and dazed. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Knocked to the ground and badly winded. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 41 50}}
+ {{#rollBetween() critroll 31 40}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Knocked to the ground and dazed. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Knocked to the ground and badly winded. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 31 40}}
+ {{#rollBetween() critroll 21 30}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Stunned for 1d10 rounds.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Stunned for 1d10 rounds.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 21 30}}
+ {{#rollBetween() critroll 11 20}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Stunned for 1d10 rounds.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Stunned for 1d10 rounds.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 11 20}}
+ {{#rollBetween() critroll 1 10}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 1 10}}
+ {{/rollTotal() critvalue 2}}
+ {{#rollTotal() critvalue 3}}
+ {{#rollBetween() critroll 91 100}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Struck in the groin. The pain is such that the character cannot take any actions for one round.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isn’t wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Character’s Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a –20% penalty on related Agility Tests.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 91 100}}
+ {{#rollBetween() critroll 81 90}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Knocked to the ground and dazed. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Knocked to the ground and badly winded. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 81 90}}
+ {{#rollBetween() critroll 71 80}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Knocked to the ground and dazed. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Knocked to the ground and badly winded. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 71 80}}
+ {{#rollBetween() critroll 61 70}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Stunned for 1d10 rounds.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Stunned for 1d10 rounds.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 61 70}}
+ {{#rollBetween() critroll 51 60}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Stunned for 1d10 rounds.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Stunned for 1d10 rounds.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 51 60}}
+ {{#rollBetween() critroll 41 50}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 41 50}}
+ {{#rollBetween() critroll 31 40}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 31 40}}
+ {{#rollBetween() critroll 21 30}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 21 30}}
+ {{#rollBetween() critroll 11 20}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 11 20}}
+ {{#rollBetween() critroll 1 10}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Skull pierced by a mighty blow. Death is instantaneous.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 1 10}}
+ {{/rollTotal() critvalue 3}}
+ {{#rollTotal() critvalue 4}}
+ {{#rollBetween() critroll 91 100}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Knocked to the ground and dazed. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Knocked to the ground and badly winded. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Knocked to the ground and dazed. All character’s tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 91 100}}
+ {{#rollBetween() critroll 81 90}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Stunned for 1d10 rounds.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Stunned for 1d10 rounds.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 81 90}}
+ {{#rollBetween() critroll 71 80}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Stunned for 1d10 rounds.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Stunned for 1d10 rounds.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 71 80}}
+ {{#rollBetween() critroll 61 70}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 61 70}}
+ {{#rollBetween() critroll 51 60}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 51 60}}
+ {{#rollBetween() critroll 41 50}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 41 50}}
+ {{#rollBetween() critroll 31 40}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 31 40}}
+ {{#rollBetween() critroll 21 30}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Skull pierced by a mighty blow. Death is instantaneous.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 21 30}}
+ {{#rollBetween() critroll 11 20}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Skull pierced by a mighty blow. Death is instantaneous.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 11 20}}
+ {{#rollBetween() critroll 1 10}}
+
+
Critical Effect
+ {{#rollBetween() critlocation 1 6}}
+
Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
+ {{/rollBetween() critlocation 1 6}}
+
+ {{/rollBetween() critroll 1 10}}
+ {{/rollTotal() critvalue 4}}
+ {{#rollTotal() critvalue 5}}
+ {{#rollBetween() critroll 91 100}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Stunned for 1d10 rounds.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Stunned for 1d10 rounds.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 91 100}}
+ {{#rollBetween() critroll 81 90}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Stunned for 1d10 rounds.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Stunned for 1d10 rounds.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 81 90}}
+ {{#rollBetween() critroll 71 80}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 71 80}}
+ {{#rollBetween() critroll 61 70}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 61 70}}
+ {{#rollBetween() critroll 51 60}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 51 60}}
+ {{#rollBetween() critroll 41 50}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 41 50}}
+ {{#rollBetween() critroll 31 40}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Skull pierced by a mighty blow. Death is instantaneous.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 31 40}}
+ {{#rollBetween() critroll 21 30}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Skull pierced by a mighty blow. Death is instantaneous.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 21 30}}
+ {{#rollBetween() critroll 11 20}}
+
+
Critical Effect
+ {{#rollBetween() critlocation 1 6}}
+
Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
+ {{/rollBetween() critlocation 1 6}}
+
+ {{/rollBetween() critroll 11 20}}
+ {{#rollBetween() critroll 1 10}}
+
+
Critical Effect
+ {{#rollBetween() critlocation 1 6}}
+
Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
+ {{/rollBetween() critlocation 1 6}}
+
+ {{/rollBetween() critroll 1 10}}
+ {{/rollTotal() critvalue 5}}
+ {{#rollTotal() critvalue 6}}
+ {{#rollBetween() critroll 91 100}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Stunned for 1d10 rounds.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Stunned for 1d10 rounds.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 91 100}}
+ {{#rollBetween() critroll 81 90}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 81 90}}
+ {{#rollBetween() critroll 71 80}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 71 80}}
+ {{#rollBetween() critroll 61 70}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 61 70}}
+ {{#rollBetween() critroll 51 60}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 51 60}}
+ {{#rollBetween() critroll 41 50}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Skull pierced by a mighty blow. Death is instantaneous.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 41 50}}
+ {{#rollBetween() critroll 31 40}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Skull pierced by a mighty blow. Death is instantaneous.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 31 40}}
+ {{#rollBetween() critroll 21 30}}
+
+
Critical Effect
+ {{#rollBetween() critlocation 1 6}}
+
Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
+ {{/rollBetween() critlocation 1 6}}
+
+ {{/rollBetween() critroll 21 30}}
+ {{#rollBetween() critroll 11 20}}
+
+
Critical Effect
+ {{#rollBetween() critlocation 1 6}}
+
Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
+ {{/rollBetween() critlocation 1 6}}
+
+ {{/rollBetween() critroll 11 20}}
+ {{#rollBetween() critroll 1 10}}
+
+
Critical Effect
+ {{#rollBetween() critlocation 1 6}}
+
Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
+ {{/rollBetween() critlocation 1 6}}
+
+ {{/rollBetween() critroll 1 10}}
+ {{/rollTotal() critvalue 6}}
+ {{#rollTotal() critvalue 7}}
+ {{#rollBetween() critroll 91 100}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 91 100}}
+ {{#rollBetween() critroll 81 90}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 81 90}}
+ {{#rollBetween() critroll 71 80}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 71 80}}
+ {{#rollBetween() critroll 61 70}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 61 70}}
+ {{#rollBetween() critroll 51 60}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Skull pierced by a mighty blow. Death is instantaneous.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 51 60}}
+ {{#rollBetween() critroll 41 50}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Skull pierced by a mighty blow. Death is instantaneous.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 41 50}}
+ {{#rollBetween() critroll 31 40}}
+
+
Critical Effect
+ {{#rollBetween() critlocation 1 6}}
+
Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
+ {{/rollBetween() critlocation 1 6}}
+
+ {{/rollBetween() critroll 31 40}}
+ {{#rollBetween() critroll 21 30}}
+
+
Critical Effect
+ {{#rollBetween() critlocation 1 6}}
+
Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
+ {{/rollBetween() critlocation 1 6}}
+
+ {{/rollBetween() critroll 21 30}}
+ {{#rollBetween() critroll 11 20}}
+
+
Critical Effect
+ {{#rollBetween() critlocation 1 6}}
+
Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
+ {{/rollBetween() critlocation 1 6}}
+
+ {{/rollBetween() critroll 11 20}}
+ {{#rollBetween() critroll 1 10}}
+
+
Critical Effect
+ {{#rollBetween() critlocation 1 6}}
+
Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
+ {{/rollBetween() critlocation 1 6}}
+
+ {{/rollBetween() critroll 1 10}}
+ {{/rollTotal() critvalue 7}}
+ {{#rollTotal() critvalue 8}}
+ {{#rollBetween() critroll 91 100}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 91 100}}
+ {{#rollBetween() critroll 81 90}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 81 90}}
+ {{#rollBetween() critroll 71 80}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 71 80}}
+ {{#rollBetween() critroll 61 70}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Skull pierced by a mighty blow. Death is instantaneous.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 61 70}}
+ {{#rollBetween() critroll 51 60}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Skull pierced by a mighty blow. Death is instantaneous.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 51 60}}
+ {{#rollBetween() critroll 41 50}}
+
+
Critical Effect
+ {{#rollBetween() critlocation 1 6}}
+
Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
+ {{/rollBetween() critlocation 1 6}}
+
+ {{/rollBetween() critroll 41 50}}
+ {{#rollBetween() critroll 31 40}}
+
+
Critical Effect
+ {{#rollBetween() critlocation 1 6}}
+
Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
+ {{/rollBetween() critlocation 1 6}}
+
+ {{/rollBetween() critroll 31 40}}
+ {{#rollBetween() critroll 21 30}}
+
+
Critical Effect
+ {{#rollBetween() critlocation 1 6}}
+
Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
+ {{/rollBetween() critlocation 1 6}}
+
+ {{/rollBetween() critroll 21 30}}
+ {{#rollBetween() critroll 11 20}}
+
+
Critical Effect
+ {{#rollBetween() critlocation 1 6}}
+
Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
+ {{/rollBetween() critlocation 1 6}}
+
+ {{/rollBetween() critroll 11 20}}
+ {{#rollBetween() critroll 1 10}}
+
+
Critical Effect
+ {{#rollBetween() critlocation 1 6}}
+
Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
+ {{/rollBetween() critlocation 1 6}}
+
+ {{/rollBetween() critroll 1 10}}
+ {{/rollTotal() critvalue 8}}
+ {{#rollTotal() critvalue 9}}
+ {{#rollBetween() critroll 91 100}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 91 100}}
+ {{#rollBetween() critroll 81 90}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 81 90}}
+ {{#rollBetween() critroll 71 80}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Skull pierced by a mighty blow. Death is instantaneous.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 71 80}}
+ {{#rollBetween() critroll 61 70}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Skull pierced by a mighty blow. Death is instantaneous.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 61 70}}
+ {{#rollBetween() critroll 51 60}}
+
+
Critical Effect
+ {{#rollBetween() critlocation 1 6}}
+
Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
+ {{/rollBetween() critlocation 1 6}}
+
+ {{/rollBetween() critroll 51 60}}
+ {{#rollBetween() critroll 41 50}}
+
+
Critical Effect
+ {{#rollBetween() critlocation 1 6}}
+
Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
+ {{/rollBetween() critlocation 1 6}}
+
+ {{/rollBetween() critroll 41 50}}
+ {{#rollBetween() critroll 31 40}}
+
+
Critical Effect
+ {{#rollBetween() critlocation 1 6}}
+
Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
+ {{/rollBetween() critlocation 1 6}}
+
+ {{/rollBetween() critroll 31 40}}
+ {{#rollBetween() critroll 21 30}}
+
+
Critical Effect
+ {{#rollBetween() critlocation 1 6}}
+
Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
+ {{/rollBetween() critlocation 1 6}}
+
+ {{/rollBetween() critroll 21 30}}
+ {{#rollBetween() critroll 11 20}}
+
+
Critical Effect
+ {{#rollBetween() critlocation 1 6}}
+
Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
+ {{/rollBetween() critlocation 1 6}}
+
+ {{/rollBetween() critroll 11 20}}
+ {{#rollBetween() critroll 1 10}}
+
+
Critical Effect
+ {{#rollBetween() critlocation 1 6}}
+
Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
+ {{/rollBetween() critlocation 1 6}}
+
+ {{/rollBetween() critroll 1 10}}
+ {{/rollTotal() critvalue 9}}
+ {{#rollTotal() critvalue 10}}
+ {{#rollBetween() critroll 91 100}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victim’s turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 91 100}}
+ {{#rollBetween() critroll 81 90}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Skull pierced by a mighty blow. Death is instantaneous.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 81 90}}
+ {{#rollBetween() critroll 71 80}}
+
+
Critical Effect
+ {{#rollTotal() critlocation 1}}
+
Skull pierced by a mighty blow. Death is instantaneous.
+ {{/rollTotal() critlocation 1}}
+ {{#rollTotal() critlocation 2}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 2}}
+ {{#rollTotal() critlocation 3}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 3}}
+ {{#rollTotal() critlocation 4}}
+
Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.
+ {{/rollTotal() critlocation 4}}
+ {{#rollTotal() critlocation 5}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 5}}
+ {{#rollTotal() critlocation 6}}
+
Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.
+ {{/rollTotal() critlocation 6}}
+
+ {{/rollBetween() critroll 71 80}}
+ {{#rollBetween() critroll 61 70}}
+
+
Critical Effect
+ {{#rollBetween() critlocation 1 6}}
+
Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
+ {{/rollBetween() critlocation 1 6}}
+
+ {{/rollBetween() critroll 61 70}}
+ {{#rollBetween() critroll 51 60}}
+
+
Critical Effect
+ {{#rollBetween() critlocation 1 6}}
+
Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
+ {{/rollBetween() critlocation 1 6}}
+
+ {{/rollBetween() critroll 51 60}}
+ {{#rollBetween() critroll 41 50}}
+
+
Critical Effect
+ {{#rollBetween() critlocation 1 6}}
+
Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
+ {{/rollBetween() critlocation 1 6}}
+
+ {{/rollBetween() critroll 41 50}}
+ {{#rollBetween() critroll 31 40}}
+
+
Critical Effect
+ {{#rollBetween() critlocation 1 6}}
+
Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
+ {{/rollBetween() critlocation 1 6}}
+
+ {{/rollBetween() critroll 31 40}}
+ {{#rollBetween() critroll 21 30}}
+
+
Critical Effect
+ {{#rollBetween() critlocation 1 6}}
+
Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
+ {{/rollBetween() critlocation 1 6}}
+
+ {{/rollBetween() critroll 21 30}}
+ {{#rollBetween() critroll 11 20}}
+
+
Critical Effect
+ {{#rollBetween() critlocation 1 6}}
+
Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
+ {{/rollBetween() critlocation 1 6}}
+
+ {{/rollBetween() critroll 11 20}}
+ {{#rollBetween() critroll 1 10}}
+
+
Critical Effect
+ {{#rollBetween() critlocation 1 6}}
+
Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.
+ {{/rollBetween() critlocation 1 6}}
+
+ {{/rollBetween() critroll 1 10}}
+ {{/rollTotal() critvalue 10}}
+ {{/critvalue}}
+
+ {{#chaosroll}}
+
+ {{#rollTotal() chaostype 1}}">
+
+
Chaos Table
+
Minor Normal
+
+
+
Chaos Roll
+
{{chaosroll}}
+
+ {{#rollBetween() chaosroll 1 10}}
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.
{{/rollBetween() chaosroll 1 10}}
+ {{#rollBetween() chaosroll 11 20}}
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.
{{/rollBetween() chaosroll 11 20}}
+ {{#rollBetween() chaosroll 21 30}}
Breath of Chaos: A cold and unnatural wind blows through the area.
{{/rollBetween() chaosroll 21 30}}
+ {{#rollBetween() chaosroll 31 40}}
Horripilation: Your hair stands on end for 1d10 rounds.
{{/rollBetween() chaosroll 31 40}}
+ {{#rollBetween() chaosroll 41 50}}
Wyrdlight: You glow with an eerie light for 1d10 rounds.
{{/rollBetween() chaosroll 41 50}}
+ {{#rollBetween() chaosroll 51 60}}
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.
{{/rollBetween() chaosroll 51 60}}
+ {{#rollBetween() chaosroll 61 70}}
Haunted: Ghostly voices fill the air for the duration of your spell.
{{/rollBetween() chaosroll 61 70}}
+ {{#rollBetween() chaosroll 71 80}}
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.
{{/rollBetween() chaosroll 71 80}}
+ {{#rollBetween() chaosroll 81 90}}
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.
{{/rollBetween() chaosroll 81 90}}
+ {{#rollBetween() chaosroll 91 95}}
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.
{{/rollBetween() chaosroll 91 95}}
+ {{#rollBetween() chaosroll 96 100}}
Unlucky!: Roll on Major Chaos Manifestation instead.
{{/rollBetween() chaosroll 96 100}}
+ {{#rollBetween() markroll 91 100}}
Optional Arcane Mark: You must pass an Average (+0%) Willpower test or gain an Arcane Mark (see Realms of Sorcery page 175).
{{/rollBetween() markroll 91 100}}
+ {{/rollTotal() chaostype 1}}
+
+ {{#rollTotal() chaostype 2}}
+
+
Chaos Table
+
Major Normal
+
+
+
Chaos Roll
+
{{chaosroll}}
+
+ {{#rollBetween() chaosroll 1 10}}
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.
{{/rollBetween() chaosroll 1 10}}
+ {{#rollBetween() chaosroll 11 20}}
Silenced: You lose your voice for 1d10 rounds.
{{/rollBetween() chaosroll 11 20}}
+ {{#rollBetween() chaosroll 21 30}}
Overload: You are overwhelmed by magical energy and are stunned for 1 round.
{{/rollBetween() chaosroll 21 30}}
+ {{#rollBetween() chaosroll 31 40}}
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.
{{/rollBetween() chaosroll 31 40}}
+ {{#rollBetween() chaosroll 41 50}}
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.
{{/rollBetween() chaosroll 41 50}}
+ {{#rollBetween() chaosroll 51 60}}
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.
{{/rollBetween() chaosroll 51 60}}
+ {{#rollBetween() chaosroll 61 70}}
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.
{{/rollBetween() chaosroll 61 70}}
+ {{#rollBetween() chaosroll 71 80}}
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.
{{/rollBetween() chaosroll 71 80}}
+ {{#rollBetween() chaosroll 81 90}}
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, you’ll have no memory of what you just did.
{{/rollBetween() chaosroll 81 90}}
+ {{#rollBetween() chaosroll 91 95}}
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.
{{/rollBetween() chaosroll 91 95}}
+ {{#rollBetween() chaosroll 96 100}}
Trick of Fate: Roll on Catastrophic Chaos Manifestation.
{{/rollBetween() chaosroll 96 100}}
+ {{#rollBetween() markroll 91 100}}
Optional Arcane Mark: You must pass an Challenging (-10%) Willpower test or gain an Arcane Mark (see Realms of Sorcery page 175).
{{/rollBetween() markroll 91 100}}
+ {{/rollTotal() chaostype 2}}
+
+ {{#rollTotal() chaostype 3}}
+
+
Chaos Table
+
Catastrophic Normal
+
+
+
Chaos Roll
+
{{chaosroll}}
+
+ {{#rollBetween() chaosroll 1 10}}
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.
{{/rollBetween() chaosroll 1 10}}
+ {{#rollBetween() chaosroll 11 20}}
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.
{{/rollBetween() chaosroll 11 20}}
+ {{#rollBetween() chaosroll 21 30}}
Tzeentch’s Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.
{{/rollBetween() chaosroll 21 30}}
+ {{#rollBetween() chaosroll 31 40}}
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.
{{/rollBetween() chaosroll 31 40}}
+ {{#rollBetween() chaosroll 41 50}}
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.
{{/rollBetween() chaosroll 41 50}}
+ {{#rollBetween() chaosroll 41 60}}
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.
{{/rollBetween() chaosroll 41 60}}
+ {{#rollBetween() chaosroll 61 70}}
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.
{{/rollBetween() chaosroll 61 70}}
+ {{#rollBetween() chaosroll 71 80}}
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GM’s discretion). Removal of the branded skin will make no difference to the contract.
{{/rollBetween() chaosroll 71 80}}
+ {{#rollBetween() chaosroll 81 90}}
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, it’s time to roll up a new character.
{{/rollBetween() chaosroll 81 90}}
+ {{#rollBetween() chaosroll 91 100}}
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.
{{/rollBetween() chaosroll 91 100}}
+ {{#rollBetween() markroll 91 100}}
Optional Arcane Mark: You must pass an Hard (-20%) Willpower test or gain an Arcane Mark (see Realms of Sorcery page 175).
{{/rollBetween() markroll 91 100}}
+ {{/rollTotal() chaostype 3}}
+
+ {{#rollTotal() chaostype 4}}
+
+
Chaos Table
+
Minor Extended
+
+
+
Chaos Roll
+
{{chaosroll}}
+
+ {{#rollBetween() chaosroll 1 4}}
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.
{{/rollBetween() chaosroll 1 4}}
+ {{#rollBetween() chaosroll 5 8}}
Fumblehand: A randomly selected item you are holding or carrying flies 1d10 yards (1d10/2 squares) in a random direction, thrown invisibly by Winds of Chaos.
{{/rollBetween() chaosroll 5 8}}
+ {{#rollBetween() chaosroll 9 12}}
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.
{{/rollBetween() chaosroll 9 12}}
+ {{#rollBetween() chaosroll 13 16}}
Nailrot: A randomly chosen finger or toenail turns black and falls off. It will grow back normally.
{{/rollBetween() chaosroll 13 16}}
+ {{#rollBetween() chaosroll 17 20}}
Breath of Chaos: A cold and unnatural wind blows through the area.
{{/rollBetween() chaosroll 17 20}}
+ {{#rollBetween() chaosroll 21 24}}
Horripilation: Your hair stands on end for 1d10 rounds.
{{/rollBetween() chaosroll 21 24}}
+ {{#rollBetween() chaosroll 25 28}}
Waxy Earful: Your ears become entirely plugged with wax, requiring a successful Heal Test to clear. Until you receive such treatment, you suffer a –10% penalty to all tests involving hearing.
{{/rollBetween() chaosroll 25 28}}
+ {{#rollBetween() chaosroll 29 32}}
Wyrdlight: You glow with an eerie light for 1d10 rounds.
{{/rollBetween() chaosroll 29 32}}
+ {{#rollBetween() chaosroll 33 36}}
Cold Sweats: All those within in 10 yards (5 squares) of you immediately break into a cold sweat lasting 1d10 rounds.
{{/rollBetween() chaosroll 33 36}}
+ {{#rollBetween() chaosroll 37 40}}
Sleeping Nerves: Every muscle in your body tingles for 1d10 rounds. You suffer a –5% penalty to all tests made in that time.
{{/rollBetween() chaosroll 37 40}}
+ {{#rollBetween() chaosroll 41 44}}
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.
{{/rollBetween() chaosroll 41 44}}
+ {{#rollBetween() chaosroll 45 48}}
Milky Eyes: A milky film covers your eyes for 1d10 hours. You suffer a –10% penalty to any tests involving sight in that time.
{{/rollBetween() chaosroll 45 48}}
+ {{#rollBetween() chaosroll 49 52}}
Bane of Flora: All plant life within 10 yards (5 squares) of you withers and dies.
{{/rollBetween() chaosroll 49 52}}
+ {{#rollBetween() chaosroll 53 56}}
Haunted: Ghostly voices fill the air for the duration of your spell.
{{/rollBetween() chaosroll 53 56}}
+ {{#rollBetween() chaosroll 57 60}}
Handfrozen: The bones and muscles of one of your hands (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move your fingers from their bizarre arrangement for 1d10 minutes.
{{/rollBetween() chaosroll 57 60}}
+ {{#rollBetween() chaosroll 61 64}}
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.
{{/rollBetween() chaosroll 61 64}}
+ {{#rollBetween() chaosroll 65 68}}
Creeping Congregation: Insects fill the area around you, buzzing and crawling. They do no harm and disperse within 1d10 rounds, but they are obvious—and potentially frightening—to everyone in the area.
{{/rollBetween() chaosroll 65 68}}
+ {{#rollBetween() chaosroll 69 72}}
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.
{{/rollBetween() chaosroll 69 72}}
+ {{#rollBetween() chaosroll 73 76}}
Channel Burn: The channels of magic in your body are burned by coursing magic. You suffer a –1 penalty to every Casting Roll you make in the next 1d10 minutes.
{{/rollBetween() chaosroll 73 76}}
+ {{#rollBetween() chaosroll 77 80}}
Intestinal Rebellion: Your bowels move uncontrollably, soiling both your clothing and pride.
{{/rollBetween() chaosroll 77 80}}
+ {{#rollBetween() chaosroll 81 84}}
Grave Offence: You uncontrollably shout something horribly offensive to those around you. The GM may overrule you if your invention is insufficiently offensive.
{{/rollBetween() chaosroll 81 84}}
+ {{#rollBetween() chaosroll 85 88}}
Fluid Transformation: All liquids on your person—including spell ingredients—turn to brine.
{{/rollBetween() chaosroll 85 88}}
+ {{#rollBetween() chaosroll 89 90}}
Kin Inconvenienced: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, “closeness” being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.
{{/rollBetween() chaosroll 89 90}}
+ {{#rollBetween() chaosroll 91 92}}
Accumulation of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentch’s Curse will bring if you roll doubles, triples, or quadruples.
{{/rollBetween() chaosroll 91 92}}
+ {{#rollBetween() chaosroll 93 97}}
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.
{{/rollBetween() chaosroll 93 97}}
+ {{#rollBetween() chaosroll 98 100}}
Unlucky!: Roll on Major Chaos Manifestation instead.
{{/rollBetween() chaosroll 98 100}}
+ {{#rollBetween() markroll 91 100}}
Optional Arcane Mark: You must pass an Average (+0%) Willpower test or gain an Arcane Mark (see Realms of Sorcery page 175).
{{/rollBetween() markroll 91 100}}
+ {{/rollTotal() chaostype 4}}
+
+ {{#rollTotal() chaostype 5}}
+
+
Chaos Table
+
Major Extended
+
+
+
Chaos Roll
+
{{chaosroll}}
+
+ {{#rollBetween() chaosroll 1 4}}
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.
{{/rollBetween() chaosroll 1 4}}
+ {{#rollBetween() chaosroll 5 8}}
Silenced: You lose your voice for 1d10 rounds.
{{/rollBetween() chaosroll 5 8}}
+ {{#rollBetween() chaosroll 9 12}}
Hairless: Every hair in your body falls out.
{{/rollBetween() chaosroll 9 12}}
+ {{#rollBetween() chaosroll 13 16}}
Blacknail: Every finger and toenail on your body turns black and falls off. They will grow back normally.
{{/rollBetween() chaosroll 13 16}}
+ {{#rollBetween() chaosroll 17 20}}
Wracked: You suffer burning pain for 1d10 rounds, suffering a –10% penalty to all tests made in that time.
{{/rollBetween() chaosroll 17 20}}
+ {{#rollBetween() chaosroll 21 24}}
Channel Conflagration: The channels of magic in your body are set ablaze by coursing magic. You suffer a –1 penalty to every casting die you roll in the next 1d10 hours.
{{/rollBetween() chaosroll 21 24}}
+ {{#rollBetween() chaosroll 25 28}}
Overload: You are overwhelmed by magical energy and are stunned for 1 round.
{{/rollBetween() chaosroll 25 28}}
+ {{#rollBetween() chaosroll 29 32}}
Rag Doll: You spontaneously fly through the air 1d10 yards (1d10/5 squares) in a random direction, landing roughly and suffering a Damage 2 hit.
{{/rollBetween() chaosroll 29 32}}
+ {{#rollBetween() chaosroll 33 36}}
Fire!: Your clothing bursts into flame (see WFRP, page 136).
{{/rollBetween() chaosroll 33 36}}
+ {{#rollBetween() chaosroll 37 40}}
Loadstones: Every piece of metal on your body is permanently magnetized.
{{/rollBetween() chaosroll 37 40}}
+ {{#rollBetween() chaosroll 41 44}}
Limbfrozen: The bones and muscles of one of your arms or legs (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move the affected limb for 1d10 hours.
{{/rollBetween() chaosroll 41 44}}
+ {{#rollBetween() chaosroll 45 48}}
Tongue-twisted: Chaos energy infuses your mouth; anything you say for the next 1d10 minutes comes out as gibberish, rendering spellcasting impossible during that time.
{{/rollBetween() chaosroll 45 48}}
+ {{#rollBetween() chaosroll 49 52}}
Chaotic Wind: Chaos blows through any magical spell ingredients you are carrying. Any spell cast using them will make one of any associated Casting Roll’s dice a Chaos die.
{{/rollBetween() chaosroll 49 52}}
+ {{#rollBetween() chaosroll 53 56}}
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.
{{/rollBetween() chaosroll 53 56}}
+ {{#rollBetween() chaosroll 57 60}}
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.
{{/rollBetween() chaosroll 57 60}}
+ {{#rollBetween() chaosroll 61 64}}
Undone: Every tie, clasp, and fastener of every type on your body flies violently open. Belts come undone, pouches fly open, boots come unlaced, and so on.
{{/rollBetween() chaosroll 61 64}}
+ {{#rollBetween() chaosroll 65 68}}
Regurgitate: You throw up uncontrollably, unable to do anything else, for 1d10 rounds. In that time, you spew up much more vomit than could possibly have been contained in your stomach.
{{/rollBetween() chaosroll 65 68}}
+ {{#rollBetween() chaosroll 69 72}}
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.
{{/rollBetween() chaosroll 69 72}}
+ {{#rollBetween() chaosroll 73 76}}
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.
{{/rollBetween() chaosroll 73 76}}
+ {{#rollBetween() chaosroll 77 80}}
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.
{{/rollBetween() chaosroll 77 80}}
+ {{#rollBetween() chaosroll 81 84}}
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, you’ll have no memory of what you just did.
{{/rollBetween() chaosroll 81 84}}
+ {{#rollBetween() chaosroll 85 88}}
Kin Affected: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, “closeness” being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.
{{/rollBetween() chaosroll 85 88}}
+ {{#rollBetween() chaosroll 89 90}}
Storm of Chaos: Roll on Table 6–24: Expanded Minor Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.
{{/rollBetween() chaosroll 89 90}}
+ {{#rollBetween() chaosroll 91 92}}
Store of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentch’s Curse will bring if you roll doubles, triples, or quadruples.
{{/rollBetween() chaosroll 91 92}}
+ {{#rollBetween() chaosroll 93 97}}
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.
{{/rollBetween() chaosroll 93 97}}
+ {{#rollBetween() chaosroll 98 100}}
Trick of Fate: Roll on Catastrophic Chaos Manifestation.
{{/rollBetween() chaosroll 98 100}}
+ {{#rollBetween() markroll 91 100}}
Optional Arcane Mark: You must pass an Challenging (-10%) Willpower test or gain an Arcane Mark (see Realms of Sorcery page 175).
{{/rollBetween() markroll 91 100}}
+ {{/rollTotal() chaostype 5}}
+
+ {{#rollTotal() chaostype 6}}
+
+
Chaos Table
+
Catastrophic Extended
+
+
+
Chaos Roll
+
{{chaosroll}}
+
+ {{#rollBetween() chaosroll 1 5}}
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.
{{/rollBetween() chaosroll 1 5}}
+ {{#rollBetween() chaosroll 6 10}}
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.
{{/rollBetween() chaosroll 6 10}}
+ {{#rollBetween() chaosroll 11 15}}
Broken: Your will is utterly broken. Your Will Power Characteristic is reduced by 20% for 1d10 hours.
{{/rollBetween() chaosroll 11 15}}
+ {{#rollBetween() chaosroll 16 20}}
Stupefied: Your mind regresses to protect you from a worse fate. Your Intelligence Characteristic is reduced by 20% for 1d10 hours.
{{/rollBetween() chaosroll 16 20}}
+ {{#rollBetween() chaosroll 21 24}}
Tzeentch’s Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.
{{/rollBetween() chaosroll 21 24}}
+ {{#rollBetween() chaosroll 25 28}}
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.
{{/rollBetween() chaosroll 25 28}}
+ {{#rollBetween() chaosroll 29 32}}
Rageboil: Everyone within 10 yards (5 squares) of you is immediately and irrationally outraged by your very presence. They all move to attack you—even your allies—and only come to their senses after 1d10 rounds.
{{/rollBetween() chaosroll 29 32}}
+ {{#rollBetween() chaosroll 33 36}}
Albino Affliction: Your skin and hair are bleached utterly white by roiling Chaos.
{{/rollBetween() chaosroll 33 36}}
+ {{#rollBetween() chaosroll 37 40}}
Heretical Vision: A Daemon Prince shows you a vision of Chaos. You gain 1d10 Insanity Points. Any time after this event, you can spend 100 xp and gain the Dark Lore (Chaos) talent.
{{/rollBetween() chaosroll 37 40}}
+ {{#rollBetween() chaosroll 41 44}}
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.
{{/rollBetween() chaosroll 41 44}}
+ {{#rollBetween() chaosroll 45 48}}
Boiling Blood: For a brief instant, your blood literally boils in your veins. You suffer 2d10 Wounds, which are reduced by Toughness but not armour.
{{/rollBetween() chaosroll 45 48}}
+ {{#rollBetween() chaosroll 49 52}}
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.
{{/rollBetween() chaosroll 49 52}}
+ {{#rollBetween() chaosroll 53 54}}
Chaotic Servitors: 1d10 Daemon Imps (see WFRP, page 229) appear from the Aethyr and do your bidding for 1d10 rounds.
{{/rollBetween() chaosroll 53 54}}
+ {{#rollBetween() chaosroll 55 65}}
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GM’s discretion). Removal of the branded skin will make no difference to the contract.
{{/rollBetween() chaosroll 55 65}}
+ {{#rollBetween() chaosroll 66 68}}
Windblock: You are stuck unable to breathe for 1d10 minutes (see “Suffocation” in WFRP, page 136), after which you— gasp!—manage to draw breath.
{{/rollBetween() chaosroll 66 68}}
+ {{#rollBetween() chaosroll 69 71}}
Lineage Concluded: The infection of Chaos renders you sterile or barren.
{{/rollBetween() chaosroll 69 71}}
+ {{#rollBetween() chaosroll 72 74}}
Eyefuse: You close your eyes as the Winds of Magic howl about you, and your eyelids are fused shut. You cannot see until this is corrected by magic or surgery.
{{/rollBetween() chaosroll 72 74}}
+ {{#rollBetween() chaosroll 75 77}}
Spasmodic Paroxysm: Your entire body convulses violently as the pure stuff of Chaos courses over you; you bite off your tongue. You become very difficult to understand and suffer –5 to all Casting Rolls until you are somehow healed.
{{/rollBetween() chaosroll 75 77}}
+ {{#rollBetween() chaosroll 78 80}}
Witherlimb: A randomly determined limb withers and becomes permanently useless.
{{/rollBetween() chaosroll 78 80}}
+ {{#rollBetween() chaosroll 81 83}}
Mutating Wind: You must make a Will Power Test or suffer a Chaos Mutation (see WFRP, page 229, or the Old World Bestiary, page 79).
{{/rollBetween() chaosroll 81 83}}
+ {{#rollBetween() chaosroll 84 86}}
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, it’s time to roll up a new character.
{{/rollBetween() chaosroll 84 86}}
+ {{#rollBetween() chaosroll 87 89}}
Kin Afflicted: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, “closeness” being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.
{{/rollBetween() chaosroll 87 89}}
+ {{#rollBetween() chaosroll 90 92}}
Vortex of Chaos: Roll on Table 6–25: Expanded Major Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.
{{/rollBetween() chaosroll 90 92}}
+ {{#rollBetween() chaosroll 93 95}}
Hoard of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentch’s Curse will bring if you roll doubles, triples, or quadruples.
{{/rollBetween() chaosroll 93 95}}
+ {{#rollBetween() chaosroll 96 100}}
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.
{{/rollBetween() chaosroll 96 100}}
+ {{#rollBetween() markroll 91 100}}
Optional Arcane Mark: You must pass an Hard (-20%) Willpower test or gain an Arcane Mark (see Realms of Sorcery page 175).
{{/rollBetween() markroll 91 100}}
+ {{/rollTotal() chaostype 6}}
+ {{/chaosroll}}
+
+ {{#wrathroll}}
+
+ {{#rollTotal() wrathtype 1}}
+ {{#rollTotal() divinelore 0}}
{{/rollTotal() divinelore 0}}
+ {{#rollGreater() divinelore 0}}
+
+
+
Wrath Roll
+
{{wrathroll}}
+
+ {{#rollBetween() wrathroll 1 15}}
Unearthly Vision: Your God chooses this time to grant you a symbolic but confusing vision. This stuns you for 1 round.
{{/rollBetween() wrathroll 1 15}}
+ {{#rollBetween() wrathroll 16 30}}
Prove Your Devotion: A few more prayers are required to finish casting the spell. This result adds 1 half action to the Casting Time of the spell. You must take this extra time even if you failed the Casting Roll.
{{/rollBetween() wrathroll 16 30}}
+ {{#rollBetween() wrathroll 31 45}}
You Try My Patience: You cannot cast another spell for 1d10 rounds. This spell still works as long as you made your Casting Roll.
{{/rollBetween() wrathroll 31 45}}
+ {{#rollBetween() wrathroll 46 60}}
Your Cause is Unworthy: Your spell fails, even if you made the Casting Roll.
{{/rollBetween() wrathroll 46 60}}
+ {{#rollBetween() wrathroll 61 70}}
Stinging Rebuke: Not only does your spell fail, but you also suffer a –10% penalty to your Will Power for 1 minute.
{{/rollBetween() wrathroll 61 70}}
+ {{#rollBetween() wrathroll 71 90}}
What Will You Sacrifice for this Boon?:
+ {{#rollTotal() divinelore 1}}You vomit up salt water, and feel as though you are almost drowned. Take 1d10 Wounds, regardless of Toughness or Armour.{{/rollTotal() divinelore 1}}
+ {{#rollTotal() divinelore 2}}All warmth and vigour leach from your body. Take a –20% penalty to all actions for the next 1 minute.{{/rollTotal() divinelore 2}}
+ {{#rollTotal() divinelore 3}}You automatically fail your next Dodge or Parry Test.{{/rollTotal() divinelore 3}}
+ {{#rollTotal() divinelore 4}}You must re-roll your next three successful Tests. If the second roll fails, you fail the Test. If the re-roll succeeds, you succeed and need not roll again.{{/rollTotal() divinelore 4}}
+ {{#rollTotal() divinelore 5}}The next time one of your allies suffers an injury, you suffer exactly the same injury. This may mean taking Wounds, or taking a Critical Hit.{{/rollTotal() divinelore 5}}
+ {{#rollTotal() divinelore 6}}A brand in the shape of a twin-tailed comet appears on your forehead, inflicting 1d10 Wounds ignoring Toughness Bonus or armour.{{/rollTotal() divinelore 6}}
+ {{#rollTotal() divinelore 7}}Your mind becomes that of a beast for three rounds. You flee most situations, but fight if cornered.{{/rollTotal() divinelore 7}}
+ {{#rollTotal() divinelore 8}}Your body is rimed with frost. Take 1d10 Wounds, regardless of Toughness or Armour.{{/rollTotal() divinelore 8}}
+ {{#rollTotal() divinelore 9}}You are robbed of your knowledge. You automatically fail any Academic Knowledge Tests you make in the next 1 hour.{{/rollTotal() divinelore 9}}
+ {{#rollTotal() divinelore 10}}You lose 1d10 Wounds regardless of Toughness Bonus or armour.{{/rollTotal() divinelore 10}}
+
{{/rollBetween() wrathroll 71 90}}
+ {{#rollBetween() wrathroll 91 99}}
You Have Sinned Against Me: You have somehow angered your God. You must kneel and repent for 1d10 rounds. This renders you helpless.
{{/rollBetween() wrathroll 91 99}}
+ {{#rollBetween() wrathroll 100 100}}
Daemonic Interference: Your prayer is answered but not by your God. Roll a Major Chaos Manifestation.
{{/rollBetween() wrathroll 100 100}}
+ {{/rollGreater() divinelore 0}}
+ {{/rollTotal() wrathtype 1}}
+
+ {{#rollTotal() wrathtype 2}}
+ {{#rollTotal() divinelore 0}}
{{/rollTotal() divinelore 0}}
+ {{#rollGreater() divinelore 0}}
+
+
Wrath Table
+
Vengeance
+
+
+
Wrath Roll
+
{{wrathroll}}
+
+ {{#rollBetween() wrathroll 1 15}}
Behold Your Wickedness!: You suffer visions of your failures, which seem to take an eternity but are over in an instant. Gain 1d10 Insanity Points; if you become insane, you gain Heart of Despair.
{{/rollBetween() wrathroll 1 15}}
+ {{#rollBetween() wrathroll 16 30}}
Lash the Flesh to Purge the Soul: You take 2d10 Wounds, ignoring Toughness Bonus or Armour.
{{/rollBetween() wrathroll 16 30}}
+ {{#rollBetween() wrathroll 31 45}}
You Shall Not Abuse My Mercy: Your Magic Characteristic is reduced to zero, and increases by one every time you do penance (as if attempting to reduce your Disfavour Pool to zero), until it returns to its original value. If you have no Magic Characteristic, the same happens to your daily allowance of Fortune Points.
{{/rollBetween() wrathroll 31 45}}
+ {{#rollBetween() wrathroll 46 60}}
Thou Art Accursed and Outcast: You are cast out from the cult, and this is marked on your soul. You take a –30% penalty to all social interactions with followers of your God until you do penance.
{{/rollBetween() wrathroll 46 60}}
+ {{#rollBetween() wrathroll 61 70}}
Rely Not On These Vanities: All your goods and equipment are stripped from you, leaving you in a tunic. Any non-magical equipment you were carrying is gone forever; magical equipment is mysteriously returned if you do penance. (GM’s option: nonmagical but important items may also be returned after penance.)
{{/rollBetween() wrathroll 61 70}}
+ {{#rollBetween() wrathroll 71 90}}
Called to Account: You are summoned before your God to face judgement. Unless you have a Fate Point to spend, it is time to roll up a new character. If you do have a Fate Point, your God returns you to the world after 1d10 rounds.
{{/rollBetween() wrathroll 71 90}}
+ {{#rollBetween() wrathroll 91 100}}
Daemonic Visitation: Roll on the Catastrophic Chaos Manifestation Table instead using the table in WFRP.
{{/rollBetween() wrathroll 91 100}}
+ {{/rollGreater() divinelore 0}}
+ {{/rollTotal() wrathtype 2}}
+ {{/wrathroll}}
+
+ {{#godmark}}
+ {{#rollTotal() divinelore 0}}
{{/rollTotal() divinelore 0}}
+ {{#rollGreater() divinelore 0}}
+
+
Marks of
+ {{#rollTotal() divinelore 1}}
Manann
{{/rollTotal() divinelore 1}}
+ {{#rollTotal() divinelore 2}}
Morr
{{/rollTotal() divinelore 2}}
+ {{#rollTotal() divinelore 3}}
Myrmida
{{/rollTotal() divinelore 3}}
+ {{#rollTotal() divinelore 4}}
Ranald
{{/rollTotal() divinelore 4}}
+ {{#rollTotal() divinelore 5}}
Shallya
{{/rollTotal() divinelore 5}}
+ {{#rollTotal() divinelore 6}}
Sigmar
{{/rollTotal() divinelore 6}}
+ {{#rollTotal() divinelore 7}}
Taal & Rhya
{{/rollTotal() divinelore 7}}
+ {{#rollTotal() divinelore 8}}
Ulric
{{/rollTotal() divinelore 8}}
+ {{#rollTotal() divinelore 9}}
Verena
{{/rollTotal() divinelore 9}}
+ {{#rollTotal() divinelore 10}}
Other
{{/rollTotal() divinelore 10}}
+
+
+
Mark Roll
+
{{godmark}}
+
+ {{#rollTotal() divinelore 1}}
+ {{#rollBetween() godmark 1 10}}
Fishy: You are infused with the odours of the sea. Permanently reduce your Fellowship Characteristic by 5%.
{{/rollBetween() godmark 1 10}}
+ {{#rollBetween() godmark 11 20}}
Pelagic Yearning: You long for the open seas. When not on, or surrounded by, the sea, your Will Power is reduced by 5%.
{{/rollBetween() godmark 11 20}}
+ {{#rollBetween() godmark 21 30}}
Seaweed Growth: Holy seaweed thrives somewhere on your body. At the GM's discretion, this may apply a -10% penalty to Fellowship Tests in som social situations.
{{/rollBetween() godmark 21 30}}
+ {{#rollBetween() godmark 31 40}}
Tidal: You are bound to the changing tides. During low tide, you reduce your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. At high tide, increase your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. All other times, and when far from sea, your Characteristics are unchanged.
{{/rollBetween() godmark 31 40}}
+ {{#rollBetween() godmark 41 50}}
Manann's Mien: You grow taller, your hair darkens, and you develop a brimy smell. You grow larger, increasing your height by 1d10/2 inches and adding 2d10 pounds to your weight. As well, permanently increase your Strength Characteristic by 5%.
{{/rollBetween() godmark 41 50}}
+ {{#rollBetween() godmark 51 60}}
Piscine Charisma: You become intensely attractive to fish of all kinds. They greet you in open-mouthed wonder and shoal around you in docile masses when you are in the water. For this reason, albatrosses and other seabirds like you. Add +20% to Charm Animal Tests made to interact with sea birds.
{{/rollBetween() godmark 51 60}}
+ {{#rollBetween() godmark 61 70}}
Rip Tides: Large bodies of water twist and churn in your presence. All Swim Tests made by others with 4 yards (2 squares) of you take a -20% penalty, and a -10% penalty if between 4 and 12 yards (3-6 squares).
{{/rollBetween() godmark 61 70}}
+ {{#rollBetween() godmark 71 80}}
Webbed: Your toes and fingers become webbed. Gain a +20% bonus to Swim Tests.
{{/rollBetween() godmark 71 80}}
+ {{#rollBetween() godmark 81 90}}
One With the Sea: Manann reveals the secrets of his realm. You cannot drown in seawater; any time you would drown, you are instead reduced to 0 Wounds and are Helpless, and either float to the surface or wash up on shore. You also add +10% bonus to all Sail, Row, and Navigation Tests whilst at sea.
{{/rollBetween() godmark 81 90}}
+ {{#rollBetween() godmark 91 100}}
Marked by Manann: A trided, Crown, Wave, or Albatross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channellin Tests when using the Lore of Manann, and a +10% bonus to Fellowship Tests when dealing with other Manannites if they can see the mark.
{{/rollBetween() godmark 91 100}}
+ {{/rollTotal() divinelore 1}}
+ {{#rollTotal() divinelore 2}}
+ {{#rollBetween() godmark 1 10}}
Enervated: Your muscles weaken. Permanently reduce your Strength Characteristic by 5%.
{{/rollBetween() godmark 1 10}}
+ {{#rollBetween() godmark 11 20}}
Distracted by Death: Your preoccupation with morbid subjects makes others uncomfortable around you. When interacting with individuals who are not priests in the cult of Morr, you take a -10% penalty to Fellowhip Tests.
{{/rollBetween() godmark 11 20}}
+ {{#rollBetween() godmark 21 30}}
Disturbing Visions: You are plagued by disconnected visions that you know to be portentous, but cannot understand. You take a -10% to Perception tests. Once per day, you may gain a +10% bonus to any single test.
{{/rollBetween() godmark 21 30}}
+ {{#rollBetween() godmark 31 40}}
Skeletal: Your face and scalp draw tightly to your skull. You take a -10% penalty to Charm Tests, but gain a +10% bonus to Intimidate Tests.
{{/rollBetween() godmark 31 40}}
+ {{#rollBetween() godmark 41 50}}
Morr's Mien: You grow taller, your hair darkens, and your skin pales, becoming cool to the touch. You grow larger, gaining 1d10/2 inches in height. As well, increase your Will Power Characteristic by 5%.
{{/rollBetween() godmark 41 50}}
+ {{#rollBetween() godmark 51 60}}
Flock of Ravens: Wherever you go, there always seem to be ravens present. Under most circumstances, they appear in places where one might expect them. Whilst indoors, you see them through windows, and underground, you may see raven cave paintings with disturbing regularity. You gain a +20% bonus to Charm Animal Tests made when interacting with ravens.
{{/rollBetween() godmark 51 60}}
+ {{#rollBetween() godmark 61 70}}
Dead Eyes: A single glance causes others to flinch. Gain the Unsettling Talent.
{{/rollBetween() godmark 61 70}}
+ {{#rollBetween() godmark 71 80}}
Morr's Servant: Sentient Undead shy from your presence. Any creature with the Undead Talent and a Will Power Characteristic must make a Will Power Test or suffer from Fear. This ignores the Undead Talent's normal exemption to Fear.
{{/rollBetween() godmark 71 80}}
+ {{#rollBetween() godmark 81 90}}
Enlightened: You have gazed beyond the Portal and no longer fear death. Gain the Fearless Talent.
{{/rollBetween() godmark 81 90}}
+ {{#rollBetween() godmark 91 100}}
Marked by Morr: A Rose, Portal, or Raven mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Morr, and a +10% bonus to Fellowship Tests when dealing with other Morrians if they can see the mark.
{{/rollBetween() godmark 91 100}}
+ {{/rollTotal() divinelore 2}}
+ {{#rollTotal() divinelore 3}}
+ {{#rollBetween() godmark 1 10}}
Vengeful: You become deeply vengeful, which blinds your reason. Permanently reduce your Intelligence Characteristic by 5%.
{{/rollBetween() godmark 1 10}}
+ {{#rollBetween() godmark 11 20}}
Rites of War: You feel obliged to recite terms of war before any battle, an act that takes a Full Action. until you complete this honourable rite in combat, you take a -5% penalty to Weapon Skill Tests.
{{/rollBetween() godmark 11 20}}
+ {{#rollBetween() godmark 21 30}}
Calculating: You coldly weigh the strengths and weaknesses of all you meet. You take a -10% penalty to Fellowship Tests made to deal with those who you meet for the first time.
{{/rollBetween() godmark 21 30}}
+ {{#rollBetween() godmark 31 40}}
Righteous Fury: You punish the wicked, for you are honourable and true. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, but gain a +10% bonus to both Strength and Willpower Tests for the duration of the encounter.
{{/rollBetween() godmark 31 40}}
+ {{#rollBetween() godmark 41 50}}
Myrmidia's Mien: Your skin darkens to a deep tan that glints coppery in the light. You grow larger, gaining 1d10/2 inches in height. You also gain a +10% bonus to Command Tests.
{{/rollBetween() godmark 41 50}}
+ {{#rollBetween() godmark 51 60}}
Eagle Friend: Eagles like you. You gain a +20% bonus to Charm Animal Tests made when interacting with eagles.
{{/rollBetween() godmark 51 60}}
+ {{#rollBetween() godmark 61 70}}
Eagle Eyes: Your irises darken and your eyes become exceptionally sharp. You gain a +20% bonus to Perception Tests involving sight.
{{/rollBetween() godmark 61 70}}
+ {{#rollBetween() godmark 71 80}}
Fanatical Love: In combat, you may select one ally as a free action. That ally must have a religious symbol of Myrmidia in plain view. For that round, the ally gains a +10% bonus to all Will Power Tests.
{{/rollBetween() godmark 71 80}}
+ {{#rollBetween() godmark 81 90}}
War-honed: Myrmidia reveals the secret of facing war with courage and honour. You gain the Stout-hearted Talent.
{{/rollBetween() godmark 81 90}}
+ {{#rollBetween() godmark 91 100}}
Marked by Myrmidia: A Shield and Spear mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Myrmidia, and a +10% bonus to Fellowship Tests when dealing with other myrmidians if they can see the mark.
{{/rollBetween() godmark 91 100}}
+ {{/rollTotal() divinelore 3}}
+ {{#rollTotal() divinelore 4}}
+ {{#rollBetween() godmark 1 10}}
Weak Willed: You become a slave to your passions. Permanently reduce your Will Power Characteristic by 1d10%
{{/rollBetween() godmark 1 10}}
+ {{#rollBetween() godmark 11 20}}
Liar: You are loathe to tell the truth. Gain a +10% bonus to Blather Tests.
{{/rollBetween() godmark 11 20}}
+ {{#rollBetween() godmark 21 30}}
Knavish: You exhibit all the untrustworthy characteristics that nobles and priests find repugnant. You take a -10% penalty to all Fellowship Tests when interacting with these individuals.
{{/rollBetween() godmark 21 30}}
+ {{#rollBetween() godmark 31 40}}
Lithe: You become more wity and nimble. Increase your Agility Characteristic by 1d10%, but reduce your Toughness by the same amount. in addition, you lose 2d10 pounds.
{{/rollBetween() godmark 31 40}}
+ {{#rollBetween() godmark 41 50}}
Ranald's Mien: You become leaner, your hair and skin darken, and you always seem to smile mischievously. Lose 2d10 pounds, but permanently increase your Fellowship Characteristic by 1d10%
{{/rollBetween() godmark 41 50}}
+ {{#rollBetween() godmark 51 60}}
Cat Friend: Wherever you go, you seem to attract cats. Moments after entering a community, at least one cat finds you. Each day you remain in the same community, (1d10/2)-1 more cats show up. These cats do not fight on your behalf, but are friendly to you, giving you a +20% bonus to Charm Animal Tests involving these animals. Should you leave the community, the cats do not, generally, follow.
{{/rollBetween() godmark 51 60}}
+ {{#rollBetween() godmark 61 70}}
Forgettable: People who do not know you find it hard to remember anything more than your disarming smile and flashing eyes. Those who interact with you closely for several hours must pass an Intelligence Test to recall further details.
{{/rollBetween() godmark 61 70}}
+ {{#rollBetween() godmark 71 80}}
Ranald's Luck: Whenever you use a Fortune Point, roll a d10. If you roll 8, 9, or 10, the Fortune Point works as normal, but isn't spent.
{{/rollBetween() godmark 71 80}}
+ {{#rollBetween() godmark 81 90}}
Irreverent: Ranald reveals to you the great joke of life. Whenever you are influenced by Fear, Terror, Intimidate, or the Unsettling Talent, and you fail a Will Power Test, you immediately burst into fits of uncontrollable laughter, and ignore the effect. However, whilst laughing (which lasts for 1d10 rounds), you take a -10% penalty to all tests and reduce your Movement Characteristic by 1.
{{/rollBetween() godmark 81 90}}
+ {{#rollBetween() godmark 91 100}}
Marked by Ranald: A cross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ranald, and a +10% bonus to Fellowship Tests when dealing with other Ranaldans if they can see the mark.
{{/rollBetween() godmark 91 100}}
+ {{/rollTotal() divinelore 4}}
+ {{#rollTotal() divinelore 5}}
+ {{#rollBetween() godmark 1 10}}
Pacifist: You find it very hard to even think of striking another. Permanently reduce your Weapon Skill and Ballistic Skill Characteristics by 5%.
{{/rollBetween() godmark 1 10}}
+ {{#rollBetween() godmark 11 20}}
Bleeding Heart: Whenever you are in the vicinity of a creature that is suffering, you take a -10% penalty to all Will Power Tests. Should you leave the suffering individual untended, the penalty increases to -20% and it remains for 24 hours.
{{/rollBetween() godmark 11 20}}
+ {{#rollBetween() godmark 21 30}}
Fear of the Fly Lord: Insects and other agents of decay make you deeply uncomfortable. While in the presence of a swarm of flies, maggots, roaches, or similar critteers, you take a -10% penalty to all Will Power Tests.
{{/rollBetween() godmark 21 30}}
+ {{#rollBetween() godmark 31 40}}
Unworthiness: You always feel you have somehow failed those around you, especially if you could not heal their wounds or save their lives. You take a -10% penalty to Fellowship Tests made to interact with others because of your constant self-deprecating ways.
{{/rollBetween() godmark 31 40}}
+ {{#rollBetween() godmark 41 50}}
Shallya's Mien: Your hair lightens, your eyes flow with holy tears and your face appears innocent. Henceforth, you take a -10% penalty on Perception and Search Tests, but you permanently increase your Fellowship Characteristic by %%. In addition, whenever you make a Heal Test, you repair 1 extra Wound.
{{/rollBetween() godmark 41 50}}
+ {{#rollBetween() godmark 51 60}}
Peaceful Demeanour: You exude peace and tranquillity. Ordinary animals will never attack you unles syou first attack them.
{{/rollBetween() godmark 51 60}}
+ {{#rollBetween() godmark 61 70}}
Healing Hands: Your hands are cool and soothing to the touch. Whenever you make a Heal Test, you repair an additional 2 Wounds.
{{/rollBetween() godmark 61 70}}
+ {{#rollBetween() godmark 71 80}}
Tranquil Aura: Your presence calms aggressive tendencies. All creatures within 4 yards (2 squares) take a -10% penalty to Weapon Skill and Ballistic Skil Tests. This aura does not work on Daemons or Undead.
{{/rollBetween() godmark 71 80}}
+ {{#rollBetween() godmark 81 90}}
Emboldened: You fundamentally understand Shallya's Mercy, and would martyr yourslef rather than retreat from your duties. So long as there are allies or innocents to help and protect, you may act normally when suffering from Fear or Terror, so long as your actions invlude healing those in need, warding their bodies from blows (but not attacking), helping theem reac safety, and the like.
{{/rollBetween() godmark 81 90}}
+ {{#rollBetween() godmark 91 100}}
Marked by Shallya: A Dove, Heart, or Drop of Blood mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Shallya, and a +10% bonus to Fellowship Tests when dealing with other Shallyans if they can see the mark.
{{/rollBetween() godmark 91 100}}
+ {{/rollTotal() divinelore 5}}
+ {{#rollTotal() divinelore 6}}
+ {{#rollBetween() godmark 1 10}}
Stubborn: You single-mindedly pursue Sigmar's cause, no matter the consequences. Permanently reduce your Intelligence Characteristic by 5%.
{{/rollBetween() godmark 1 10}}
+ {{#rollBetween() godmark 11 20}}
Hammer Bearer: When wielding a hammer Hand Weapon or Great Weapon, you deal +1 damage. However, you take a -10% penalty to all Ballistic Skill Tests.
{{/rollBetween() godmark 11 20}}
+ {{#rollBetween() godmark 21 30}}
Suspicious: Anyone may be a servant of the Dark Powers. You take a -10% penalty to all Fellowship Tests the first time you meet an individual.
{{/rollBetween() godmark 21 30}}
+ {{#rollBetween() godmark 31 40}}
Grudge Bearer: You really bear grudges. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, byt gain a +10% bonus to both Strength and Will Power Tests for the duration of the encounter.
{{/rollBetween() godmark 31 40}}
+ {{#rollBetween() godmark 41 50}}
Sigmar's Mien: Your hair lightens, your body bulks out and your eyes turn blue. You permanently gain 1d10/2 inches in height, 2d10 pounds in weight, and increase your Toughness Characteristic by 5%.
{{/rollBetween() godmark 41 50}}
+ {{#rollBetween() godmark 51 60}}
Dawongr(Dwarf Friend): Your manner reminds Dwarfs of their ancient promises to Sigmar. You gain a +10% bonus to all Fellowship Tests made when interacting with Dwarfs.
{{/rollBetween() godmark 51 60}}
+ {{#rollBetween() godmark 61 70}}
Greenskin Animosity: The thought of Greenskins fills you with righteous anger. Gain the Grudge-born Fury Talent.
{{/rollBetween() godmark 61 70}}
+ {{#rollBetween() godmark 71 80}}
Symbol of Unity: Your presence inspires others with nationalistic pride. The first time during an encounter that a citizen of the Empire that is within 6 yards (3 squares) makes a Weapon Skill or Ballistic Skill Test against another citizen of the Empire, he takes a -10% penalty.
{{/rollBetween() godmark 71 80}}
+ {{#rollBetween() godmark 81 90}}
Enlightened: Sigmar fills you with his divine purpose. When combating Greenskins or servants of Chaos, you automatically pass all Will Power Tests.
{{/rollBetween() godmark 81 90}}
+ {{#rollBetween() godmark 91 100}}
Marked by Sigmar: A Comet or Hammer mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Sigmar, and a +10% bonus to Fellowship Tests when dealing with other Sigmarites if they can see the mark.
{{/rollBetween() godmark 91 100}}
+ {{/rollTotal() divinelore 6}}
+ {{#rollTotal() divinelore 7}}
+ {{#rollBetween() godmark 1 10}}
Wild Mind: Your thoughts are preoccupied with the passing seasons and baser needs. Permanently reduce your Intelligence Charactereistic by 5%.
{{/rollBetween() godmark 1 10}}
+ {{#rollBetween() godmark 11 20}}
Little Friends: Small animals, such as rodents and little birds, are attracted to you. They can be inconvenient, as they nibble everything and leave droppings everywhere. You take a -10% penalty to Fellowship Tests in social situations where such creatures are inappropriate.
{{/rollBetween() godmark 11 20}}
+ {{#rollBetween() godmark 21 30}}
Plant Growth: Holy plant life thrives somwhere on your body. At the GM's discretion, this may apply a -10% penalty yo Fellowship Tests in some social situations.
{{/rollBetween() godmark 21 30}}
+ {{#rollBetween() godmark 31 40}}
Seasonal: You are bound to the passing seasons. During the winter, you reduce your Wounds Characteristic by 2 and your Movement Characteristic by 1. In the autumn, you reduce your Wounds Characteristic by 1. In the spring, you increases your Wounds Characteristic by 1. In the summer, you increase your Wounds Characteristic by 2 and your Movement Characteristic by 1.
{{/rollBetween() godmark 31 40}}
+ {{#rollBetween() godmark 41 50}}
Taal or Rhya's Mien: You have an equal chance of assuming the likeness of Taal or Rhya. If Taal, you grow tall, strong, with shaggy hair. If Rhya, you become more curvaceous, with long flaxen hair, and appealing features. In either case, grow 1d10/2 inches taller and 2d10 pounds heavier. In addition, permanently increase your Fellowship Characteristic by 5%.
{{/rollBetween() godmark 41 50}}
+ {{#rollBetween() godmark 51 60}}
Animal Friend: Animals see you as one of their own, and never attack you evn if you attack them first. Unusual or controlled animals must pass a Challenging (-10%) Will Power Test to attack you.
{{/rollBetween() godmark 51 60}}
+ {{#rollBetween() godmark 61 70}}
Enlivened Flora: Wnever you remain in a natural setting for more than 1 round, all living plants within 4 yards (2 squares) grow healthy and lush. Whilst you are unaffected by this verdant growth, the area counts as difficult terrain afterwards, halving movement through it.
{{/rollBetween() godmark 61 70}}
+ {{#rollBetween() godmark 71 80}}
Tranquil Fauna: Animals are calmed by your presence. You gain a +10% bonus to Animal Care and Animal Training Tests.
{{/rollBetween() godmark 71 80}}
+ {{#rollBetween() godmark 81 90}}
Beast Senses: Taal or Rhya reveals the world around you as they see it. Gain the Keen Senses Talent.
{{/rollBetween() godmark 81 90}}
+ {{#rollBetween() godmark 91 100}}
Marked by Taal or Rhya: An Antlet, Axe, Coil of Live, Sheaf, or Bow and Arrow mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Taal & Rhya, and a +10% bonus to Fellowship Tests when dealing with other Taalites or Rhyans if they can see the mark.
{{/rollBetween() godmark 91 100}}
+ {{/rollTotal() divinelore 7}}
+ {{#rollTotal() divinelore 8}}
+ {{#rollBetween() godmark 1 10}}
Berserker: Each round in combat, you must pass a Will Power Test or immediately enter a Frenzy as if you had the Frenzy Talent.
{{/rollBetween() godmark 1 10}}
+ {{#rollBetween() godmark 11 20}}
Claws: You grow wickedly sharp claws. Permanently reduce your Ballistic Characteristic by 5%. Gain the Natural Weapons Talent.
{{/rollBetween() godmark 11 20}}
+ {{#rollBetween() godmark 21 30}}
Wolf's Eyes: You gain the clear, blue eyes of a Winter Wolf. You gain the Night Vision Talent, but can now only see in black and white.
{{/rollBetween() godmark 21 30}}
+ {{#rollBetween() godmark 31 40}}
Predator: Those around you become uncomfortable, instinctively aware that a killer is in their midst. You take a -10% penalty to Charm Tests, but gain a +10% bonus on Intimidate Tests.
{{/rollBetween() godmark 31 40}}
+ {{#rollBetween() godmark 41 50}}
Ulric's Mien: Your hair dakens, your body bulks, and you skin pales, becoming icy-cold. You grow 1d10/2 inches taller and 2 d10 pounds heavier. In addition, permanently increase your Strength Characteristic by 5%.
{{/rollBetween() godmark 41 50}}
+ {{#rollBetween() godmark 51 60}}
Wolf Friend: You attract a wolf companion. This creature is loyal and fights on your behalf. Should you treat the wolf poorly, it abandons you. You can gain this mark multiple times. Each time, you gain an additional wolf.
{{/rollBetween() godmark 51 60}}
+ {{#rollBetween() godmark 61 70}}
Pack Leader: You gain a measure of Ultic's undeniable authority. You gain a +10% bonus to all Command Tests.
{{/rollBetween() godmark 61 70}}
+ {{#rollBetween() godmark 71 80}}
One with the Wild: Ulric reveals the world around you as he sees it. You gain a +10% bonus to all Outdoor Survival Tests.
{{/rollBetween() godmark 71 80}}
+ {{#rollBetween() godmark 81 90}}
Ulric's Servant: Touched by Ulric, you no longer suffer the harmful effects of cold - except when it's triggered by a Wrath of God.
{{/rollBetween() godmark 81 90}}
+ {{#rollBetween() godmark 91 100}}
Marked by Ulric: A Wolf mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ulric, and a +10% bonus to Fellowship Tests when dealing with other Ulricans if they can see the mark.
{{/rollBetween() godmark 91 100}}
+ {{/rollTotal() divinelore 8}}
+ {{#rollTotal() divinelore 9}}
+ {{#rollBetween() godmark 1 10}}
Savant: Your intellectual superiority makes it difficult for you to connect with others. Permanently reduce your Fellowship Characteristic by 5%.
{{/rollBetween() godmark 1 10}}
+ {{#rollBetween() godmark 11 20}}
Daemon's Advocate: You can't help expressing alternative stances. If you allow an opinion or argument to be stated without countering it and balancing matters, take a -10% penalty yo all Will Power Tests for 24 hours.
{{/rollBetween() godmark 11 20}}
+ {{#rollBetween() godmark 21 30}}
Just Heart: Whenever you see injustice, you must speak out against it unless you pass a Challenging (-10%) Will Power Test.
{{/rollBetween() godmark 21 30}}
+ {{#rollBetween() godmark 31 40}}
Piercing Gaze: Your all-seeing eyes bore into everything around you. You gain a +10% bonus to all Perception Tests relying on sight, but take a -10% penalty on Charm Tests.
{{/rollBetween() godmark 31 40}}
+ {{#rollBetween() godmark 41 50}}
Verena's Mien: Your back straightens, eyes clear and your face gains a dignified appearance. You grow 1d10/2 inches taller. In addition, permanently increase your Intelligence Characteristic by 5%.
{{/rollBetween() godmark 41 50}}
+ {{#rollBetween() godmark 51 60}}
Owl Friend: Owls like you. You gain a +20% bonus on Charm Animal Tests made against owls.
{{/rollBetween() godmark 51 60}}
+ {{#rollBetween() godmark 61 70}}
Eidetic Recall: With a successful Intelligence Test, you can perfectly recall any text you have read. You also gain a +20% bonus to all other tests involving memory.
{{/rollBetween() godmark 61 70}}
+ {{#rollBetween() godmark 71 80}}
Voice of Wisdom: Your voice carried the wisdom of Verena Herself. Double the number of people you can affect with a Charm Test.
{{/rollBetween() godmark 71 80}}
+ {{#rollBetween() godmark 81 90}}
Enlightened: Verena grants you a small portion of her wisdom. You gain a +10% bonus to all Academic Knowledge Tests that you have selected as skills. As well, you may attempt Academic Knowledge Tests outside of your fields of study, alebeit at a -20% penalty.
{{/rollBetween() godmark 81 90}}
+ {{#rollBetween() godmark 91 100}}
Marked by Verena: An Owl, Scales, or Sword mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Verena, and a +10% bonus to Fellowship Tests when dealing with other Verenans if they can see the mark.
{{/rollBetween() godmark 91 100}}
+ {{/rollTotal() divinelore 9}}
+ {{#rollTotal() divinelore 10}}
+
+ {{/rollTotal() divinelore 10}}
+ {{/rollGreater() divinelore 0}}
+ {{/godmark}}
+
+ {{#arcanemark}}
+ {{#rollTotal() arcanelore 0}}
{{/rollTotal() arcanelore 0}}
+ {{#rollGreater() arcanelore 0}}
+
+
Mark of
+ {{#rollTotal() arcanelore 1}}
Beasts
{{/rollTotal() arcanelore 1}}
+ {{#rollTotal() arcanelore 2}}
Death
{{/rollTotal() arcanelore 2}}
+ {{#rollTotal() arcanelore 3}}
Fire
{{/rollTotal() arcanelore 3}}
+ {{#rollTotal() arcanelore 4}}
the Heavens
{{/rollTotal() arcanelore 4}}
+ {{#rollTotal() arcanelore 5}}
Life
{{/rollTotal() arcanelore 5}}
+ {{#rollTotal() arcanelore 6}}
Light
{{/rollTotal() arcanelore 6}}
+ {{#rollTotal() arcanelore 7}}
Metal
{{/rollTotal() arcanelore 7}}
+ {{#rollTotal() arcanelore 8}}
Shadow
{{/rollTotal() arcanelore 8}}
+ {{#rollTotal() arcanelore 9}}
Other
{{/rollTotal() arcanelore 9}}
+
+
+
Mark Roll
+
{{arcanemark}}
+
+ {{#rollTotal() arcanelore 1}}
+ {{#rollBetween() arcanemark 1 10}}
Aloof: Others find you emotionally detached and somewhat rude. Take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.
{{/rollBetween() arcanemark 1 10}}
+ {{#rollBetween() arcanemark 11 20}}
Restless: You tend not t stay in one place for long, always needing to move about. It's worse when you're in closed spaces.
{{/rollBetween() arcanemark 11 20}}
+ {{#rollBetween() arcanemark 21 30}}
Dirty: For some reason, you attract dirt and you can never fully get clean.
{{/rollBetween() arcanemark 21 30}}
+ {{#rollBetween() arcanemark 31 40}}
Hairy: You grow thick hair all over your body. When you shave it off, it regrows quickly.
{{/rollBetween() arcanemark 31 40}}
+ {{#rollBetween() arcanemark 41 50}}
Feral: Your nails thicken and lenthen and your teeth grow pointed. You have a wild-eyed appearance others find unsettling. You take a -5% penalty to all Fellowship Tests made when interacting non-magic using Humans.
{{/rollBetween() arcanemark 41 50}}
+ {{#rollBetween() arcanemark 51 60}}
Aura of Savagery: Domesticated animals tend to turn angry, almost violent, while in your presence. All Animal Care and Animal Training Tests made by you or others while you are within 12 yards (4 squares) have their difficulty worsened by one step.
{{/rollBetween() arcanemark 51 60}}
+ {{#rollBetween() arcanemark 61 70}}
Musk: You exude a strong musky smell that puts others off. You take a -10% penalty to Fellowship Tests when interacting with Nobles, priests, and others of the upper class.
{{/rollBetween() arcanemark 61 70}}
+ {{#rollBetween() arcanemark 71 80}}
Brutish: You lack refinement and grace, imposing a -5% penalty to your Intelligence or Fellowship Characteristic (GM's choice). Modify your starting profile accordingly.
{{/rollBetween() arcanemark 71 80}}
+ {{#rollBetween() arcanemark 81 90}}
Small Friends: You attract small, though harmless, animals like squirrels, mice, small birds, and so on. They seem to show up when least appropriate, leaving droppings in food and drink, and causing a nuisance. As a result, when in social situations where such creatures aren't appropriate, you take a -5% penalty to Fellowship Tests.
{{/rollBetween() arcanemark 81 90}}
+ {{#rollBetween() arcanemark 91 100}}
Mark of Ghur: The rune of Ghur appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Beasts.
{{/rollBetween() arcanemark 91 100}}
+ {{/rollTotal() arcanelore 1}}
+ {{#rollTotal() arcanelore 2}}
+ {{#rollBetween() arcanemark 1 10}}
Pallor: You sallow appearance, with pale skin and almost jaundiced eyes.
{{/rollBetween() arcanemark 1 10}}
+ {{#rollBetween() arcanemark 11 20}}
Clammy Skin: You have cold skin. Asleep, you could be mistaken for dead.
{{/rollBetween() arcanemark 11 20}}
+ {{#rollBetween() arcanemark 21 30}}
Dead Eyes: Your eyes are those of a dead man.
{{/rollBetween() arcanemark 21 30}}
+ {{#rollBetween() arcanemark 31 40}}
Graveyard Stench: You stink of the grave. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.
{{/rollBetween() arcanemark 31 40}}
+ {{#rollBetween() arcanemark 41 50}}
Aura of Death: All plantswithin when you are within 4 yards (2 squares). This extends to equipment that derives from plant materials, worsening craftsmanship by one stop (to a maximum of Poor).
{{/rollBetween() arcanemark 41 50}}
+ {{#rollBetween() arcanemark 51 60}}
Skull-like Visage: Your skin draws tightly to your skill. You take a -5% penalty to Fellowship Tests.
{{/rollBetween() arcanemark 51 60}}
+ {{#rollBetween() arcanemark 61 70}}
Skeletal Fram: Your body muscle mithers, imposing a -5% penalty to your Strength or Toughness Characteristic (GM's choice). Modify your starting profile accordingly.
{{/rollBetween() arcanemark 61 70}}
+ {{#rollBetween() arcanemark 71 80}}
Voice of the Dead: Your voice changes so that when you speak, it is in an unsettling whisper. You take a -5% penalty to Animal Training and Fellowship Tests.
{{/rollBetween() arcanemark 71 80}}
+ {{#rollBetween() arcanemark 81 90}}
Haunted: Voices and apparitions of the dead follow you everywhere, distracting you. Take a -10% penalty to Perception Tests.
{{/rollBetween() arcanemark 81 90}}
+ {{#rollBetween() arcanemark 91 100}}
Mark of Shyish: The rune of Shyish appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Death.
{{/rollBetween() arcanemark 91 100}}
+ {{/rollTotal() arcanelore 2}}
+ {{#rollTotal() arcanelore 3}}
+ {{#rollBetween() arcanemark 1 10}}
Temper: You have a quick temper, losing your cool at the slightest provocation.
{{/rollBetween() arcanemark 1 10}}
+ {{#rollBetween() arcanemark 11 20}}
Hyperactive: You can't sit still. You fidget constantly.
{{/rollBetween() arcanemark 11 20}}
+ {{#rollBetween() arcanemark 21 30}}
Red Hair: Your hair and eyebrows turn bright, fiery red.
{{/rollBetween() arcanemark 21 30}}
+ {{#rollBetween() arcanemark 31 40}}
Face Tattoos: Odd markings, like tattoos, appear on your face. Take a -10% penalty to Fellowship Tests made when interacting with non-magic users.
{{/rollBetween() arcanemark 31 40}}
+ {{#rollBetween() arcanemark 41 50}}
Flaming Eyes: Your eyes literally smolder with energy. Animals become nervous when you're around. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.
{{/rollBetween() arcanemark 41 50}}
+ {{#rollBetween() arcanemark 51 60}}
Hot Skin: Your skin is always feverish and you have a flushed appearance.
{{/rollBetween() arcanemark 51 60}}
+ {{#rollBetween() arcanemark 61 70}}
Vulnerable to Cold: You are uncomfortable in the cold, taking a -5% penalty to Weapon Skill and Ballistic Skill Tests when exposed to cold climes.
{{/rollBetween() arcanemark 61 70}}
+ {{#rollBetween() arcanemark 71 80}}
Aura of Brimstone: You stink of brimstone. All characters within 4 yards (2 squares) take a -10% penalty to olfactory-based Perception Tests.
{{/rollBetween() arcanemark 71 80}}
+ {{#rollBetween() arcanemark 81 90}}
Raging Temper: You are volatile, more so than others of the Bright Order. You gain 1 Insanity Point and take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.
{{/rollBetween() arcanemark 81 90}}
+ {{#rollBetween() arcanemark 91 100}}
Mark of Aqshy: The rune of Aqshy appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Fire.
{{/rollBetween() arcanemark 91 100}}
+ {{/rollTotal() arcanelore 3}}
+ {{#rollTotal() arcanelore 4}}
+ {{#rollBetween() arcanemark 1 10}}
Zephyr: Small breezes and winds gather about you, causing paper to rustle, dust to swirl up and other such minor effects.
{{/rollBetween() arcanemark 1 10}}
+ {{#rollBetween() arcanemark 11 20}}
Feather Light: Azyr loosens the shackles of gravity. Your body weight decreases by 10%. Your appearance remains unchanged.
{{/rollBetween() arcanemark 11 20}}
+ {{#rollBetween() arcanemark 21 30}}
White Hair: Your hair turns snow white. Dyes do not hold.
{{/rollBetween() arcanemark 21 30}}
+ {{#rollBetween() arcanemark 31 40}}
Blue Eyes: Your eyes change colour to a startling shade of blue. In areas of low-lighting, they faintly glow. Take a -5% penalty to Fellowship Tests made when interacting with non-magic users.
{{/rollBetween() arcanemark 31 40}}
+ {{#rollBetween() arcanemark 41 50}}
Disturbing Visions: You commonly see disconnected portentous events that are meaningless to you. The constant barrage is distracting, imposing a -5% penalty yo Perception Tests.
{{/rollBetween() arcanemark 41 50}}
+ {{#rollBetween() arcanemark 51 60}}
Scentless: Your natural smell is replaced by the scent of fresh air. Reeking fluids, noxious potions and other sources of stench gradually lose their aroma on contact with your person. Whilst this is advantageous after, say, a walk through a filth spattered street, it does serve to make people and animals uncomfortable in your presence. You take a -5% Fellowship penalty when dealing with people, and a -10% Fellowship penalty when dealing with animals. All attempts to track you using scent are considered Hard (-20%).
{{/rollBetween() arcanemark 51 60}}
+ {{#rollBetween() arcanemark 61 70}}
Alarming Visions: Whenever you suffer the effects to Tzeentch's Curse, you must succeed on a Challenging (-10%) Will Power Tests to control the sudden flashes of precognition that come with the botched magic. If you fail, you are stunned for 1 round.
{{/rollBetween() arcanemark 61 70}}
+ {{#rollBetween() arcanemark 71 80}}
Aura of Tranquillity: You emit a strange, but peaceful, aura that others find calming. Characters within 4 yards (2 squares) take a -5% penalty to Weapon Skill and Ballistic Skill Tests.
{{/rollBetween() arcanemark 71 80}}
+ {{#rollBetween() arcanemark 81 90}}
Stargazer: You become agitated when you are unable to scry the stars. The difficulty of all tests involving Academic Knowledge or Will Power increases by you step for each night you fail to observe the night sky for at least half an hour. All accumulated penalties are removed when you are able to study the heavens once more.
{{/rollBetween() arcanemark 81 90}}
+ {{#rollBetween() arcanemark 91 100}}
Mark of Azyr: The rune of Azyr appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of the Heavens.
{{/rollBetween() arcanemark 91 100}}
+ {{/rollTotal() arcanelore 4}}
+ {{#rollTotal() arcanelore 5}}
+ {{#rollBetween() arcanemark 1 10}}
Plant Growth: A small patch of plantlife begins to thrive upon your skin. These growths are inconsequential - mould under the fingernails, ivy in the hair and so on - but they are somewhat peculiar. They may be removed, but always grow back the following day.
{{/rollBetween() arcanemark 1 10}}
+ {{#rollBetween() arcanemark 11 20}}
Barefoot: You can't abide by wearing footwear and you you must, you take a -5% penalty to Agility Tests.
{{/rollBetween() arcanemark 11 20}}
+ {{#rollBetween() arcanemark 21 30}}
Rapid Hair and Nails: Your hair and fingernails grow at an almost alarming rate. You must spend a portion of each day, trimming them back.
{{/rollBetween() arcanemark 21 30}}
+ {{#rollBetween() arcanemark 31 40}}
Green Skin: Your skin changes colour, assuming a greenish hue. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.
{{/rollBetween() arcanemark 31 40}}
+ {{#rollBetween() arcanemark 41 50}}
Vulnerability to Fire: Fire deals +1 Damage against you.
{{/rollBetween() arcanemark 41 50}}
+ {{#rollBetween() arcanemark 51 60}}
Great Constitution: You gain Resistance to Disease.
{{/rollBetween() arcanemark 51 60}}
+ {{#rollBetween() arcanemark 61 70}}
Metal Revulsion: You can't bear to touch metal objects of any kind. When you do, you must make a Challenging (-10%) Will Power Test or take a -1 cumulative penalty to your Magic Characteristic for 24 hours. You need not take the Test if struck by a metal weapon in combat.
{{/rollBetween() arcanemark 61 70}}
+ {{#rollBetween() arcanemark 71 80}}
Aura of Growth: You emit an aura of growth and health, restoring life and colour to all plants you pass within 4 yards (2 squares). In natural environments, each of these spaces slows movement as if they were difficult terrain, halving movement through it, though you yourself are unaffected.
{{/rollBetween() arcanemark 71 80}}
+ {{#rollBetween() arcanemark 81 90}}
Bound to the Seasons: You are physically affected by the passage of the seasons. In the winter, you take a -2 penalty to your Wounds Characteristic and a -1 penalty to your Movement Characteristic; in the autumn, you take a -1 penalty to your Wounds Characteristic; in the spring, you gain a +1 bonus to your Wounds Characteristic; in the summer, you gain a +2 bonus to your Wounds Characteristic and a +1 bonus to your Movement Characteristic.
{{/rollBetween() arcanemark 81 90}}
+ {{#rollBetween() arcanemark 91 100}}
Mark of Ghyran: The rune of Ghyran appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Life.
{{/rollBetween() arcanemark 91 100}}
+ {{/rollTotal() arcanelore 5}}
+ {{#rollTotal() arcanelore 6}}
+ {{#rollBetween() arcanemark 1 10}}
Choral Voice: Your voice becomes suffused with the harmonious vibrations of Hysh. When you sing, it sounds as if scores of others are singing alongside you.
{{/rollBetween() arcanemark 1 10}}
+ {{#rollBetween() arcanemark 11 20}}
Eureka!: You inspire small acts of remembrance and deja-vu in those around you. You have no control over this effect, which tends to make non-magic users a little distracted when talking to you.
{{/rollBetween() arcanemark 11 20}}
+ {{#rollBetween() arcanemark 21 30}}
Pale: Your skin lightens considerably, bordering on semi-translucent.
{{/rollBetween() arcanemark 21 30}}
+ {{#rollBetween() arcanemark 31 40}}
Erie Eyes: Your eyes change colour, becoming milky white or have a golden luminance. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.
{{/rollBetween() arcanemark 31 40}}
+ {{#rollBetween() arcanemark 41 50}}
Arrogant: Your deep knowledge (or rather your opinion about your own education) comes off as arrogant and pretentious. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.
{{/rollBetween() arcanemark 41 50}}
+ {{#rollBetween() arcanemark 51 60}}
Paranoid: Given your wisdom, you have a deeper understanding of the nature of the Realm of Chaos, making you suspicious of all those around you. You take a -5% penalty to all Fear Tests.
{{/rollBetween() arcanemark 51 60}}
+ {{#rollBetween() arcanemark 61 70}}
Vulnerability to Darkness: When in areas of low-lighting, you take a -10% penalty to Channelling Tests.
{{/rollBetween() arcanemark 61 70}}
+ {{#rollBetween() arcanemark 71 80}}
Aura of Light: You give off a radiant energy that makes other light sources glow brighter than normal. All light sources within 4 yards (2 squares) provide light as if one step stronger. For instance, a candle would shed light as a lamp. (See WFRP, page 117.) However, within such light, all characters take a -20% penalty to Concealment Tests.
{{/rollBetween() arcanemark 71 80}}
+ {{#rollBetween() arcanemark 81 90}}
Luminescent: You give off a constant soft glow, making it nearly impossible to conceal your movements. You take a -20% penalty yo all Concealment Tests. However, you shed light equal to torchlight (see WFRP, page 117.).
{{/rollBetween() arcanemark 81 90}}
+ {{#rollBetween() arcanemark 91 100}}
Mark of Hysh: The rune of Hysh appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Light.
{{/rollBetween() arcanemark 91 100}}
+ {{/rollTotal() arcanelore 6}}
+ {{#rollTotal() arcanelore 7}}
+ {{#rollBetween() arcanemark 1 10}}
Quicksilver Tears: Your tears and sweat take on the appearance of mercury. For all other intents and purposes they remain unchanged from normal tears and sweat.
{{/rollBetween() arcanemark 1 10}}
+ {{#rollBetween() arcanemark 11 20}}
Leaden Tongue: Your voice takes on a harsh tone, akin to metal clashing upon metal. Your singing sounds like a gong related accident.
{{/rollBetween() arcanemark 11 20}}
+ {{#rollBetween() arcanemark 21 30}}
Golden Skin: Your skin becomes thick, gaining a subtle golden sheen.
{{/rollBetween() arcanemark 21 30}}
+ {{#rollBetween() arcanemark 31 40}}
Stiff Limbs: Your limbs stiffen, making it hard to move around. Take a -5% penalty to your Agility Characteristic. Modify your starting profile accordingly.
{{/rollBetween() arcanemark 31 40}}
+ {{#rollBetween() arcanemark 41 50}}
Magic Conductor: You attract magical energy. All characters within 4 yards (2 squares), take a -10% penalty to Will Power Tests made to resist spells.
{{/rollBetween() arcanemark 41 50}}
+ {{#rollBetween() arcanemark 51 60}}
Aura of Magnetism: You emit a strange aura that attracts metals to your flesh. Enemies trying to strike you gain a +5% bonus to Weapon Skill and Ballistic Skill Tests, though anyone else within 4 yards (2 squares) who tries to strike someone other than you takes a -5% penalty on all Weapon Skill and Ballistic Skill Tests.
{{/rollBetween() arcanemark 51 60}}
+ {{#rollBetween() arcanemark 61 70}}
Mechanical: When you interact with an animal, it sees you as an object rather than a creature. Animals will only attack you if you first attack them.
{{/rollBetween() arcanemark 61 70}}
+ {{#rollBetween() arcanemark 71 80}}
Greater Golden Skin: Your skin hardens into a thick shell. You take a -20% penalty to your Agility Characteristic and a -1 penalty to your Movement Characteristic, but you gain 1 Armour Point to all locations. These points stack with all other forms of Armour, but not leather or studded leather (see page 17 in Old World Armoury). Modify your starting profile accordingly.
{{/rollBetween() arcanemark 71 80}}
+ {{#rollBetween() arcanemark 81 90}}
Slow: You have a hard time moving around. Take a -2 penalty to your Movement Characteristic. Modify your starting profile accordingly.
{{/rollBetween() arcanemark 81 90}}
+ {{#rollBetween() arcanemark 91 100}}
Mark of Chamon: The rune of Chamon appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Metal.
{{/rollBetween() arcanemark 91 100}}
+ {{/rollTotal() arcanelore 7}}
+ {{#rollTotal() arcanelore 8}}
+ {{#rollBetween() arcanemark 1 10}}
Flicker: Light seems uncomfortable in your presence. Candles flicker, lanterns dim and fires burn low when you are around.
{{/rollBetween() arcanemark 1 10}}
+ {{#rollBetween() arcanemark 11 20}}
Trickster: You cloak yourself in deception and misdirection, making you untrustworthy to others. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.
{{/rollBetween() arcanemark 11 20}}
+ {{#rollBetween() arcanemark 21 30}}
Mantle of Mist: Mist, fog, smoke and other vapours seem drawn to your side. This adds a +5% bonus to Intimidate Tests made in fog banks and other suitable conditions, but does mean you tend to reek of smoke all the time.
{{/rollBetween() arcanemark 21 30}}
+ {{#rollBetween() arcanemark 31 40}}
Aspect of Ulgu: Your frame lightens and tightens whilst your hair colour changes to grey.
{{/rollBetween() arcanemark 31 40}}
+ {{#rollBetween() arcanemark 41 50}}
Forgettable: People can't seem to remember your face. Characters who've met you must succeed on an Intelligence Tests to recall who you are.
{{/rollBetween() arcanemark 41 50}}
+ {{#rollBetween() arcanemark 51 60}}
Disturbing Eyes: Your eyes become grey and swirl with unnatural darkness. You gain a +5% bonus to Intimidate Tests.
{{/rollBetween() arcanemark 51 60}}
+ {{#rollBetween() arcanemark 61 70}}
Insubstantial: Your body becomes slightly insubstantial. You gain a +10% bonus to Concealment Tests, but you take a -5% penalty to your Toughness Characteristic. Modify your starting profile accordingly.
{{/rollBetween() arcanemark 61 70}}
+ {{#rollBetween() arcanemark 71 80}}
Unnatural Shadow: Your shadow does not behave itself - moving often of it's own accord. The shifting wrongness of your shadow puts folk ill at ease, imposing a -10% penalty to Fellowship Tests made when interacting with non-magic users. Worse, superstitious peasants will need convincing that you are not a Daemon.
{{/rollBetween() arcanemark 71 80}}
+ {{#rollBetween() arcanemark 81 90}}
Shrouded: Your body draws shadows towards it. You gain a +10% bonus to Concealment Tests.
{{/rollBetween() arcanemark 81 90}}
+ {{#rollBetween() arcanemark 91 100}}
Mark of Ulgu: The rune of Ulgu appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Shadow.
{{/rollBetween() arcanemark 91 100}}
+ {{/rollTotal() arcanelore 8}}
+ {{#rollTotal() arcanelore 9}}
+
+ {{/rollTotal() arcanelore 9}}
+ {{/rollGreater() arcanelore 0}}
+ {{/arcanemark}}
+
+ {{#bloodloss}}
+
+
Blood Loss
+
{{bloodloss}}
+
+ {{#rollBetween() bloodloss 1 80}}
+
+
Result
+
Survive one more round.
+
+ {{/rollBetween() bloodloss 1 80}}
+ {{#rollBetween() bloodloss 81 100}}
+
+
Result
+
Death from blood loss!
+
+ {{/rollBetween() bloodloss 81 100}}
+ {{/bloodloss}}
+
+ {{#freetext}}
+
+
{{freetextname}}
+
{{freetext}}
+
+ {{/freetext}}
+ {{#roll}}
+
+
{{title}}
+
{{roll}}{{#rolladv}} | {{rolladv}}{{/rolladv}}
+
+ {{/roll}}
+
+
diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translation.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translation.json
index 123cec53fe..1d7006c496 100644
--- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translation.json
+++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translation.json
@@ -1,337 +1,871 @@
{
- "character-name":"Character Name",
- "career":"Career",
- "career-path":"Career Path",
- "race":"Race",
- "religion":"Religion",
- "concept":"Concept",
- "advancements":"Advancements",
- "xp":"XP",
+ "CHARACTER-NAME": "Character Name",
+ "CAREER": "Career",
+ "CAREER-PATH": "Career Path",
+ "RACE": "Race",
+ "RELIGION": "Religion",
+ "CONCEPT": "Concept",
+ "ADVANCEMENTS": "Advancements",
+ "XP": "XP",
+ "XP-EARNED": "XP Earned",
+ "XP-SPENT": "XP Spent",
+ "XP-REST": "XP Rest",
+ "PUBLIC": "Make all rolls public",
+ "WHISPER": "Whisper all rolls to GM",
+
+ "CORE-STATS": "Core Stats",
+ "BACKGROUND": "Background",
+ "WEAPONS": "Weapons",
+ "ARMOR": "Armor",
+ "SPELLBOOK": "Spellbook",
+ "INVENTORY": "Inventory",
+ "SETTINGS": "Settings",
+
+ "CHARACTER-PROFILE": "Character Profile",
+ "MAIN-PROFILE": "Main Profile",
+ "MAIN": "Main",
+
+ "ABBREVIATE-WEAPON-SKILL": "WS",
+ "ABBREVIATE-BALLISTIC-SKILL": "BS",
+ "ABBREVIATE-STRENGTH": "S",
+ "ABBREVIATE-TOUGHNESS": "T",
+ "ABBREVIATE-AGILITY": "Ag",
+ "ABBREVIATE-INTELLIGENCE": "Int",
+ "ABBREVIATE-WILL-POWER": "WP",
+ "ABBREVIATE-FELLOWSHIP": "Fel",
+
+ "STARTING": "Starting",
+ "TALENTS": "Talents",
+ "ADVANCE": "Advance",
+ "CURRENT": "Current",
+ "MODIFIER": "Modifier",
+
+ "SECONDARY-PROFILE": "Secondary Profile",
+ "SECONDARY": "Secondary",
+
+ "ABBREVIATE-ATTACKS": "A",
+ "ABBREVIATE-WOUNDS": "W",
+ "ABBREVIATE-STRENGTH-BONUS": "SB",
+ "ABBREVIATE-TOUGHNESS-BONUS": "TB",
+ "ABBREVIATE-MOVEMENT": "M",
+ "ABBREVIATE-MAGIC": "Mag",
+ "ABBREVIATE-INSANITY-POINTS": "IP",
+ "ABBREVIATE-FATE-POINTS": "FP",
+
+ "COMBAT": "Combat",
+ "INITIATIVE": "Initiative",
+ "WOUNDS": "Wounds",
+ "FORTUNE": "Fortune",
+ "MOVE": "Move",
+ "CHARGE": "Charge",
+ "RUN": "Run",
+ "LEAP": "Leap",
+
+ "ABBREVIATE-INITIATIVE": "Init",
+
+ "CHECK-LUCK": "Check if you have the Luck Talent",
+ "TALENT-NAME": "Talent Name",
+ "DESCRIPTION": "Descripton",
+ "SKILLS": "Skills",
+ "KNOWLEDGE-AND-LANGUAGE-SKILLS": "Knowledge and Language Skills",
+ "KNOWLEDGE": "Knowledge",
+ "SKILL-NAME": "Skill Name",
+
+ "ABBREVIATE-CHARACTERISTIC": "Char",
+
+ "TRAINING": "Training",
+ "ABBREVIATE-MISCELLANEOUS": "Misc",
+ "TOTAL": "Total",
+ "ROLL": "Roll",
+
+ "ABBREVIATE-GM": "GM",
+
+ "COMMON-KNOWLEDGE-ANY": "Common Knowledge (any)",
+ "COMMON-KNOWLEDGE": "Common Knowledge",
+ "PERFORM-TRADE-AND-OTHER-SKILLS": "Perform, Trade, and Other Skills",
+ "TRAINED": "Trained",
+
+ "BASIC": "Basic",
+ "SPECIAL-RULES": "Special Rules",
+ "NAME": "Name",
+
+ "BASIC-SKILLS": "Basic Skills",
+ "ANIMAL-CARE": "Animal Care",
+ "CHARM": "Charm",
+ "COMMAND": "Command",
+ "CONCEALMENT": "Concealment",
+ "CONSUME-ALCOHOL": "Consume Alcohol",
+ "DISGUISE": "Disguise",
+ "DRIVE": "Drive",
+ "EVALUATE": "Evaluate",
+ "GAMBLE": "Gamble",
+ "GOSSIP": "Gossip",
+ "HAGGLE": "Haggle",
+ "INTIMIDATE": "Intimidate",
+ "OUTDOOR-SURVIVAL": "Outdoor Survival",
+ "PERCEPTION": "Perception",
+ "RIDE": "Ride",
+ "ROW": "Row",
+ "SCALE-SHEER-SURFACE": "Scale Sheer Surface",
+ "SEARCH": "Search",
+ "SILENT-MOVE": "Silent Move",
+ "SWIM": "Swim",
+
+ "ADVANCED-SKILLS": "Advanced Skills",
+ "ANIMAL-TRAINING": "Animal Training",
+ "BLATHER": "Blather",
+ "CHANNELLING": "Channelling",
+ "CHARM-ANIMAL": "Charm Animal",
+ "DODGE-BLOW": "Dodge Blow",
+ "FOLLOW-TRAIL": "Follow Trail",
+ "HEAL": "Heal",
+ "HYPNOTISM": "Hypnotism",
+ "LIP-READING": "Lip Reading",
+ "MAGICAL-SENSE": "Magical Sense",
+ "NAVIGATION": "Navigation",
+ "PICK-LOCK": "Pick Lock",
+ "PREPARE-POISON": "Prepare Poison",
+ "READ-AND-WRITE": "Read and Write",
+ "SAIL": "Sail",
+ "SET-TRAP": "Set Trap",
+ "SHADOWING": "Shadowing",
+ "SLEIGHT-OF-HAND": "Sleight of Hand",
+ "TORTURE": "Torture",
+ "VENTRILOQUISM": "Ventriloquism",
+
+ "ASTROLOGY": "Astrology",
+ "STAR-SIGN": "Star Sign",
+ "DOOM": "Doom",
+ "APPEARANCE": "Appearance",
+ "GENDER": "Gender",
+ "BUILD": "Build",
+ "AGE": "Age",
+ "HEIGHT": "Height",
+ "WEIGHT": "Weight",
+ "EYES": "Eyes",
+ "SKIN": "Skin",
+ "HAIR": "Hair",
+ "HISTORY": "History",
+
+ "MISCELLANEOUS-NOTES": "Miscellaneous Notes",
+
+ "CAREER-NAME": "Career Name",
+ "STARTING-CAREER": "Starting Career",
+ "SECOND-CAREER": "Second Career",
+ "THIRD-CAREER": "Third Career",
+ "FOURTH-CAREER": "Fourth Career",
+ "FIFTH-CAREER": "Fifth Career",
+ "CAREER-ENTERED": "Career Entered",
+ "CAREER-ENTERED_CHECK": "Check if you've entered this career.",
+
+ "CAREER-MAIN-PROFILE": "Career Main Profile",
+ "WEAPON-SKILL": "Weapon Skill",
+ "BALLISTIC-SKILL": "Ballistic Skill",
+ "STRENGTH": "Strength",
+ "TOUGHNESS": "Toughness",
+ "AGILITY": "Agility",
+ "INTELLIGENCE": "Intelligence",
+ "WILL-POWER": "Will Power",
+ "FELLOWSHIP": "Fellowship",
+
+ "CAREER-SECONDARY-PROFILE": "Career Secondary Profile",
+ "ATTACKS": "Attacks",
+ "STRENGTH-BONUS": "Strength Bonus",
+ "TOUGHNESS-BONUS": "Toughness Bonus",
+ "MOVEMENT": "Movement",
+ "MAGIC": "Magic",
+ "INSANITY-POINTS": "Insanity Points",
+ "FATE-POINTS": "Fate Points",
+
+ "CAREER-SKILLS": "Career Skills",
+ "CAREER-TALENTS": "Career Talents",
+ "CAREER-SKILLS-AND-TALENTS": "Career Skills and Talents",
+ "SKILL-OR-TALENT": "Skill or Talent",
+ "CAREER-EXITS": "Career Exits",
+ "TAKEN": "Taken",
+
+ "MELEE-WEAPONS": "Melee Weapons",
+
+ "ABBREVIATE-PROFICIENCY": "Prof?",
+
+ "WEAPON": "Weapon",
+ "CRAFTSMANSHIP": "Craftsmanship",
+ "ABBREVIATE-CRAFTSMANSHIP": "Craft",
+ "ABBREVIATE-ENCUMBRANCE": "Enc",
+ "WS-BONUS": "WS Bonus",
+ "TO-HIT": "To Hit",
+ "DAMAGE": "Damage",
+ "FURY-DAMAGE": "Fury Damage",
+ "DAMAGE-INC-SB": "Melee damage already includes SB.",
+ "IMPACT": "Impact",
+ "ABBREVIATE-IMPACT": "Imp",
+ "DEFENSIVE": "Defensive",
+ "ABBREVIATE-DEFENSIVE": "Def",
+ "QUALITIES": "Qualities",
+ "FRENZY-DESCRIPTION": "Check if you are using the Frenzy Talent",
+
+ "ATTACK": "Attack",
+ "PARRY": "Parry",
+
+ "POOR": "Poor",
+ "COMMON": "Common",
+ "GOOD": "Good",
+ "BEST": "Best",
+
+ "ABBREVIATE-ATTACK": "Atk",
+ "ABBREVIATE-DAMAGE": "Dmg",
+ "ABBREVIATE-PARRY": "Pry",
+
+ "RANGED-WEAPONS": "Ranged Weapons",
+ "BS-BONUS": "BS Bonus",
+ "TYPE": "Type",
+ "RELOAD": "Reload",
+ "RANGE": "Range",
+ "ABBREVIATE-AMMUNITION": "Ammo",
+ "ABBREVIATE-AMMUNITION-ENCUMBRANCE": "Ammo Enc",
+ "AMMO-ENCUMBRANCE-DESCRIPTION": "Note Encombrance value for 1 piece of ammo.",
+ "SHOOT": "Shoot",
+ "THROW": "Throw",
+ "FREE": "Free",
+ "HALF": "Half",
+ "FULL-NUMBER": "{{0}} Full",
+ "CRITICAL": "Critical",
+ "CRITICAL-HIT": "Critical Hit",
+ "CRITICAL-ROLL": "Critical Roll",
+ "TOTAL-MELEE-WEAPON-ENCUMBRANCE": "Total Melee Weapon Encumbrance",
+ "TOTAL-RANGED-WEAPON-ENCUMBRANCE": "Total Ranged Weapon Encumbrance",
+ "TOTAL-WEAPON-ENCUMBRANCE": "Total Weapon Encumbrance",
+
+ "PETTY": "Petty",
+ "LESSER": "Lesser",
+ "ARCANE": "Arcane",
+ "DIVINE": "Divine",
+ "RUNES": "Runes",
+ "RITUALS": "Rituals",
+ "PERFORM-CHANNELLING": "Take a Half Action to perform Channelling",
+
+ "SPELL-NAME": "Name",
+ "CASTING-NUMBER": "Casting Number",
+ "CASTING-TIME": "Casting Time",
+ "DURATION": "Duration",
+ "TARGET": "Target/AoE",
+ "NONE": "None",
+ "1D10MAGIC": "1d10 + Magic",
+ "SPELL-HEALING": "Spell Healing",
+ "CAST": "Cast",
+ "INGREDIENT-BONUS": "Ingredient Bonus",
+ "INGREDIENT": "Ingredient",
+ "SPELL-DAMAGE": "Spell Damage",
+ "SPELL-DESCRIPTION": "Spell Description",
+
+ "RITUAL-DESCRIPTION": "Ritual Description",
+ "ARCANE-LANGUAGE": "Arcane Language",
+ "REQUIRED-MAGIC": "Required Magic",
+ "ARCANE-LANGUAGE": "Arcane Language",
+ "REQUIRED-MAGIC": "Required Magic",
+ "XP-COST": "XP Cost",
+ "CONDITIONS": "Conditions",
+ "CONSEQUENCES": "Consquences",
+
+ "petty-spell": "Petty Spell",
+ "lesser-spell": "Lesser Spell",
+ "arcane-spell": "Arcane Spell",
+ "divine-spell": "Divine Spell",
+
+ "RUNE": "Rune",
+ "INSCRIPTION-NUMBER": "Inscription Number",
+ "EMPOWERMENT": "Empowerment",
+ "INSCRIBE": "Inscribe",
+ "PERMANENT-RUNE-DESCRIPTION": "Permanent Rune Description",
+ "TEMPORARY-RUNE-DESCRIPTION": "Temporary Rune Description",
+
+ "MAGIC-USED": "Amount of Magic used",
+ "CHANNELLING-SUCCESS": "Channelling success",
+ "INGREDIENT-USED": "Ingredient used",
+ "RUNE-TYPE": "Rune type",
+ "TEMPORARY": "Temporary",
+ "PERMANENT": "Permanent",
+ "MINUTES": "minute(s)",
+ "WEEKS": "week(s)",
+
+ "COIN-CARRIED": "Coin Carried",
+ "BRASS-PENNIES-BP": "Brass Pennies (BP)",
+ "SILVER-SHILLINGS-SS": "Silver Shillings (SS)",
+ "GOLD-CROWNS-GC": "Gold Crowns (GC)",
+ "TOTAL-GC-VALUE": "Total GC Value",
+ "EXCHANGE-RATE": "Exchange Rate",
+ "EXCHANGE-RATE-DESCRIPTION": "240 brass pennies = 20 silver shilling = 1 gold crown",
+
+ "ENCUMBRANCE": "Encumbrance",
+ "TRAPPINGS": "Trappings",
+ "COIN": "Coin",
+ "OTHER": "Other",
+ "CARRYING-CAPACITY": "Carrying Max",
+ "PUSH-DRAG-LIFT": "Push/Drag/Lift",
+ "ENCUMBERED": "Encumbered",
+ "ENCUMBERED-MOVEMENT-PENALTY": "Encumbered Movement penalty",
+ "DWARF": "Dwarf",
+ "DWARF-ENCUMBRANCE": "Dwarves can carry twice as much as other characters.",
+ "DWARF-ENCUMBRANCE-CHECK": "Check if you are a Dwarf.",
+
+ "ENCUMBRANCE-DESCRIPTION": "Encumbrance entered in each row below is:",
+ "ENCUMBRANCE-CHOICE1": "The total encumbrance of the row (ignoring quantity)",
+ "ENCUMBRANCE-CHOICE2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
+
+ "PAGE-1": "Page 1",
+ "PAGE-2": "Page 2",
+ "PAGE-3": "Page 3",
+ "SHOW-ALL": "Show All",
+ "UNLIMITED": "Unlimited",
+
+ "ROW-NR": "Row #",
+ "CARRIED-QUESTION": "Carried?",
+
+ "ABBREVIATE-QUANTITY": "Qty",
+
+ "TREASURE-LOOT-INVENTORY-NOTES": "Treasure/Loot/Inventory Notes",
+ "PROTECTIVE-ITEMS": "Protective Items",
+ "WORN": "Worn",
+ "HEAD": "Head",
+ "ARMOR-TYPE": "Armor Type",
+ "ARMOR-POINTS": "Armor Points",
+ "ABBREVIATE-ARMOR-POINTS": "AP",
+ "MAGIC-BONUS": "Magic Bonus",
+ "BONUS": "Bonus",
+ "TOTAL-AP": "Total AP",
+
+ "LEATHER": "Leather",
+ "MAIL": "Mail",
+ "PLATE": "Plate",
+ "TORSO": "Torso",
+ "ARMS": "Arms",
+ "LEGS": "Legs",
+
+ "LOCATION-DESCRIPTION": "H : Head / B : Body / A : Arms / L : Legs",
+ "TOTAL-ARMOR-ENCUMBRANCE": "Total Armor Encombrance",
+ "TOTAL-WEIGHT-MAX": "The maximum total encumbrance your character can carry without slowing.",
+ "MAX-PUSH-DRAG-LIFT": "This is the maximum encumbrance you can push/drag/lift. If the encumbrance you are pushing/dragging/lifting exceeds your maximum carrying capacity then your Movement drops to 1.",
+
+ "LEATHER": "Leather",
+ "MAIL": "Mail",
+ "PLATE": "Plate",
+ "LIGHT": "Light",
+ "MEDIUM": "Medium",
+ "HEAVY": "Heavy",
+ "LIGHT-ARMOR": "Light Armor",
+ "MEDIUM-ARMOR": "Medium Armor",
+ "HEAVY-ARMOR": "Heavy Armor",
+
+ "HIT-LOCATIONS": "Hit Locations",
+ "HEAD": "Head",
+ "BODY": "Body",
+ "ARMS": "Arms",
+ "LEGS": "Legs",
+ "ABBREVIATE-HEAD": "H",
+ "ABBREVIATE-BODY": "B",
+ "ABBREVIATE-ARMS": "A",
+ "ABBREVIATE-LEGS": "L",
+ "LEFT-ARM": "Left Arm",
+ "LEFT-LEG": "Left Leg",
+ "RIGHT-ARM": "Right Arm",
+ "RIGHT-LEG": "Right Leg",
+
+ "ARMOR-PENALTIES": "Armor Penalties",
+ "ARMOR-PENALTIES-MEDIUM": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
+ "ARMOR-PENALTIES-HEAVY": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
+
+ "BLOOD-LOSS": "Blood Loss",
+ "BLEEDING": "Bleeding",
+
+ "ADVANCED-SKILL": "Advanced Skill",
+ "BASIC-SKILL": "Basic Skill",
+ "KNOWLEDGE-SKILL": "Knowledge Skill",
+ "VARIOUS-SKILL": "Various Skill",
+
+ "TARGET-NUMBER": "Target Number",
+ "TEST-RESULT": "Test Result",
+ "RESULT": "Result",
+ "OUTCOME": "Outcome",
+ "SUCCESS": "Success",
+ "FAILURE": "Failure",
+ "ATTACK-ROLL": "Attack Roll",
+ "MISS": "Miss",
+ "PARRY-ROLL": "Parry Roll",
+ "PARRIED": "Parried",
+
+ "CASTING-TEST": "Casting Test",
+ "SPELLCASTING-FAILS": "Spellcasting fails",
+ "SPELLCASTING-SUCCEEDS": "Spellcasting succeeds",
+
+ "INSCRIPTION-TEST": "Inscription Test",
+ "INSCRIPTION-TIME": "Inscription Time",
+ "INSCRIPTION-FAILS": "Inscription fails",
+ "INSCRIPTION-SUCCEEDS": "Inscription succeeds",
+
+ "HIT-LOCATION": "Hit Location",
+ "HIT-HEAD": "Hit Head",
+ "HIT-BODY": "Hit Body",
+ "HIT-LEFT-ARM": "Hit Left Arm",
+ "HIT-LEFT-LEG": "Hit Left Leg",
+ "HIT-RIGHT-ARM": "Hit Right Arm",
+ "HIT-RIGHT-LEG": "Hit Right Leg",
+ "HIT-LOCATION-NUMBER": "Hit Location {{0}}",
+ "DAMAGE-NUMBER": "Damage {{0}}",
+
+ "CRITICAL-LOCATION": "Critical Location",
+ "CRITICAL-VALUE": "Critical Value",
+ "CRITICAL-EFFECT": "Critical Effect",
+ "CRITICAL-EFFECT-H1": "Disoriented by the blow. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-H2": "Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H3": "The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-H4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H5": "Knocked to the ground and dazed. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-H6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-H7": "Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-H8": "Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.",
+ "CRITICAL-EFFECT-H9": "Skull pierced by a mighty blow. Death is instantaneous.",
+ "CRITICAL-EFFECT-A1": "Drops anything held in that hand. A shield, if worn, is not affected, since its strapped on.",
+ "CRITICAL-EFFECT-A2": "Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A3": "Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).",
+ "CRITICAL-EFFECT-A4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A5": "Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).",
+ "CRITICAL-EFFECT-A6": "Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-A7": "Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.",
+ "CRITICAL-EFFECT-A8": "Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.",
+ "CRITICAL-EFFECT-A9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-B1": "The wind is knocked out of the character. All tests and attacks suffer a 20% penalty for one round.",
+ "CRITICAL-EFFECT-B2": "Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B3": "Ribs busted by ferocity of attack. Character takes a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-B4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B5": "Knocked to the ground and badly winded. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-B6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-B7": "The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-B8": "Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.",
+ "CRITICAL-EFFECT-B9": "Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.",
+ "CRITICAL-EFFECT-L1": "Stumbles. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-L2": "Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L3": "Leg incapacitated until medical attention is received. Characters Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a 20% penalty.",
+ "CRITICAL-EFFECT-L4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L5": "Knocked to the ground and dazed. All characters tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-L6": "Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-L7": "Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.",
+ "CRITICAL-EFFECT-L8": "Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.",
+ "CRITICAL-EFFECT-L9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-10": "Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.",
+
+ "BLOOD-SURVIVE": "Survive one more round.",
+ "BLOOD-DEATH": "Death from blood loss!",
+
+ "OLD-TRAPPINGS": "Use old Trappings layout",
+ "NEW-TRAPPINGS": "Use new Trappings layout",
- "core-stats":"Core Stats",
- "background":"Background",
- "weapons":"Weapons",
- "armor":"Armor",
- "spellbook":"Spellbook ",
- "inventory":"Inventory",
+ "CHAOS-MANIFESTATION": "Chaos Manifestation",
+ "ROLL-BASIC-TABLES": "Roll on Basic Chaos Manifestaion Tables",
+ "ROLL-EXTENDED-TABLES": "Roll on Extended Chaos Manifestaion Tables",
+ "TZEENTCHS-CURSE": "Tzeentch's Curse",
+ "CHAOS-ROLL": "Chaos Roll",
+ "CHAOS-TABLE": "Chaos Table",
+ "MINOR-NORMAL": "Minor Normal",
+ "MINOR-EXTENDED": "Minor Extended",
+ "MAJOR-NORMAL": "Major Normal",
+ "MAJOR-EXTENDED": "Major Extended",
+ "CATASTROPHIC-NORMAL": "Catastrophic Normal",
+ "CATASTROPHIC-EXTENDED": "Catastrophic Extended",
+ "MINOR": "Minor",
+ "MAJOR": "Major",
+ "CATASTROPHIC": "Catastrophic",
+ "MINOR-CHAOS-MANIFESTATION": "Minor Chaos Manifestation",
+ "MAJOR-CHAOS-MANIFESTATION": "Major Chaos Manifestation",
+ "CATASTROPHIC-CHAOS-MANIFESTATION": "Catastrophic Chaos Manifestation",
+
+ "YES": "Yes",
+ "NO": "No",
+
+ "MINOR1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINOR2": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINOR3": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINOR4": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINOR5": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINOR6": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINOR7": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINOR8": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINOR9": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINOR10": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINOR11": "
Unlucky !: Roll on Major Chaos Manifestation instead.",
+ "MINORE1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINORE2": "
Fumblehand: A randomly selected item you are holding or carrying flies 1d10 yards (1d10/2 squares) in a random direction, thrown invisibly by Winds of Chaos.",
+ "MINORE3": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINORE4": "
Nailrot: A randomly chosen finger or toenail turns black and falls off. It will grow back normally.",
+ "MINORE5": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINORE6": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINORE7": "
Waxy Earful: Your ears become entirely plugged with wax, requiring a successful Heal Test to clear. Until you receive such treatment, you suffer a 10% penalty to all tests involving hearing.",
+ "MINORE8": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINORE9": "
Cold Sweats: All those within in 10 yards (5 squares) of you immediately break into a cold sweat lasting 1d10 rounds.",
+ "MINORE10": "
Sleeping Nerves: Every muscle in your body tingles for 1d10 rounds. You suffer a 5% penalty to all tests made in that time.",
+ "MINORE11": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINORE12": "
Milky Eyes: A milky film covers your eyes for 1d10 hours. You suffer a 10% penalty to any tests involving sight in that time.",
+ "MINORE13": "
Bane of Flora: All plant life within 10 yards (5 squares) of you withers and dies.",
+ "MINORE14": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINORE15": "
Handfrozen: The bones and muscles of one of your hands (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move your fingers from their bizarre arrangement for 1d10 minutes.",
+ "MINORE16": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINORE17": "
Creeping Congregation: Insects fill the area around you, buzzing and crawling. They do no harm and disperse within 1d10 rounds, but they are obviousand potentially frighteningto everyone in the area.",
+ "MINORE18": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINORE19": "
Channel Burn: The channels of magic in your body are burned by coursing magic. You suffer a 1 penalty to every Casting Roll you make in the next 1d10 minutes.",
+ "MINORE20": "
Intestinal Rebellion: Your bowels move uncontrollably, soiling both your clothing and pride.",
+ "MINORE21": "
Grave Offence: You uncontrollably shout something horribly offensive to those around you. The GM may overrule you if your invention is insufficiently offensive.",
+ "MINORE22": "
Fluid Transformation: All liquids on your personincluding spell ingredientsturn to brine.",
+ "MINORE23": "
Kin Inconvenienced: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MINORE24": "
Accumulation of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MINORE25": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINORE26": "
Unlucky!: Roll on Major Chaos Manifestation instead.",
+ "MAJOR1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJOR2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJOR3": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJOR4": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJOR5": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJOR6": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJOR7": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJOR8": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJOR9": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJOR10": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJOR11": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "MAJORE1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJORE2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJORE3": "
Hairless: Every hair in your body falls out.",
+ "MAJORE4": "
Blacknail: Every finger and toenail on your body turns black and falls off. They will grow back normally.",
+ "MAJORE5": "
Wracked: You suffer burning pain for 1d10 rounds, suffering a 10% penalty to all tests made in that time.",
+ "MAJORE6": "
Channel Conflagration: The channels of magic in your body are set ablaze by coursing magic. You suffer a 1 penalty to every casting die you roll in the next 1d10 hours.",
+ "MAJORE7": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJORE8": "
Rag Doll: You spontaneously fly through the air 1d10 yards (1d10/5 squares) in a random direction, landing roughly and suffering a Damage 2 hit.",
+ "MAJORE9": "
Fire!: Your clothing bursts into flame (see WFRP, page 136).",
+ "MAJORE10": "
Loadstones: Every piece of metal on your body is permanently magnetized.",
+ "MAJORE11": "
Limbfrozen: The bones and muscles of one of your arms or legs (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move the affected limb for 1d10 hours.",
+ "MAJORE12": "
Tongue-twisted: Chaos energy infuses your mouth; anything you say for the next 1d10 minutes comes out as gibberish, rendering spellcasting impossible during that time.",
+ "MAJORE13": "
Chaotic Wind: Chaos blows through any magical spell ingredients you are carrying. Any spell cast using them will make one of any associated Casting Rolls dice a Chaos die.",
+ "MAJORE14": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJORE15": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJORE16": "
Undone: Every tie, clasp, and fastener of every type on your body flies violently open. Belts come undone, pouches fly open, boots come unlaced, and so on.",
+ "MAJORE17": "
Regurgitate: You throw up uncontrollably, unable to do anything else, for 1d10 rounds. In that time, you spew up much more vomit than could possibly have been contained in your stomach.",
+ "MAJORE18": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJORE19": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJORE20": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJORE21": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJORE22": "
Kin Affected: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MAJORE23": "
Storm of Chaos: Roll on Table 624: Expanded Minor Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "MAJORE24": "
Store of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MAJORE25": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJORE26": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "CATA1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATA2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATA3": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATA4": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA5": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA6": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATA7": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATA8": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATA9": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATA10": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "CATAE1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATAE2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE3": "
Broken: Your will is utterly broken. Your Will Power Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE4": "
Stupefied: Your mind regresses to protect you from a worse fate. Your Intelligence Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE5": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATAE6": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATAE7": "
Rageboil: Everyone within 10 yards (5 squares) of you is immediately and irrationally outraged by your very presence. They all move to attack youeven your alliesand only come to their senses after 1d10 rounds.",
+ "CATAE8": "
Albino Affliction: Your skin and hair are bleached utterly white by roiling Chaos.",
+ "CATAE9": "
Heretical Vision: A Daemon Prince shows you a vision of Chaos. You gain 1d10 Insanity Points. Any time after this event, you can spend 100 xp and gain the Dark Lore (Chaos) talent.",
+ "CATAE10": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATAE11": "
Boiling Blood: For a brief instant, your blood literally boils in your veins. You suffer 2d10 Wounds, which are reduced by Toughness but not armour.",
+ "CATAE12": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATAE13": "
Chaotic Servitors: 1d10 Daemon Imps (see
WFRP, page 229) appear from the Aethyr and do your bidding for 1d10 rounds.",
+ "CATAE14": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATAE15": "
Windblock: You are stuck unable to breathe for 1d10 minutes (see Suffocation in WFRP, page 136), after which you gasp!manage to draw breath.",
+ "CATAE16": "
Lineage Concluded: The infection of Chaos renders you sterile or barren.",
+ "CATAE17": "
Eyefuse: You close your eyes as the Winds of Magic howl about you, and your eyelids are fused shut. You cannot see until this is corrected by magic or surgery.",
+ "CATAE18": "
Spasmodic Paroxysm: Your entire body convulses violently as the pure stuff of Chaos courses over you; you bite off your tongue. You become very difficult to understand and suffer 5 to all Casting Rolls until you are somehow healed.",
+ "CATAE19": "
Witherlimb: A randomly determined limb withers and becomes permanently useless.",
+ "CATAE20": "
Mutating Wind: You must make a Will Power Test or suffer a Chaos Mutation (see WFRP, page 229, or the Old World Bestiary, page 79).",
+ "CATAE21": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATAE22": "
Kin Afflicted: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "CATAE23": "
Vortex of Chaos: Roll on Table 625: Expanded Major Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "CATAE24": "
Hoard of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "CATAE25": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "GODWRATH1": "
Unearthly Vision: Your God chooses this time to grant you a symbolic but confusing vision. This stuns you for 1 round.",
+ "GODWRATH2": "
Prove Your Devotion: A few more prayers are required to finish casting the spell. This result adds 1 half action to the Casting Time of the spell. You must take this extra time even if you failed the Casting Roll.",
+ "GODWRATH3": "
You Try My Patience: You cannot cast another spell for 1d10 rounds. This spell still works as long as you made your Casting Roll.",
+ "GODWRATH4": "
Your Cause is Unworthy: Your spell fails, even if you made the Casting Roll.",
+ "GODWRATH5": "
Stinging Rebuke: Not only does your spell fail, but you also suffer a 10% penalty to your Will Power for 1 minute.",
+ "GODWRATH6": "
What Will You Sacrifice for this Boon?:",
+ "GODWRATH7": "
You Have Sinned Against Me: You have somehow angered your God. You must kneel and repent for 1d10 rounds. This renders you helpless.",
+ "GODWRATH8": "
Daemonic Interference: Your prayer is answered but not by your God. Roll a
Major Chaos Manifestation.",
+ "GODWRATHV1": "
Behold Your Wickedness!: You suffer visions of your failures, which seem to take an eternity but are over in an instant. Gain 1d10 Insanity Points; if you become insane, you gain Heart of Despair.",
+ "GODWRATHV2": "
Lash the Flesh to Purge the Soul: You take 2d10 Wounds, ignoring Toughness Bonus or Armour.",
+ "GODWRATHV3": "
You Shall Not Abuse My Mercy: Your Magic Characteristic is reduced to zero, and increases by one every time you do penance (as if attempting to reduce your Disfavour Pool to zero), until it returns to its original value. If you have no Magic Characteristic, the same happens to your daily allowance of Fortune Points.",
+ "GODWRATHV4": "
Thou Art Accursed and Outcast: You are cast out from the cult, and this is marked on your soul. You take a 30% penalty to all social interactions with followers of your God until you do penance.",
+ "GODWRATHV5": "
Rely Not On These Vanities: All your goods and equipment are stripped from you, leaving you in a tunic. Any non-magical equipment you were carrying is gone forever; magical equipment is mysteriously returned if you do penance. (GMs option: nonmagical but important items may also be returned after penance.)",
+ "GODWRATHV6": "
Called to Account: ",
+ "GODWRATHV7": "
Daemonic Visitation: Roll on the Catastrophic Chaos Manifestation Table instead using the table in WFRP.",
+
+ "SACRIFICE1": "You vomit up salt water, and feel as though you are almost drowned. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE2": "All warmth and vigour leach from your body. Take a –20% penalty to all actions for the next 1 minute.",
+ "SACRIFICE3": "You automatically fail your next Dodge or Parry Test.",
+ "SACRIFICE4": "You must re-roll your next three successful Tests. If the second roll fails, you fail the Test. If the re-roll succeeds, you succeed and need not roll again.",
+ "SACRIFICE5": "The next time one of your allies suffers an injury, you suffer exactly the same injury. This may mean taking Wounds, or taking a Critical Hit.",
+ "SACRIFICE6": "A brand in the shape of a twin-tailed comet appears on your forehead, inflicting 1d10 Wounds ignoring Toughness Bonus or armour.",
+ "SACRIFICE7": "Your mind becomes that of a beast for three rounds. You flee most situations, but fight if cornered.",
+ "SACRIFICE8": "Your body is rimed with frost. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE9": "You are robbed of your knowledge. You automatically fail any Academic Knowledge Tests you make in the next 1 hour.",
+ "SACRIFICE10": "You lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+
+ "OPTIONAL-ARCANE-MARK": "
Optional Arcane Mark: You must pass an Average (+0%) Willpower test or gain an Arcane Mark (see
Realms of Sorcery page 175).",
+ "ARCANE-LORE": "Arcane Lore",
+ "LORE-OF-BEASTS": "Lore of Beasts",
+ "LORE-OF-DEATH": "Lore of Death",
+ "LORE-OF-FIRE": "Lore of Fire",
+ "LORE-OF-HEAVENS": "Lore of the Heavens",
+ "LORE-OF-LIFE": "Lore of Life",
+ "LORE-OF-LIGHT": "Lore of Light",
+ "LORE-OF-METAL": "Lore of Metal",
+ "LORE-OF-SHADOW": "Lore of Shadow",
+ "MARK": "Mark",
+ "MARK-OF": "Mark of",
+ "BEASTS": "Beasts",
+ "DEATH": "Death",
+ "FIRE": "Fire",
+ "HEAVENS": "the Heavens",
+ "LIFE": "Life",
+ "LIGHT": "Light",
+ "METAL": "Metal",
+ "SHADOW": "Shadow",
+
+ "WRATH-ROLL": "Wrath Roll",
+ "WRATH-TABLE": "Wrath Table",
+ "WRATH": "Wrath",
+ "VENGEANCE": "Vengeance",
+ "WRATH-OF-THE-GODS": "Wrath of the Gods",
+ "VENGEANCE-OF-THE-GODS": "Vengeance of the Gods",
+ "DISFAVOR-POOL": "Disfavor Pool",
+ "DISFAVOR-ROLL": "Disfavor Roll",
+
+ "DIVINE-LORE": "Divine Lore",
+ "LORE-OF-MANANN": "Lore of Manann",
+ "LORE-OF-MORR": "Lore of Morr",
+ "LORE-OF-MYRMIDIA": "Lore of Myrmida",
+ "LORE-OF-RANALD": "Lore of Ranald",
+ "LORE-OF-SHALLYA": "Lore of Shallya",
+ "LORE-OF-SIGMAR": "Lore of Sigmar",
+ "LORE-OF-TAAL-RHYA": "Lore of Taal & Rhya",
+ "LORE-OF-ULRIC": "Lore of Ulric",
+ "LORE-OF-VERENA": "Lore of Verena",
+ "MARK-ROLL": "Mark Roll",
+ "MARKS": "Marks",
+ "NO-MARKS": "Don't use Marks optional rule",
+ "USE-MARKS": "Use Marks optional rule",
+ "MARKS-OF-THE-GODS": "Marks of the Gods",
+ "MARKS-OF-MANANN": "Marks of Manann",
+ "MARKS-OF-MORR": "Marks of Morr",
+ "MARKS-OF-MYRMIDIA": "Marks of Myrmida",
+ "MARKS-OF-RANALD": "Marks of Ranald",
+ "MARKS-OF-SHALLYA": "Marks of Shallya",
+ "MARKS-OF-SIGMAR": "Marks of Sigmar",
+ "MARKS-OF-TAAL-RHYA": "Marks of Taal & Rhya",
+ "MARKS-OF-ULRIC": "Marks of Ulric",
+ "MARKS-OF-VERENA": "Marks of Verena",
+ "MARKS-OF": "Marks of",
+ "MANANN": "Manann",
+ "MORR": "Morr",
+ "MYRMIDIA": "Myrmida",
+ "RANALD": "Ranald",
+ "SHALLYA": "Shallya",
+ "SIGMAR": "Sigmar",
+ "TAAL-RHYA": "Taal & Rhya",
+ "ULRIC": "Ulric",
+ "VERENA": "Verena",
+ "BEASTS": "Beasts",
+ "DEATH": "Death",
+ "FIRE": "Fire",
+ "HEAVENS": "the Heavens",
+ "LIFE": "Life",
+ "LIGHT": "Light",
+ "METAL": "Metal",
+ "SHADOW": "Shadow",
+ "NO-LORE": "No Lore selected",
+ "GM-DISCRETION": "GM's discretion",
+ "MARK-GM-DISCRETION": "Mark at GM's discretion",
+
+ "MARK-MANANN-1": "
Fishy: You are infused with the odours of the sea. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-MANANN-2": "
Pelagic Yearning: You long for the open seas. When not on, or surrounded by, the sea, your Will Power is reduced by 5%.",
+ "MARK-MANANN-3": "
Seaweed Growth: Holy seaweed thrives somewhere on your body. At the GM's discretion, this may apply a -10% penalty to Fellowship Tests in som social situations.",
+ "MARK-MANANN-4": "
Tidal: You are bound to the changing tides. During low tide, you reduce your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. At high tide, increase your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. All other times, and when far from sea, your Characteristics are unchanged.",
+ "MARK-MANANN-5": "
Manann's Mien: You grow taller, your hair darkens, and you develop a brimy smell. You grow larger, increasing your height by 1d10/2 inches and adding 2d10 pounds to your weight. As well, permanently increase your Strength Characteristic by 5%.",
+ "MARK-MANANN-6": "
Piscine Charisma: You become intensely attractive to fish of all kinds. They greet you in open-mouthed wonder and shoal around you in docile masses when you are in the water. For this reason, albatrosses and other seabirds like you. Add +20% to Charm Animal Tests made to interact with sea birds.",
+ "MARK-MANANN-7": "
Rip Tides: Large bodies of water twist and churn in your presence. All Swim Tests made by others with 4 yards (2 squares) of you take a -20% penalty, and a -10% penalty if between 4 and 12 yards (3-6 squares).",
+ "MARK-MANANN-8": "
Webbed: Your toes and fingers become webbed. Gain a +20% bonus to Swim Tests.",
+ "MARK-MANANN-9": "
One With the Sea: Manann reveals the secrets of his realm. You cannot drown in seawater; any time you would drown, you are instead reduced to 0 Wounds and are Helpless, and either float to the surface or wash up on shore. You also add +10% bonus to all Sail, Row, and Navigation Tests whilst at sea.",
+ "MARK-MANANN-10": "
Marked by Manann: A trided, Crown, Wave, or Albatross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channellin Tests when using the Lore of Manann, and a +10% bonus to Fellowship Tests when dealing with other Manannites if they can see the mark.",
+ "MARK-MORR-1": "
Enervated: Your muscles weaken. Permanently reduce your Strength Characteristic by 5%.",
+ "MARK-MORR-2": "
Distracted by Death: Your preoccupation with morbid subjects makes others uncomfortable around you. When interacting with individuals who are not priests in the cult of Morr, you take a -10% penalty to Fellowhip Tests.",
+ "MARK-MORR-4": "
Disturbing Visions: You are plagued by disconnected visions that you know to be portentous, but cannot understand. You take a -10% to Perception tests. Once per day, you may gain a +10% bonus to any single test.",
+ "MARK-MORR-3": "
Skeletal: Your face and scalp draw tightly to your skull. You take a -10% penalty to Charm Tests, but gain a +10% bonus to Intimidate Tests.",
+ "MARK-MORR-5": "
Morr's Mien: You grow taller, your hair darkens, and your skin pales, becoming cool to the touch. You grow larger, gaining 1d10/2 inches in height. As well, increase your Will Power Characteristic by 5%.",
+ "MARK-MORR-6": "
Flock of Ravens: Wherever you go, there always seem to be ravens present. Under most circumstances, they appear in places where one might expect them. Whilst indoors, you see them through windows, and underground, you may see raven cave paintings with disturbing regularity. You gain a +20% bonus to Charm Animal Tests made when interacting with ravens.",
+ "MARK-MORR-7": "
Dead Eyes: A single glance causes others to flinch. Gain the Unsettling Talent.",
+ "MARK-MORR-8": "
Morr's Servant: Sentient Undead shy from your presence. Any creature with the Undead Talent
and a Will Power Characteristic must make a Will Power Test or suffer from Fear. This ignores the Undead Talent's normal exemption to Fear.",
+ "MARK-MORR-9": "
Enlightened: You have gazed beyond the Portal and no longer fear death. Gain the Fearless Talent.",
+ "MARK-MORR-10": "
Marked by Morr: A Rose, Portal, or Raven mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Morr, and a +10% bonus to Fellowship Tests when dealing with other Morrians if they can see the mark.",
+ "MARK-MYRMIDIA-1": "
Vengeful: You become deeply vengeful, which blinds your reason. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-MYRMIDIA-2": "
Rites of War: You feel obliged to recite terms of war before any battle, an act that takes a Full Action. until you complete this honourable rite in combat, you take a -5% penalty to Weapon Skill Tests.",
+ "MARK-MYRMIDIA-3": "
Calculating: You coldly weigh the strengths and weaknesses of all you meet. You take a -10% penalty to Fellowship Tests made to deal with those who you meet for the first time.",
+ "MARK-MYRMIDIA-4": "
Righteous Fury: You punish the wicked, for you are honourable and true. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, but gain a +10% bonus to both Strength and Willpower Tests for the duration of the encounter.",
+ "MARK-MYRMIDIA-5": "
Myrmidia's Mien: Your skin darkens to a deep tan that glints coppery in the light. You grow larger, gaining 1d10/2 inches in height. You also gain a +10% bonus to Command Tests.",
+ "MARK-MYRMIDIA-6": "
Eagle Friend: Eagles like you. You gain a +20% bonus to Charm Animal Tests made when interacting with eagles.",
+ "MARK-MYRMIDIA-7": "
Eagle Eyes: Your irises darken and your eyes become exceptionally sharp. You gain a +20% bonus to Perception Tests involving sight.",
+ "MARK-MYRMIDIA-8": "
Fanatical Love: In combat, you may select one ally as a free action. That ally must have a religious symbol of Myrmidia in plain view. For that round, the ally gains a +10% bonus to all Will Power Tests.",
+ "MARK-MYRMIDIA-9": "
War-honed: Myrmidia reveals the secret of facing war with courage and honour. You gain the Stout-hearted Talent.",
+ "MARK-MYRMIDIA-10": "
Marked by Myrmidia: A Shield and Spear mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Myrmidia, and a +10% bonus to Fellowship Tests when dealing with other myrmidians if they can see the mark.",
+ "MARK-RANALD-1": "
Weak Willed: You become a slave to your passions. Permanently reduce your Will Power Characteristic by 1d10%",
+ "MARK-RANALD-2": "
Liar: You are loathe to tell the truth. Gain a +10% bonus to Blather Tests.",
+ "MARK-RANALD-3": "
Knavish: You exhibit all the untrustworthy characteristics that nobles and priests find repugnant. You take a -10% penalty to all Fellowship Tests when interacting with these individuals.",
+ "MARK-RANALD-4": "
Lithe: You become more wity and nimble. Increase your Agility Characteristic by 1d10%, but reduce your Toughness by the same amount. in addition, you lose 2d10 pounds.",
+ "MARK-RANALD-5": "
Ranald's Mien: You become leaner, your hair and skin darken, and you always seem to smile mischievously. Lose 2d10 pounds, but permanently increase your Fellowship Characteristic by 1d10%",
+ "MARK-RANALD-6": "
Cat Friend: Wherever you go, you seem to attract cats. Moments after entering a community, at least one cat finds you. Each day you remain in the same community, (1d10/2)-1 more cats show up. These cats do not fight on your behalf, but are friendly to you, giving you a +20% bonus to Charm Animal Tests involving these animals. Should you leave the community, the cats do not, generally, follow.",
+ "MARK-RANALD-7": "
Forgettable: People who do not know you find it hard to remember anything more than your disarming smile and flashing eyes. Those who interact with you closely for several hours must pass an Intelligence Test to recall further details.",
+ "MARK-RANALD-8": "
Ranald's Luck: Whenever you use a Fortune Point, roll a d10. If you roll 8, 9, or 10, the Fortune Point works as normal, but isn't spent.",
+ "MARK-RANALD-9": "
Irreverent: Ranald reveals to you the great joke of life. Whenever you are influenced by Fear, Terror, Intimidate, or the Unsettling Talent, and you fail a Will Power Test, you immediately burst into fits of uncontrollable laughter, and ignore the effect. However, whilst laughing (which lasts for 1d10 rounds), you take a -10% penalty to all tests and reduce your Movement Characteristic by 1.",
+ "MARK-RANALD-10": "
Marked by Ranald: A cross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ranald, and a +10% bonus to Fellowship Tests when dealing with other Ranaldans if they can see the mark.",
+ "MARK-SHALLYA-1": "
Pacifist: You find it very hard to even think of striking another. Permanently reduce your Weapon Skill and Ballistic Skill Characteristics by 5%.",
+ "MARK-SHALLYA-2": "
Bleeding Heart: Whenever you are in the vicinity of a creature that is suffering, you take a -10% penalty to all Will Power Tests. Should you leave the suffering individual untended, the penalty increases to -20% and it remains for 24 hours.",
+ "MARK-SHALLYA-3": "
Fear of the Fly Lord: Insects and other agents of decay make you deeply uncomfortable. While in the presence of a swarm of flies, maggots, roaches, or similar critteers, you take a -10% penalty to all Will Power Tests.",
+ "MARK-SHALLYA-4": "
Unworthiness: You always feel you have somehow failed those around you, especially if you could not heal their wounds or save their lives. You take a -10% penalty to Fellowship Tests made to interact with others because of your constant self-deprecating ways.",
+ "MARK-SHALLYA-5": "
Shallya's Mien: Your hair lightens, your eyes flow with holy tears and your face appears innocent. Henceforth, you take a -10% penalty on Perception and Search Tests, but you permanently increase your Fellowship Characteristic by %%. In addition, whenever you make a Heal Test, you repair 1 extra Wound.",
+ "MARK-SHALLYA-6": "
Peaceful Demeanour: You exude peace and tranquillity. Ordinary animals will never attack you unles syou first attack them.",
+ "MARK-SHALLYA-7": "
Healing Hands: Your hands are cool and soothing to the touch. Whenever you make a Heal Test, you repair an additional 2 Wounds.",
+ "MARK-SHALLYA-8": "
Tranquil Aura: Your presence calms aggressive tendencies. All creatures within 4 yards (2 squares) take a -10% penalty to Weapon Skill and Ballistic Skil Tests. This aura does not work on Daemons or Undead.",
+ "MARK-SHALLYA-9": "
Emboldened: You fundamentally understand Shallya's Mercy, and would martyr yourslef rather than retreat from your duties. So long as there are allies or innocents to help and protect, you may act normally when suffering from Fear or Terror, so long as your actions invlude healing those in need, warding their bodies from blows (but not attacking), helping theem reac safety, and the like.",
+ "MARK-SHALLYA-10": "
Marked by Shallya: A Dove, Heart, or Drop of Blood mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Shallya, and a +10% bonus to Fellowship Tests when dealing with other Shallyans if they can see the mark.",
+ "MARK-SIGMAR-1": "
Stubborn: You single-mindedly pursue Sigmar's cause, no matter the consequences. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-SIGMAR-2": "
Hammer Bearer: When wielding a hammer Hand Weapon or Great Weapon, you deal +1 damage. However, you take a -10% penalty to all Ballistic Skill Tests.",
+ "MARK-SIGMAR-3": "
Suspicious: Anyone may be a servant of the Dark Powers. You take a -10% penalty to all Fellowship Tests the first time you meet an individual.",
+ "MARK-SIGMAR-4": "
Grudge Bearer: You really bear grudges. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, byt gain a +10% bonus to both Strength and Will Power Tests for the duration of the encounter.",
+ "MARK-SIGMAR-5": "
Sigmar's Mien: Your hair lightens, your body bulks out and your eyes turn blue. You permanently gain 1d10/2 inches in height, 2d10 pounds in weight, and increase your Toughness Characteristic by 5%.",
+ "MARK-SIGMAR-6": "
Dawongr(Dwarf Friend): Your manner reminds Dwarfs of their ancient promises to Sigmar. You gain a +10% bonus to all Fellowship Tests made when interacting with Dwarfs.",
+ "MARK-SIGMAR-7": "
Greenskin Animosity: The thought of Greenskins fills you with righteous anger. Gain the Grudge-born Fury Talent.",
+ "MARK-SIGMAR-8": "
Symbol of Unity: Your presence inspires others with nationalistic pride. The first time during an encounter that a citizen of the Empire that is within 6 yards (3 squares) makes a Weapon Skill or Ballistic Skill Test against another citizen of the Empire, he takes a -10% penalty.",
+ "MARK-SIGMAR-9": "
Enlightened: Sigmar fills you with his divine purpose. When combating Greenskins or servants of Chaos, you automatically pass all Will Power Tests.",
+ "MARK-SIGMAR-10": "
Marked by Sigmar: A Comet or Hammer mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Sigmar, and a +10% bonus to Fellowship Tests when dealing with other Sigmarites if they can see the mark.",
+ "MARK-TAAL-RHYA-1": "
Wild Mind: Your thoughts are preoccupied with the passing seasons and baser needs. Permanently reduce your Intelligence Charactereistic by 5%.",
+ "MARK-TAAL-RHYA-2": "
Little Friends: Small animals, such as rodents and little birds, are attracted to you. They can be inconvenient, as they nibble everything and leave droppings everywhere. You take a -10% penalty to Fellowship Tests in social situations where such creatures are inappropriate.",
+ "MARK-TAAL-RHYA-3": "
Plant Growth: Holy plant life thrives somwhere on your body. At the GM's discretion, this may apply a -10% penalty yo Fellowship Tests in some social situations.",
+ "MARK-TAAL-RHYA-4": "
Seasonal: You are bound to the passing seasons. During the winter, you reduce your Wounds Characteristic by 2 and your Movement Characteristic by 1. In the autumn, you reduce your Wounds Characteristic by 1. In the spring, you increases your Wounds Characteristic by 1. In the summer, you increase your Wounds Characteristic by 2 and your Movement Characteristic by 1.",
+ "MARK-TAAL-RHYA-5": "
Taal or Rhya's Mien: You have an equal chance of assuming the likeness of Taal or Rhya. If Taal, you grow tall, strong, with shaggy hair. If Rhya, you become more curvaceous, with long flaxen hair, and appealing features. In either case, grow 1d10/2 inches taller and 2d10 pounds heavier. In addition, permanently increase your Fellowship Characteristic by 5%.",
+ "MARK-TAAL-RHYA-6": "
Animal Friend: Animals see you as one of their own, and never attack you evn if you attack them first. Unusual or controlled animals must pass a Challenging (-10%) Will Power Test to attack you.",
+ "MARK-TAAL-RHYA-7": "
Enlivened Flora: Wnever you remain in a natural setting for more than 1 round, all living plants within 4 yards (2 squares) grow healthy and lush. Whilst you are unaffected by this verdant growth, the area counts as difficult terrain afterwards, halving movement through it.",
+ "MARK-TAAL-RHYA-8": "
Tranquil Fauna: Animals are calmed by your presence. You gain a +10% bonus to Animal Care and Animal Training Tests.",
+ "MARK-TAAL-RHYA-9": "
Beast Senses: Taal or Rhya reveals the world around you as they see it. Gain the Keen Senses Talent.",
+ "MARK-TAAL-RHYA-10": "
Marked by Taal or Rhya: An Antlet, Axe, Coil of Live, Sheaf, or Bow and Arrow mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Taal & Rhya, and a +10% bonus to Fellowship Tests when dealing with other Taalites or Rhyans if they can see the mark.",
+ "MARK-ULRIC-1": "
Berserker: Each round in combat, you must pass a Will Power Test or immediately enter a Frenzy as if you had the Frenzy Talent.",
+ "MARK-ULRIC-2": "
Claws: You grow wickedly sharp claws. Permanently reduce your Ballistic Characteristic by 5%. Gain the Natural Weapons Talent.",
+ "MARK-ULRIC-3": "
Wolf's Eyes: You gain the clear, blue eyes of a Winter Wolf. You gain the Night Vision Talent, but can now only see in black and white.",
+ "MARK-ULRIC-4": "
Predator: Those around you become uncomfortable, instinctively aware that a killer is in their midst. You take a -10% penalty to Charm Tests, but gain a +10% bonus on Intimidate Tests.",
+ "MARK-ULRIC-5": "
Ulric's Mien: Your hair dakens, your body bulks, and you skin pales, becoming icy-cold. You grow 1d10/2 inches taller and 2 d10 pounds heavier. In addition, permanently increase your Strength Characteristic by 5%.",
+ "MARK-ULRIC-6": "
Wolf Friend: You attract a wolf companion. This creature is loyal and fights on your behalf. Should you treat the wolf poorly, it abandons you. You can gain this mark multiple times. Each time, you gain an additional wolf.",
+ "MARK-ULRIC-7": "
Pack Leader: You gain a measure of Ultic's undeniable authority. You gain a +10% bonus to all Command Tests.",
+ "MARK-ULRIC-8": "
One with the Wild: Ulric reveals the world around you as he sees it. You gain a +10% bonus to all Outdoor Survival Tests.",
+ "MARK-ULRIC-9": "
Ulric's Servant: Touched by Ulric, you no longer suffer the harmful effects of cold - except when it's triggered by a Wrath of God.",
+ "MARK-ULRIC-10": "
Marked by Ulric: A Wolf mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ulric, and a +10% bonus to Fellowship Tests when dealing with other Ulricans if they can see the mark.",
+ "MARK-VERENA-1": "
Savant: Your intellectual superiority makes it difficult for you to connect with others. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-VERENA-2": "
Daemon's Advocate: You can't help expressing alternative stances. If you allow an opinion or argument to be stated without countering it and balancing matters, take a -10% penalty yo all Will Power Tests for 24 hours.",
+ "MARK-VERENA-3": "
Just Heart: Whenever you see injustice, you must speak out against it unless you pass a Challenging (-10%) Will Power Test.",
+ "MARK-VERENA-4": "
Piercing Gaze: Your all-seeing eyes bore into everything around you. You gain a +10% bonus to all Perception Tests relying on sight, but take a -10% penalty on Charm Tests.",
+ "MARK-VERENA-5": "
Verena's Mien: Your back straightens, eyes clear and your face gains a dignified appearance. You grow 1d10/2 inches taller. In addition, permanently increase your Intelligence Characteristic by 5%.",
+ "MARK-VERENA-6": "
Owl Friend: Owls like you. You gain a +20% bonus on Charm Animal Tests made against owls.",
+ "MARK-VERENA-7": "
Eidetic Recall: With a successful Intelligence Test, you can perfectly recall any text you have read. You also gain a +20% bonus to all other tests involving memory.",
+ "MARK-VERENA-8": "
Voice of Wisdom: Your voice carried the wisdom of Verena Herself. Double the number of people you can affect with a Charm Test.",
+ "MARK-VERENA-9": "
Enlightened: Verena grants you a small portion of her wisdom. You gain a +10% bonus to all Academic Knowledge Tests that you have selected as skills. As well, you may attempt Academic Knowledge Tests outside of your fields of study, alebeit at a -20% penalty.",
+ "MARK-VERENA-10": "
Marked by Verena: An Owl, Scales, or Sword mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Verena, and a +10% bonus to Fellowship Tests when dealing with other Verenans if they can see the mark.",
- "character-profile":"Character Profile",
- "main-profile":"Main Profile",
- "main":"Main",
-
- "abbreviate-weapon-skill":"WS",
- "abbreviate-ballistic-skill":"BS",
- "abbreviate-strength":"S",
- "abbreviate-toughness":"T",
- "abbreviate-agility":"Ag",
- "abbreviate-intelligence":"Int",
- "abbreviate-will-power":"WP",
- "abbreviate-fellowship":"Fel",
-
- "starting":"Starting",
- "talents":"Talents",
- "advance":"Advance",
- "current":"Current",
-
- "secondary-profile":"Secondary Profile",
- "secondary":"Secondary",
-
- "abbreviate-attacks":"A",
- "abbreviate-wounds":"W",
- "abbreviate-strength-bonus":"SB",
- "abbreviate-toughness-bonus":"TB",
- "abbreviate-movement":"M",
- "abbreviate-magic":"Mag",
- "abbreviate-insanity-points":"IP",
- "abbreviate-fate-points":"FP",
-
- "combat":"Combat",
- "initiative":"Initiative",
- "wounds":"Wounds",
- "fortune":"Fortune",
- "move":"Move",
- "charge":"Charge",
- "run":"Run",
- "leap":"Leap",
-
- "abbreviate-initiative":"Init",
-
- "check-luck":"Check if you have the Luck Talent",
- "talent-name":"Talent Name",
- "description":"Descripton",
- "skills":"Career Main Profile",
- "knowledge-and-language-skills":"Knowledge and Language Skills",
- "skill-name":"Skill Name",
-
- "abbreviate-characteristic":"Char",
-
- "training":"Training",
- "misc":"Misc",
- "total":"Total",
- "roll":"Roll",
-
- "abbreviate-gm":"GM",
-
- "common-knowledge-any":"Common Knowledge (any)",
- "common-knowledge":"Common Knowledge",
- "trained":"Trained",
- "perform-trade-and-other-skills":"Perform, Trade, and Other Skills",
-
- "basic":"Basic",
- "special-rules":"Special Rules",
- "name":"Name",
-
- "basic-skills":"Basic Skills",
- "animal-care":"Animal Care",
- "charm":"Charm",
- "command":"Command",
- "concealment":"Concealment",
- "consume-alcohol":"Consume Alcohol",
- "disguise":"Disguise",
- "drive":"Drive",
- "evaluate":"Evaluate",
- "gamble":"Gamble",
- "gossip":"Gossip",
- "haggle":"Haggle",
- "intimidate":"Intimidate",
- "outdoor-survival":"Outdoor Survival",
- "preception":"Perception",
- "ride":"Ride",
- "row":"Row",
- "scale-sheet-surface":"Scale Sheer Surface",
- "search":"Search",
- "silent-move":"Silent Move",
- "swim":"Swim",
-
- "advanced-skills":"Advanced Skills",
- "animal-training":"Animal Training",
- "blather":"Blather",
- "chanelling":"Chanelling",
- "charm-animal":"Charm Animal",
- "dodge-blow":"Dodge Blow",
- "follow-trail":"Follow Trail",
- "heal":"Heal",
- "hypnotism":"Hypnotism",
- "lip-reading":"Lip Reading",
- "magical-sense":"Magical Sense",
- "navigation":"Navigation",
- "pick-lock":"Pick Lock",
- "prepare-poison":"Prepare Poison",
- "read-and-write":"Read and Write",
- "sail":"Sail",
- "set-trap":"Set Trap",
- "shadowing":"Shadowing",
- "sleight-of-hand":"Sleight of Hand",
- "torture":"Torture",
- "vetroloquism":"Ventriloquism",
-
- "astrology":"Astrology",
- "star-sign":"Star Sign",
- "doom":"Doom",
- "appearance":"Appearance",
- "gender":"Gender",
- "build":"Build",
- "age":"Age",
- "attr-height":"Height",
- "weight":"Weight",
- "eyes":"Eyes",
- "skin":"Skin",
- "hair":"Hair",
- "history":"History",
-
- "miscellaneous-notes":"Miscellaneous Notes",
-
- "starting-career":"Starting Career",
- "career-name":"Career Name",
- "career-main-profile":"Career Main Profile",
-
- "weapon-skill":"Weapon Skill",
- "ballistic-skill":"Ballistic Skill",
- "strength":"Strength",
- "toughness":"Toughness",
- "agility":"Agility",
- "intelligence":"Intelligence",
- "will-power":"Will Power",
- "fellowship":"Fellowship",
-
- "career-secondary-profile":"Career Secondary Profile",
- "attacks":"Attacks",
- "strength-bonus":"Strength Bonus",
- "toughness-bonus":"Toughness Bonus",
- "movement":"Movement",
- "magic":"Magic",
- "insanity-points":"Insanity Points",
- "fate-points":"Fate Points",
-
- "career-skills":"Career Skills",
- "career-talents":"Career Talents",
- "career-exits":"Career Exits",
-
- "second-career":"Second Career",
- "third-career":"Third Career",
- "fourth-career":"Fourth Career",
- "fifth-career":"Fifth Career",
-
- "melee-weapons":"Melee Weapons",
-
- "abbreviate-proficiency":"Prof?",
-
- "weapon":"Weapon",
- "craftsmanship":"Craftsmanship",
- "ws-bonus":"WS Bonus",
- "to-hit":"To Hit",
- "damage":"Damage",
- "impact":"Impact",
- "defensive":"Defensive",
- "qualities":"Qualities",
-
- "attack":"Attack",
- "parry":"Parry",
-
- "poor":"Poor",
- "common":"Common",
- "good":"Good",
- "best":"Best",
-
- "abbreviate-attack":"Atk",
- "abbreviate-damage":"Dmg",
- "abbreviate-parry":"Pry",
-
- "ranged-weapons":"Ranged Weapons",
- "bs-bonus":"BS Bonus",
- "type":"Type",
- "reload":"Reload",
- "range":"Range",
- "ammo":"Ammo",
- "shoot":"Shoot",
- "throw":"Throw",
- "free":"Free",
- "half":"Half",
- "full-number":"{{0}} Full",
- "critical-hit":"Critical Hit",
- "critical-roll":"Critical Roll",
- "critical":"Critical",
-
- "petty":"Petty",
- "lesser":"Lesser",
- "arcane":"Arcane",
- "divine":"Divine",
- "runes":"Runes",
-
- "perform-chanelling":"Take a Half Action to perform Chanelling",
-
- "spell-name":"Name",
- "casting-number":"Casting Number",
- "casting-time":"Casting Time",
- "duration":"Duration",
- "target":"Target/AoE",
- "none":"None",
- "1d10magic":"1d10 + Magic",
- "spell-healing":"Spell Healing",
- "cast":"Cast",
- "ingredient-bonus":"Ingredient Bonus",
- "ingredient":"Ingredient",
- "spell-damage":"Spell Damage",
- "spell-description":"Spell Description",
-
- "petty-spell":"Petty Spell",
- "lesser-spell":"Lesser Spell",
- "arcane-spell":"Arcane Spell",
- "divine-spell":"Divine Spell",
-
- "rune":"Rune",
- "inscription-number":"Inscription Number",
- "empowerment":"Empowerment",
- "inscribe":"Inscribe",
- "permanent-rune-description":"Permanent Rune Description",
- "temporary-rune-description":"Temporary Rune Description",
-
- "coin-carried":"Coin Carried",
- "brass-pennies-bp":"Brass Pennies (BP)",
- "silver-shillings-ss":"Silver Shillings (SS)",
- "gold-crowns-gc":"Gold Crowns (GC)",
- "total-gc-value":"Total GC Value",
- "exchange-rate":"Exchange Rate",
- "exchange-rate-description":"240 brass pennies = 20 silver shilling = 1 gold crown",
-
- "encumbrance":"Encumbrance",
- "trappings":"Trappings",
- "coin":"Coin",
- "other":"Other",
- "carrying-capacity":"Carrying Max",
- "push-drag-lift":"Push/Drag/Lift",
- "encumbered":"Encumbered",
- "dwarf":"Dwarf",
- "dwarf-encumbrance":"Dwarves can carry twice as much as other characters.",
-
- "encumbrance-description":"Encumbrance entered in each row below is:",
- "encumbrance-choice1":"The total encumbrance of the row (ignoring quantity)",
- "encumbrance-choice2":"Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
-
- "page1":"Page 1",
- "page2":"Page 2",
- "page3":"Page 3",
- "show-all":"Show All",
-
- "row-nr":"Row #",
- "carried-question":"Carried?",
-
- "abbreviate-quantity":"Qty",
-
- "treasure-loot-inventory-notes":"Treasure/Loot/Inventory Notes",
- "protective-item":"Protective Items",
- "head":"Head",
- "worn":"Worn",
- "armor-type":"Armor Type",
- "armor-points":"Armor Points",
- "magic-bonus":"Magic Bonus",
- "total-ap":"Total AP",
-
- "leather":"Leather",
- "mail":"Mail",
- "plate":"Plate",
- "torso":"Torso",
- "arms":"Arms",
- "legs":"Legs",
-
- "armor-penalties":"Armor Penalties",
- "armor-penalties-description1":"Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
- "armor-penalties-description2":"Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
-
- "hit-locations":"Hit Locations",
- "left-arm":"Left Arm",
- "left-leg":"Left Leg",
- "right-arm":"Right Arm",
- "right-leg":"Right Leg",
-
- "advanced-skill":"Advanced Skill",
- "basic-skill":"Basic Skill",
- "knowledge-skill":"Knowledge Skill",
- "various-skill":"Various Skill",
-
- "blood-loss":"Blood Loss",
- "bleeding":"Bleeding",
-
- "casting-test":"Casting Test",
- "outcome":"Outcome",
- "spellcasting-succeeds":"Spellcasting succeeds",
-
- "hit-left-arm":"Hit Left Arm",
- "hit-right-leg":"Hit Right Leg",
- "hit-location-number":"Hit Location {{0}}",
- "hit-right-arm":"Hit Right Arm",
- "damage-number":"Damage {{0}}",
- "hit-left-leg":"Hit Left Leg",
- "hit-body":"Hit Body",
- "hit-head":"Hit Head",
-
- "target-number":"Target Number",
- "attack-roll":"Attack Roll",
- "miss":"Miss",
- "parry-roll":"Parry Roll",
- "failure":"Failure",
- "spellcasting-fails":"Spellcasting fails",
- "test-result":"Test Result",
-
- "characteristic":"Characteristic"
+ "MARK-BEASTS-1": "
Aloof: Others find you emotionally detached and somewhat rude. Take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-BEASTS-2": "
Restless: You tend not t stay in one place for long, always needing to move about. It's worse when you're in closed spaces.",
+ "MARK-BEASTS-3": "
Dirty: For some reason, you attract dirt and you can never fully get clean.",
+ "MARK-BEASTS-4": "
Hairy: You grow thick hair all over your body. When you shave it off, it regrows quickly.",
+ "MARK-BEASTS-5": "
Feral: Your nails thicken and lenthen and your teeth grow pointed. You have a wild-eyed appearance others find unsettling. You take a -5% penalty to all Fellowship Tests made when interacting non-magic using Humans.",
+ "MARK-BEASTS-6": "
Aura of Savagery: Domesticated animals tend to turn angry, almost violent, while in your presence. All Animal Care and Animal Training Tests made by you or others while you are within 12 yards (4 squares) have their difficulty worsened by one step.",
+ "MARK-BEASTS-7": "
Musk: You exude a strong musky smell that puts others off. You take a -10% penalty to Fellowship Tests when interacting with Nobles, priests, and others of the upper class.",
+ "MARK-BEASTS-8": "
Brutish: You lack refinement and grace, imposing a -5% penalty to your Intelligence or Fellowship Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-BEASTS-9": "
Small Friends: You attract small, though harmless, animals like squirrels, mice, small birds, and so on. They seem to show up when least appropriate, leaving droppings in food and drink, and causing a nuisance. As a result, when in social situations where such creatures aren't appropriate, you take a -5% penalty to Fellowship Tests.",
+ "MARK-BEASTS-10": "
Mark of Ghur: The rune of
Ghur appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Beasts.",
+ "MARK-DEATH-1": "
Pallor: You sallow appearance, with pale skin and almost jaundiced eyes.",
+ "MARK-DEATH-2": "
Clammy Skin: You have cold skin. Asleep, you could be mistaken for dead.",
+ "MARK-DEATH-4": "
Dead Eyes: Your eyes are those of a dead man.",
+ "MARK-DEATH-3": "
Graveyard Stench: You stink of the grave. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-DEATH-5": "
Aura of Death: All plantswithin when you are within 4 yards (2 squares). This extends to equipment that derives from plant materials, worsening craftsmanship by one stop (to a maximum of Poor).",
+ "MARK-DEATH-6": "
Skull-like Visage: Your skin draws tightly to your skill. You take a -5% penalty to Fellowship Tests.",
+ "MARK-DEATH-7": "
Skeletal Fram: Your body muscle mithers, imposing a -5% penalty to your Strength or Toughness Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-DEATH-8": "
Voice of the Dead: Your voice changes so that when you speak, it is in an unsettling whisper. You take a -5% penalty to Animal Training and Fellowship Tests.",
+ "MARK-DEATH-9": "
Haunted: Voices and apparitions of the dead follow you everywhere, distracting you. Take a -10% penalty to Perception Tests.",
+ "MARK-DEATH-10": "
Mark of Shyish: The rune of
Shyish appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Death.",
+ "MARK-FIRE-1": "
Temper: You have a quick temper, losing your cool at the slightest provocation.",
+ "MARK-FIRE-2": "
Hyperactive: You can't sit still. You fidget constantly.",
+ "MARK-FIRE-3": "
Red Hair: Your hair and eyebrows turn bright, fiery red.",
+ "MARK-FIRE-4": "
Face Tattoos: Odd markings, like tattoos, appear on your face. Take a -10% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-FIRE-5": "
Flaming Eyes: Your eyes literally smolder with energy. Animals become nervous when you're around. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-FIRE-6": "
Hot Skin: Your skin is always feverish and you have a flushed appearance.",
+ "MARK-FIRE-7": "
Vulnerable to Cold: You are uncomfortable in the cold, taking a -5% penalty to Weapon Skill and Ballistic Skill Tests when exposed to cold climes.",
+ "MARK-FIRE-8": "
Aura of Brimstone: You stink of brimstone. All characters within 4 yards (2 squares) take a -10% penalty to olfactory-based Perception Tests.",
+ "MARK-FIRE-9": "
Raging Temper: You are volatile, more so than others of the Bright Order. You gain 1 Insanity Point and take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-FIRE-10": "
Mark of Aqshy: The rune of
Aqshy appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Fire.",
+ "MARK-HEAVENS-1": "
Zephyr: Small breezes and winds gather about you, causing paper to rustle, dust to swirl up and other such minor effects.",
+ "MARK-HEAVENS-2": "
Feather Light: Azyr loosens the shackles of gravity. Your body weight decreases by 10%. Your appearance remains unchanged.",
+ "MARK-HEAVENS-3": "
White Hair: Your hair turns snow white. Dyes do not hold.",
+ "MARK-HEAVENS-4": "
Blue Eyes: Your eyes change colour to a startling shade of blue. In areas of low-lighting, they faintly glow. Take a -5% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-HEAVENS-5": "
Disturbing Visions: You commonly see disconnected portentous events that are meaningless to you. The constant barrage is distracting, imposing a -5% penalty yo Perception Tests.",
+ "MARK-HEAVENS-6": "
Scentless: Your natural smell is replaced by the scent of fresh air. Reeking fluids, noxious potions and other sources of stench gradually lose their aroma on contact with your person. Whilst this is advantageous after, say, a walk through a filth spattered street, it does serve to make people and animals uncomfortable in your presence. You take a -5% Fellowship penalty when dealing with people, and a -10% Fellowship penalty when dealing with animals. All attempts to track you using scent are considered Hard (-20%).",
+ "MARK-HEAVENS-7": "
Alarming Visions: Whenever you suffer the effects to Tzeentch's Curse, you must succeed on a Challenging (-10%) Will Power Tests to control the sudden flashes of precognition that come with the botched magic. If you fail, you are stunned for 1 round.",
+ "MARK-HEAVENS-8": "
Aura of Tranquillity: You emit a strange, but peaceful, aura that others find calming. Characters within 4 yards (2 squares) take a -5% penalty to Weapon Skill and Ballistic Skill Tests.",
+ "MARK-HEAVENS-9": "
Stargazer: You become agitated when you are unable to scry the stars. The difficulty of all tests involving Academic Knowledge or Will Power increases by you step for each night you fail to observe the night sky for at least half an hour. All accumulated penalties are removed when you are able to study the heavens once more.",
+ "MARK-HEAVENS-10": "
Mark of Azyr: The rune of
Azyr appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of the Heavens.",
+ "MARK-LIFE-1": "
Plant Growth: A small patch of plantlife begins to thrive upon your skin. These growths are inconsequential - mould under the fingernails, ivy in the hair and so on - but they are somewhat peculiar. They may be removed, but always grow back the following day.",
+ "MARK-LIFE-2": "
Barefoot: You can't abide by wearing footwear and you you must, you take a -5% penalty to Agility Tests.",
+ "MARK-LIFE-3": "
Rapid Hair and Nails: Your hair and fingernails grow at an almost alarming rate. You must spend a portion of each day, trimming them back.",
+ "MARK-LIFE-4": "
Green Skin: Your skin changes colour, assuming a greenish hue. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIFE-5": "
Vulnerability to Fire: Fire deals +1 Damage against you.",
+ "MARK-LIFE-6": "
Great Constitution: You gain Resistance to Disease.",
+ "MARK-LIFE-7": "
Metal Revulsion: You can't bear to touch metal objects of any kind. When you do, you must make a Challenging (-10%) Will Power Test or take a -1 cumulative penalty to your Magic Characteristic for 24 hours. You need not take the Test if struck by a metal weapon in combat.",
+ "MARK-LIFE-8": "
Aura of Growth: You emit an aura of growth and health, restoring life and colour to all plants you pass within 4 yards (2 squares). In natural environments, each of these spaces slows movement as if they were difficult terrain, halving movement through it, though you yourself are unaffected.",
+ "MARK-LIFE-9": "
Bound to the Seasons: You are physically affected by the passage of the seasons. In the winter, you take a -2 penalty to your Wounds Characteristic and a -1 penalty to your Movement Characteristic; in the autumn, you take a -1 penalty to your Wounds Characteristic; in the spring, you gain a +1 bonus to your Wounds Characteristic; in the summer, you gain a +2 bonus to your Wounds Characteristic and a +1 bonus to your Movement Characteristic.",
+ "MARK-LIFE-10": "
Mark of Ghyran: The rune of
Ghyran appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Life.",
+ "MARK-LIGHT-1": "
Choral Voice: Your voice becomes suffused with the harmonious vibrations of
Hysh. When you sing, it sounds as if scores of others are singing alongside you.",
+ "MARK-LIGHT-2": "
Eureka!: You inspire small acts of remembrance and deja-vu in those around you. You have no control over this effect, which tends to make non-magic users a little distracted when talking to you.",
+ "MARK-LIGHT-3": "
Pale: Your skin lightens considerably, bordering on semi-translucent.",
+ "MARK-LIGHT-4": "
Erie Eyes: Your eyes change colour, becoming milky white or have a golden luminance. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIGHT-5": "
Arrogant: Your deep knowledge (or rather your opinion about your own education) comes off as arrogant and pretentious. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-LIGHT-6": "
Paranoid: Given your wisdom, you have a deeper understanding of the nature of the Realm of Chaos, making you suspicious of all those around you. You take a -5% penalty to all Fear Tests.",
+ "MARK-LIGHT-7": "
Vulnerability to Darkness: When in areas of low-lighting, you take a -10% penalty to Channelling Tests.",
+ "MARK-LIGHT-8": "
Aura of Light: You give off a radiant energy that makes other light sources glow brighter than normal. All light sources within 4 yards (2 squares) provide light as if one step stronger. For instance, a candle would shed light as a lamp. (See
WFRP, page 117.) However, within such light, all characters take a -20% penalty to Concealment Tests.",
+ "MARK-LIGHT-9": "
Luminescent: You give off a constant soft glow, making it nearly impossible to conceal your movements. You take a -20% penalty yo all Concealment Tests. However, you shed light equal to torchlight (see
WFRP, page 117.).",
+ "MARK-LIGHT-10": "
Mark of Hysh: The rune of
Hysh appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Light.",
+ "MARK-METAL-1": "
Quicksilver Tears: Your tears and sweat take on the appearance of mercury. For all other intents and purposes they remain unchanged from normal tears and sweat.",
+ "MARK-METAL-2": "
Leaden Tongue: Your voice takes on a harsh tone, akin to metal clashing upon metal. Your singing sounds like a gong related accident.",
+ "MARK-METAL-3": "
Golden Skin: Your skin becomes thick, gaining a subtle golden sheen.",
+ "MARK-METAL-4": "
Stiff Limbs: Your limbs stiffen, making it hard to move around. Take a -5% penalty to your Agility Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-5": "
Magic Conductor: You attract magical energy. All characters within 4 yards (2 squares), take a -10% penalty to Will Power Tests made to resist spells.",
+ "MARK-METAL-6": "
Aura of Magnetism: You emit a strange aura that attracts metals to your flesh. Enemies trying to strike you gain a +5% bonus to Weapon Skill and Ballistic Skill Tests, though anyone else within 4 yards (2 squares) who tries to strike someone other than you takes a -5% penalty on all Weapon Skill and Ballistic Skill Tests.",
+ "MARK-METAL-7": "
Mechanical: When you interact with an animal, it sees you as an object rather than a creature. Animals will only attack you if you first attack them.",
+ "MARK-METAL-8": "
Greater Golden Skin: Your skin hardens into a thick shell. You take a -20% penalty to your Agility Characteristic and a -1 penalty to your Movement Characteristic, but you gain 1 Armour Point to all locations. These points stack with all other forms of Armour, but not leather or studded leather (see page 17 in
Old World Armoury). Modify your starting profile accordingly.",
+ "MARK-METAL-9": "
Slow: You have a hard time moving around. Take a -2 penalty to your Movement Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-10": "
Mark of Chamon: The rune of
Chamon appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Metal.",
+ "MARK-SHADOW-1": "
Flicker: Light seems uncomfortable in your presence. Candles flicker, lanterns dim and fires burn low when you are around.",
+ "MARK-SHADOW-2": "
Trickster: You cloak yourself in deception and misdirection, making you untrustworthy to others. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-3": "
Mantle of Mist: Mist, fog, smoke and other vapours seem drawn to your side. This adds a +5% bonus to Intimidate Tests made in fog banks and other suitable conditions, but does mean you tend to reek of smoke all the time.",
+ "MARK-SHADOW-4": "
Aspect of Ulgu: Your frame lightens and tightens whilst your hair colour changes to grey.",
+ "MARK-SHADOW-5": "
Forgettable: People can't seem to remember your face. Characters who've met you must succeed on an Intelligence Tests to recall who you are.",
+ "MARK-SHADOW-6": "
Disturbing Eyes: Your eyes become grey and swirl with unnatural darkness. You gain a +5% bonus to Intimidate Tests.",
+ "MARK-SHADOW-7": "
Insubstantial: Your body becomes slightly insubstantial. You gain a +10% bonus to Concealment Tests, but you take a -5% penalty to your Toughness Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-8": "
Unnatural Shadow: Your shadow does not behave itself - moving often of it's own accord. The shifting wrongness of your shadow puts folk ill at ease, imposing a -10% penalty to Fellowship Tests made when interacting with non-magic users. Worse, superstitious peasants will need convincing that you are not a Daemon.",
+ "MARK-SHADOW-9": "
Shrouded: Your body draws shadows towards it. You gain a +10% bonus to Concealment Tests.",
+ "MARK-SHADOW-10": "
Mark of Ulgu: The rune of
Ulgu appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Shadow.",
+
+ "ARCANE-MARK": "Arcane Mark",
+
+ "CHARACTERISTIC": "Characteristic"
}
diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/af.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/af.json
index e0d76c9eea..5b2a49ac0f 100644
--- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/af.json
+++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/af.json
@@ -1,286 +1,787 @@
{
- "character-name": "Character Name",
- "career": "Career",
- "career-path": "Career Path",
- "race": "Race",
- "religion": "Religion",
- "concept": "Concept",
- "advancements": "Advancements",
- "xp": "XP",
- "core-stats": "Core Stats",
- "background": "Background",
- "weapons": "Weapons",
- "armor": "Armor",
- "spellbook": "Spellbook ",
- "inventory": "Inventory",
- "character-profile": "Character Profile",
- "main-profile": "Main Profile",
- "main": "Main",
- "abbreviate-weapon-skill": "WS",
- "abbreviate-ballistic-skill": "BS",
- "abbreviate-strength": "S",
- "abbreviate-toughness": "T",
- "abbreviate-agility": "Ag",
- "abbreviate-intelligence": "Int",
- "abbreviate-will-power": "WP",
- "abbreviate-fellowship": "Fel",
- "starting": "Starting",
- "talents": "Talents",
- "advance": "Advance",
- "current": "Current",
- "secondary-profile": "Secondary Profile",
- "secondary": "Secondary",
- "abbreviate-attacks": "A",
- "abbreviate-wounds": "W",
- "abbreviate-strength-bonus": "SB",
- "abbreviate-toughness-bonus": "TB",
- "abbreviate-movement": "M",
- "abbreviate-magic": "Mag",
- "abbreviate-insanity-points": "IP",
- "abbreviate-fate-points": "FP",
- "combat": "Combat",
- "initiative": "Initiative",
- "wounds": "Wounds",
- "fortune": "Fortune",
- "move": "Move",
- "charge": "Charge",
- "run": "Run",
- "leap": "Leap",
- "abbreviate-initiative": "Init",
- "check-luck": "Check if you have the Luck Talent",
- "talent-name": "Talent Name",
- "description": "Descripton",
- "skills": "Career Main Profile",
- "knowledge-and-language-skills": "Knowledge and Language Skills",
- "skill-name": "Skill Name",
- "abbreviate-characteristic": "Char",
- "training": "Training",
- "misc": "Misc",
- "total": "Total",
- "roll": "Roll",
- "abbreviate-gm": "GM",
- "common-knowledge-any": "Common Knowledge (any)",
- "common-knowledge": "Common Knowledge",
- "trained": "Trained",
- "perform-trade-and-other-skills": "Perform, Trade, and Other Skills",
- "basic": "Basic",
- "special-rules": "Special Rules",
- "name": "Name",
- "basic-skills": "Basic Skills",
- "animal-care": "Animal Care",
- "charm": "Charm",
- "command": "Command",
- "concealment": "Concealment",
- "consume-alcohol": "Consume Alcohol",
- "disguise": "Disguise",
- "drive": "Drive",
- "evaluate": "Evaluate",
- "gamble": "Gamble",
- "gossip": "Gossip",
- "haggle": "Haggle",
- "intimidate": "Intimidate",
- "outdoor-survival": "Outdoor Survival",
- "preception": "Perception",
- "ride": "Ride",
- "row": "Row",
- "scale-sheet-surface": "Scale Sheer Surface",
- "search": "Search",
- "silent-move": "Silent Move",
- "swim": "Swim",
- "advanced-skills": "Advanced Skills",
- "animal-training": "Animal Training",
- "blather": "Blather",
- "chanelling": "Chanelling",
- "charm-animal": "Charm Animal",
- "dodge-blow": "Dodge Blow",
- "follow-trail": "Follow Trail",
- "heal": "Heal",
- "hypnotism": "Hypnotism",
- "lip-reading": "Lip Reading",
- "magical-sense": "Magical Sense",
- "navigation": "Navigation",
- "pick-lock": "Pick Lock",
- "prepare-poison": "Prepare Poison",
- "read-and-write": "Read and Write",
- "sail": "Sail",
- "set-trap": "Set Trap",
- "shadowing": "Shadowing",
- "sleight-of-hand": "Sleight of Hand",
- "torture": "Torture",
- "vetroloquism": "Ventriloquism",
- "astrology": "Astrology",
- "star-sign": "Star Sign",
- "doom": "Doom",
- "appearance": "Appearance",
- "gender": "Gender",
- "build": "Build",
- "age": "Age",
- "attr-height": "Height",
- "weight": "Weight",
- "eyes": "Eyes",
- "skin": "Skin",
- "hair": "Hair",
- "history": "History",
- "miscellaneous-notes": "Miscellaneous Notes",
- "starting-career": "Starting Career",
- "career-name": "Career Name",
- "career-main-profile": "Career Main Profile",
- "weapon-skill": "Weapon Skill",
- "ballistic-skill": "Ballistic Skill",
- "strength": "Strength",
- "toughness": "Toughness",
- "agility": "Agility",
- "intelligence": "Intelligence",
- "will-power": "Will Power",
- "fellowship": "Fellowship",
- "career-secondary-profile": "Career Secondary Profile",
- "attacks": "Attacks",
- "strength-bonus": "Strength Bonus",
- "toughness-bonus": "Toughness Bonus",
- "movement": "Movement",
- "magic": "Magic",
- "insanity-points": "Insanity Points",
- "fate-points": "Fate Points",
- "career-skills": "Career Skills",
- "career-talents": "Career Talents",
- "career-exits": "Career Exits",
- "second-career": "Second Career",
- "third-career": "Third Career",
- "fourth-career": "Fourth Career",
- "fifth-career": "Fifth Career",
- "melee-weapons": "Melee Weapons",
- "abbreviate-proficiency": "Prof?",
- "weapon": "Weapon",
- "craftsmanship": "Craftsmanship",
- "ws-bonus": "WS Bonus",
- "to-hit": "To Hit",
- "damage": "Damage",
- "impact": "Impact",
- "defensive": "Defensive",
- "qualities": "Qualities",
- "attack": "Attack",
- "parry": "Parry",
- "poor": "Poor",
- "common": "Common",
- "good": "Good",
- "best": "Best",
- "abbreviate-attack": "Atk",
- "abbreviate-damage": "Dmg",
- "abbreviate-parry": "Pry",
- "ranged-weapons": "Ranged Weapons",
- "bs-bonus": "BS Bonus",
- "type": "Type",
- "reload": "Reload",
- "range": "Range",
- "ammo": "Ammo",
- "shoot": "Shoot",
- "throw": "Throw",
- "free": "Free",
- "half": "Half",
- "full-number": "{{0}} Full",
- "critical-hit": "Critical Hit",
- "critical-roll": "Critical Roll",
- "critical": "Critical",
- "petty": "Petty",
- "lesser": "Lesser",
- "arcane": "Arcane",
- "divine": "Divine",
- "runes": "Runes",
- "perform-chanelling": "Take a Half Action to perform Chanelling",
- "spell-name": "Name",
- "casting-number": "Casting Number",
- "casting-time": "Casting Time",
- "duration": "Duration",
- "target": "Target/AoE",
- "none": "None",
- "1d10magic": "1d10 + Magic",
- "spell-healing": "Spell Healing",
- "cast": "Cast",
- "ingredient-bonus": "Ingredient Bonus",
- "ingredient": "Ingredient",
- "spell-damage": "Spell Damage",
- "spell-description": "Spell Description",
- "petty-spell": "Petty Spell",
- "lesser-spell": "Lesser Spell",
- "arcane-spell": "Arcane Spell",
- "divine-spell": "Divine Spell",
- "rune": "Rune",
- "inscription-number": "Inscription Number",
- "empowerment": "Empowerment",
- "inscribe": "Inscribe",
- "permanent-rune-description": "Permanent Rune Description",
- "temporary-rune-description": "Temporary Rune Description",
- "coin-carried": "Coin Carried",
- "brass-pennies-bp": "Brass Pennies (BP)",
- "silver-shillings-ss": "Silver Shillings (SS)",
- "gold-crowns-gc": "Gold Crowns (GC)",
- "total-gc-value": "Total GC Value",
- "exchange-rate": "Exchange Rate",
- "exchange-rate-description": "240 brass pennies = 20 silver shilling = 1 gold crown",
- "encumbrance": "Encumbrance",
- "trappings": "Trappings",
- "coin": "Coin",
- "other": "Other",
- "carrying-capacity": "Carrying Max",
- "push-drag-lift": "Push/Drag/Lift",
- "encumbered": "Encumbered",
- "dwarf": "Dwarf",
- "dwarf-encumbrance": "Dwarves can carry twice as much as other characters.",
- "encumbrance-description": "Encumbrance entered in each row below is:",
- "encumbrance-choice1": "The total encumbrance of the row (ignoring quantity)",
- "encumbrance-choice2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
- "page1": "Page 1",
- "page2": "Page 2",
- "page3": "Page 3",
- "show-all": "Show All",
- "row-nr": "Row #",
- "carried-question": "Carried?",
- "abbreviate-quantity": "Qty",
- "treasure-loot-inventory-notes": "Treasure/Loot/Inventory Notes",
- "protective-item": "Protective Items",
- "head": "Head",
- "worn": "Worn",
- "armor-type": "Armor Type",
- "armor-points": "Armor Points",
- "magic-bonus": "Magic Bonus",
- "total-ap": "Total AP",
- "leather": "Leather",
- "mail": "Mail",
- "plate": "Plate",
- "torso": "Torso",
- "arms": "Arms",
- "legs": "Legs",
- "armor-penalties": "Armor Penalties",
- "armor-penalties-description1": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
- "armor-penalties-description2": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
- "hit-locations": "Hit Locations",
- "left-arm": "Left Arm",
- "left-leg": "Left Leg",
- "right-arm": "Right Arm",
- "right-leg": "Right Leg",
- "advanced-skill": "Advanced Skill",
- "basic-skill": "Basic Skill",
- "knowledge-skill": "Knowledge Skill",
- "various-skill": "Various Skill",
- "blood-loss": "Blood Loss",
- "bleeding": "Bleeding",
- "casting-test": "Casting Test",
- "outcome": "Outcome",
- "spellcasting-succeeds": "Spellcasting succeeds",
- "hit-left-arm": "Hit Left Arm",
- "hit-right-leg": "Hit Right Leg",
- "hit-location-number": "Hit Location {{0}}",
- "hit-right-arm": "Hit Right Arm",
- "damage-number": "Damage {{0}}",
- "hit-left-leg": "Hit Left Leg",
- "hit-body": "Hit Body",
- "hit-head": "Hit Head",
- "target-number": "Target Number",
- "attack-roll": "Attack Roll",
- "miss": "Miss",
- "parry-roll": "Parry Roll",
- "failure": "Failure",
- "spellcasting-fails": "Spellcasting fails",
- "test-result": "Test Result",
- "characteristic": "Characteristic"
+ "CHARACTER-NAME": "Character Name",
+ "CAREER": "Career",
+ "CAREER-PATH": "Career Path",
+ "RACE": "Race",
+ "RELIGION": "Religion",
+ "CONCEPT": "Concept",
+ "ADVANCEMENTS": "Advancements",
+ "XP": "XP",
+ "XP-EARNED": "XP Earned",
+ "XP-SPENT": "XP Spent",
+ "XP-REST": "XP Rest",
+ "PUBLIC": "Make all rolls public",
+ "WHISPER": "Whisper all rolls to GM",
+ "CORE-STATS": "Core Stats",
+ "BACKGROUND": "Background",
+ "WEAPONS": "Weapons",
+ "ARMOR": "Armor",
+ "SPELLBOOK": "Spellbook",
+ "INVENTORY": "Inventory",
+ "SETTINGS": "Settings",
+ "CHARACTER-PROFILE": "Character Profile",
+ "MAIN-PROFILE": "Main Profile",
+ "MAIN": "Main",
+ "ABBREVIATE-WEAPON-SKILL": "WS",
+ "ABBREVIATE-BALLISTIC-SKILL": "BS",
+ "ABBREVIATE-STRENGTH": "S",
+ "ABBREVIATE-TOUGHNESS": "T",
+ "ABBREVIATE-AGILITY": "Ag",
+ "ABBREVIATE-INTELLIGENCE": "Int",
+ "ABBREVIATE-WILL-POWER": "WP",
+ "ABBREVIATE-FELLOWSHIP": "Fel",
+ "STARTING": "Starting",
+ "TALENTS": "Talents",
+ "ADVANCE": "Advance",
+ "CURRENT": "Current",
+ "MODIFIER": "Modifier",
+ "SECONDARY-PROFILE": "Secondary Profile",
+ "SECONDARY": "Secondary",
+ "ABBREVIATE-ATTACKS": "A",
+ "ABBREVIATE-WOUNDS": "W",
+ "ABBREVIATE-STRENGTH-BONUS": "SB",
+ "ABBREVIATE-TOUGHNESS-BONUS": "TB",
+ "ABBREVIATE-MOVEMENT": "M",
+ "ABBREVIATE-MAGIC": "Mag",
+ "ABBREVIATE-INSANITY-POINTS": "IP",
+ "ABBREVIATE-FATE-POINTS": "FP",
+ "COMBAT": "Combat",
+ "INITIATIVE": "Initiative",
+ "WOUNDS": "Wounds",
+ "FORTUNE": "Fortune",
+ "MOVE": "Move",
+ "CHARGE": "Charge",
+ "RUN": "Run",
+ "LEAP": "Leap",
+ "ABBREVIATE-INITIATIVE": "Init",
+ "CHECK-LUCK": "Check if you have the Luck Talent",
+ "TALENT-NAME": "Talent Name",
+ "DESCRIPTION": "Descripton",
+ "SKILLS": "Skills",
+ "KNOWLEDGE-AND-LANGUAGE-SKILLS": "Knowledge and Language Skills",
+ "KNOWLEDGE": "Knowledge",
+ "SKILL-NAME": "Skill Name",
+ "ABBREVIATE-CHARACTERISTIC": "Char",
+ "TRAINING": "Training",
+ "ABBREVIATE-MISCELLANEOUS": "Misc",
+ "TOTAL": "Total",
+ "ROLL": "Roll",
+ "ABBREVIATE-GM": "GM",
+ "COMMON-KNOWLEDGE-ANY": "Common Knowledge (any)",
+ "COMMON-KNOWLEDGE": "Common Knowledge",
+ "PERFORM-TRADE-AND-OTHER-SKILLS": "Perform, Trade, and Other Skills",
+ "TRAINED": "Trained",
+ "BASIC": "Basic",
+ "SPECIAL-RULES": "Special Rules",
+ "NAME": "Name",
+ "BASIC-SKILLS": "Basic Skills",
+ "ANIMAL-CARE": "Animal Care",
+ "CHARM": "Charm",
+ "COMMAND": "Command",
+ "CONCEALMENT": "Concealment",
+ "CONSUME-ALCOHOL": "Consume Alcohol",
+ "DISGUISE": "Disguise",
+ "DRIVE": "Drive",
+ "EVALUATE": "Evaluate",
+ "GAMBLE": "Gamble",
+ "GOSSIP": "Gossip",
+ "HAGGLE": "Haggle",
+ "INTIMIDATE": "Intimidate",
+ "OUTDOOR-SURVIVAL": "Outdoor Survival",
+ "PERCEPTION": "Perception",
+ "RIDE": "Ride",
+ "ROW": "Row",
+ "SCALE-SHEER-SURFACE": "Scale Sheer Surface",
+ "SEARCH": "Search",
+ "SILENT-MOVE": "Silent Move",
+ "SWIM": "Swim",
+ "ADVANCED-SKILLS": "Advanced Skills",
+ "ANIMAL-TRAINING": "Animal Training",
+ "BLATHER": "Blather",
+ "CHANNELLING": "Channelling",
+ "CHARM-ANIMAL": "Charm Animal",
+ "DODGE-BLOW": "Dodge Blow",
+ "FOLLOW-TRAIL": "Follow Trail",
+ "HEAL": "Heal",
+ "HYPNOTISM": "Hypnotism",
+ "LIP-READING": "Lip Reading",
+ "MAGICAL-SENSE": "Magical Sense",
+ "NAVIGATION": "Navigation",
+ "PICK-LOCK": "Pick Lock",
+ "PREPARE-POISON": "Prepare Poison",
+ "READ-AND-WRITE": "Read and Write",
+ "SAIL": "Sail",
+ "SET-TRAP": "Set Trap",
+ "SHADOWING": "Shadowing",
+ "SLEIGHT-OF-HAND": "Sleight of Hand",
+ "TORTURE": "Torture",
+ "VENTRILOQUISM": "Ventriloquism",
+ "ASTROLOGY": "Astrology",
+ "STAR-SIGN": "Star Sign",
+ "DOOM": "Doom",
+ "APPEARANCE": "Appearance",
+ "GENDER": "Gender",
+ "BUILD": "Build",
+ "AGE": "Age",
+ "HEIGHT": "Height",
+ "WEIGHT": "Weight",
+ "EYES": "Eyes",
+ "SKIN": "Skin",
+ "HAIR": "Hair",
+ "HISTORY": "History",
+ "MISCELLANEOUS-NOTES": "Miscellaneous Notes",
+ "CAREER-NAME": "Career Name",
+ "STARTING-CAREER": "Starting Career",
+ "SECOND-CAREER": "Second Career",
+ "THIRD-CAREER": "Third Career",
+ "FOURTH-CAREER": "Fourth Career",
+ "FIFTH-CAREER": "Fifth Career",
+ "CAREER-ENTERED": "Career Entered",
+ "CAREER-ENTERED_CHECK": "Check if you've entered this career.",
+ "CAREER-MAIN-PROFILE": "Career Main Profile",
+ "WEAPON-SKILL": "Weapon Skill",
+ "BALLISTIC-SKILL": "Ballistic Skill",
+ "STRENGTH": "Strength",
+ "TOUGHNESS": "Toughness",
+ "AGILITY": "Agility",
+ "INTELLIGENCE": "Intelligence",
+ "WILL-POWER": "Will Power",
+ "FELLOWSHIP": "Fellowship",
+ "CAREER-SECONDARY-PROFILE": "Career Secondary Profile",
+ "ATTACKS": "Attacks",
+ "STRENGTH-BONUS": "Strength Bonus",
+ "TOUGHNESS-BONUS": "Toughness Bonus",
+ "MOVEMENT": "Movement",
+ "MAGIC": "Magic",
+ "INSANITY-POINTS": "Insanity Points",
+ "FATE-POINTS": "Fate Points",
+ "CAREER-SKILLS": "Career Skills",
+ "CAREER-TALENTS": "Career Talents",
+ "CAREER-SKILLS-AND-TALENTS": "Career Skills and Talents",
+ "SKILL-OR-TALENT": "Skill or Talent",
+ "CAREER-EXITS": "Career Exits",
+ "TAKEN": "Taken",
+ "MELEE-WEAPONS": "Melee Weapons",
+ "ABBREVIATE-PROFICIENCY": "Prof?",
+ "WEAPON": "Weapon",
+ "CRAFTSMANSHIP": "Craftsmanship",
+ "ABBREVIATE-CRAFTSMANSHIP": "Craft",
+ "ABBREVIATE-ENCUMBRANCE": "Enc",
+ "WS-BONUS": "WS Bonus",
+ "TO-HIT": "To Hit",
+ "DAMAGE": "Damage",
+ "FURY-DAMAGE": "Fury Damage",
+ "DAMAGE-INC-SB": "Melee damage already includes SB.",
+ "IMPACT": "Impact",
+ "ABBREVIATE-IMPACT": "Imp",
+ "DEFENSIVE": "Defensive",
+ "ABBREVIATE-DEFENSIVE": "Def",
+ "QUALITIES": "Qualities",
+ "FRENZY-DESCRIPTION": "Check if you are using the Frenzy Talent",
+ "ATTACK": "Attack",
+ "PARRY": "Parry",
+ "POOR": "Poor",
+ "COMMON": "Common",
+ "GOOD": "Good",
+ "BEST": "Best",
+ "ABBREVIATE-ATTACK": "Atk",
+ "ABBREVIATE-DAMAGE": "Dmg",
+ "ABBREVIATE-PARRY": "Pry",
+ "RANGED-WEAPONS": "Ranged Weapons",
+ "BS-BONUS": "BS Bonus",
+ "TYPE": "Type",
+ "RELOAD": "Reload",
+ "RANGE": "Range",
+ "ABBREVIATE-AMMUNITION": "Ammo",
+ "ABBREVIATE-AMMUNITION-ENCUMBRANCE": "Ammo Enc",
+ "AMMO-ENCUMBRANCE-DESCRIPTION": "Note Encombrance value for 1 piece of ammo.",
+ "SHOOT": "Shoot",
+ "THROW": "Throw",
+ "FREE": "Free",
+ "HALF": "Half",
+ "FULL-NUMBER": "{{0}} Full",
+ "CRITICAL": "Critical",
+ "CRITICAL-HIT": "Critical Hit",
+ "CRITICAL-ROLL": "Critical Roll",
+ "TOTAL-MELEE-WEAPON-ENCUMBRANCE": "Total Melee Weapon Encumbrance",
+ "TOTAL-RANGED-WEAPON-ENCUMBRANCE": "Total Ranged Weapon Encumbrance",
+ "TOTAL-WEAPON-ENCUMBRANCE": "Total Weapon Encumbrance",
+ "PETTY": "Petty",
+ "LESSER": "Lesser",
+ "ARCANE": "Arcane",
+ "DIVINE": "Divine",
+ "RUNES": "Runes",
+ "RITUALS": "Rituals",
+ "PERFORM-CHANNELLING": "Take a Half Action to perform Channelling",
+ "SPELL-NAME": "Name",
+ "CASTING-NUMBER": "Casting Number",
+ "CASTING-TIME": "Casting Time",
+ "DURATION": "Duration",
+ "TARGET": "Target/AoE",
+ "NONE": "None",
+ "1D10MAGIC": "1d10 + Magic",
+ "SPELL-HEALING": "Spell Healing",
+ "CAST": "Cast",
+ "INGREDIENT-BONUS": "Ingredient Bonus",
+ "INGREDIENT": "Ingredient",
+ "SPELL-DAMAGE": "Spell Damage",
+ "SPELL-DESCRIPTION": "Spell Description",
+ "RITUAL-DESCRIPTION": "Ritual Description",
+ "ARCANE-LANGUAGE": "Arcane Language",
+ "REQUIRED-MAGIC": "Required Magic",
+ "XP-COST": "XP Cost",
+ "CONDITIONS": "Conditions",
+ "CONSEQUENCES": "Consquences",
+ "petty-spell": "Petty Spell",
+ "lesser-spell": "Lesser Spell",
+ "arcane-spell": "Arcane Spell",
+ "divine-spell": "Divine Spell",
+ "RUNE": "Rune",
+ "INSCRIPTION-NUMBER": "Inscription Number",
+ "EMPOWERMENT": "Empowerment",
+ "INSCRIBE": "Inscribe",
+ "PERMANENT-RUNE-DESCRIPTION": "Permanent Rune Description",
+ "TEMPORARY-RUNE-DESCRIPTION": "Temporary Rune Description",
+ "MAGIC-USED": "Amount of Magic used",
+ "CHANNELLING-SUCCESS": "Channelling success",
+ "INGREDIENT-USED": "Ingredient used",
+ "RUNE-TYPE": "Rune type",
+ "TEMPORARY": "Temporary",
+ "PERMANENT": "Permanent",
+ "MINUTES": "minute(s)",
+ "WEEKS": "week(s)",
+ "COIN-CARRIED": "Coin Carried",
+ "BRASS-PENNIES-BP": "Brass Pennies (BP)",
+ "SILVER-SHILLINGS-SS": "Silver Shillings (SS)",
+ "GOLD-CROWNS-GC": "Gold Crowns (GC)",
+ "TOTAL-GC-VALUE": "Total GC Value",
+ "EXCHANGE-RATE": "Exchange Rate",
+ "EXCHANGE-RATE-DESCRIPTION": "240 brass pennies = 20 silver shilling = 1 gold crown",
+ "ENCUMBRANCE": "Encumbrance",
+ "TRAPPINGS": "Trappings",
+ "COIN": "Coin",
+ "OTHER": "Other",
+ "CARRYING-CAPACITY": "Carrying Max",
+ "PUSH-DRAG-LIFT": "Push/Drag/Lift",
+ "ENCUMBERED": "Encumbered",
+ "ENCUMBERED-MOVEMENT-PENALTY": "Encumbered Movement penalty",
+ "DWARF": "Dwarf",
+ "DWARF-ENCUMBRANCE": "Dwarves can carry twice as much as other characters.",
+ "DWARF-ENCUMBRANCE-CHECK": "Check if you are a Dwarf.",
+ "ENCUMBRANCE-DESCRIPTION": "Encumbrance entered in each row below is:",
+ "ENCUMBRANCE-CHOICE1": "The total encumbrance of the row (ignoring quantity)",
+ "ENCUMBRANCE-CHOICE2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
+ "PAGE-1": "Page 1",
+ "PAGE-2": "Page 2",
+ "PAGE-3": "Page 3",
+ "SHOW-ALL": "Show All",
+ "UNLIMITED": "Unlimited",
+ "ROW-NR": "Row #",
+ "CARRIED-QUESTION": "Carried?",
+ "ABBREVIATE-QUANTITY": "Qty",
+ "TREASURE-LOOT-INVENTORY-NOTES": "Treasure/Loot/Inventory Notes",
+ "PROTECTIVE-ITEMS": "Protective Items",
+ "WORN": "Worn",
+ "HEAD": "Head",
+ "ARMOR-TYPE": "Armor Type",
+ "ARMOR-POINTS": "Armor Points",
+ "ABBREVIATE-ARMOR-POINTS": "AP",
+ "MAGIC-BONUS": "Magic Bonus",
+ "BONUS": "Bonus",
+ "TOTAL-AP": "Total AP",
+ "LEATHER": "Leather",
+ "MAIL": "Mail",
+ "PLATE": "Plate",
+ "TORSO": "Torso",
+ "ARMS": "Arms",
+ "LEGS": "Legs",
+ "LOCATION-DESCRIPTION": "H : Head / B : Body / A : Arms / L : Legs",
+ "TOTAL-ARMOR-ENCUMBRANCE": "Total Armor Encombrance",
+ "TOTAL-WEIGHT-MAX": "The maximum total encumbrance your character can carry without slowing.",
+ "MAX-PUSH-DRAG-LIFT": "This is the maximum encumbrance you can push/drag/lift. If the encumbrance you are pushing/dragging/lifting exceeds your maximum carrying capacity then your Movement drops to 1.",
+ "LIGHT": "Light",
+ "MEDIUM": "Medium",
+ "HEAVY": "Heavy",
+ "LIGHT-ARMOR": "Light Armor",
+ "MEDIUM-ARMOR": "Medium Armor",
+ "HEAVY-ARMOR": "Heavy Armor",
+ "HIT-LOCATIONS": "Hit Locations",
+ "BODY": "Body",
+ "ABBREVIATE-HEAD": "H",
+ "ABBREVIATE-BODY": "B",
+ "ABBREVIATE-ARMS": "A",
+ "ABBREVIATE-LEGS": "L",
+ "LEFT-ARM": "Left Arm",
+ "LEFT-LEG": "Left Leg",
+ "RIGHT-ARM": "Right Arm",
+ "RIGHT-LEG": "Right Leg",
+ "ARMOR-PENALTIES": "Armor Penalties",
+ "ARMOR-PENALTIES-MEDIUM": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
+ "ARMOR-PENALTIES-HEAVY": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
+ "BLOOD-LOSS": "Blood Loss",
+ "BLEEDING": "Bleeding",
+ "ADVANCED-SKILL": "Advanced Skill",
+ "BASIC-SKILL": "Basic Skill",
+ "KNOWLEDGE-SKILL": "Knowledge Skill",
+ "VARIOUS-SKILL": "Various Skill",
+ "TARGET-NUMBER": "Target Number",
+ "TEST-RESULT": "Test Result",
+ "RESULT": "Result",
+ "OUTCOME": "Outcome",
+ "SUCCESS": "Success",
+ "FAILURE": "Failure",
+ "ATTACK-ROLL": "Attack Roll",
+ "MISS": "Miss",
+ "PARRY-ROLL": "Parry Roll",
+ "PARRIED": "Parried",
+ "CASTING-TEST": "Casting Test",
+ "SPELLCASTING-FAILS": "Spellcasting fails",
+ "SPELLCASTING-SUCCEEDS": "Spellcasting succeeds",
+ "INSCRIPTION-TEST": "Inscription Test",
+ "INSCRIPTION-TIME": "Inscription Time",
+ "INSCRIPTION-FAILS": "Inscription fails",
+ "INSCRIPTION-SUCCEEDS": "Inscription succeeds",
+ "HIT-LOCATION": "Hit Location",
+ "HIT-HEAD": "Hit Head",
+ "HIT-BODY": "Hit Body",
+ "HIT-LEFT-ARM": "Hit Left Arm",
+ "HIT-LEFT-LEG": "Hit Left Leg",
+ "HIT-RIGHT-ARM": "Hit Right Arm",
+ "HIT-RIGHT-LEG": "Hit Right Leg",
+ "HIT-LOCATION-NUMBER": "Hit Location {{0}}",
+ "DAMAGE-NUMBER": "Damage {{0}}",
+ "CRITICAL-LOCATION": "Critical Location",
+ "CRITICAL-VALUE": "Critical Value",
+ "CRITICAL-EFFECT": "Critical Effect",
+ "CRITICAL-EFFECT-H1": "Disoriented by the blow. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-H2": "Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H3": "The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-H4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H5": "Knocked to the ground and dazed. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-H6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-H7": "Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-H8": "Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.",
+ "CRITICAL-EFFECT-H9": "Skull pierced by a mighty blow. Death is instantaneous.",
+ "CRITICAL-EFFECT-A1": "Drops anything held in that hand. A shield, if worn, is not affected, since its strapped on.",
+ "CRITICAL-EFFECT-A2": "Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A3": "Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).",
+ "CRITICAL-EFFECT-A4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A5": "Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).",
+ "CRITICAL-EFFECT-A6": "Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-A7": "Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.",
+ "CRITICAL-EFFECT-A8": "Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.",
+ "CRITICAL-EFFECT-A9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-B1": "The wind is knocked out of the character. All tests and attacks suffer a 20% penalty for one round.",
+ "CRITICAL-EFFECT-B2": "Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B3": "Ribs busted by ferocity of attack. Character takes a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-B4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B5": "Knocked to the ground and badly winded. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-B6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-B7": "The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-B8": "Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.",
+ "CRITICAL-EFFECT-B9": "Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.",
+ "CRITICAL-EFFECT-L1": "Stumbles. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-L2": "Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L3": "Leg incapacitated until medical attention is received. Characters Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a 20% penalty.",
+ "CRITICAL-EFFECT-L4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L5": "Knocked to the ground and dazed. All characters tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-L6": "Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-L7": "Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.",
+ "CRITICAL-EFFECT-L8": "Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.",
+ "CRITICAL-EFFECT-L9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-10": "Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.",
+ "BLOOD-SURVIVE": "Survive one more round.",
+ "BLOOD-DEATH": "Death from blood loss!",
+ "OLD-TRAPPINGS": "Use old Trappings layout",
+ "NEW-TRAPPINGS": "Use new Trappings layout",
+ "CHAOS-MANIFESTATION": "Chaos Manifestation",
+ "ROLL-BASIC-TABLES": "Roll on Basic Chaos Manifestaion Tables",
+ "ROLL-EXTENDED-TABLES": "Roll on Extended Chaos Manifestaion Tables",
+ "TZEENTCHS-CURSE": "Tzeentch's Curse",
+ "CHAOS-ROLL": "Chaos Roll",
+ "CHAOS-TABLE": "Chaos Table",
+ "MINOR-NORMAL": "Minor Normal",
+ "MINOR-EXTENDED": "Minor Extended",
+ "MAJOR-NORMAL": "Major Normal",
+ "MAJOR-EXTENDED": "Major Extended",
+ "CATASTROPHIC-NORMAL": "Catastrophic Normal",
+ "CATASTROPHIC-EXTENDED": "Catastrophic Extended",
+ "MINOR": "Minor",
+ "MAJOR": "Major",
+ "CATASTROPHIC": "Catastrophic",
+ "MINOR-CHAOS-MANIFESTATION": "Minor Chaos Manifestation",
+ "MAJOR-CHAOS-MANIFESTATION": "Major Chaos Manifestation",
+ "CATASTROPHIC-CHAOS-MANIFESTATION": "Catastrophic Chaos Manifestation",
+ "YES": "Yes",
+ "NO": "No",
+ "MINOR1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINOR2": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINOR3": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINOR4": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINOR5": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINOR6": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINOR7": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINOR8": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINOR9": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINOR10": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINOR11": "
Unlucky !: Roll on Major Chaos Manifestation instead.",
+ "MINORE1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINORE2": "
Fumblehand: A randomly selected item you are holding or carrying flies 1d10 yards (1d10/2 squares) in a random direction, thrown invisibly by Winds of Chaos.",
+ "MINORE3": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINORE4": "
Nailrot: A randomly chosen finger or toenail turns black and falls off. It will grow back normally.",
+ "MINORE5": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINORE6": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINORE7": "
Waxy Earful: Your ears become entirely plugged with wax, requiring a successful Heal Test to clear. Until you receive such treatment, you suffer a 10% penalty to all tests involving hearing.",
+ "MINORE8": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINORE9": "
Cold Sweats: All those within in 10 yards (5 squares) of you immediately break into a cold sweat lasting 1d10 rounds.",
+ "MINORE10": "
Sleeping Nerves: Every muscle in your body tingles for 1d10 rounds. You suffer a 5% penalty to all tests made in that time.",
+ "MINORE11": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINORE12": "
Milky Eyes: A milky film covers your eyes for 1d10 hours. You suffer a 10% penalty to any tests involving sight in that time.",
+ "MINORE13": "
Bane of Flora: All plant life within 10 yards (5 squares) of you withers and dies.",
+ "MINORE14": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINORE15": "
Handfrozen: The bones and muscles of one of your hands (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move your fingers from their bizarre arrangement for 1d10 minutes.",
+ "MINORE16": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINORE17": "
Creeping Congregation: Insects fill the area around you, buzzing and crawling. They do no harm and disperse within 1d10 rounds, but they are obviousand potentially frighteningto everyone in the area.",
+ "MINORE18": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINORE19": "
Channel Burn: The channels of magic in your body are burned by coursing magic. You suffer a 1 penalty to every Casting Roll you make in the next 1d10 minutes.",
+ "MINORE20": "
Intestinal Rebellion: Your bowels move uncontrollably, soiling both your clothing and pride.",
+ "MINORE21": "
Grave Offence: You uncontrollably shout something horribly offensive to those around you. The GM may overrule you if your invention is insufficiently offensive.",
+ "MINORE22": "
Fluid Transformation: All liquids on your personincluding spell ingredientsturn to brine.",
+ "MINORE23": "
Kin Inconvenienced: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MINORE24": "
Accumulation of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MINORE25": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINORE26": "
Unlucky!: Roll on Major Chaos Manifestation instead.",
+ "MAJOR1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJOR2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJOR3": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJOR4": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJOR5": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJOR6": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJOR7": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJOR8": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJOR9": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJOR10": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJOR11": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "MAJORE1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJORE2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJORE3": "
Hairless: Every hair in your body falls out.",
+ "MAJORE4": "
Blacknail: Every finger and toenail on your body turns black and falls off. They will grow back normally.",
+ "MAJORE5": "
Wracked: You suffer burning pain for 1d10 rounds, suffering a 10% penalty to all tests made in that time.",
+ "MAJORE6": "
Channel Conflagration: The channels of magic in your body are set ablaze by coursing magic. You suffer a 1 penalty to every casting die you roll in the next 1d10 hours.",
+ "MAJORE7": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJORE8": "
Rag Doll: You spontaneously fly through the air 1d10 yards (1d10/5 squares) in a random direction, landing roughly and suffering a Damage 2 hit.",
+ "MAJORE9": "
Fire!: Your clothing bursts into flame (see WFRP, page 136).",
+ "MAJORE10": "
Loadstones: Every piece of metal on your body is permanently magnetized.",
+ "MAJORE11": "
Limbfrozen: The bones and muscles of one of your arms or legs (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move the affected limb for 1d10 hours.",
+ "MAJORE12": "
Tongue-twisted: Chaos energy infuses your mouth; anything you say for the next 1d10 minutes comes out as gibberish, rendering spellcasting impossible during that time.",
+ "MAJORE13": "
Chaotic Wind: Chaos blows through any magical spell ingredients you are carrying. Any spell cast using them will make one of any associated Casting Rolls dice a Chaos die.",
+ "MAJORE14": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJORE15": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJORE16": "
Undone: Every tie, clasp, and fastener of every type on your body flies violently open. Belts come undone, pouches fly open, boots come unlaced, and so on.",
+ "MAJORE17": "
Regurgitate: You throw up uncontrollably, unable to do anything else, for 1d10 rounds. In that time, you spew up much more vomit than could possibly have been contained in your stomach.",
+ "MAJORE18": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJORE19": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJORE20": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJORE21": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJORE22": "
Kin Affected: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MAJORE23": "
Storm of Chaos: Roll on Table 624: Expanded Minor Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "MAJORE24": "
Store of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MAJORE25": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJORE26": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "CATA1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATA2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATA3": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATA4": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA5": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA6": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATA7": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATA8": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATA9": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATA10": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "CATAE1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATAE2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE3": "
Broken: Your will is utterly broken. Your Will Power Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE4": "
Stupefied: Your mind regresses to protect you from a worse fate. Your Intelligence Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE5": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATAE6": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATAE7": "
Rageboil: Everyone within 10 yards (5 squares) of you is immediately and irrationally outraged by your very presence. They all move to attack youeven your alliesand only come to their senses after 1d10 rounds.",
+ "CATAE8": "
Albino Affliction: Your skin and hair are bleached utterly white by roiling Chaos.",
+ "CATAE9": "
Heretical Vision: A Daemon Prince shows you a vision of Chaos. You gain 1d10 Insanity Points. Any time after this event, you can spend 100 xp and gain the Dark Lore (Chaos) talent.",
+ "CATAE10": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATAE11": "
Boiling Blood: For a brief instant, your blood literally boils in your veins. You suffer 2d10 Wounds, which are reduced by Toughness but not armour.",
+ "CATAE12": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATAE13": "
Chaotic Servitors: 1d10 Daemon Imps (see
WFRP, page 229) appear from the Aethyr and do your bidding for 1d10 rounds.",
+ "CATAE14": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATAE15": "
Windblock: You are stuck unable to breathe for 1d10 minutes (see Suffocation in WFRP, page 136), after which you gasp!manage to draw breath.",
+ "CATAE16": "
Lineage Concluded: The infection of Chaos renders you sterile or barren.",
+ "CATAE17": "
Eyefuse: You close your eyes as the Winds of Magic howl about you, and your eyelids are fused shut. You cannot see until this is corrected by magic or surgery.",
+ "CATAE18": "
Spasmodic Paroxysm: Your entire body convulses violently as the pure stuff of Chaos courses over you; you bite off your tongue. You become very difficult to understand and suffer 5 to all Casting Rolls until you are somehow healed.",
+ "CATAE19": "
Witherlimb: A randomly determined limb withers and becomes permanently useless.",
+ "CATAE20": "
Mutating Wind: You must make a Will Power Test or suffer a Chaos Mutation (see WFRP, page 229, or the Old World Bestiary, page 79).",
+ "CATAE21": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATAE22": "
Kin Afflicted: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "CATAE23": "
Vortex of Chaos: Roll on Table 625: Expanded Major Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "CATAE24": "
Hoard of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "CATAE25": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "GODWRATH1": "
Unearthly Vision: Your God chooses this time to grant you a symbolic but confusing vision. This stuns you for 1 round.",
+ "GODWRATH2": "
Prove Your Devotion: A few more prayers are required to finish casting the spell. This result adds 1 half action to the Casting Time of the spell. You must take this extra time even if you failed the Casting Roll.",
+ "GODWRATH3": "
You Try My Patience: You cannot cast another spell for 1d10 rounds. This spell still works as long as you made your Casting Roll.",
+ "GODWRATH4": "
Your Cause is Unworthy: Your spell fails, even if you made the Casting Roll.",
+ "GODWRATH5": "
Stinging Rebuke: Not only does your spell fail, but you also suffer a 10% penalty to your Will Power for 1 minute.",
+ "GODWRATH6": "
What Will You Sacrifice for this Boon?:",
+ "GODWRATH7": "
You Have Sinned Against Me: You have somehow angered your God. You must kneel and repent for 1d10 rounds. This renders you helpless.",
+ "GODWRATH8": "
Daemonic Interference: Your prayer is answered but not by your God. Roll a
Major Chaos Manifestation.",
+ "GODWRATHV1": "
Behold Your Wickedness!: You suffer visions of your failures, which seem to take an eternity but are over in an instant. Gain 1d10 Insanity Points; if you become insane, you gain Heart of Despair.",
+ "GODWRATHV2": "
Lash the Flesh to Purge the Soul: You take 2d10 Wounds, ignoring Toughness Bonus or Armour.",
+ "GODWRATHV3": "
You Shall Not Abuse My Mercy: Your Magic Characteristic is reduced to zero, and increases by one every time you do penance (as if attempting to reduce your Disfavour Pool to zero), until it returns to its original value. If you have no Magic Characteristic, the same happens to your daily allowance of Fortune Points.",
+ "GODWRATHV4": "
Thou Art Accursed and Outcast: You are cast out from the cult, and this is marked on your soul. You take a 30% penalty to all social interactions with followers of your God until you do penance.",
+ "GODWRATHV5": "
Rely Not On These Vanities: All your goods and equipment are stripped from you, leaving you in a tunic. Any non-magical equipment you were carrying is gone forever; magical equipment is mysteriously returned if you do penance. (GMs option: nonmagical but important items may also be returned after penance.)",
+ "GODWRATHV6": "
Called to Account: ",
+ "GODWRATHV7": "
Daemonic Visitation: Roll on the Catastrophic Chaos Manifestation Table instead using the table in WFRP.",
+ "SACRIFICE1": "You vomit up salt water, and feel as though you are almost drowned. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE2": "All warmth and vigour leach from your body. Take a –20% penalty to all actions for the next 1 minute.",
+ "SACRIFICE3": "You automatically fail your next Dodge or Parry Test.",
+ "SACRIFICE4": "You must re-roll your next three successful Tests. If the second roll fails, you fail the Test. If the re-roll succeeds, you succeed and need not roll again.",
+ "SACRIFICE5": "The next time one of your allies suffers an injury, you suffer exactly the same injury. This may mean taking Wounds, or taking a Critical Hit.",
+ "SACRIFICE6": "A brand in the shape of a twin-tailed comet appears on your forehead, inflicting 1d10 Wounds ignoring Toughness Bonus or armour.",
+ "SACRIFICE7": "Your mind becomes that of a beast for three rounds. You flee most situations, but fight if cornered.",
+ "SACRIFICE8": "Your body is rimed with frost. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE9": "You are robbed of your knowledge. You automatically fail any Academic Knowledge Tests you make in the next 1 hour.",
+ "SACRIFICE10": "You lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "OPTIONAL-ARCANE-MARK": "
Optional Arcane Mark: You must pass an Average (+0%) Willpower test or gain an Arcane Mark (see
Realms of Sorcery page 175).",
+ "ARCANE-LORE": "Arcane Lore",
+ "LORE-OF-BEASTS": "Lore of Beasts",
+ "LORE-OF-DEATH": "Lore of Death",
+ "LORE-OF-FIRE": "Lore of Fire",
+ "LORE-OF-HEAVENS": "Lore of the Heavens",
+ "LORE-OF-LIFE": "Lore of Life",
+ "LORE-OF-LIGHT": "Lore of Light",
+ "LORE-OF-METAL": "Lore of Metal",
+ "LORE-OF-SHADOW": "Lore of Shadow",
+ "MARK": "Mark",
+ "MARK-OF": "Mark of",
+ "BEASTS": "Beasts",
+ "DEATH": "Death",
+ "FIRE": "Fire",
+ "HEAVENS": "the Heavens",
+ "LIFE": "Life",
+ "METAL": "Metal",
+ "SHADOW": "Shadow",
+ "WRATH-ROLL": "Wrath Roll",
+ "WRATH-TABLE": "Wrath Table",
+ "WRATH": "Wrath",
+ "VENGEANCE": "Vengeance",
+ "WRATH-OF-THE-GODS": "Wrath of the Gods",
+ "VENGEANCE-OF-THE-GODS": "Vengeance of the Gods",
+ "DISFAVOR-POOL": "Disfavor Pool",
+ "DISFAVOR-ROLL": "Disfavor Roll",
+ "DIVINE-LORE": "Divine Lore",
+ "LORE-OF-MANANN": "Lore of Manann",
+ "LORE-OF-MORR": "Lore of Morr",
+ "LORE-OF-MYRMIDIA": "Lore of Myrmida",
+ "LORE-OF-RANALD": "Lore of Ranald",
+ "LORE-OF-SHALLYA": "Lore of Shallya",
+ "LORE-OF-SIGMAR": "Lore of Sigmar",
+ "LORE-OF-TAAL-RHYA": "Lore of Taal & Rhya",
+ "LORE-OF-ULRIC": "Lore of Ulric",
+ "LORE-OF-VERENA": "Lore of Verena",
+ "MARK-ROLL": "Mark Roll",
+ "MARKS": "Marks",
+ "NO-MARKS": "Don't use Marks optional rule",
+ "USE-MARKS": "Use Marks optional rule",
+ "MARKS-OF-THE-GODS": "Marks of the Gods",
+ "MARKS-OF-MANANN": "Marks of Manann",
+ "MARKS-OF-MORR": "Marks of Morr",
+ "MARKS-OF-MYRMIDIA": "Marks of Myrmida",
+ "MARKS-OF-RANALD": "Marks of Ranald",
+ "MARKS-OF-SHALLYA": "Marks of Shallya",
+ "MARKS-OF-SIGMAR": "Marks of Sigmar",
+ "MARKS-OF-TAAL-RHYA": "Marks of Taal & Rhya",
+ "MARKS-OF-ULRIC": "Marks of Ulric",
+ "MARKS-OF-VERENA": "Marks of Verena",
+ "MARKS-OF": "Marks of",
+ "MANANN": "Manann",
+ "MORR": "Morr",
+ "MYRMIDIA": "Myrmida",
+ "RANALD": "Ranald",
+ "SHALLYA": "Shallya",
+ "SIGMAR": "Sigmar",
+ "TAAL-RHYA": "Taal & Rhya",
+ "ULRIC": "Ulric",
+ "VERENA": "Verena",
+ "NO-LORE": "No Lore selected",
+ "GM-DISCRETION": "GM's discretion",
+ "MARK-GM-DISCRETION": "Mark at GM's discretion",
+ "MARK-MANANN-1": "
Fishy: You are infused with the odours of the sea. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-MANANN-2": "
Pelagic Yearning: You long for the open seas. When not on, or surrounded by, the sea, your Will Power is reduced by 5%.",
+ "MARK-MANANN-3": "
Seaweed Growth: Holy seaweed thrives somewhere on your body. At the GM's discretion, this may apply a -10% penalty to Fellowship Tests in som social situations.",
+ "MARK-MANANN-4": "
Tidal: You are bound to the changing tides. During low tide, you reduce your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. At high tide, increase your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. All other times, and when far from sea, your Characteristics are unchanged.",
+ "MARK-MANANN-5": "
Manann's Mien: You grow taller, your hair darkens, and you develop a brimy smell. You grow larger, increasing your height by 1d10/2 inches and adding 2d10 pounds to your weight. As well, permanently increase your Strength Characteristic by 5%.",
+ "MARK-MANANN-6": "
Piscine Charisma: You become intensely attractive to fish of all kinds. They greet you in open-mouthed wonder and shoal around you in docile masses when you are in the water. For this reason, albatrosses and other seabirds like you. Add +20% to Charm Animal Tests made to interact with sea birds.",
+ "MARK-MANANN-7": "
Rip Tides: Large bodies of water twist and churn in your presence. All Swim Tests made by others with 4 yards (2 squares) of you take a -20% penalty, and a -10% penalty if between 4 and 12 yards (3-6 squares).",
+ "MARK-MANANN-8": "
Webbed: Your toes and fingers become webbed. Gain a +20% bonus to Swim Tests.",
+ "MARK-MANANN-9": "
One With the Sea: Manann reveals the secrets of his realm. You cannot drown in seawater; any time you would drown, you are instead reduced to 0 Wounds and are Helpless, and either float to the surface or wash up on shore. You also add +10% bonus to all Sail, Row, and Navigation Tests whilst at sea.",
+ "MARK-MANANN-10": "
Marked by Manann: A trided, Crown, Wave, or Albatross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channellin Tests when using the Lore of Manann, and a +10% bonus to Fellowship Tests when dealing with other Manannites if they can see the mark.",
+ "MARK-MORR-1": "
Enervated: Your muscles weaken. Permanently reduce your Strength Characteristic by 5%.",
+ "MARK-MORR-2": "
Distracted by Death: Your preoccupation with morbid subjects makes others uncomfortable around you. When interacting with individuals who are not priests in the cult of Morr, you take a -10% penalty to Fellowhip Tests.",
+ "MARK-MORR-4": "
Disturbing Visions: You are plagued by disconnected visions that you know to be portentous, but cannot understand. You take a -10% to Perception tests. Once per day, you may gain a +10% bonus to any single test.",
+ "MARK-MORR-3": "
Skeletal: Your face and scalp draw tightly to your skull. You take a -10% penalty to Charm Tests, but gain a +10% bonus to Intimidate Tests.",
+ "MARK-MORR-5": "
Morr's Mien: You grow taller, your hair darkens, and your skin pales, becoming cool to the touch. You grow larger, gaining 1d10/2 inches in height. As well, increase your Will Power Characteristic by 5%.",
+ "MARK-MORR-6": "
Flock of Ravens: Wherever you go, there always seem to be ravens present. Under most circumstances, they appear in places where one might expect them. Whilst indoors, you see them through windows, and underground, you may see raven cave paintings with disturbing regularity. You gain a +20% bonus to Charm Animal Tests made when interacting with ravens.",
+ "MARK-MORR-7": "
Dead Eyes: A single glance causes others to flinch. Gain the Unsettling Talent.",
+ "MARK-MORR-8": "
Morr's Servant: Sentient Undead shy from your presence. Any creature with the Undead Talent
and a Will Power Characteristic must make a Will Power Test or suffer from Fear. This ignores the Undead Talent's normal exemption to Fear.",
+ "MARK-MORR-9": "
Enlightened: You have gazed beyond the Portal and no longer fear death. Gain the Fearless Talent.",
+ "MARK-MORR-10": "
Marked by Morr: A Rose, Portal, or Raven mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Morr, and a +10% bonus to Fellowship Tests when dealing with other Morrians if they can see the mark.",
+ "MARK-MYRMIDIA-1": "
Vengeful: You become deeply vengeful, which blinds your reason. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-MYRMIDIA-2": "
Rites of War: You feel obliged to recite terms of war before any battle, an act that takes a Full Action. until you complete this honourable rite in combat, you take a -5% penalty to Weapon Skill Tests.",
+ "MARK-MYRMIDIA-3": "
Calculating: You coldly weigh the strengths and weaknesses of all you meet. You take a -10% penalty to Fellowship Tests made to deal with those who you meet for the first time.",
+ "MARK-MYRMIDIA-4": "
Righteous Fury: You punish the wicked, for you are honourable and true. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, but gain a +10% bonus to both Strength and Willpower Tests for the duration of the encounter.",
+ "MARK-MYRMIDIA-5": "
Myrmidia's Mien: Your skin darkens to a deep tan that glints coppery in the light. You grow larger, gaining 1d10/2 inches in height. You also gain a +10% bonus to Command Tests.",
+ "MARK-MYRMIDIA-6": "
Eagle Friend: Eagles like you. You gain a +20% bonus to Charm Animal Tests made when interacting with eagles.",
+ "MARK-MYRMIDIA-7": "
Eagle Eyes: Your irises darken and your eyes become exceptionally sharp. You gain a +20% bonus to Perception Tests involving sight.",
+ "MARK-MYRMIDIA-8": "
Fanatical Love: In combat, you may select one ally as a free action. That ally must have a religious symbol of Myrmidia in plain view. For that round, the ally gains a +10% bonus to all Will Power Tests.",
+ "MARK-MYRMIDIA-9": "
War-honed: Myrmidia reveals the secret of facing war with courage and honour. You gain the Stout-hearted Talent.",
+ "MARK-MYRMIDIA-10": "
Marked by Myrmidia: A Shield and Spear mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Myrmidia, and a +10% bonus to Fellowship Tests when dealing with other myrmidians if they can see the mark.",
+ "MARK-RANALD-1": "
Weak Willed: You become a slave to your passions. Permanently reduce your Will Power Characteristic by 1d10%",
+ "MARK-RANALD-2": "
Liar: You are loathe to tell the truth. Gain a +10% bonus to Blather Tests.",
+ "MARK-RANALD-3": "
Knavish: You exhibit all the untrustworthy characteristics that nobles and priests find repugnant. You take a -10% penalty to all Fellowship Tests when interacting with these individuals.",
+ "MARK-RANALD-4": "
Lithe: You become more wity and nimble. Increase your Agility Characteristic by 1d10%, but reduce your Toughness by the same amount. in addition, you lose 2d10 pounds.",
+ "MARK-RANALD-5": "
Ranald's Mien: You become leaner, your hair and skin darken, and you always seem to smile mischievously. Lose 2d10 pounds, but permanently increase your Fellowship Characteristic by 1d10%",
+ "MARK-RANALD-6": "
Cat Friend: Wherever you go, you seem to attract cats. Moments after entering a community, at least one cat finds you. Each day you remain in the same community, (1d10/2)-1 more cats show up. These cats do not fight on your behalf, but are friendly to you, giving you a +20% bonus to Charm Animal Tests involving these animals. Should you leave the community, the cats do not, generally, follow.",
+ "MARK-RANALD-7": "
Forgettable: People who do not know you find it hard to remember anything more than your disarming smile and flashing eyes. Those who interact with you closely for several hours must pass an Intelligence Test to recall further details.",
+ "MARK-RANALD-8": "
Ranald's Luck: Whenever you use a Fortune Point, roll a d10. If you roll 8, 9, or 10, the Fortune Point works as normal, but isn't spent.",
+ "MARK-RANALD-9": "
Irreverent: Ranald reveals to you the great joke of life. Whenever you are influenced by Fear, Terror, Intimidate, or the Unsettling Talent, and you fail a Will Power Test, you immediately burst into fits of uncontrollable laughter, and ignore the effect. However, whilst laughing (which lasts for 1d10 rounds), you take a -10% penalty to all tests and reduce your Movement Characteristic by 1.",
+ "MARK-RANALD-10": "
Marked by Ranald: A cross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ranald, and a +10% bonus to Fellowship Tests when dealing with other Ranaldans if they can see the mark.",
+ "MARK-SHALLYA-1": "
Pacifist: You find it very hard to even think of striking another. Permanently reduce your Weapon Skill and Ballistic Skill Characteristics by 5%.",
+ "MARK-SHALLYA-2": "
Bleeding Heart: Whenever you are in the vicinity of a creature that is suffering, you take a -10% penalty to all Will Power Tests. Should you leave the suffering individual untended, the penalty increases to -20% and it remains for 24 hours.",
+ "MARK-SHALLYA-3": "
Fear of the Fly Lord: Insects and other agents of decay make you deeply uncomfortable. While in the presence of a swarm of flies, maggots, roaches, or similar critteers, you take a -10% penalty to all Will Power Tests.",
+ "MARK-SHALLYA-4": "
Unworthiness: You always feel you have somehow failed those around you, especially if you could not heal their wounds or save their lives. You take a -10% penalty to Fellowship Tests made to interact with others because of your constant self-deprecating ways.",
+ "MARK-SHALLYA-5": "
Shallya's Mien: Your hair lightens, your eyes flow with holy tears and your face appears innocent. Henceforth, you take a -10% penalty on Perception and Search Tests, but you permanently increase your Fellowship Characteristic by %%. In addition, whenever you make a Heal Test, you repair 1 extra Wound.",
+ "MARK-SHALLYA-6": "
Peaceful Demeanour: You exude peace and tranquillity. Ordinary animals will never attack you unles syou first attack them.",
+ "MARK-SHALLYA-7": "
Healing Hands: Your hands are cool and soothing to the touch. Whenever you make a Heal Test, you repair an additional 2 Wounds.",
+ "MARK-SHALLYA-8": "
Tranquil Aura: Your presence calms aggressive tendencies. All creatures within 4 yards (2 squares) take a -10% penalty to Weapon Skill and Ballistic Skil Tests. This aura does not work on Daemons or Undead.",
+ "MARK-SHALLYA-9": "
Emboldened: You fundamentally understand Shallya's Mercy, and would martyr yourslef rather than retreat from your duties. So long as there are allies or innocents to help and protect, you may act normally when suffering from Fear or Terror, so long as your actions invlude healing those in need, warding their bodies from blows (but not attacking), helping theem reac safety, and the like.",
+ "MARK-SHALLYA-10": "
Marked by Shallya: A Dove, Heart, or Drop of Blood mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Shallya, and a +10% bonus to Fellowship Tests when dealing with other Shallyans if they can see the mark.",
+ "MARK-SIGMAR-1": "
Stubborn: You single-mindedly pursue Sigmar's cause, no matter the consequences. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-SIGMAR-2": "
Hammer Bearer: When wielding a hammer Hand Weapon or Great Weapon, you deal +1 damage. However, you take a -10% penalty to all Ballistic Skill Tests.",
+ "MARK-SIGMAR-3": "
Suspicious: Anyone may be a servant of the Dark Powers. You take a -10% penalty to all Fellowship Tests the first time you meet an individual.",
+ "MARK-SIGMAR-4": "
Grudge Bearer: You really bear grudges. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, byt gain a +10% bonus to both Strength and Will Power Tests for the duration of the encounter.",
+ "MARK-SIGMAR-5": "
Sigmar's Mien: Your hair lightens, your body bulks out and your eyes turn blue. You permanently gain 1d10/2 inches in height, 2d10 pounds in weight, and increase your Toughness Characteristic by 5%.",
+ "MARK-SIGMAR-6": "
Dawongr(Dwarf Friend): Your manner reminds Dwarfs of their ancient promises to Sigmar. You gain a +10% bonus to all Fellowship Tests made when interacting with Dwarfs.",
+ "MARK-SIGMAR-7": "
Greenskin Animosity: The thought of Greenskins fills you with righteous anger. Gain the Grudge-born Fury Talent.",
+ "MARK-SIGMAR-8": "
Symbol of Unity: Your presence inspires others with nationalistic pride. The first time during an encounter that a citizen of the Empire that is within 6 yards (3 squares) makes a Weapon Skill or Ballistic Skill Test against another citizen of the Empire, he takes a -10% penalty.",
+ "MARK-SIGMAR-9": "
Enlightened: Sigmar fills you with his divine purpose. When combating Greenskins or servants of Chaos, you automatically pass all Will Power Tests.",
+ "MARK-SIGMAR-10": "
Marked by Sigmar: A Comet or Hammer mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Sigmar, and a +10% bonus to Fellowship Tests when dealing with other Sigmarites if they can see the mark.",
+ "MARK-TAAL-RHYA-1": "
Wild Mind: Your thoughts are preoccupied with the passing seasons and baser needs. Permanently reduce your Intelligence Charactereistic by 5%.",
+ "MARK-TAAL-RHYA-2": "
Little Friends: Small animals, such as rodents and little birds, are attracted to you. They can be inconvenient, as they nibble everything and leave droppings everywhere. You take a -10% penalty to Fellowship Tests in social situations where such creatures are inappropriate.",
+ "MARK-TAAL-RHYA-3": "
Plant Growth: Holy plant life thrives somwhere on your body. At the GM's discretion, this may apply a -10% penalty yo Fellowship Tests in some social situations.",
+ "MARK-TAAL-RHYA-4": "
Seasonal: You are bound to the passing seasons. During the winter, you reduce your Wounds Characteristic by 2 and your Movement Characteristic by 1. In the autumn, you reduce your Wounds Characteristic by 1. In the spring, you increases your Wounds Characteristic by 1. In the summer, you increase your Wounds Characteristic by 2 and your Movement Characteristic by 1.",
+ "MARK-TAAL-RHYA-5": "
Taal or Rhya's Mien: You have an equal chance of assuming the likeness of Taal or Rhya. If Taal, you grow tall, strong, with shaggy hair. If Rhya, you become more curvaceous, with long flaxen hair, and appealing features. In either case, grow 1d10/2 inches taller and 2d10 pounds heavier. In addition, permanently increase your Fellowship Characteristic by 5%.",
+ "MARK-TAAL-RHYA-6": "
Animal Friend: Animals see you as one of their own, and never attack you evn if you attack them first. Unusual or controlled animals must pass a Challenging (-10%) Will Power Test to attack you.",
+ "MARK-TAAL-RHYA-7": "
Enlivened Flora: Wnever you remain in a natural setting for more than 1 round, all living plants within 4 yards (2 squares) grow healthy and lush. Whilst you are unaffected by this verdant growth, the area counts as difficult terrain afterwards, halving movement through it.",
+ "MARK-TAAL-RHYA-8": "
Tranquil Fauna: Animals are calmed by your presence. You gain a +10% bonus to Animal Care and Animal Training Tests.",
+ "MARK-TAAL-RHYA-9": "
Beast Senses: Taal or Rhya reveals the world around you as they see it. Gain the Keen Senses Talent.",
+ "MARK-TAAL-RHYA-10": "
Marked by Taal or Rhya: An Antlet, Axe, Coil of Live, Sheaf, or Bow and Arrow mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Taal & Rhya, and a +10% bonus to Fellowship Tests when dealing with other Taalites or Rhyans if they can see the mark.",
+ "MARK-ULRIC-1": "
Berserker: Each round in combat, you must pass a Will Power Test or immediately enter a Frenzy as if you had the Frenzy Talent.",
+ "MARK-ULRIC-2": "
Claws: You grow wickedly sharp claws. Permanently reduce your Ballistic Characteristic by 5%. Gain the Natural Weapons Talent.",
+ "MARK-ULRIC-3": "
Wolf's Eyes: You gain the clear, blue eyes of a Winter Wolf. You gain the Night Vision Talent, but can now only see in black and white.",
+ "MARK-ULRIC-4": "
Predator: Those around you become uncomfortable, instinctively aware that a killer is in their midst. You take a -10% penalty to Charm Tests, but gain a +10% bonus on Intimidate Tests.",
+ "MARK-ULRIC-5": "
Ulric's Mien: Your hair dakens, your body bulks, and you skin pales, becoming icy-cold. You grow 1d10/2 inches taller and 2 d10 pounds heavier. In addition, permanently increase your Strength Characteristic by 5%.",
+ "MARK-ULRIC-6": "
Wolf Friend: You attract a wolf companion. This creature is loyal and fights on your behalf. Should you treat the wolf poorly, it abandons you. You can gain this mark multiple times. Each time, you gain an additional wolf.",
+ "MARK-ULRIC-7": "
Pack Leader: You gain a measure of Ultic's undeniable authority. You gain a +10% bonus to all Command Tests.",
+ "MARK-ULRIC-8": "
One with the Wild: Ulric reveals the world around you as he sees it. You gain a +10% bonus to all Outdoor Survival Tests.",
+ "MARK-ULRIC-9": "
Ulric's Servant: Touched by Ulric, you no longer suffer the harmful effects of cold - except when it's triggered by a Wrath of God.",
+ "MARK-ULRIC-10": "
Marked by Ulric: A Wolf mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ulric, and a +10% bonus to Fellowship Tests when dealing with other Ulricans if they can see the mark.",
+ "MARK-VERENA-1": "
Savant: Your intellectual superiority makes it difficult for you to connect with others. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-VERENA-2": "
Daemon's Advocate: You can't help expressing alternative stances. If you allow an opinion or argument to be stated without countering it and balancing matters, take a -10% penalty yo all Will Power Tests for 24 hours.",
+ "MARK-VERENA-3": "
Just Heart: Whenever you see injustice, you must speak out against it unless you pass a Challenging (-10%) Will Power Test.",
+ "MARK-VERENA-4": "
Piercing Gaze: Your all-seeing eyes bore into everything around you. You gain a +10% bonus to all Perception Tests relying on sight, but take a -10% penalty on Charm Tests.",
+ "MARK-VERENA-5": "
Verena's Mien: Your back straightens, eyes clear and your face gains a dignified appearance. You grow 1d10/2 inches taller. In addition, permanently increase your Intelligence Characteristic by 5%.",
+ "MARK-VERENA-6": "
Owl Friend: Owls like you. You gain a +20% bonus on Charm Animal Tests made against owls.",
+ "MARK-VERENA-7": "
Eidetic Recall: With a successful Intelligence Test, you can perfectly recall any text you have read. You also gain a +20% bonus to all other tests involving memory.",
+ "MARK-VERENA-8": "
Voice of Wisdom: Your voice carried the wisdom of Verena Herself. Double the number of people you can affect with a Charm Test.",
+ "MARK-VERENA-9": "
Enlightened: Verena grants you a small portion of her wisdom. You gain a +10% bonus to all Academic Knowledge Tests that you have selected as skills. As well, you may attempt Academic Knowledge Tests outside of your fields of study, alebeit at a -20% penalty.",
+ "MARK-VERENA-10": "
Marked by Verena: An Owl, Scales, or Sword mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Verena, and a +10% bonus to Fellowship Tests when dealing with other Verenans if they can see the mark.",
+ "MARK-BEASTS-1": "
Aloof: Others find you emotionally detached and somewhat rude. Take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-BEASTS-2": "
Restless: You tend not t stay in one place for long, always needing to move about. It's worse when you're in closed spaces.",
+ "MARK-BEASTS-3": "
Dirty: For some reason, you attract dirt and you can never fully get clean.",
+ "MARK-BEASTS-4": "
Hairy: You grow thick hair all over your body. When you shave it off, it regrows quickly.",
+ "MARK-BEASTS-5": "
Feral: Your nails thicken and lenthen and your teeth grow pointed. You have a wild-eyed appearance others find unsettling. You take a -5% penalty to all Fellowship Tests made when interacting non-magic using Humans.",
+ "MARK-BEASTS-6": "
Aura of Savagery: Domesticated animals tend to turn angry, almost violent, while in your presence. All Animal Care and Animal Training Tests made by you or others while you are within 12 yards (4 squares) have their difficulty worsened by one step.",
+ "MARK-BEASTS-7": "
Musk: You exude a strong musky smell that puts others off. You take a -10% penalty to Fellowship Tests when interacting with Nobles, priests, and others of the upper class.",
+ "MARK-BEASTS-8": "
Brutish: You lack refinement and grace, imposing a -5% penalty to your Intelligence or Fellowship Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-BEASTS-9": "
Small Friends: You attract small, though harmless, animals like squirrels, mice, small birds, and so on. They seem to show up when least appropriate, leaving droppings in food and drink, and causing a nuisance. As a result, when in social situations where such creatures aren't appropriate, you take a -5% penalty to Fellowship Tests.",
+ "MARK-BEASTS-10": "
Mark of Ghur: The rune of
Ghur appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Beasts.",
+ "MARK-DEATH-1": "
Pallor: You sallow appearance, with pale skin and almost jaundiced eyes.",
+ "MARK-DEATH-2": "
Clammy Skin: You have cold skin. Asleep, you could be mistaken for dead.",
+ "MARK-DEATH-4": "
Dead Eyes: Your eyes are those of a dead man.",
+ "MARK-DEATH-3": "
Graveyard Stench: You stink of the grave. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-DEATH-5": "
Aura of Death: All plantswithin when you are within 4 yards (2 squares). This extends to equipment that derives from plant materials, worsening craftsmanship by one stop (to a maximum of Poor).",
+ "MARK-DEATH-6": "
Skull-like Visage: Your skin draws tightly to your skill. You take a -5% penalty to Fellowship Tests.",
+ "MARK-DEATH-7": "
Skeletal Fram: Your body muscle mithers, imposing a -5% penalty to your Strength or Toughness Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-DEATH-8": "
Voice of the Dead: Your voice changes so that when you speak, it is in an unsettling whisper. You take a -5% penalty to Animal Training and Fellowship Tests.",
+ "MARK-DEATH-9": "
Haunted: Voices and apparitions of the dead follow you everywhere, distracting you. Take a -10% penalty to Perception Tests.",
+ "MARK-DEATH-10": "
Mark of Shyish: The rune of
Shyish appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Death.",
+ "MARK-FIRE-1": "
Temper: You have a quick temper, losing your cool at the slightest provocation.",
+ "MARK-FIRE-2": "
Hyperactive: You can't sit still. You fidget constantly.",
+ "MARK-FIRE-3": "
Red Hair: Your hair and eyebrows turn bright, fiery red.",
+ "MARK-FIRE-4": "
Face Tattoos: Odd markings, like tattoos, appear on your face. Take a -10% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-FIRE-5": "
Flaming Eyes: Your eyes literally smolder with energy. Animals become nervous when you're around. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-FIRE-6": "
Hot Skin: Your skin is always feverish and you have a flushed appearance.",
+ "MARK-FIRE-7": "
Vulnerable to Cold: You are uncomfortable in the cold, taking a -5% penalty to Weapon Skill and Ballistic Skill Tests when exposed to cold climes.",
+ "MARK-FIRE-8": "
Aura of Brimstone: You stink of brimstone. All characters within 4 yards (2 squares) take a -10% penalty to olfactory-based Perception Tests.",
+ "MARK-FIRE-9": "
Raging Temper: You are volatile, more so than others of the Bright Order. You gain 1 Insanity Point and take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-FIRE-10": "
Mark of Aqshy: The rune of
Aqshy appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Fire.",
+ "MARK-HEAVENS-1": "
Zephyr: Small breezes and winds gather about you, causing paper to rustle, dust to swirl up and other such minor effects.",
+ "MARK-HEAVENS-2": "
Feather Light: Azyr loosens the shackles of gravity. Your body weight decreases by 10%. Your appearance remains unchanged.",
+ "MARK-HEAVENS-3": "
White Hair: Your hair turns snow white. Dyes do not hold.",
+ "MARK-HEAVENS-4": "
Blue Eyes: Your eyes change colour to a startling shade of blue. In areas of low-lighting, they faintly glow. Take a -5% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-HEAVENS-5": "
Disturbing Visions: You commonly see disconnected portentous events that are meaningless to you. The constant barrage is distracting, imposing a -5% penalty yo Perception Tests.",
+ "MARK-HEAVENS-6": "
Scentless: Your natural smell is replaced by the scent of fresh air. Reeking fluids, noxious potions and other sources of stench gradually lose their aroma on contact with your person. Whilst this is advantageous after, say, a walk through a filth spattered street, it does serve to make people and animals uncomfortable in your presence. You take a -5% Fellowship penalty when dealing with people, and a -10% Fellowship penalty when dealing with animals. All attempts to track you using scent are considered Hard (-20%).",
+ "MARK-HEAVENS-7": "
Alarming Visions: Whenever you suffer the effects to Tzeentch's Curse, you must succeed on a Challenging (-10%) Will Power Tests to control the sudden flashes of precognition that come with the botched magic. If you fail, you are stunned for 1 round.",
+ "MARK-HEAVENS-8": "
Aura of Tranquillity: You emit a strange, but peaceful, aura that others find calming. Characters within 4 yards (2 squares) take a -5% penalty to Weapon Skill and Ballistic Skill Tests.",
+ "MARK-HEAVENS-9": "
Stargazer: You become agitated when you are unable to scry the stars. The difficulty of all tests involving Academic Knowledge or Will Power increases by you step for each night you fail to observe the night sky for at least half an hour. All accumulated penalties are removed when you are able to study the heavens once more.",
+ "MARK-HEAVENS-10": "
Mark of Azyr: The rune of
Azyr appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of the Heavens.",
+ "MARK-LIFE-1": "
Plant Growth: A small patch of plantlife begins to thrive upon your skin. These growths are inconsequential - mould under the fingernails, ivy in the hair and so on - but they are somewhat peculiar. They may be removed, but always grow back the following day.",
+ "MARK-LIFE-2": "
Barefoot: You can't abide by wearing footwear and you you must, you take a -5% penalty to Agility Tests.",
+ "MARK-LIFE-3": "
Rapid Hair and Nails: Your hair and fingernails grow at an almost alarming rate. You must spend a portion of each day, trimming them back.",
+ "MARK-LIFE-4": "
Green Skin: Your skin changes colour, assuming a greenish hue. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIFE-5": "
Vulnerability to Fire: Fire deals +1 Damage against you.",
+ "MARK-LIFE-6": "
Great Constitution: You gain Resistance to Disease.",
+ "MARK-LIFE-7": "
Metal Revulsion: You can't bear to touch metal objects of any kind. When you do, you must make a Challenging (-10%) Will Power Test or take a -1 cumulative penalty to your Magic Characteristic for 24 hours. You need not take the Test if struck by a metal weapon in combat.",
+ "MARK-LIFE-8": "
Aura of Growth: You emit an aura of growth and health, restoring life and colour to all plants you pass within 4 yards (2 squares). In natural environments, each of these spaces slows movement as if they were difficult terrain, halving movement through it, though you yourself are unaffected.",
+ "MARK-LIFE-9": "
Bound to the Seasons: You are physically affected by the passage of the seasons. In the winter, you take a -2 penalty to your Wounds Characteristic and a -1 penalty to your Movement Characteristic; in the autumn, you take a -1 penalty to your Wounds Characteristic; in the spring, you gain a +1 bonus to your Wounds Characteristic; in the summer, you gain a +2 bonus to your Wounds Characteristic and a +1 bonus to your Movement Characteristic.",
+ "MARK-LIFE-10": "
Mark of Ghyran: The rune of
Ghyran appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Life.",
+ "MARK-LIGHT-1": "
Choral Voice: Your voice becomes suffused with the harmonious vibrations of
Hysh. When you sing, it sounds as if scores of others are singing alongside you.",
+ "MARK-LIGHT-2": "
Eureka!: You inspire small acts of remembrance and deja-vu in those around you. You have no control over this effect, which tends to make non-magic users a little distracted when talking to you.",
+ "MARK-LIGHT-3": "
Pale: Your skin lightens considerably, bordering on semi-translucent.",
+ "MARK-LIGHT-4": "
Erie Eyes: Your eyes change colour, becoming milky white or have a golden luminance. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIGHT-5": "
Arrogant: Your deep knowledge (or rather your opinion about your own education) comes off as arrogant and pretentious. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-LIGHT-6": "
Paranoid: Given your wisdom, you have a deeper understanding of the nature of the Realm of Chaos, making you suspicious of all those around you. You take a -5% penalty to all Fear Tests.",
+ "MARK-LIGHT-7": "
Vulnerability to Darkness: When in areas of low-lighting, you take a -10% penalty to Channelling Tests.",
+ "MARK-LIGHT-8": "
Aura of Light: You give off a radiant energy that makes other light sources glow brighter than normal. All light sources within 4 yards (2 squares) provide light as if one step stronger. For instance, a candle would shed light as a lamp. (See
WFRP, page 117.) However, within such light, all characters take a -20% penalty to Concealment Tests.",
+ "MARK-LIGHT-9": "
Luminescent: You give off a constant soft glow, making it nearly impossible to conceal your movements. You take a -20% penalty yo all Concealment Tests. However, you shed light equal to torchlight (see
WFRP, page 117.).",
+ "MARK-LIGHT-10": "
Mark of Hysh: The rune of
Hysh appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Light.",
+ "MARK-METAL-1": "
Quicksilver Tears: Your tears and sweat take on the appearance of mercury. For all other intents and purposes they remain unchanged from normal tears and sweat.",
+ "MARK-METAL-2": "
Leaden Tongue: Your voice takes on a harsh tone, akin to metal clashing upon metal. Your singing sounds like a gong related accident.",
+ "MARK-METAL-3": "
Golden Skin: Your skin becomes thick, gaining a subtle golden sheen.",
+ "MARK-METAL-4": "
Stiff Limbs: Your limbs stiffen, making it hard to move around. Take a -5% penalty to your Agility Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-5": "
Magic Conductor: You attract magical energy. All characters within 4 yards (2 squares), take a -10% penalty to Will Power Tests made to resist spells.",
+ "MARK-METAL-6": "
Aura of Magnetism: You emit a strange aura that attracts metals to your flesh. Enemies trying to strike you gain a +5% bonus to Weapon Skill and Ballistic Skill Tests, though anyone else within 4 yards (2 squares) who tries to strike someone other than you takes a -5% penalty on all Weapon Skill and Ballistic Skill Tests.",
+ "MARK-METAL-7": "
Mechanical: When you interact with an animal, it sees you as an object rather than a creature. Animals will only attack you if you first attack them.",
+ "MARK-METAL-8": "
Greater Golden Skin: Your skin hardens into a thick shell. You take a -20% penalty to your Agility Characteristic and a -1 penalty to your Movement Characteristic, but you gain 1 Armour Point to all locations. These points stack with all other forms of Armour, but not leather or studded leather (see page 17 in
Old World Armoury). Modify your starting profile accordingly.",
+ "MARK-METAL-9": "
Slow: You have a hard time moving around. Take a -2 penalty to your Movement Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-10": "
Mark of Chamon: The rune of
Chamon appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Metal.",
+ "MARK-SHADOW-1": "
Flicker: Light seems uncomfortable in your presence. Candles flicker, lanterns dim and fires burn low when you are around.",
+ "MARK-SHADOW-2": "
Trickster: You cloak yourself in deception and misdirection, making you untrustworthy to others. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-3": "
Mantle of Mist: Mist, fog, smoke and other vapours seem drawn to your side. This adds a +5% bonus to Intimidate Tests made in fog banks and other suitable conditions, but does mean you tend to reek of smoke all the time.",
+ "MARK-SHADOW-4": "
Aspect of Ulgu: Your frame lightens and tightens whilst your hair colour changes to grey.",
+ "MARK-SHADOW-5": "
Forgettable: People can't seem to remember your face. Characters who've met you must succeed on an Intelligence Tests to recall who you are.",
+ "MARK-SHADOW-6": "
Disturbing Eyes: Your eyes become grey and swirl with unnatural darkness. You gain a +5% bonus to Intimidate Tests.",
+ "MARK-SHADOW-7": "
Insubstantial: Your body becomes slightly insubstantial. You gain a +10% bonus to Concealment Tests, but you take a -5% penalty to your Toughness Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-8": "
Unnatural Shadow: Your shadow does not behave itself - moving often of it's own accord. The shifting wrongness of your shadow puts folk ill at ease, imposing a -10% penalty to Fellowship Tests made when interacting with non-magic users. Worse, superstitious peasants will need convincing that you are not a Daemon.",
+ "MARK-SHADOW-9": "
Shrouded: Your body draws shadows towards it. You gain a +10% bonus to Concealment Tests.",
+ "MARK-SHADOW-10": "
Mark of Ulgu: The rune of
Ulgu appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Shadow.",
+ "ARCANE-MARK": "Arcane Mark",
+ "CHARACTERISTIC": "Characteristic"
}
\ No newline at end of file
diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/cs.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/cs.json
index e0d76c9eea..5b2a49ac0f 100644
--- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/cs.json
+++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/cs.json
@@ -1,286 +1,787 @@
{
- "character-name": "Character Name",
- "career": "Career",
- "career-path": "Career Path",
- "race": "Race",
- "religion": "Religion",
- "concept": "Concept",
- "advancements": "Advancements",
- "xp": "XP",
- "core-stats": "Core Stats",
- "background": "Background",
- "weapons": "Weapons",
- "armor": "Armor",
- "spellbook": "Spellbook ",
- "inventory": "Inventory",
- "character-profile": "Character Profile",
- "main-profile": "Main Profile",
- "main": "Main",
- "abbreviate-weapon-skill": "WS",
- "abbreviate-ballistic-skill": "BS",
- "abbreviate-strength": "S",
- "abbreviate-toughness": "T",
- "abbreviate-agility": "Ag",
- "abbreviate-intelligence": "Int",
- "abbreviate-will-power": "WP",
- "abbreviate-fellowship": "Fel",
- "starting": "Starting",
- "talents": "Talents",
- "advance": "Advance",
- "current": "Current",
- "secondary-profile": "Secondary Profile",
- "secondary": "Secondary",
- "abbreviate-attacks": "A",
- "abbreviate-wounds": "W",
- "abbreviate-strength-bonus": "SB",
- "abbreviate-toughness-bonus": "TB",
- "abbreviate-movement": "M",
- "abbreviate-magic": "Mag",
- "abbreviate-insanity-points": "IP",
- "abbreviate-fate-points": "FP",
- "combat": "Combat",
- "initiative": "Initiative",
- "wounds": "Wounds",
- "fortune": "Fortune",
- "move": "Move",
- "charge": "Charge",
- "run": "Run",
- "leap": "Leap",
- "abbreviate-initiative": "Init",
- "check-luck": "Check if you have the Luck Talent",
- "talent-name": "Talent Name",
- "description": "Descripton",
- "skills": "Career Main Profile",
- "knowledge-and-language-skills": "Knowledge and Language Skills",
- "skill-name": "Skill Name",
- "abbreviate-characteristic": "Char",
- "training": "Training",
- "misc": "Misc",
- "total": "Total",
- "roll": "Roll",
- "abbreviate-gm": "GM",
- "common-knowledge-any": "Common Knowledge (any)",
- "common-knowledge": "Common Knowledge",
- "trained": "Trained",
- "perform-trade-and-other-skills": "Perform, Trade, and Other Skills",
- "basic": "Basic",
- "special-rules": "Special Rules",
- "name": "Name",
- "basic-skills": "Basic Skills",
- "animal-care": "Animal Care",
- "charm": "Charm",
- "command": "Command",
- "concealment": "Concealment",
- "consume-alcohol": "Consume Alcohol",
- "disguise": "Disguise",
- "drive": "Drive",
- "evaluate": "Evaluate",
- "gamble": "Gamble",
- "gossip": "Gossip",
- "haggle": "Haggle",
- "intimidate": "Intimidate",
- "outdoor-survival": "Outdoor Survival",
- "preception": "Perception",
- "ride": "Ride",
- "row": "Row",
- "scale-sheet-surface": "Scale Sheer Surface",
- "search": "Search",
- "silent-move": "Silent Move",
- "swim": "Swim",
- "advanced-skills": "Advanced Skills",
- "animal-training": "Animal Training",
- "blather": "Blather",
- "chanelling": "Chanelling",
- "charm-animal": "Charm Animal",
- "dodge-blow": "Dodge Blow",
- "follow-trail": "Follow Trail",
- "heal": "Heal",
- "hypnotism": "Hypnotism",
- "lip-reading": "Lip Reading",
- "magical-sense": "Magical Sense",
- "navigation": "Navigation",
- "pick-lock": "Pick Lock",
- "prepare-poison": "Prepare Poison",
- "read-and-write": "Read and Write",
- "sail": "Sail",
- "set-trap": "Set Trap",
- "shadowing": "Shadowing",
- "sleight-of-hand": "Sleight of Hand",
- "torture": "Torture",
- "vetroloquism": "Ventriloquism",
- "astrology": "Astrology",
- "star-sign": "Star Sign",
- "doom": "Doom",
- "appearance": "Appearance",
- "gender": "Gender",
- "build": "Build",
- "age": "Age",
- "attr-height": "Height",
- "weight": "Weight",
- "eyes": "Eyes",
- "skin": "Skin",
- "hair": "Hair",
- "history": "History",
- "miscellaneous-notes": "Miscellaneous Notes",
- "starting-career": "Starting Career",
- "career-name": "Career Name",
- "career-main-profile": "Career Main Profile",
- "weapon-skill": "Weapon Skill",
- "ballistic-skill": "Ballistic Skill",
- "strength": "Strength",
- "toughness": "Toughness",
- "agility": "Agility",
- "intelligence": "Intelligence",
- "will-power": "Will Power",
- "fellowship": "Fellowship",
- "career-secondary-profile": "Career Secondary Profile",
- "attacks": "Attacks",
- "strength-bonus": "Strength Bonus",
- "toughness-bonus": "Toughness Bonus",
- "movement": "Movement",
- "magic": "Magic",
- "insanity-points": "Insanity Points",
- "fate-points": "Fate Points",
- "career-skills": "Career Skills",
- "career-talents": "Career Talents",
- "career-exits": "Career Exits",
- "second-career": "Second Career",
- "third-career": "Third Career",
- "fourth-career": "Fourth Career",
- "fifth-career": "Fifth Career",
- "melee-weapons": "Melee Weapons",
- "abbreviate-proficiency": "Prof?",
- "weapon": "Weapon",
- "craftsmanship": "Craftsmanship",
- "ws-bonus": "WS Bonus",
- "to-hit": "To Hit",
- "damage": "Damage",
- "impact": "Impact",
- "defensive": "Defensive",
- "qualities": "Qualities",
- "attack": "Attack",
- "parry": "Parry",
- "poor": "Poor",
- "common": "Common",
- "good": "Good",
- "best": "Best",
- "abbreviate-attack": "Atk",
- "abbreviate-damage": "Dmg",
- "abbreviate-parry": "Pry",
- "ranged-weapons": "Ranged Weapons",
- "bs-bonus": "BS Bonus",
- "type": "Type",
- "reload": "Reload",
- "range": "Range",
- "ammo": "Ammo",
- "shoot": "Shoot",
- "throw": "Throw",
- "free": "Free",
- "half": "Half",
- "full-number": "{{0}} Full",
- "critical-hit": "Critical Hit",
- "critical-roll": "Critical Roll",
- "critical": "Critical",
- "petty": "Petty",
- "lesser": "Lesser",
- "arcane": "Arcane",
- "divine": "Divine",
- "runes": "Runes",
- "perform-chanelling": "Take a Half Action to perform Chanelling",
- "spell-name": "Name",
- "casting-number": "Casting Number",
- "casting-time": "Casting Time",
- "duration": "Duration",
- "target": "Target/AoE",
- "none": "None",
- "1d10magic": "1d10 + Magic",
- "spell-healing": "Spell Healing",
- "cast": "Cast",
- "ingredient-bonus": "Ingredient Bonus",
- "ingredient": "Ingredient",
- "spell-damage": "Spell Damage",
- "spell-description": "Spell Description",
- "petty-spell": "Petty Spell",
- "lesser-spell": "Lesser Spell",
- "arcane-spell": "Arcane Spell",
- "divine-spell": "Divine Spell",
- "rune": "Rune",
- "inscription-number": "Inscription Number",
- "empowerment": "Empowerment",
- "inscribe": "Inscribe",
- "permanent-rune-description": "Permanent Rune Description",
- "temporary-rune-description": "Temporary Rune Description",
- "coin-carried": "Coin Carried",
- "brass-pennies-bp": "Brass Pennies (BP)",
- "silver-shillings-ss": "Silver Shillings (SS)",
- "gold-crowns-gc": "Gold Crowns (GC)",
- "total-gc-value": "Total GC Value",
- "exchange-rate": "Exchange Rate",
- "exchange-rate-description": "240 brass pennies = 20 silver shilling = 1 gold crown",
- "encumbrance": "Encumbrance",
- "trappings": "Trappings",
- "coin": "Coin",
- "other": "Other",
- "carrying-capacity": "Carrying Max",
- "push-drag-lift": "Push/Drag/Lift",
- "encumbered": "Encumbered",
- "dwarf": "Dwarf",
- "dwarf-encumbrance": "Dwarves can carry twice as much as other characters.",
- "encumbrance-description": "Encumbrance entered in each row below is:",
- "encumbrance-choice1": "The total encumbrance of the row (ignoring quantity)",
- "encumbrance-choice2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
- "page1": "Page 1",
- "page2": "Page 2",
- "page3": "Page 3",
- "show-all": "Show All",
- "row-nr": "Row #",
- "carried-question": "Carried?",
- "abbreviate-quantity": "Qty",
- "treasure-loot-inventory-notes": "Treasure/Loot/Inventory Notes",
- "protective-item": "Protective Items",
- "head": "Head",
- "worn": "Worn",
- "armor-type": "Armor Type",
- "armor-points": "Armor Points",
- "magic-bonus": "Magic Bonus",
- "total-ap": "Total AP",
- "leather": "Leather",
- "mail": "Mail",
- "plate": "Plate",
- "torso": "Torso",
- "arms": "Arms",
- "legs": "Legs",
- "armor-penalties": "Armor Penalties",
- "armor-penalties-description1": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
- "armor-penalties-description2": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
- "hit-locations": "Hit Locations",
- "left-arm": "Left Arm",
- "left-leg": "Left Leg",
- "right-arm": "Right Arm",
- "right-leg": "Right Leg",
- "advanced-skill": "Advanced Skill",
- "basic-skill": "Basic Skill",
- "knowledge-skill": "Knowledge Skill",
- "various-skill": "Various Skill",
- "blood-loss": "Blood Loss",
- "bleeding": "Bleeding",
- "casting-test": "Casting Test",
- "outcome": "Outcome",
- "spellcasting-succeeds": "Spellcasting succeeds",
- "hit-left-arm": "Hit Left Arm",
- "hit-right-leg": "Hit Right Leg",
- "hit-location-number": "Hit Location {{0}}",
- "hit-right-arm": "Hit Right Arm",
- "damage-number": "Damage {{0}}",
- "hit-left-leg": "Hit Left Leg",
- "hit-body": "Hit Body",
- "hit-head": "Hit Head",
- "target-number": "Target Number",
- "attack-roll": "Attack Roll",
- "miss": "Miss",
- "parry-roll": "Parry Roll",
- "failure": "Failure",
- "spellcasting-fails": "Spellcasting fails",
- "test-result": "Test Result",
- "characteristic": "Characteristic"
+ "CHARACTER-NAME": "Character Name",
+ "CAREER": "Career",
+ "CAREER-PATH": "Career Path",
+ "RACE": "Race",
+ "RELIGION": "Religion",
+ "CONCEPT": "Concept",
+ "ADVANCEMENTS": "Advancements",
+ "XP": "XP",
+ "XP-EARNED": "XP Earned",
+ "XP-SPENT": "XP Spent",
+ "XP-REST": "XP Rest",
+ "PUBLIC": "Make all rolls public",
+ "WHISPER": "Whisper all rolls to GM",
+ "CORE-STATS": "Core Stats",
+ "BACKGROUND": "Background",
+ "WEAPONS": "Weapons",
+ "ARMOR": "Armor",
+ "SPELLBOOK": "Spellbook",
+ "INVENTORY": "Inventory",
+ "SETTINGS": "Settings",
+ "CHARACTER-PROFILE": "Character Profile",
+ "MAIN-PROFILE": "Main Profile",
+ "MAIN": "Main",
+ "ABBREVIATE-WEAPON-SKILL": "WS",
+ "ABBREVIATE-BALLISTIC-SKILL": "BS",
+ "ABBREVIATE-STRENGTH": "S",
+ "ABBREVIATE-TOUGHNESS": "T",
+ "ABBREVIATE-AGILITY": "Ag",
+ "ABBREVIATE-INTELLIGENCE": "Int",
+ "ABBREVIATE-WILL-POWER": "WP",
+ "ABBREVIATE-FELLOWSHIP": "Fel",
+ "STARTING": "Starting",
+ "TALENTS": "Talents",
+ "ADVANCE": "Advance",
+ "CURRENT": "Current",
+ "MODIFIER": "Modifier",
+ "SECONDARY-PROFILE": "Secondary Profile",
+ "SECONDARY": "Secondary",
+ "ABBREVIATE-ATTACKS": "A",
+ "ABBREVIATE-WOUNDS": "W",
+ "ABBREVIATE-STRENGTH-BONUS": "SB",
+ "ABBREVIATE-TOUGHNESS-BONUS": "TB",
+ "ABBREVIATE-MOVEMENT": "M",
+ "ABBREVIATE-MAGIC": "Mag",
+ "ABBREVIATE-INSANITY-POINTS": "IP",
+ "ABBREVIATE-FATE-POINTS": "FP",
+ "COMBAT": "Combat",
+ "INITIATIVE": "Initiative",
+ "WOUNDS": "Wounds",
+ "FORTUNE": "Fortune",
+ "MOVE": "Move",
+ "CHARGE": "Charge",
+ "RUN": "Run",
+ "LEAP": "Leap",
+ "ABBREVIATE-INITIATIVE": "Init",
+ "CHECK-LUCK": "Check if you have the Luck Talent",
+ "TALENT-NAME": "Talent Name",
+ "DESCRIPTION": "Descripton",
+ "SKILLS": "Skills",
+ "KNOWLEDGE-AND-LANGUAGE-SKILLS": "Knowledge and Language Skills",
+ "KNOWLEDGE": "Knowledge",
+ "SKILL-NAME": "Skill Name",
+ "ABBREVIATE-CHARACTERISTIC": "Char",
+ "TRAINING": "Training",
+ "ABBREVIATE-MISCELLANEOUS": "Misc",
+ "TOTAL": "Total",
+ "ROLL": "Roll",
+ "ABBREVIATE-GM": "GM",
+ "COMMON-KNOWLEDGE-ANY": "Common Knowledge (any)",
+ "COMMON-KNOWLEDGE": "Common Knowledge",
+ "PERFORM-TRADE-AND-OTHER-SKILLS": "Perform, Trade, and Other Skills",
+ "TRAINED": "Trained",
+ "BASIC": "Basic",
+ "SPECIAL-RULES": "Special Rules",
+ "NAME": "Name",
+ "BASIC-SKILLS": "Basic Skills",
+ "ANIMAL-CARE": "Animal Care",
+ "CHARM": "Charm",
+ "COMMAND": "Command",
+ "CONCEALMENT": "Concealment",
+ "CONSUME-ALCOHOL": "Consume Alcohol",
+ "DISGUISE": "Disguise",
+ "DRIVE": "Drive",
+ "EVALUATE": "Evaluate",
+ "GAMBLE": "Gamble",
+ "GOSSIP": "Gossip",
+ "HAGGLE": "Haggle",
+ "INTIMIDATE": "Intimidate",
+ "OUTDOOR-SURVIVAL": "Outdoor Survival",
+ "PERCEPTION": "Perception",
+ "RIDE": "Ride",
+ "ROW": "Row",
+ "SCALE-SHEER-SURFACE": "Scale Sheer Surface",
+ "SEARCH": "Search",
+ "SILENT-MOVE": "Silent Move",
+ "SWIM": "Swim",
+ "ADVANCED-SKILLS": "Advanced Skills",
+ "ANIMAL-TRAINING": "Animal Training",
+ "BLATHER": "Blather",
+ "CHANNELLING": "Channelling",
+ "CHARM-ANIMAL": "Charm Animal",
+ "DODGE-BLOW": "Dodge Blow",
+ "FOLLOW-TRAIL": "Follow Trail",
+ "HEAL": "Heal",
+ "HYPNOTISM": "Hypnotism",
+ "LIP-READING": "Lip Reading",
+ "MAGICAL-SENSE": "Magical Sense",
+ "NAVIGATION": "Navigation",
+ "PICK-LOCK": "Pick Lock",
+ "PREPARE-POISON": "Prepare Poison",
+ "READ-AND-WRITE": "Read and Write",
+ "SAIL": "Sail",
+ "SET-TRAP": "Set Trap",
+ "SHADOWING": "Shadowing",
+ "SLEIGHT-OF-HAND": "Sleight of Hand",
+ "TORTURE": "Torture",
+ "VENTRILOQUISM": "Ventriloquism",
+ "ASTROLOGY": "Astrology",
+ "STAR-SIGN": "Star Sign",
+ "DOOM": "Doom",
+ "APPEARANCE": "Appearance",
+ "GENDER": "Gender",
+ "BUILD": "Build",
+ "AGE": "Age",
+ "HEIGHT": "Height",
+ "WEIGHT": "Weight",
+ "EYES": "Eyes",
+ "SKIN": "Skin",
+ "HAIR": "Hair",
+ "HISTORY": "History",
+ "MISCELLANEOUS-NOTES": "Miscellaneous Notes",
+ "CAREER-NAME": "Career Name",
+ "STARTING-CAREER": "Starting Career",
+ "SECOND-CAREER": "Second Career",
+ "THIRD-CAREER": "Third Career",
+ "FOURTH-CAREER": "Fourth Career",
+ "FIFTH-CAREER": "Fifth Career",
+ "CAREER-ENTERED": "Career Entered",
+ "CAREER-ENTERED_CHECK": "Check if you've entered this career.",
+ "CAREER-MAIN-PROFILE": "Career Main Profile",
+ "WEAPON-SKILL": "Weapon Skill",
+ "BALLISTIC-SKILL": "Ballistic Skill",
+ "STRENGTH": "Strength",
+ "TOUGHNESS": "Toughness",
+ "AGILITY": "Agility",
+ "INTELLIGENCE": "Intelligence",
+ "WILL-POWER": "Will Power",
+ "FELLOWSHIP": "Fellowship",
+ "CAREER-SECONDARY-PROFILE": "Career Secondary Profile",
+ "ATTACKS": "Attacks",
+ "STRENGTH-BONUS": "Strength Bonus",
+ "TOUGHNESS-BONUS": "Toughness Bonus",
+ "MOVEMENT": "Movement",
+ "MAGIC": "Magic",
+ "INSANITY-POINTS": "Insanity Points",
+ "FATE-POINTS": "Fate Points",
+ "CAREER-SKILLS": "Career Skills",
+ "CAREER-TALENTS": "Career Talents",
+ "CAREER-SKILLS-AND-TALENTS": "Career Skills and Talents",
+ "SKILL-OR-TALENT": "Skill or Talent",
+ "CAREER-EXITS": "Career Exits",
+ "TAKEN": "Taken",
+ "MELEE-WEAPONS": "Melee Weapons",
+ "ABBREVIATE-PROFICIENCY": "Prof?",
+ "WEAPON": "Weapon",
+ "CRAFTSMANSHIP": "Craftsmanship",
+ "ABBREVIATE-CRAFTSMANSHIP": "Craft",
+ "ABBREVIATE-ENCUMBRANCE": "Enc",
+ "WS-BONUS": "WS Bonus",
+ "TO-HIT": "To Hit",
+ "DAMAGE": "Damage",
+ "FURY-DAMAGE": "Fury Damage",
+ "DAMAGE-INC-SB": "Melee damage already includes SB.",
+ "IMPACT": "Impact",
+ "ABBREVIATE-IMPACT": "Imp",
+ "DEFENSIVE": "Defensive",
+ "ABBREVIATE-DEFENSIVE": "Def",
+ "QUALITIES": "Qualities",
+ "FRENZY-DESCRIPTION": "Check if you are using the Frenzy Talent",
+ "ATTACK": "Attack",
+ "PARRY": "Parry",
+ "POOR": "Poor",
+ "COMMON": "Common",
+ "GOOD": "Good",
+ "BEST": "Best",
+ "ABBREVIATE-ATTACK": "Atk",
+ "ABBREVIATE-DAMAGE": "Dmg",
+ "ABBREVIATE-PARRY": "Pry",
+ "RANGED-WEAPONS": "Ranged Weapons",
+ "BS-BONUS": "BS Bonus",
+ "TYPE": "Type",
+ "RELOAD": "Reload",
+ "RANGE": "Range",
+ "ABBREVIATE-AMMUNITION": "Ammo",
+ "ABBREVIATE-AMMUNITION-ENCUMBRANCE": "Ammo Enc",
+ "AMMO-ENCUMBRANCE-DESCRIPTION": "Note Encombrance value for 1 piece of ammo.",
+ "SHOOT": "Shoot",
+ "THROW": "Throw",
+ "FREE": "Free",
+ "HALF": "Half",
+ "FULL-NUMBER": "{{0}} Full",
+ "CRITICAL": "Critical",
+ "CRITICAL-HIT": "Critical Hit",
+ "CRITICAL-ROLL": "Critical Roll",
+ "TOTAL-MELEE-WEAPON-ENCUMBRANCE": "Total Melee Weapon Encumbrance",
+ "TOTAL-RANGED-WEAPON-ENCUMBRANCE": "Total Ranged Weapon Encumbrance",
+ "TOTAL-WEAPON-ENCUMBRANCE": "Total Weapon Encumbrance",
+ "PETTY": "Petty",
+ "LESSER": "Lesser",
+ "ARCANE": "Arcane",
+ "DIVINE": "Divine",
+ "RUNES": "Runes",
+ "RITUALS": "Rituals",
+ "PERFORM-CHANNELLING": "Take a Half Action to perform Channelling",
+ "SPELL-NAME": "Name",
+ "CASTING-NUMBER": "Casting Number",
+ "CASTING-TIME": "Casting Time",
+ "DURATION": "Duration",
+ "TARGET": "Target/AoE",
+ "NONE": "None",
+ "1D10MAGIC": "1d10 + Magic",
+ "SPELL-HEALING": "Spell Healing",
+ "CAST": "Cast",
+ "INGREDIENT-BONUS": "Ingredient Bonus",
+ "INGREDIENT": "Ingredient",
+ "SPELL-DAMAGE": "Spell Damage",
+ "SPELL-DESCRIPTION": "Spell Description",
+ "RITUAL-DESCRIPTION": "Ritual Description",
+ "ARCANE-LANGUAGE": "Arcane Language",
+ "REQUIRED-MAGIC": "Required Magic",
+ "XP-COST": "XP Cost",
+ "CONDITIONS": "Conditions",
+ "CONSEQUENCES": "Consquences",
+ "petty-spell": "Petty Spell",
+ "lesser-spell": "Lesser Spell",
+ "arcane-spell": "Arcane Spell",
+ "divine-spell": "Divine Spell",
+ "RUNE": "Rune",
+ "INSCRIPTION-NUMBER": "Inscription Number",
+ "EMPOWERMENT": "Empowerment",
+ "INSCRIBE": "Inscribe",
+ "PERMANENT-RUNE-DESCRIPTION": "Permanent Rune Description",
+ "TEMPORARY-RUNE-DESCRIPTION": "Temporary Rune Description",
+ "MAGIC-USED": "Amount of Magic used",
+ "CHANNELLING-SUCCESS": "Channelling success",
+ "INGREDIENT-USED": "Ingredient used",
+ "RUNE-TYPE": "Rune type",
+ "TEMPORARY": "Temporary",
+ "PERMANENT": "Permanent",
+ "MINUTES": "minute(s)",
+ "WEEKS": "week(s)",
+ "COIN-CARRIED": "Coin Carried",
+ "BRASS-PENNIES-BP": "Brass Pennies (BP)",
+ "SILVER-SHILLINGS-SS": "Silver Shillings (SS)",
+ "GOLD-CROWNS-GC": "Gold Crowns (GC)",
+ "TOTAL-GC-VALUE": "Total GC Value",
+ "EXCHANGE-RATE": "Exchange Rate",
+ "EXCHANGE-RATE-DESCRIPTION": "240 brass pennies = 20 silver shilling = 1 gold crown",
+ "ENCUMBRANCE": "Encumbrance",
+ "TRAPPINGS": "Trappings",
+ "COIN": "Coin",
+ "OTHER": "Other",
+ "CARRYING-CAPACITY": "Carrying Max",
+ "PUSH-DRAG-LIFT": "Push/Drag/Lift",
+ "ENCUMBERED": "Encumbered",
+ "ENCUMBERED-MOVEMENT-PENALTY": "Encumbered Movement penalty",
+ "DWARF": "Dwarf",
+ "DWARF-ENCUMBRANCE": "Dwarves can carry twice as much as other characters.",
+ "DWARF-ENCUMBRANCE-CHECK": "Check if you are a Dwarf.",
+ "ENCUMBRANCE-DESCRIPTION": "Encumbrance entered in each row below is:",
+ "ENCUMBRANCE-CHOICE1": "The total encumbrance of the row (ignoring quantity)",
+ "ENCUMBRANCE-CHOICE2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
+ "PAGE-1": "Page 1",
+ "PAGE-2": "Page 2",
+ "PAGE-3": "Page 3",
+ "SHOW-ALL": "Show All",
+ "UNLIMITED": "Unlimited",
+ "ROW-NR": "Row #",
+ "CARRIED-QUESTION": "Carried?",
+ "ABBREVIATE-QUANTITY": "Qty",
+ "TREASURE-LOOT-INVENTORY-NOTES": "Treasure/Loot/Inventory Notes",
+ "PROTECTIVE-ITEMS": "Protective Items",
+ "WORN": "Worn",
+ "HEAD": "Head",
+ "ARMOR-TYPE": "Armor Type",
+ "ARMOR-POINTS": "Armor Points",
+ "ABBREVIATE-ARMOR-POINTS": "AP",
+ "MAGIC-BONUS": "Magic Bonus",
+ "BONUS": "Bonus",
+ "TOTAL-AP": "Total AP",
+ "LEATHER": "Leather",
+ "MAIL": "Mail",
+ "PLATE": "Plate",
+ "TORSO": "Torso",
+ "ARMS": "Arms",
+ "LEGS": "Legs",
+ "LOCATION-DESCRIPTION": "H : Head / B : Body / A : Arms / L : Legs",
+ "TOTAL-ARMOR-ENCUMBRANCE": "Total Armor Encombrance",
+ "TOTAL-WEIGHT-MAX": "The maximum total encumbrance your character can carry without slowing.",
+ "MAX-PUSH-DRAG-LIFT": "This is the maximum encumbrance you can push/drag/lift. If the encumbrance you are pushing/dragging/lifting exceeds your maximum carrying capacity then your Movement drops to 1.",
+ "LIGHT": "Light",
+ "MEDIUM": "Medium",
+ "HEAVY": "Heavy",
+ "LIGHT-ARMOR": "Light Armor",
+ "MEDIUM-ARMOR": "Medium Armor",
+ "HEAVY-ARMOR": "Heavy Armor",
+ "HIT-LOCATIONS": "Hit Locations",
+ "BODY": "Body",
+ "ABBREVIATE-HEAD": "H",
+ "ABBREVIATE-BODY": "B",
+ "ABBREVIATE-ARMS": "A",
+ "ABBREVIATE-LEGS": "L",
+ "LEFT-ARM": "Left Arm",
+ "LEFT-LEG": "Left Leg",
+ "RIGHT-ARM": "Right Arm",
+ "RIGHT-LEG": "Right Leg",
+ "ARMOR-PENALTIES": "Armor Penalties",
+ "ARMOR-PENALTIES-MEDIUM": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
+ "ARMOR-PENALTIES-HEAVY": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
+ "BLOOD-LOSS": "Blood Loss",
+ "BLEEDING": "Bleeding",
+ "ADVANCED-SKILL": "Advanced Skill",
+ "BASIC-SKILL": "Basic Skill",
+ "KNOWLEDGE-SKILL": "Knowledge Skill",
+ "VARIOUS-SKILL": "Various Skill",
+ "TARGET-NUMBER": "Target Number",
+ "TEST-RESULT": "Test Result",
+ "RESULT": "Result",
+ "OUTCOME": "Outcome",
+ "SUCCESS": "Success",
+ "FAILURE": "Failure",
+ "ATTACK-ROLL": "Attack Roll",
+ "MISS": "Miss",
+ "PARRY-ROLL": "Parry Roll",
+ "PARRIED": "Parried",
+ "CASTING-TEST": "Casting Test",
+ "SPELLCASTING-FAILS": "Spellcasting fails",
+ "SPELLCASTING-SUCCEEDS": "Spellcasting succeeds",
+ "INSCRIPTION-TEST": "Inscription Test",
+ "INSCRIPTION-TIME": "Inscription Time",
+ "INSCRIPTION-FAILS": "Inscription fails",
+ "INSCRIPTION-SUCCEEDS": "Inscription succeeds",
+ "HIT-LOCATION": "Hit Location",
+ "HIT-HEAD": "Hit Head",
+ "HIT-BODY": "Hit Body",
+ "HIT-LEFT-ARM": "Hit Left Arm",
+ "HIT-LEFT-LEG": "Hit Left Leg",
+ "HIT-RIGHT-ARM": "Hit Right Arm",
+ "HIT-RIGHT-LEG": "Hit Right Leg",
+ "HIT-LOCATION-NUMBER": "Hit Location {{0}}",
+ "DAMAGE-NUMBER": "Damage {{0}}",
+ "CRITICAL-LOCATION": "Critical Location",
+ "CRITICAL-VALUE": "Critical Value",
+ "CRITICAL-EFFECT": "Critical Effect",
+ "CRITICAL-EFFECT-H1": "Disoriented by the blow. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-H2": "Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H3": "The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-H4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H5": "Knocked to the ground and dazed. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-H6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-H7": "Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-H8": "Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.",
+ "CRITICAL-EFFECT-H9": "Skull pierced by a mighty blow. Death is instantaneous.",
+ "CRITICAL-EFFECT-A1": "Drops anything held in that hand. A shield, if worn, is not affected, since its strapped on.",
+ "CRITICAL-EFFECT-A2": "Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A3": "Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).",
+ "CRITICAL-EFFECT-A4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A5": "Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).",
+ "CRITICAL-EFFECT-A6": "Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-A7": "Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.",
+ "CRITICAL-EFFECT-A8": "Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.",
+ "CRITICAL-EFFECT-A9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-B1": "The wind is knocked out of the character. All tests and attacks suffer a 20% penalty for one round.",
+ "CRITICAL-EFFECT-B2": "Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B3": "Ribs busted by ferocity of attack. Character takes a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-B4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B5": "Knocked to the ground and badly winded. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-B6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-B7": "The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-B8": "Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.",
+ "CRITICAL-EFFECT-B9": "Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.",
+ "CRITICAL-EFFECT-L1": "Stumbles. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-L2": "Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L3": "Leg incapacitated until medical attention is received. Characters Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a 20% penalty.",
+ "CRITICAL-EFFECT-L4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L5": "Knocked to the ground and dazed. All characters tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-L6": "Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-L7": "Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.",
+ "CRITICAL-EFFECT-L8": "Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.",
+ "CRITICAL-EFFECT-L9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-10": "Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.",
+ "BLOOD-SURVIVE": "Survive one more round.",
+ "BLOOD-DEATH": "Death from blood loss!",
+ "OLD-TRAPPINGS": "Use old Trappings layout",
+ "NEW-TRAPPINGS": "Use new Trappings layout",
+ "CHAOS-MANIFESTATION": "Chaos Manifestation",
+ "ROLL-BASIC-TABLES": "Roll on Basic Chaos Manifestaion Tables",
+ "ROLL-EXTENDED-TABLES": "Roll on Extended Chaos Manifestaion Tables",
+ "TZEENTCHS-CURSE": "Tzeentch's Curse",
+ "CHAOS-ROLL": "Chaos Roll",
+ "CHAOS-TABLE": "Chaos Table",
+ "MINOR-NORMAL": "Minor Normal",
+ "MINOR-EXTENDED": "Minor Extended",
+ "MAJOR-NORMAL": "Major Normal",
+ "MAJOR-EXTENDED": "Major Extended",
+ "CATASTROPHIC-NORMAL": "Catastrophic Normal",
+ "CATASTROPHIC-EXTENDED": "Catastrophic Extended",
+ "MINOR": "Minor",
+ "MAJOR": "Major",
+ "CATASTROPHIC": "Catastrophic",
+ "MINOR-CHAOS-MANIFESTATION": "Minor Chaos Manifestation",
+ "MAJOR-CHAOS-MANIFESTATION": "Major Chaos Manifestation",
+ "CATASTROPHIC-CHAOS-MANIFESTATION": "Catastrophic Chaos Manifestation",
+ "YES": "Yes",
+ "NO": "No",
+ "MINOR1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINOR2": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINOR3": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINOR4": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINOR5": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINOR6": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINOR7": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINOR8": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINOR9": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINOR10": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINOR11": "
Unlucky !: Roll on Major Chaos Manifestation instead.",
+ "MINORE1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINORE2": "
Fumblehand: A randomly selected item you are holding or carrying flies 1d10 yards (1d10/2 squares) in a random direction, thrown invisibly by Winds of Chaos.",
+ "MINORE3": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINORE4": "
Nailrot: A randomly chosen finger or toenail turns black and falls off. It will grow back normally.",
+ "MINORE5": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINORE6": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINORE7": "
Waxy Earful: Your ears become entirely plugged with wax, requiring a successful Heal Test to clear. Until you receive such treatment, you suffer a 10% penalty to all tests involving hearing.",
+ "MINORE8": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINORE9": "
Cold Sweats: All those within in 10 yards (5 squares) of you immediately break into a cold sweat lasting 1d10 rounds.",
+ "MINORE10": "
Sleeping Nerves: Every muscle in your body tingles for 1d10 rounds. You suffer a 5% penalty to all tests made in that time.",
+ "MINORE11": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINORE12": "
Milky Eyes: A milky film covers your eyes for 1d10 hours. You suffer a 10% penalty to any tests involving sight in that time.",
+ "MINORE13": "
Bane of Flora: All plant life within 10 yards (5 squares) of you withers and dies.",
+ "MINORE14": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINORE15": "
Handfrozen: The bones and muscles of one of your hands (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move your fingers from their bizarre arrangement for 1d10 minutes.",
+ "MINORE16": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINORE17": "
Creeping Congregation: Insects fill the area around you, buzzing and crawling. They do no harm and disperse within 1d10 rounds, but they are obviousand potentially frighteningto everyone in the area.",
+ "MINORE18": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINORE19": "
Channel Burn: The channels of magic in your body are burned by coursing magic. You suffer a 1 penalty to every Casting Roll you make in the next 1d10 minutes.",
+ "MINORE20": "
Intestinal Rebellion: Your bowels move uncontrollably, soiling both your clothing and pride.",
+ "MINORE21": "
Grave Offence: You uncontrollably shout something horribly offensive to those around you. The GM may overrule you if your invention is insufficiently offensive.",
+ "MINORE22": "
Fluid Transformation: All liquids on your personincluding spell ingredientsturn to brine.",
+ "MINORE23": "
Kin Inconvenienced: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MINORE24": "
Accumulation of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MINORE25": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINORE26": "
Unlucky!: Roll on Major Chaos Manifestation instead.",
+ "MAJOR1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJOR2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJOR3": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJOR4": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJOR5": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJOR6": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJOR7": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJOR8": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJOR9": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJOR10": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJOR11": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "MAJORE1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJORE2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJORE3": "
Hairless: Every hair in your body falls out.",
+ "MAJORE4": "
Blacknail: Every finger and toenail on your body turns black and falls off. They will grow back normally.",
+ "MAJORE5": "
Wracked: You suffer burning pain for 1d10 rounds, suffering a 10% penalty to all tests made in that time.",
+ "MAJORE6": "
Channel Conflagration: The channels of magic in your body are set ablaze by coursing magic. You suffer a 1 penalty to every casting die you roll in the next 1d10 hours.",
+ "MAJORE7": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJORE8": "
Rag Doll: You spontaneously fly through the air 1d10 yards (1d10/5 squares) in a random direction, landing roughly and suffering a Damage 2 hit.",
+ "MAJORE9": "
Fire!: Your clothing bursts into flame (see WFRP, page 136).",
+ "MAJORE10": "
Loadstones: Every piece of metal on your body is permanently magnetized.",
+ "MAJORE11": "
Limbfrozen: The bones and muscles of one of your arms or legs (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move the affected limb for 1d10 hours.",
+ "MAJORE12": "
Tongue-twisted: Chaos energy infuses your mouth; anything you say for the next 1d10 minutes comes out as gibberish, rendering spellcasting impossible during that time.",
+ "MAJORE13": "
Chaotic Wind: Chaos blows through any magical spell ingredients you are carrying. Any spell cast using them will make one of any associated Casting Rolls dice a Chaos die.",
+ "MAJORE14": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJORE15": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJORE16": "
Undone: Every tie, clasp, and fastener of every type on your body flies violently open. Belts come undone, pouches fly open, boots come unlaced, and so on.",
+ "MAJORE17": "
Regurgitate: You throw up uncontrollably, unable to do anything else, for 1d10 rounds. In that time, you spew up much more vomit than could possibly have been contained in your stomach.",
+ "MAJORE18": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJORE19": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJORE20": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJORE21": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJORE22": "
Kin Affected: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MAJORE23": "
Storm of Chaos: Roll on Table 624: Expanded Minor Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "MAJORE24": "
Store of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MAJORE25": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJORE26": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "CATA1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATA2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATA3": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATA4": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA5": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA6": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATA7": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATA8": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATA9": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATA10": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "CATAE1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATAE2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE3": "
Broken: Your will is utterly broken. Your Will Power Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE4": "
Stupefied: Your mind regresses to protect you from a worse fate. Your Intelligence Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE5": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATAE6": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATAE7": "
Rageboil: Everyone within 10 yards (5 squares) of you is immediately and irrationally outraged by your very presence. They all move to attack youeven your alliesand only come to their senses after 1d10 rounds.",
+ "CATAE8": "
Albino Affliction: Your skin and hair are bleached utterly white by roiling Chaos.",
+ "CATAE9": "
Heretical Vision: A Daemon Prince shows you a vision of Chaos. You gain 1d10 Insanity Points. Any time after this event, you can spend 100 xp and gain the Dark Lore (Chaos) talent.",
+ "CATAE10": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATAE11": "
Boiling Blood: For a brief instant, your blood literally boils in your veins. You suffer 2d10 Wounds, which are reduced by Toughness but not armour.",
+ "CATAE12": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATAE13": "
Chaotic Servitors: 1d10 Daemon Imps (see
WFRP, page 229) appear from the Aethyr and do your bidding for 1d10 rounds.",
+ "CATAE14": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATAE15": "
Windblock: You are stuck unable to breathe for 1d10 minutes (see Suffocation in WFRP, page 136), after which you gasp!manage to draw breath.",
+ "CATAE16": "
Lineage Concluded: The infection of Chaos renders you sterile or barren.",
+ "CATAE17": "
Eyefuse: You close your eyes as the Winds of Magic howl about you, and your eyelids are fused shut. You cannot see until this is corrected by magic or surgery.",
+ "CATAE18": "
Spasmodic Paroxysm: Your entire body convulses violently as the pure stuff of Chaos courses over you; you bite off your tongue. You become very difficult to understand and suffer 5 to all Casting Rolls until you are somehow healed.",
+ "CATAE19": "
Witherlimb: A randomly determined limb withers and becomes permanently useless.",
+ "CATAE20": "
Mutating Wind: You must make a Will Power Test or suffer a Chaos Mutation (see WFRP, page 229, or the Old World Bestiary, page 79).",
+ "CATAE21": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATAE22": "
Kin Afflicted: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "CATAE23": "
Vortex of Chaos: Roll on Table 625: Expanded Major Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "CATAE24": "
Hoard of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "CATAE25": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "GODWRATH1": "
Unearthly Vision: Your God chooses this time to grant you a symbolic but confusing vision. This stuns you for 1 round.",
+ "GODWRATH2": "
Prove Your Devotion: A few more prayers are required to finish casting the spell. This result adds 1 half action to the Casting Time of the spell. You must take this extra time even if you failed the Casting Roll.",
+ "GODWRATH3": "
You Try My Patience: You cannot cast another spell for 1d10 rounds. This spell still works as long as you made your Casting Roll.",
+ "GODWRATH4": "
Your Cause is Unworthy: Your spell fails, even if you made the Casting Roll.",
+ "GODWRATH5": "
Stinging Rebuke: Not only does your spell fail, but you also suffer a 10% penalty to your Will Power for 1 minute.",
+ "GODWRATH6": "
What Will You Sacrifice for this Boon?:",
+ "GODWRATH7": "
You Have Sinned Against Me: You have somehow angered your God. You must kneel and repent for 1d10 rounds. This renders you helpless.",
+ "GODWRATH8": "
Daemonic Interference: Your prayer is answered but not by your God. Roll a
Major Chaos Manifestation.",
+ "GODWRATHV1": "
Behold Your Wickedness!: You suffer visions of your failures, which seem to take an eternity but are over in an instant. Gain 1d10 Insanity Points; if you become insane, you gain Heart of Despair.",
+ "GODWRATHV2": "
Lash the Flesh to Purge the Soul: You take 2d10 Wounds, ignoring Toughness Bonus or Armour.",
+ "GODWRATHV3": "
You Shall Not Abuse My Mercy: Your Magic Characteristic is reduced to zero, and increases by one every time you do penance (as if attempting to reduce your Disfavour Pool to zero), until it returns to its original value. If you have no Magic Characteristic, the same happens to your daily allowance of Fortune Points.",
+ "GODWRATHV4": "
Thou Art Accursed and Outcast: You are cast out from the cult, and this is marked on your soul. You take a 30% penalty to all social interactions with followers of your God until you do penance.",
+ "GODWRATHV5": "
Rely Not On These Vanities: All your goods and equipment are stripped from you, leaving you in a tunic. Any non-magical equipment you were carrying is gone forever; magical equipment is mysteriously returned if you do penance. (GMs option: nonmagical but important items may also be returned after penance.)",
+ "GODWRATHV6": "
Called to Account: ",
+ "GODWRATHV7": "
Daemonic Visitation: Roll on the Catastrophic Chaos Manifestation Table instead using the table in WFRP.",
+ "SACRIFICE1": "You vomit up salt water, and feel as though you are almost drowned. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE2": "All warmth and vigour leach from your body. Take a –20% penalty to all actions for the next 1 minute.",
+ "SACRIFICE3": "You automatically fail your next Dodge or Parry Test.",
+ "SACRIFICE4": "You must re-roll your next three successful Tests. If the second roll fails, you fail the Test. If the re-roll succeeds, you succeed and need not roll again.",
+ "SACRIFICE5": "The next time one of your allies suffers an injury, you suffer exactly the same injury. This may mean taking Wounds, or taking a Critical Hit.",
+ "SACRIFICE6": "A brand in the shape of a twin-tailed comet appears on your forehead, inflicting 1d10 Wounds ignoring Toughness Bonus or armour.",
+ "SACRIFICE7": "Your mind becomes that of a beast for three rounds. You flee most situations, but fight if cornered.",
+ "SACRIFICE8": "Your body is rimed with frost. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE9": "You are robbed of your knowledge. You automatically fail any Academic Knowledge Tests you make in the next 1 hour.",
+ "SACRIFICE10": "You lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "OPTIONAL-ARCANE-MARK": "
Optional Arcane Mark: You must pass an Average (+0%) Willpower test or gain an Arcane Mark (see
Realms of Sorcery page 175).",
+ "ARCANE-LORE": "Arcane Lore",
+ "LORE-OF-BEASTS": "Lore of Beasts",
+ "LORE-OF-DEATH": "Lore of Death",
+ "LORE-OF-FIRE": "Lore of Fire",
+ "LORE-OF-HEAVENS": "Lore of the Heavens",
+ "LORE-OF-LIFE": "Lore of Life",
+ "LORE-OF-LIGHT": "Lore of Light",
+ "LORE-OF-METAL": "Lore of Metal",
+ "LORE-OF-SHADOW": "Lore of Shadow",
+ "MARK": "Mark",
+ "MARK-OF": "Mark of",
+ "BEASTS": "Beasts",
+ "DEATH": "Death",
+ "FIRE": "Fire",
+ "HEAVENS": "the Heavens",
+ "LIFE": "Life",
+ "METAL": "Metal",
+ "SHADOW": "Shadow",
+ "WRATH-ROLL": "Wrath Roll",
+ "WRATH-TABLE": "Wrath Table",
+ "WRATH": "Wrath",
+ "VENGEANCE": "Vengeance",
+ "WRATH-OF-THE-GODS": "Wrath of the Gods",
+ "VENGEANCE-OF-THE-GODS": "Vengeance of the Gods",
+ "DISFAVOR-POOL": "Disfavor Pool",
+ "DISFAVOR-ROLL": "Disfavor Roll",
+ "DIVINE-LORE": "Divine Lore",
+ "LORE-OF-MANANN": "Lore of Manann",
+ "LORE-OF-MORR": "Lore of Morr",
+ "LORE-OF-MYRMIDIA": "Lore of Myrmida",
+ "LORE-OF-RANALD": "Lore of Ranald",
+ "LORE-OF-SHALLYA": "Lore of Shallya",
+ "LORE-OF-SIGMAR": "Lore of Sigmar",
+ "LORE-OF-TAAL-RHYA": "Lore of Taal & Rhya",
+ "LORE-OF-ULRIC": "Lore of Ulric",
+ "LORE-OF-VERENA": "Lore of Verena",
+ "MARK-ROLL": "Mark Roll",
+ "MARKS": "Marks",
+ "NO-MARKS": "Don't use Marks optional rule",
+ "USE-MARKS": "Use Marks optional rule",
+ "MARKS-OF-THE-GODS": "Marks of the Gods",
+ "MARKS-OF-MANANN": "Marks of Manann",
+ "MARKS-OF-MORR": "Marks of Morr",
+ "MARKS-OF-MYRMIDIA": "Marks of Myrmida",
+ "MARKS-OF-RANALD": "Marks of Ranald",
+ "MARKS-OF-SHALLYA": "Marks of Shallya",
+ "MARKS-OF-SIGMAR": "Marks of Sigmar",
+ "MARKS-OF-TAAL-RHYA": "Marks of Taal & Rhya",
+ "MARKS-OF-ULRIC": "Marks of Ulric",
+ "MARKS-OF-VERENA": "Marks of Verena",
+ "MARKS-OF": "Marks of",
+ "MANANN": "Manann",
+ "MORR": "Morr",
+ "MYRMIDIA": "Myrmida",
+ "RANALD": "Ranald",
+ "SHALLYA": "Shallya",
+ "SIGMAR": "Sigmar",
+ "TAAL-RHYA": "Taal & Rhya",
+ "ULRIC": "Ulric",
+ "VERENA": "Verena",
+ "NO-LORE": "No Lore selected",
+ "GM-DISCRETION": "GM's discretion",
+ "MARK-GM-DISCRETION": "Mark at GM's discretion",
+ "MARK-MANANN-1": "
Fishy: You are infused with the odours of the sea. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-MANANN-2": "
Pelagic Yearning: You long for the open seas. When not on, or surrounded by, the sea, your Will Power is reduced by 5%.",
+ "MARK-MANANN-3": "
Seaweed Growth: Holy seaweed thrives somewhere on your body. At the GM's discretion, this may apply a -10% penalty to Fellowship Tests in som social situations.",
+ "MARK-MANANN-4": "
Tidal: You are bound to the changing tides. During low tide, you reduce your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. At high tide, increase your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. All other times, and when far from sea, your Characteristics are unchanged.",
+ "MARK-MANANN-5": "
Manann's Mien: You grow taller, your hair darkens, and you develop a brimy smell. You grow larger, increasing your height by 1d10/2 inches and adding 2d10 pounds to your weight. As well, permanently increase your Strength Characteristic by 5%.",
+ "MARK-MANANN-6": "
Piscine Charisma: You become intensely attractive to fish of all kinds. They greet you in open-mouthed wonder and shoal around you in docile masses when you are in the water. For this reason, albatrosses and other seabirds like you. Add +20% to Charm Animal Tests made to interact with sea birds.",
+ "MARK-MANANN-7": "
Rip Tides: Large bodies of water twist and churn in your presence. All Swim Tests made by others with 4 yards (2 squares) of you take a -20% penalty, and a -10% penalty if between 4 and 12 yards (3-6 squares).",
+ "MARK-MANANN-8": "
Webbed: Your toes and fingers become webbed. Gain a +20% bonus to Swim Tests.",
+ "MARK-MANANN-9": "
One With the Sea: Manann reveals the secrets of his realm. You cannot drown in seawater; any time you would drown, you are instead reduced to 0 Wounds and are Helpless, and either float to the surface or wash up on shore. You also add +10% bonus to all Sail, Row, and Navigation Tests whilst at sea.",
+ "MARK-MANANN-10": "
Marked by Manann: A trided, Crown, Wave, or Albatross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channellin Tests when using the Lore of Manann, and a +10% bonus to Fellowship Tests when dealing with other Manannites if they can see the mark.",
+ "MARK-MORR-1": "
Enervated: Your muscles weaken. Permanently reduce your Strength Characteristic by 5%.",
+ "MARK-MORR-2": "
Distracted by Death: Your preoccupation with morbid subjects makes others uncomfortable around you. When interacting with individuals who are not priests in the cult of Morr, you take a -10% penalty to Fellowhip Tests.",
+ "MARK-MORR-4": "
Disturbing Visions: You are plagued by disconnected visions that you know to be portentous, but cannot understand. You take a -10% to Perception tests. Once per day, you may gain a +10% bonus to any single test.",
+ "MARK-MORR-3": "
Skeletal: Your face and scalp draw tightly to your skull. You take a -10% penalty to Charm Tests, but gain a +10% bonus to Intimidate Tests.",
+ "MARK-MORR-5": "
Morr's Mien: You grow taller, your hair darkens, and your skin pales, becoming cool to the touch. You grow larger, gaining 1d10/2 inches in height. As well, increase your Will Power Characteristic by 5%.",
+ "MARK-MORR-6": "
Flock of Ravens: Wherever you go, there always seem to be ravens present. Under most circumstances, they appear in places where one might expect them. Whilst indoors, you see them through windows, and underground, you may see raven cave paintings with disturbing regularity. You gain a +20% bonus to Charm Animal Tests made when interacting with ravens.",
+ "MARK-MORR-7": "
Dead Eyes: A single glance causes others to flinch. Gain the Unsettling Talent.",
+ "MARK-MORR-8": "
Morr's Servant: Sentient Undead shy from your presence. Any creature with the Undead Talent
and a Will Power Characteristic must make a Will Power Test or suffer from Fear. This ignores the Undead Talent's normal exemption to Fear.",
+ "MARK-MORR-9": "
Enlightened: You have gazed beyond the Portal and no longer fear death. Gain the Fearless Talent.",
+ "MARK-MORR-10": "
Marked by Morr: A Rose, Portal, or Raven mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Morr, and a +10% bonus to Fellowship Tests when dealing with other Morrians if they can see the mark.",
+ "MARK-MYRMIDIA-1": "
Vengeful: You become deeply vengeful, which blinds your reason. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-MYRMIDIA-2": "
Rites of War: You feel obliged to recite terms of war before any battle, an act that takes a Full Action. until you complete this honourable rite in combat, you take a -5% penalty to Weapon Skill Tests.",
+ "MARK-MYRMIDIA-3": "
Calculating: You coldly weigh the strengths and weaknesses of all you meet. You take a -10% penalty to Fellowship Tests made to deal with those who you meet for the first time.",
+ "MARK-MYRMIDIA-4": "
Righteous Fury: You punish the wicked, for you are honourable and true. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, but gain a +10% bonus to both Strength and Willpower Tests for the duration of the encounter.",
+ "MARK-MYRMIDIA-5": "
Myrmidia's Mien: Your skin darkens to a deep tan that glints coppery in the light. You grow larger, gaining 1d10/2 inches in height. You also gain a +10% bonus to Command Tests.",
+ "MARK-MYRMIDIA-6": "
Eagle Friend: Eagles like you. You gain a +20% bonus to Charm Animal Tests made when interacting with eagles.",
+ "MARK-MYRMIDIA-7": "
Eagle Eyes: Your irises darken and your eyes become exceptionally sharp. You gain a +20% bonus to Perception Tests involving sight.",
+ "MARK-MYRMIDIA-8": "
Fanatical Love: In combat, you may select one ally as a free action. That ally must have a religious symbol of Myrmidia in plain view. For that round, the ally gains a +10% bonus to all Will Power Tests.",
+ "MARK-MYRMIDIA-9": "
War-honed: Myrmidia reveals the secret of facing war with courage and honour. You gain the Stout-hearted Talent.",
+ "MARK-MYRMIDIA-10": "
Marked by Myrmidia: A Shield and Spear mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Myrmidia, and a +10% bonus to Fellowship Tests when dealing with other myrmidians if they can see the mark.",
+ "MARK-RANALD-1": "
Weak Willed: You become a slave to your passions. Permanently reduce your Will Power Characteristic by 1d10%",
+ "MARK-RANALD-2": "
Liar: You are loathe to tell the truth. Gain a +10% bonus to Blather Tests.",
+ "MARK-RANALD-3": "
Knavish: You exhibit all the untrustworthy characteristics that nobles and priests find repugnant. You take a -10% penalty to all Fellowship Tests when interacting with these individuals.",
+ "MARK-RANALD-4": "
Lithe: You become more wity and nimble. Increase your Agility Characteristic by 1d10%, but reduce your Toughness by the same amount. in addition, you lose 2d10 pounds.",
+ "MARK-RANALD-5": "
Ranald's Mien: You become leaner, your hair and skin darken, and you always seem to smile mischievously. Lose 2d10 pounds, but permanently increase your Fellowship Characteristic by 1d10%",
+ "MARK-RANALD-6": "
Cat Friend: Wherever you go, you seem to attract cats. Moments after entering a community, at least one cat finds you. Each day you remain in the same community, (1d10/2)-1 more cats show up. These cats do not fight on your behalf, but are friendly to you, giving you a +20% bonus to Charm Animal Tests involving these animals. Should you leave the community, the cats do not, generally, follow.",
+ "MARK-RANALD-7": "
Forgettable: People who do not know you find it hard to remember anything more than your disarming smile and flashing eyes. Those who interact with you closely for several hours must pass an Intelligence Test to recall further details.",
+ "MARK-RANALD-8": "
Ranald's Luck: Whenever you use a Fortune Point, roll a d10. If you roll 8, 9, or 10, the Fortune Point works as normal, but isn't spent.",
+ "MARK-RANALD-9": "
Irreverent: Ranald reveals to you the great joke of life. Whenever you are influenced by Fear, Terror, Intimidate, or the Unsettling Talent, and you fail a Will Power Test, you immediately burst into fits of uncontrollable laughter, and ignore the effect. However, whilst laughing (which lasts for 1d10 rounds), you take a -10% penalty to all tests and reduce your Movement Characteristic by 1.",
+ "MARK-RANALD-10": "
Marked by Ranald: A cross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ranald, and a +10% bonus to Fellowship Tests when dealing with other Ranaldans if they can see the mark.",
+ "MARK-SHALLYA-1": "
Pacifist: You find it very hard to even think of striking another. Permanently reduce your Weapon Skill and Ballistic Skill Characteristics by 5%.",
+ "MARK-SHALLYA-2": "
Bleeding Heart: Whenever you are in the vicinity of a creature that is suffering, you take a -10% penalty to all Will Power Tests. Should you leave the suffering individual untended, the penalty increases to -20% and it remains for 24 hours.",
+ "MARK-SHALLYA-3": "
Fear of the Fly Lord: Insects and other agents of decay make you deeply uncomfortable. While in the presence of a swarm of flies, maggots, roaches, or similar critteers, you take a -10% penalty to all Will Power Tests.",
+ "MARK-SHALLYA-4": "
Unworthiness: You always feel you have somehow failed those around you, especially if you could not heal their wounds or save their lives. You take a -10% penalty to Fellowship Tests made to interact with others because of your constant self-deprecating ways.",
+ "MARK-SHALLYA-5": "
Shallya's Mien: Your hair lightens, your eyes flow with holy tears and your face appears innocent. Henceforth, you take a -10% penalty on Perception and Search Tests, but you permanently increase your Fellowship Characteristic by %%. In addition, whenever you make a Heal Test, you repair 1 extra Wound.",
+ "MARK-SHALLYA-6": "
Peaceful Demeanour: You exude peace and tranquillity. Ordinary animals will never attack you unles syou first attack them.",
+ "MARK-SHALLYA-7": "
Healing Hands: Your hands are cool and soothing to the touch. Whenever you make a Heal Test, you repair an additional 2 Wounds.",
+ "MARK-SHALLYA-8": "
Tranquil Aura: Your presence calms aggressive tendencies. All creatures within 4 yards (2 squares) take a -10% penalty to Weapon Skill and Ballistic Skil Tests. This aura does not work on Daemons or Undead.",
+ "MARK-SHALLYA-9": "
Emboldened: You fundamentally understand Shallya's Mercy, and would martyr yourslef rather than retreat from your duties. So long as there are allies or innocents to help and protect, you may act normally when suffering from Fear or Terror, so long as your actions invlude healing those in need, warding their bodies from blows (but not attacking), helping theem reac safety, and the like.",
+ "MARK-SHALLYA-10": "
Marked by Shallya: A Dove, Heart, or Drop of Blood mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Shallya, and a +10% bonus to Fellowship Tests when dealing with other Shallyans if they can see the mark.",
+ "MARK-SIGMAR-1": "
Stubborn: You single-mindedly pursue Sigmar's cause, no matter the consequences. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-SIGMAR-2": "
Hammer Bearer: When wielding a hammer Hand Weapon or Great Weapon, you deal +1 damage. However, you take a -10% penalty to all Ballistic Skill Tests.",
+ "MARK-SIGMAR-3": "
Suspicious: Anyone may be a servant of the Dark Powers. You take a -10% penalty to all Fellowship Tests the first time you meet an individual.",
+ "MARK-SIGMAR-4": "
Grudge Bearer: You really bear grudges. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, byt gain a +10% bonus to both Strength and Will Power Tests for the duration of the encounter.",
+ "MARK-SIGMAR-5": "
Sigmar's Mien: Your hair lightens, your body bulks out and your eyes turn blue. You permanently gain 1d10/2 inches in height, 2d10 pounds in weight, and increase your Toughness Characteristic by 5%.",
+ "MARK-SIGMAR-6": "
Dawongr(Dwarf Friend): Your manner reminds Dwarfs of their ancient promises to Sigmar. You gain a +10% bonus to all Fellowship Tests made when interacting with Dwarfs.",
+ "MARK-SIGMAR-7": "
Greenskin Animosity: The thought of Greenskins fills you with righteous anger. Gain the Grudge-born Fury Talent.",
+ "MARK-SIGMAR-8": "
Symbol of Unity: Your presence inspires others with nationalistic pride. The first time during an encounter that a citizen of the Empire that is within 6 yards (3 squares) makes a Weapon Skill or Ballistic Skill Test against another citizen of the Empire, he takes a -10% penalty.",
+ "MARK-SIGMAR-9": "
Enlightened: Sigmar fills you with his divine purpose. When combating Greenskins or servants of Chaos, you automatically pass all Will Power Tests.",
+ "MARK-SIGMAR-10": "
Marked by Sigmar: A Comet or Hammer mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Sigmar, and a +10% bonus to Fellowship Tests when dealing with other Sigmarites if they can see the mark.",
+ "MARK-TAAL-RHYA-1": "
Wild Mind: Your thoughts are preoccupied with the passing seasons and baser needs. Permanently reduce your Intelligence Charactereistic by 5%.",
+ "MARK-TAAL-RHYA-2": "
Little Friends: Small animals, such as rodents and little birds, are attracted to you. They can be inconvenient, as they nibble everything and leave droppings everywhere. You take a -10% penalty to Fellowship Tests in social situations where such creatures are inappropriate.",
+ "MARK-TAAL-RHYA-3": "
Plant Growth: Holy plant life thrives somwhere on your body. At the GM's discretion, this may apply a -10% penalty yo Fellowship Tests in some social situations.",
+ "MARK-TAAL-RHYA-4": "
Seasonal: You are bound to the passing seasons. During the winter, you reduce your Wounds Characteristic by 2 and your Movement Characteristic by 1. In the autumn, you reduce your Wounds Characteristic by 1. In the spring, you increases your Wounds Characteristic by 1. In the summer, you increase your Wounds Characteristic by 2 and your Movement Characteristic by 1.",
+ "MARK-TAAL-RHYA-5": "
Taal or Rhya's Mien: You have an equal chance of assuming the likeness of Taal or Rhya. If Taal, you grow tall, strong, with shaggy hair. If Rhya, you become more curvaceous, with long flaxen hair, and appealing features. In either case, grow 1d10/2 inches taller and 2d10 pounds heavier. In addition, permanently increase your Fellowship Characteristic by 5%.",
+ "MARK-TAAL-RHYA-6": "
Animal Friend: Animals see you as one of their own, and never attack you evn if you attack them first. Unusual or controlled animals must pass a Challenging (-10%) Will Power Test to attack you.",
+ "MARK-TAAL-RHYA-7": "
Enlivened Flora: Wnever you remain in a natural setting for more than 1 round, all living plants within 4 yards (2 squares) grow healthy and lush. Whilst you are unaffected by this verdant growth, the area counts as difficult terrain afterwards, halving movement through it.",
+ "MARK-TAAL-RHYA-8": "
Tranquil Fauna: Animals are calmed by your presence. You gain a +10% bonus to Animal Care and Animal Training Tests.",
+ "MARK-TAAL-RHYA-9": "
Beast Senses: Taal or Rhya reveals the world around you as they see it. Gain the Keen Senses Talent.",
+ "MARK-TAAL-RHYA-10": "
Marked by Taal or Rhya: An Antlet, Axe, Coil of Live, Sheaf, or Bow and Arrow mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Taal & Rhya, and a +10% bonus to Fellowship Tests when dealing with other Taalites or Rhyans if they can see the mark.",
+ "MARK-ULRIC-1": "
Berserker: Each round in combat, you must pass a Will Power Test or immediately enter a Frenzy as if you had the Frenzy Talent.",
+ "MARK-ULRIC-2": "
Claws: You grow wickedly sharp claws. Permanently reduce your Ballistic Characteristic by 5%. Gain the Natural Weapons Talent.",
+ "MARK-ULRIC-3": "
Wolf's Eyes: You gain the clear, blue eyes of a Winter Wolf. You gain the Night Vision Talent, but can now only see in black and white.",
+ "MARK-ULRIC-4": "
Predator: Those around you become uncomfortable, instinctively aware that a killer is in their midst. You take a -10% penalty to Charm Tests, but gain a +10% bonus on Intimidate Tests.",
+ "MARK-ULRIC-5": "
Ulric's Mien: Your hair dakens, your body bulks, and you skin pales, becoming icy-cold. You grow 1d10/2 inches taller and 2 d10 pounds heavier. In addition, permanently increase your Strength Characteristic by 5%.",
+ "MARK-ULRIC-6": "
Wolf Friend: You attract a wolf companion. This creature is loyal and fights on your behalf. Should you treat the wolf poorly, it abandons you. You can gain this mark multiple times. Each time, you gain an additional wolf.",
+ "MARK-ULRIC-7": "
Pack Leader: You gain a measure of Ultic's undeniable authority. You gain a +10% bonus to all Command Tests.",
+ "MARK-ULRIC-8": "
One with the Wild: Ulric reveals the world around you as he sees it. You gain a +10% bonus to all Outdoor Survival Tests.",
+ "MARK-ULRIC-9": "
Ulric's Servant: Touched by Ulric, you no longer suffer the harmful effects of cold - except when it's triggered by a Wrath of God.",
+ "MARK-ULRIC-10": "
Marked by Ulric: A Wolf mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ulric, and a +10% bonus to Fellowship Tests when dealing with other Ulricans if they can see the mark.",
+ "MARK-VERENA-1": "
Savant: Your intellectual superiority makes it difficult for you to connect with others. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-VERENA-2": "
Daemon's Advocate: You can't help expressing alternative stances. If you allow an opinion or argument to be stated without countering it and balancing matters, take a -10% penalty yo all Will Power Tests for 24 hours.",
+ "MARK-VERENA-3": "
Just Heart: Whenever you see injustice, you must speak out against it unless you pass a Challenging (-10%) Will Power Test.",
+ "MARK-VERENA-4": "
Piercing Gaze: Your all-seeing eyes bore into everything around you. You gain a +10% bonus to all Perception Tests relying on sight, but take a -10% penalty on Charm Tests.",
+ "MARK-VERENA-5": "
Verena's Mien: Your back straightens, eyes clear and your face gains a dignified appearance. You grow 1d10/2 inches taller. In addition, permanently increase your Intelligence Characteristic by 5%.",
+ "MARK-VERENA-6": "
Owl Friend: Owls like you. You gain a +20% bonus on Charm Animal Tests made against owls.",
+ "MARK-VERENA-7": "
Eidetic Recall: With a successful Intelligence Test, you can perfectly recall any text you have read. You also gain a +20% bonus to all other tests involving memory.",
+ "MARK-VERENA-8": "
Voice of Wisdom: Your voice carried the wisdom of Verena Herself. Double the number of people you can affect with a Charm Test.",
+ "MARK-VERENA-9": "
Enlightened: Verena grants you a small portion of her wisdom. You gain a +10% bonus to all Academic Knowledge Tests that you have selected as skills. As well, you may attempt Academic Knowledge Tests outside of your fields of study, alebeit at a -20% penalty.",
+ "MARK-VERENA-10": "
Marked by Verena: An Owl, Scales, or Sword mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Verena, and a +10% bonus to Fellowship Tests when dealing with other Verenans if they can see the mark.",
+ "MARK-BEASTS-1": "
Aloof: Others find you emotionally detached and somewhat rude. Take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-BEASTS-2": "
Restless: You tend not t stay in one place for long, always needing to move about. It's worse when you're in closed spaces.",
+ "MARK-BEASTS-3": "
Dirty: For some reason, you attract dirt and you can never fully get clean.",
+ "MARK-BEASTS-4": "
Hairy: You grow thick hair all over your body. When you shave it off, it regrows quickly.",
+ "MARK-BEASTS-5": "
Feral: Your nails thicken and lenthen and your teeth grow pointed. You have a wild-eyed appearance others find unsettling. You take a -5% penalty to all Fellowship Tests made when interacting non-magic using Humans.",
+ "MARK-BEASTS-6": "
Aura of Savagery: Domesticated animals tend to turn angry, almost violent, while in your presence. All Animal Care and Animal Training Tests made by you or others while you are within 12 yards (4 squares) have their difficulty worsened by one step.",
+ "MARK-BEASTS-7": "
Musk: You exude a strong musky smell that puts others off. You take a -10% penalty to Fellowship Tests when interacting with Nobles, priests, and others of the upper class.",
+ "MARK-BEASTS-8": "
Brutish: You lack refinement and grace, imposing a -5% penalty to your Intelligence or Fellowship Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-BEASTS-9": "
Small Friends: You attract small, though harmless, animals like squirrels, mice, small birds, and so on. They seem to show up when least appropriate, leaving droppings in food and drink, and causing a nuisance. As a result, when in social situations where such creatures aren't appropriate, you take a -5% penalty to Fellowship Tests.",
+ "MARK-BEASTS-10": "
Mark of Ghur: The rune of
Ghur appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Beasts.",
+ "MARK-DEATH-1": "
Pallor: You sallow appearance, with pale skin and almost jaundiced eyes.",
+ "MARK-DEATH-2": "
Clammy Skin: You have cold skin. Asleep, you could be mistaken for dead.",
+ "MARK-DEATH-4": "
Dead Eyes: Your eyes are those of a dead man.",
+ "MARK-DEATH-3": "
Graveyard Stench: You stink of the grave. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-DEATH-5": "
Aura of Death: All plantswithin when you are within 4 yards (2 squares). This extends to equipment that derives from plant materials, worsening craftsmanship by one stop (to a maximum of Poor).",
+ "MARK-DEATH-6": "
Skull-like Visage: Your skin draws tightly to your skill. You take a -5% penalty to Fellowship Tests.",
+ "MARK-DEATH-7": "
Skeletal Fram: Your body muscle mithers, imposing a -5% penalty to your Strength or Toughness Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-DEATH-8": "
Voice of the Dead: Your voice changes so that when you speak, it is in an unsettling whisper. You take a -5% penalty to Animal Training and Fellowship Tests.",
+ "MARK-DEATH-9": "
Haunted: Voices and apparitions of the dead follow you everywhere, distracting you. Take a -10% penalty to Perception Tests.",
+ "MARK-DEATH-10": "
Mark of Shyish: The rune of
Shyish appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Death.",
+ "MARK-FIRE-1": "
Temper: You have a quick temper, losing your cool at the slightest provocation.",
+ "MARK-FIRE-2": "
Hyperactive: You can't sit still. You fidget constantly.",
+ "MARK-FIRE-3": "
Red Hair: Your hair and eyebrows turn bright, fiery red.",
+ "MARK-FIRE-4": "
Face Tattoos: Odd markings, like tattoos, appear on your face. Take a -10% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-FIRE-5": "
Flaming Eyes: Your eyes literally smolder with energy. Animals become nervous when you're around. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-FIRE-6": "
Hot Skin: Your skin is always feverish and you have a flushed appearance.",
+ "MARK-FIRE-7": "
Vulnerable to Cold: You are uncomfortable in the cold, taking a -5% penalty to Weapon Skill and Ballistic Skill Tests when exposed to cold climes.",
+ "MARK-FIRE-8": "
Aura of Brimstone: You stink of brimstone. All characters within 4 yards (2 squares) take a -10% penalty to olfactory-based Perception Tests.",
+ "MARK-FIRE-9": "
Raging Temper: You are volatile, more so than others of the Bright Order. You gain 1 Insanity Point and take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-FIRE-10": "
Mark of Aqshy: The rune of
Aqshy appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Fire.",
+ "MARK-HEAVENS-1": "
Zephyr: Small breezes and winds gather about you, causing paper to rustle, dust to swirl up and other such minor effects.",
+ "MARK-HEAVENS-2": "
Feather Light: Azyr loosens the shackles of gravity. Your body weight decreases by 10%. Your appearance remains unchanged.",
+ "MARK-HEAVENS-3": "
White Hair: Your hair turns snow white. Dyes do not hold.",
+ "MARK-HEAVENS-4": "
Blue Eyes: Your eyes change colour to a startling shade of blue. In areas of low-lighting, they faintly glow. Take a -5% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-HEAVENS-5": "
Disturbing Visions: You commonly see disconnected portentous events that are meaningless to you. The constant barrage is distracting, imposing a -5% penalty yo Perception Tests.",
+ "MARK-HEAVENS-6": "
Scentless: Your natural smell is replaced by the scent of fresh air. Reeking fluids, noxious potions and other sources of stench gradually lose their aroma on contact with your person. Whilst this is advantageous after, say, a walk through a filth spattered street, it does serve to make people and animals uncomfortable in your presence. You take a -5% Fellowship penalty when dealing with people, and a -10% Fellowship penalty when dealing with animals. All attempts to track you using scent are considered Hard (-20%).",
+ "MARK-HEAVENS-7": "
Alarming Visions: Whenever you suffer the effects to Tzeentch's Curse, you must succeed on a Challenging (-10%) Will Power Tests to control the sudden flashes of precognition that come with the botched magic. If you fail, you are stunned for 1 round.",
+ "MARK-HEAVENS-8": "
Aura of Tranquillity: You emit a strange, but peaceful, aura that others find calming. Characters within 4 yards (2 squares) take a -5% penalty to Weapon Skill and Ballistic Skill Tests.",
+ "MARK-HEAVENS-9": "
Stargazer: You become agitated when you are unable to scry the stars. The difficulty of all tests involving Academic Knowledge or Will Power increases by you step for each night you fail to observe the night sky for at least half an hour. All accumulated penalties are removed when you are able to study the heavens once more.",
+ "MARK-HEAVENS-10": "
Mark of Azyr: The rune of
Azyr appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of the Heavens.",
+ "MARK-LIFE-1": "
Plant Growth: A small patch of plantlife begins to thrive upon your skin. These growths are inconsequential - mould under the fingernails, ivy in the hair and so on - but they are somewhat peculiar. They may be removed, but always grow back the following day.",
+ "MARK-LIFE-2": "
Barefoot: You can't abide by wearing footwear and you you must, you take a -5% penalty to Agility Tests.",
+ "MARK-LIFE-3": "
Rapid Hair and Nails: Your hair and fingernails grow at an almost alarming rate. You must spend a portion of each day, trimming them back.",
+ "MARK-LIFE-4": "
Green Skin: Your skin changes colour, assuming a greenish hue. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIFE-5": "
Vulnerability to Fire: Fire deals +1 Damage against you.",
+ "MARK-LIFE-6": "
Great Constitution: You gain Resistance to Disease.",
+ "MARK-LIFE-7": "
Metal Revulsion: You can't bear to touch metal objects of any kind. When you do, you must make a Challenging (-10%) Will Power Test or take a -1 cumulative penalty to your Magic Characteristic for 24 hours. You need not take the Test if struck by a metal weapon in combat.",
+ "MARK-LIFE-8": "
Aura of Growth: You emit an aura of growth and health, restoring life and colour to all plants you pass within 4 yards (2 squares). In natural environments, each of these spaces slows movement as if they were difficult terrain, halving movement through it, though you yourself are unaffected.",
+ "MARK-LIFE-9": "
Bound to the Seasons: You are physically affected by the passage of the seasons. In the winter, you take a -2 penalty to your Wounds Characteristic and a -1 penalty to your Movement Characteristic; in the autumn, you take a -1 penalty to your Wounds Characteristic; in the spring, you gain a +1 bonus to your Wounds Characteristic; in the summer, you gain a +2 bonus to your Wounds Characteristic and a +1 bonus to your Movement Characteristic.",
+ "MARK-LIFE-10": "
Mark of Ghyran: The rune of
Ghyran appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Life.",
+ "MARK-LIGHT-1": "
Choral Voice: Your voice becomes suffused with the harmonious vibrations of
Hysh. When you sing, it sounds as if scores of others are singing alongside you.",
+ "MARK-LIGHT-2": "
Eureka!: You inspire small acts of remembrance and deja-vu in those around you. You have no control over this effect, which tends to make non-magic users a little distracted when talking to you.",
+ "MARK-LIGHT-3": "
Pale: Your skin lightens considerably, bordering on semi-translucent.",
+ "MARK-LIGHT-4": "
Erie Eyes: Your eyes change colour, becoming milky white or have a golden luminance. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIGHT-5": "
Arrogant: Your deep knowledge (or rather your opinion about your own education) comes off as arrogant and pretentious. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-LIGHT-6": "
Paranoid: Given your wisdom, you have a deeper understanding of the nature of the Realm of Chaos, making you suspicious of all those around you. You take a -5% penalty to all Fear Tests.",
+ "MARK-LIGHT-7": "
Vulnerability to Darkness: When in areas of low-lighting, you take a -10% penalty to Channelling Tests.",
+ "MARK-LIGHT-8": "
Aura of Light: You give off a radiant energy that makes other light sources glow brighter than normal. All light sources within 4 yards (2 squares) provide light as if one step stronger. For instance, a candle would shed light as a lamp. (See
WFRP, page 117.) However, within such light, all characters take a -20% penalty to Concealment Tests.",
+ "MARK-LIGHT-9": "
Luminescent: You give off a constant soft glow, making it nearly impossible to conceal your movements. You take a -20% penalty yo all Concealment Tests. However, you shed light equal to torchlight (see
WFRP, page 117.).",
+ "MARK-LIGHT-10": "
Mark of Hysh: The rune of
Hysh appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Light.",
+ "MARK-METAL-1": "
Quicksilver Tears: Your tears and sweat take on the appearance of mercury. For all other intents and purposes they remain unchanged from normal tears and sweat.",
+ "MARK-METAL-2": "
Leaden Tongue: Your voice takes on a harsh tone, akin to metal clashing upon metal. Your singing sounds like a gong related accident.",
+ "MARK-METAL-3": "
Golden Skin: Your skin becomes thick, gaining a subtle golden sheen.",
+ "MARK-METAL-4": "
Stiff Limbs: Your limbs stiffen, making it hard to move around. Take a -5% penalty to your Agility Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-5": "
Magic Conductor: You attract magical energy. All characters within 4 yards (2 squares), take a -10% penalty to Will Power Tests made to resist spells.",
+ "MARK-METAL-6": "
Aura of Magnetism: You emit a strange aura that attracts metals to your flesh. Enemies trying to strike you gain a +5% bonus to Weapon Skill and Ballistic Skill Tests, though anyone else within 4 yards (2 squares) who tries to strike someone other than you takes a -5% penalty on all Weapon Skill and Ballistic Skill Tests.",
+ "MARK-METAL-7": "
Mechanical: When you interact with an animal, it sees you as an object rather than a creature. Animals will only attack you if you first attack them.",
+ "MARK-METAL-8": "
Greater Golden Skin: Your skin hardens into a thick shell. You take a -20% penalty to your Agility Characteristic and a -1 penalty to your Movement Characteristic, but you gain 1 Armour Point to all locations. These points stack with all other forms of Armour, but not leather or studded leather (see page 17 in
Old World Armoury). Modify your starting profile accordingly.",
+ "MARK-METAL-9": "
Slow: You have a hard time moving around. Take a -2 penalty to your Movement Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-10": "
Mark of Chamon: The rune of
Chamon appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Metal.",
+ "MARK-SHADOW-1": "
Flicker: Light seems uncomfortable in your presence. Candles flicker, lanterns dim and fires burn low when you are around.",
+ "MARK-SHADOW-2": "
Trickster: You cloak yourself in deception and misdirection, making you untrustworthy to others. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-3": "
Mantle of Mist: Mist, fog, smoke and other vapours seem drawn to your side. This adds a +5% bonus to Intimidate Tests made in fog banks and other suitable conditions, but does mean you tend to reek of smoke all the time.",
+ "MARK-SHADOW-4": "
Aspect of Ulgu: Your frame lightens and tightens whilst your hair colour changes to grey.",
+ "MARK-SHADOW-5": "
Forgettable: People can't seem to remember your face. Characters who've met you must succeed on an Intelligence Tests to recall who you are.",
+ "MARK-SHADOW-6": "
Disturbing Eyes: Your eyes become grey and swirl with unnatural darkness. You gain a +5% bonus to Intimidate Tests.",
+ "MARK-SHADOW-7": "
Insubstantial: Your body becomes slightly insubstantial. You gain a +10% bonus to Concealment Tests, but you take a -5% penalty to your Toughness Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-8": "
Unnatural Shadow: Your shadow does not behave itself - moving often of it's own accord. The shifting wrongness of your shadow puts folk ill at ease, imposing a -10% penalty to Fellowship Tests made when interacting with non-magic users. Worse, superstitious peasants will need convincing that you are not a Daemon.",
+ "MARK-SHADOW-9": "
Shrouded: Your body draws shadows towards it. You gain a +10% bonus to Concealment Tests.",
+ "MARK-SHADOW-10": "
Mark of Ulgu: The rune of
Ulgu appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Shadow.",
+ "ARCANE-MARK": "Arcane Mark",
+ "CHARACTERISTIC": "Characteristic"
}
\ No newline at end of file
diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/da.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/da.json
index e0d76c9eea..5b2a49ac0f 100644
--- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/da.json
+++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/da.json
@@ -1,286 +1,787 @@
{
- "character-name": "Character Name",
- "career": "Career",
- "career-path": "Career Path",
- "race": "Race",
- "religion": "Religion",
- "concept": "Concept",
- "advancements": "Advancements",
- "xp": "XP",
- "core-stats": "Core Stats",
- "background": "Background",
- "weapons": "Weapons",
- "armor": "Armor",
- "spellbook": "Spellbook ",
- "inventory": "Inventory",
- "character-profile": "Character Profile",
- "main-profile": "Main Profile",
- "main": "Main",
- "abbreviate-weapon-skill": "WS",
- "abbreviate-ballistic-skill": "BS",
- "abbreviate-strength": "S",
- "abbreviate-toughness": "T",
- "abbreviate-agility": "Ag",
- "abbreviate-intelligence": "Int",
- "abbreviate-will-power": "WP",
- "abbreviate-fellowship": "Fel",
- "starting": "Starting",
- "talents": "Talents",
- "advance": "Advance",
- "current": "Current",
- "secondary-profile": "Secondary Profile",
- "secondary": "Secondary",
- "abbreviate-attacks": "A",
- "abbreviate-wounds": "W",
- "abbreviate-strength-bonus": "SB",
- "abbreviate-toughness-bonus": "TB",
- "abbreviate-movement": "M",
- "abbreviate-magic": "Mag",
- "abbreviate-insanity-points": "IP",
- "abbreviate-fate-points": "FP",
- "combat": "Combat",
- "initiative": "Initiative",
- "wounds": "Wounds",
- "fortune": "Fortune",
- "move": "Move",
- "charge": "Charge",
- "run": "Run",
- "leap": "Leap",
- "abbreviate-initiative": "Init",
- "check-luck": "Check if you have the Luck Talent",
- "talent-name": "Talent Name",
- "description": "Descripton",
- "skills": "Career Main Profile",
- "knowledge-and-language-skills": "Knowledge and Language Skills",
- "skill-name": "Skill Name",
- "abbreviate-characteristic": "Char",
- "training": "Training",
- "misc": "Misc",
- "total": "Total",
- "roll": "Roll",
- "abbreviate-gm": "GM",
- "common-knowledge-any": "Common Knowledge (any)",
- "common-knowledge": "Common Knowledge",
- "trained": "Trained",
- "perform-trade-and-other-skills": "Perform, Trade, and Other Skills",
- "basic": "Basic",
- "special-rules": "Special Rules",
- "name": "Name",
- "basic-skills": "Basic Skills",
- "animal-care": "Animal Care",
- "charm": "Charm",
- "command": "Command",
- "concealment": "Concealment",
- "consume-alcohol": "Consume Alcohol",
- "disguise": "Disguise",
- "drive": "Drive",
- "evaluate": "Evaluate",
- "gamble": "Gamble",
- "gossip": "Gossip",
- "haggle": "Haggle",
- "intimidate": "Intimidate",
- "outdoor-survival": "Outdoor Survival",
- "preception": "Perception",
- "ride": "Ride",
- "row": "Row",
- "scale-sheet-surface": "Scale Sheer Surface",
- "search": "Search",
- "silent-move": "Silent Move",
- "swim": "Swim",
- "advanced-skills": "Advanced Skills",
- "animal-training": "Animal Training",
- "blather": "Blather",
- "chanelling": "Chanelling",
- "charm-animal": "Charm Animal",
- "dodge-blow": "Dodge Blow",
- "follow-trail": "Follow Trail",
- "heal": "Heal",
- "hypnotism": "Hypnotism",
- "lip-reading": "Lip Reading",
- "magical-sense": "Magical Sense",
- "navigation": "Navigation",
- "pick-lock": "Pick Lock",
- "prepare-poison": "Prepare Poison",
- "read-and-write": "Read and Write",
- "sail": "Sail",
- "set-trap": "Set Trap",
- "shadowing": "Shadowing",
- "sleight-of-hand": "Sleight of Hand",
- "torture": "Torture",
- "vetroloquism": "Ventriloquism",
- "astrology": "Astrology",
- "star-sign": "Star Sign",
- "doom": "Doom",
- "appearance": "Appearance",
- "gender": "Gender",
- "build": "Build",
- "age": "Age",
- "attr-height": "Height",
- "weight": "Weight",
- "eyes": "Eyes",
- "skin": "Skin",
- "hair": "Hair",
- "history": "History",
- "miscellaneous-notes": "Miscellaneous Notes",
- "starting-career": "Starting Career",
- "career-name": "Career Name",
- "career-main-profile": "Career Main Profile",
- "weapon-skill": "Weapon Skill",
- "ballistic-skill": "Ballistic Skill",
- "strength": "Strength",
- "toughness": "Toughness",
- "agility": "Agility",
- "intelligence": "Intelligence",
- "will-power": "Will Power",
- "fellowship": "Fellowship",
- "career-secondary-profile": "Career Secondary Profile",
- "attacks": "Attacks",
- "strength-bonus": "Strength Bonus",
- "toughness-bonus": "Toughness Bonus",
- "movement": "Movement",
- "magic": "Magic",
- "insanity-points": "Insanity Points",
- "fate-points": "Fate Points",
- "career-skills": "Career Skills",
- "career-talents": "Career Talents",
- "career-exits": "Career Exits",
- "second-career": "Second Career",
- "third-career": "Third Career",
- "fourth-career": "Fourth Career",
- "fifth-career": "Fifth Career",
- "melee-weapons": "Melee Weapons",
- "abbreviate-proficiency": "Prof?",
- "weapon": "Weapon",
- "craftsmanship": "Craftsmanship",
- "ws-bonus": "WS Bonus",
- "to-hit": "To Hit",
- "damage": "Damage",
- "impact": "Impact",
- "defensive": "Defensive",
- "qualities": "Qualities",
- "attack": "Attack",
- "parry": "Parry",
- "poor": "Poor",
- "common": "Common",
- "good": "Good",
- "best": "Best",
- "abbreviate-attack": "Atk",
- "abbreviate-damage": "Dmg",
- "abbreviate-parry": "Pry",
- "ranged-weapons": "Ranged Weapons",
- "bs-bonus": "BS Bonus",
- "type": "Type",
- "reload": "Reload",
- "range": "Range",
- "ammo": "Ammo",
- "shoot": "Shoot",
- "throw": "Throw",
- "free": "Free",
- "half": "Half",
- "full-number": "{{0}} Full",
- "critical-hit": "Critical Hit",
- "critical-roll": "Critical Roll",
- "critical": "Critical",
- "petty": "Petty",
- "lesser": "Lesser",
- "arcane": "Arcane",
- "divine": "Divine",
- "runes": "Runes",
- "perform-chanelling": "Take a Half Action to perform Chanelling",
- "spell-name": "Name",
- "casting-number": "Casting Number",
- "casting-time": "Casting Time",
- "duration": "Duration",
- "target": "Target/AoE",
- "none": "None",
- "1d10magic": "1d10 + Magic",
- "spell-healing": "Spell Healing",
- "cast": "Cast",
- "ingredient-bonus": "Ingredient Bonus",
- "ingredient": "Ingredient",
- "spell-damage": "Spell Damage",
- "spell-description": "Spell Description",
- "petty-spell": "Petty Spell",
- "lesser-spell": "Lesser Spell",
- "arcane-spell": "Arcane Spell",
- "divine-spell": "Divine Spell",
- "rune": "Rune",
- "inscription-number": "Inscription Number",
- "empowerment": "Empowerment",
- "inscribe": "Inscribe",
- "permanent-rune-description": "Permanent Rune Description",
- "temporary-rune-description": "Temporary Rune Description",
- "coin-carried": "Coin Carried",
- "brass-pennies-bp": "Brass Pennies (BP)",
- "silver-shillings-ss": "Silver Shillings (SS)",
- "gold-crowns-gc": "Gold Crowns (GC)",
- "total-gc-value": "Total GC Value",
- "exchange-rate": "Exchange Rate",
- "exchange-rate-description": "240 brass pennies = 20 silver shilling = 1 gold crown",
- "encumbrance": "Encumbrance",
- "trappings": "Trappings",
- "coin": "Coin",
- "other": "Other",
- "carrying-capacity": "Carrying Max",
- "push-drag-lift": "Push/Drag/Lift",
- "encumbered": "Encumbered",
- "dwarf": "Dwarf",
- "dwarf-encumbrance": "Dwarves can carry twice as much as other characters.",
- "encumbrance-description": "Encumbrance entered in each row below is:",
- "encumbrance-choice1": "The total encumbrance of the row (ignoring quantity)",
- "encumbrance-choice2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
- "page1": "Page 1",
- "page2": "Page 2",
- "page3": "Page 3",
- "show-all": "Show All",
- "row-nr": "Row #",
- "carried-question": "Carried?",
- "abbreviate-quantity": "Qty",
- "treasure-loot-inventory-notes": "Treasure/Loot/Inventory Notes",
- "protective-item": "Protective Items",
- "head": "Head",
- "worn": "Worn",
- "armor-type": "Armor Type",
- "armor-points": "Armor Points",
- "magic-bonus": "Magic Bonus",
- "total-ap": "Total AP",
- "leather": "Leather",
- "mail": "Mail",
- "plate": "Plate",
- "torso": "Torso",
- "arms": "Arms",
- "legs": "Legs",
- "armor-penalties": "Armor Penalties",
- "armor-penalties-description1": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
- "armor-penalties-description2": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
- "hit-locations": "Hit Locations",
- "left-arm": "Left Arm",
- "left-leg": "Left Leg",
- "right-arm": "Right Arm",
- "right-leg": "Right Leg",
- "advanced-skill": "Advanced Skill",
- "basic-skill": "Basic Skill",
- "knowledge-skill": "Knowledge Skill",
- "various-skill": "Various Skill",
- "blood-loss": "Blood Loss",
- "bleeding": "Bleeding",
- "casting-test": "Casting Test",
- "outcome": "Outcome",
- "spellcasting-succeeds": "Spellcasting succeeds",
- "hit-left-arm": "Hit Left Arm",
- "hit-right-leg": "Hit Right Leg",
- "hit-location-number": "Hit Location {{0}}",
- "hit-right-arm": "Hit Right Arm",
- "damage-number": "Damage {{0}}",
- "hit-left-leg": "Hit Left Leg",
- "hit-body": "Hit Body",
- "hit-head": "Hit Head",
- "target-number": "Target Number",
- "attack-roll": "Attack Roll",
- "miss": "Miss",
- "parry-roll": "Parry Roll",
- "failure": "Failure",
- "spellcasting-fails": "Spellcasting fails",
- "test-result": "Test Result",
- "characteristic": "Characteristic"
+ "CHARACTER-NAME": "Character Name",
+ "CAREER": "Career",
+ "CAREER-PATH": "Career Path",
+ "RACE": "Race",
+ "RELIGION": "Religion",
+ "CONCEPT": "Concept",
+ "ADVANCEMENTS": "Advancements",
+ "XP": "XP",
+ "XP-EARNED": "XP Earned",
+ "XP-SPENT": "XP Spent",
+ "XP-REST": "XP Rest",
+ "PUBLIC": "Make all rolls public",
+ "WHISPER": "Whisper all rolls to GM",
+ "CORE-STATS": "Core Stats",
+ "BACKGROUND": "Background",
+ "WEAPONS": "Weapons",
+ "ARMOR": "Armor",
+ "SPELLBOOK": "Spellbook",
+ "INVENTORY": "Inventory",
+ "SETTINGS": "Settings",
+ "CHARACTER-PROFILE": "Character Profile",
+ "MAIN-PROFILE": "Main Profile",
+ "MAIN": "Main",
+ "ABBREVIATE-WEAPON-SKILL": "WS",
+ "ABBREVIATE-BALLISTIC-SKILL": "BS",
+ "ABBREVIATE-STRENGTH": "S",
+ "ABBREVIATE-TOUGHNESS": "T",
+ "ABBREVIATE-AGILITY": "Ag",
+ "ABBREVIATE-INTELLIGENCE": "Int",
+ "ABBREVIATE-WILL-POWER": "WP",
+ "ABBREVIATE-FELLOWSHIP": "Fel",
+ "STARTING": "Starting",
+ "TALENTS": "Talents",
+ "ADVANCE": "Advance",
+ "CURRENT": "Current",
+ "MODIFIER": "Modifier",
+ "SECONDARY-PROFILE": "Secondary Profile",
+ "SECONDARY": "Secondary",
+ "ABBREVIATE-ATTACKS": "A",
+ "ABBREVIATE-WOUNDS": "W",
+ "ABBREVIATE-STRENGTH-BONUS": "SB",
+ "ABBREVIATE-TOUGHNESS-BONUS": "TB",
+ "ABBREVIATE-MOVEMENT": "M",
+ "ABBREVIATE-MAGIC": "Mag",
+ "ABBREVIATE-INSANITY-POINTS": "IP",
+ "ABBREVIATE-FATE-POINTS": "FP",
+ "COMBAT": "Combat",
+ "INITIATIVE": "Initiative",
+ "WOUNDS": "Wounds",
+ "FORTUNE": "Fortune",
+ "MOVE": "Move",
+ "CHARGE": "Charge",
+ "RUN": "Run",
+ "LEAP": "Leap",
+ "ABBREVIATE-INITIATIVE": "Init",
+ "CHECK-LUCK": "Check if you have the Luck Talent",
+ "TALENT-NAME": "Talent Name",
+ "DESCRIPTION": "Descripton",
+ "SKILLS": "Skills",
+ "KNOWLEDGE-AND-LANGUAGE-SKILLS": "Knowledge and Language Skills",
+ "KNOWLEDGE": "Knowledge",
+ "SKILL-NAME": "Skill Name",
+ "ABBREVIATE-CHARACTERISTIC": "Char",
+ "TRAINING": "Training",
+ "ABBREVIATE-MISCELLANEOUS": "Misc",
+ "TOTAL": "Total",
+ "ROLL": "Roll",
+ "ABBREVIATE-GM": "GM",
+ "COMMON-KNOWLEDGE-ANY": "Common Knowledge (any)",
+ "COMMON-KNOWLEDGE": "Common Knowledge",
+ "PERFORM-TRADE-AND-OTHER-SKILLS": "Perform, Trade, and Other Skills",
+ "TRAINED": "Trained",
+ "BASIC": "Basic",
+ "SPECIAL-RULES": "Special Rules",
+ "NAME": "Name",
+ "BASIC-SKILLS": "Basic Skills",
+ "ANIMAL-CARE": "Animal Care",
+ "CHARM": "Charm",
+ "COMMAND": "Command",
+ "CONCEALMENT": "Concealment",
+ "CONSUME-ALCOHOL": "Consume Alcohol",
+ "DISGUISE": "Disguise",
+ "DRIVE": "Drive",
+ "EVALUATE": "Evaluate",
+ "GAMBLE": "Gamble",
+ "GOSSIP": "Gossip",
+ "HAGGLE": "Haggle",
+ "INTIMIDATE": "Intimidate",
+ "OUTDOOR-SURVIVAL": "Outdoor Survival",
+ "PERCEPTION": "Perception",
+ "RIDE": "Ride",
+ "ROW": "Row",
+ "SCALE-SHEER-SURFACE": "Scale Sheer Surface",
+ "SEARCH": "Search",
+ "SILENT-MOVE": "Silent Move",
+ "SWIM": "Swim",
+ "ADVANCED-SKILLS": "Advanced Skills",
+ "ANIMAL-TRAINING": "Animal Training",
+ "BLATHER": "Blather",
+ "CHANNELLING": "Channelling",
+ "CHARM-ANIMAL": "Charm Animal",
+ "DODGE-BLOW": "Dodge Blow",
+ "FOLLOW-TRAIL": "Follow Trail",
+ "HEAL": "Heal",
+ "HYPNOTISM": "Hypnotism",
+ "LIP-READING": "Lip Reading",
+ "MAGICAL-SENSE": "Magical Sense",
+ "NAVIGATION": "Navigation",
+ "PICK-LOCK": "Pick Lock",
+ "PREPARE-POISON": "Prepare Poison",
+ "READ-AND-WRITE": "Read and Write",
+ "SAIL": "Sail",
+ "SET-TRAP": "Set Trap",
+ "SHADOWING": "Shadowing",
+ "SLEIGHT-OF-HAND": "Sleight of Hand",
+ "TORTURE": "Torture",
+ "VENTRILOQUISM": "Ventriloquism",
+ "ASTROLOGY": "Astrology",
+ "STAR-SIGN": "Star Sign",
+ "DOOM": "Doom",
+ "APPEARANCE": "Appearance",
+ "GENDER": "Gender",
+ "BUILD": "Build",
+ "AGE": "Age",
+ "HEIGHT": "Height",
+ "WEIGHT": "Weight",
+ "EYES": "Eyes",
+ "SKIN": "Skin",
+ "HAIR": "Hair",
+ "HISTORY": "History",
+ "MISCELLANEOUS-NOTES": "Miscellaneous Notes",
+ "CAREER-NAME": "Career Name",
+ "STARTING-CAREER": "Starting Career",
+ "SECOND-CAREER": "Second Career",
+ "THIRD-CAREER": "Third Career",
+ "FOURTH-CAREER": "Fourth Career",
+ "FIFTH-CAREER": "Fifth Career",
+ "CAREER-ENTERED": "Career Entered",
+ "CAREER-ENTERED_CHECK": "Check if you've entered this career.",
+ "CAREER-MAIN-PROFILE": "Career Main Profile",
+ "WEAPON-SKILL": "Weapon Skill",
+ "BALLISTIC-SKILL": "Ballistic Skill",
+ "STRENGTH": "Strength",
+ "TOUGHNESS": "Toughness",
+ "AGILITY": "Agility",
+ "INTELLIGENCE": "Intelligence",
+ "WILL-POWER": "Will Power",
+ "FELLOWSHIP": "Fellowship",
+ "CAREER-SECONDARY-PROFILE": "Career Secondary Profile",
+ "ATTACKS": "Attacks",
+ "STRENGTH-BONUS": "Strength Bonus",
+ "TOUGHNESS-BONUS": "Toughness Bonus",
+ "MOVEMENT": "Movement",
+ "MAGIC": "Magic",
+ "INSANITY-POINTS": "Insanity Points",
+ "FATE-POINTS": "Fate Points",
+ "CAREER-SKILLS": "Career Skills",
+ "CAREER-TALENTS": "Career Talents",
+ "CAREER-SKILLS-AND-TALENTS": "Career Skills and Talents",
+ "SKILL-OR-TALENT": "Skill or Talent",
+ "CAREER-EXITS": "Career Exits",
+ "TAKEN": "Taken",
+ "MELEE-WEAPONS": "Melee Weapons",
+ "ABBREVIATE-PROFICIENCY": "Prof?",
+ "WEAPON": "Weapon",
+ "CRAFTSMANSHIP": "Craftsmanship",
+ "ABBREVIATE-CRAFTSMANSHIP": "Craft",
+ "ABBREVIATE-ENCUMBRANCE": "Enc",
+ "WS-BONUS": "WS Bonus",
+ "TO-HIT": "To Hit",
+ "DAMAGE": "Damage",
+ "FURY-DAMAGE": "Fury Damage",
+ "DAMAGE-INC-SB": "Melee damage already includes SB.",
+ "IMPACT": "Impact",
+ "ABBREVIATE-IMPACT": "Imp",
+ "DEFENSIVE": "Defensive",
+ "ABBREVIATE-DEFENSIVE": "Def",
+ "QUALITIES": "Qualities",
+ "FRENZY-DESCRIPTION": "Check if you are using the Frenzy Talent",
+ "ATTACK": "Attack",
+ "PARRY": "Parry",
+ "POOR": "Poor",
+ "COMMON": "Common",
+ "GOOD": "Good",
+ "BEST": "Best",
+ "ABBREVIATE-ATTACK": "Atk",
+ "ABBREVIATE-DAMAGE": "Dmg",
+ "ABBREVIATE-PARRY": "Pry",
+ "RANGED-WEAPONS": "Ranged Weapons",
+ "BS-BONUS": "BS Bonus",
+ "TYPE": "Type",
+ "RELOAD": "Reload",
+ "RANGE": "Range",
+ "ABBREVIATE-AMMUNITION": "Ammo",
+ "ABBREVIATE-AMMUNITION-ENCUMBRANCE": "Ammo Enc",
+ "AMMO-ENCUMBRANCE-DESCRIPTION": "Note Encombrance value for 1 piece of ammo.",
+ "SHOOT": "Shoot",
+ "THROW": "Throw",
+ "FREE": "Free",
+ "HALF": "Half",
+ "FULL-NUMBER": "{{0}} Full",
+ "CRITICAL": "Critical",
+ "CRITICAL-HIT": "Critical Hit",
+ "CRITICAL-ROLL": "Critical Roll",
+ "TOTAL-MELEE-WEAPON-ENCUMBRANCE": "Total Melee Weapon Encumbrance",
+ "TOTAL-RANGED-WEAPON-ENCUMBRANCE": "Total Ranged Weapon Encumbrance",
+ "TOTAL-WEAPON-ENCUMBRANCE": "Total Weapon Encumbrance",
+ "PETTY": "Petty",
+ "LESSER": "Lesser",
+ "ARCANE": "Arcane",
+ "DIVINE": "Divine",
+ "RUNES": "Runes",
+ "RITUALS": "Rituals",
+ "PERFORM-CHANNELLING": "Take a Half Action to perform Channelling",
+ "SPELL-NAME": "Name",
+ "CASTING-NUMBER": "Casting Number",
+ "CASTING-TIME": "Casting Time",
+ "DURATION": "Duration",
+ "TARGET": "Target/AoE",
+ "NONE": "None",
+ "1D10MAGIC": "1d10 + Magic",
+ "SPELL-HEALING": "Spell Healing",
+ "CAST": "Cast",
+ "INGREDIENT-BONUS": "Ingredient Bonus",
+ "INGREDIENT": "Ingredient",
+ "SPELL-DAMAGE": "Spell Damage",
+ "SPELL-DESCRIPTION": "Spell Description",
+ "RITUAL-DESCRIPTION": "Ritual Description",
+ "ARCANE-LANGUAGE": "Arcane Language",
+ "REQUIRED-MAGIC": "Required Magic",
+ "XP-COST": "XP Cost",
+ "CONDITIONS": "Conditions",
+ "CONSEQUENCES": "Consquences",
+ "petty-spell": "Petty Spell",
+ "lesser-spell": "Lesser Spell",
+ "arcane-spell": "Arcane Spell",
+ "divine-spell": "Divine Spell",
+ "RUNE": "Rune",
+ "INSCRIPTION-NUMBER": "Inscription Number",
+ "EMPOWERMENT": "Empowerment",
+ "INSCRIBE": "Inscribe",
+ "PERMANENT-RUNE-DESCRIPTION": "Permanent Rune Description",
+ "TEMPORARY-RUNE-DESCRIPTION": "Temporary Rune Description",
+ "MAGIC-USED": "Amount of Magic used",
+ "CHANNELLING-SUCCESS": "Channelling success",
+ "INGREDIENT-USED": "Ingredient used",
+ "RUNE-TYPE": "Rune type",
+ "TEMPORARY": "Temporary",
+ "PERMANENT": "Permanent",
+ "MINUTES": "minute(s)",
+ "WEEKS": "week(s)",
+ "COIN-CARRIED": "Coin Carried",
+ "BRASS-PENNIES-BP": "Brass Pennies (BP)",
+ "SILVER-SHILLINGS-SS": "Silver Shillings (SS)",
+ "GOLD-CROWNS-GC": "Gold Crowns (GC)",
+ "TOTAL-GC-VALUE": "Total GC Value",
+ "EXCHANGE-RATE": "Exchange Rate",
+ "EXCHANGE-RATE-DESCRIPTION": "240 brass pennies = 20 silver shilling = 1 gold crown",
+ "ENCUMBRANCE": "Encumbrance",
+ "TRAPPINGS": "Trappings",
+ "COIN": "Coin",
+ "OTHER": "Other",
+ "CARRYING-CAPACITY": "Carrying Max",
+ "PUSH-DRAG-LIFT": "Push/Drag/Lift",
+ "ENCUMBERED": "Encumbered",
+ "ENCUMBERED-MOVEMENT-PENALTY": "Encumbered Movement penalty",
+ "DWARF": "Dwarf",
+ "DWARF-ENCUMBRANCE": "Dwarves can carry twice as much as other characters.",
+ "DWARF-ENCUMBRANCE-CHECK": "Check if you are a Dwarf.",
+ "ENCUMBRANCE-DESCRIPTION": "Encumbrance entered in each row below is:",
+ "ENCUMBRANCE-CHOICE1": "The total encumbrance of the row (ignoring quantity)",
+ "ENCUMBRANCE-CHOICE2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
+ "PAGE-1": "Page 1",
+ "PAGE-2": "Page 2",
+ "PAGE-3": "Page 3",
+ "SHOW-ALL": "Show All",
+ "UNLIMITED": "Unlimited",
+ "ROW-NR": "Row #",
+ "CARRIED-QUESTION": "Carried?",
+ "ABBREVIATE-QUANTITY": "Qty",
+ "TREASURE-LOOT-INVENTORY-NOTES": "Treasure/Loot/Inventory Notes",
+ "PROTECTIVE-ITEMS": "Protective Items",
+ "WORN": "Worn",
+ "HEAD": "Head",
+ "ARMOR-TYPE": "Armor Type",
+ "ARMOR-POINTS": "Armor Points",
+ "ABBREVIATE-ARMOR-POINTS": "AP",
+ "MAGIC-BONUS": "Magic Bonus",
+ "BONUS": "Bonus",
+ "TOTAL-AP": "Total AP",
+ "LEATHER": "Leather",
+ "MAIL": "Mail",
+ "PLATE": "Plate",
+ "TORSO": "Torso",
+ "ARMS": "Arms",
+ "LEGS": "Legs",
+ "LOCATION-DESCRIPTION": "H : Head / B : Body / A : Arms / L : Legs",
+ "TOTAL-ARMOR-ENCUMBRANCE": "Total Armor Encombrance",
+ "TOTAL-WEIGHT-MAX": "The maximum total encumbrance your character can carry without slowing.",
+ "MAX-PUSH-DRAG-LIFT": "This is the maximum encumbrance you can push/drag/lift. If the encumbrance you are pushing/dragging/lifting exceeds your maximum carrying capacity then your Movement drops to 1.",
+ "LIGHT": "Light",
+ "MEDIUM": "Medium",
+ "HEAVY": "Heavy",
+ "LIGHT-ARMOR": "Light Armor",
+ "MEDIUM-ARMOR": "Medium Armor",
+ "HEAVY-ARMOR": "Heavy Armor",
+ "HIT-LOCATIONS": "Hit Locations",
+ "BODY": "Body",
+ "ABBREVIATE-HEAD": "H",
+ "ABBREVIATE-BODY": "B",
+ "ABBREVIATE-ARMS": "A",
+ "ABBREVIATE-LEGS": "L",
+ "LEFT-ARM": "Left Arm",
+ "LEFT-LEG": "Left Leg",
+ "RIGHT-ARM": "Right Arm",
+ "RIGHT-LEG": "Right Leg",
+ "ARMOR-PENALTIES": "Armor Penalties",
+ "ARMOR-PENALTIES-MEDIUM": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
+ "ARMOR-PENALTIES-HEAVY": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
+ "BLOOD-LOSS": "Blood Loss",
+ "BLEEDING": "Bleeding",
+ "ADVANCED-SKILL": "Advanced Skill",
+ "BASIC-SKILL": "Basic Skill",
+ "KNOWLEDGE-SKILL": "Knowledge Skill",
+ "VARIOUS-SKILL": "Various Skill",
+ "TARGET-NUMBER": "Target Number",
+ "TEST-RESULT": "Test Result",
+ "RESULT": "Result",
+ "OUTCOME": "Outcome",
+ "SUCCESS": "Success",
+ "FAILURE": "Failure",
+ "ATTACK-ROLL": "Attack Roll",
+ "MISS": "Miss",
+ "PARRY-ROLL": "Parry Roll",
+ "PARRIED": "Parried",
+ "CASTING-TEST": "Casting Test",
+ "SPELLCASTING-FAILS": "Spellcasting fails",
+ "SPELLCASTING-SUCCEEDS": "Spellcasting succeeds",
+ "INSCRIPTION-TEST": "Inscription Test",
+ "INSCRIPTION-TIME": "Inscription Time",
+ "INSCRIPTION-FAILS": "Inscription fails",
+ "INSCRIPTION-SUCCEEDS": "Inscription succeeds",
+ "HIT-LOCATION": "Hit Location",
+ "HIT-HEAD": "Hit Head",
+ "HIT-BODY": "Hit Body",
+ "HIT-LEFT-ARM": "Hit Left Arm",
+ "HIT-LEFT-LEG": "Hit Left Leg",
+ "HIT-RIGHT-ARM": "Hit Right Arm",
+ "HIT-RIGHT-LEG": "Hit Right Leg",
+ "HIT-LOCATION-NUMBER": "Hit Location {{0}}",
+ "DAMAGE-NUMBER": "Damage {{0}}",
+ "CRITICAL-LOCATION": "Critical Location",
+ "CRITICAL-VALUE": "Critical Value",
+ "CRITICAL-EFFECT": "Critical Effect",
+ "CRITICAL-EFFECT-H1": "Disoriented by the blow. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-H2": "Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H3": "The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-H4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H5": "Knocked to the ground and dazed. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-H6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-H7": "Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-H8": "Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.",
+ "CRITICAL-EFFECT-H9": "Skull pierced by a mighty blow. Death is instantaneous.",
+ "CRITICAL-EFFECT-A1": "Drops anything held in that hand. A shield, if worn, is not affected, since its strapped on.",
+ "CRITICAL-EFFECT-A2": "Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A3": "Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).",
+ "CRITICAL-EFFECT-A4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A5": "Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).",
+ "CRITICAL-EFFECT-A6": "Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-A7": "Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.",
+ "CRITICAL-EFFECT-A8": "Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.",
+ "CRITICAL-EFFECT-A9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-B1": "The wind is knocked out of the character. All tests and attacks suffer a 20% penalty for one round.",
+ "CRITICAL-EFFECT-B2": "Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B3": "Ribs busted by ferocity of attack. Character takes a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-B4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B5": "Knocked to the ground and badly winded. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-B6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-B7": "The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-B8": "Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.",
+ "CRITICAL-EFFECT-B9": "Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.",
+ "CRITICAL-EFFECT-L1": "Stumbles. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-L2": "Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L3": "Leg incapacitated until medical attention is received. Characters Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a 20% penalty.",
+ "CRITICAL-EFFECT-L4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L5": "Knocked to the ground and dazed. All characters tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-L6": "Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-L7": "Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.",
+ "CRITICAL-EFFECT-L8": "Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.",
+ "CRITICAL-EFFECT-L9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-10": "Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.",
+ "BLOOD-SURVIVE": "Survive one more round.",
+ "BLOOD-DEATH": "Death from blood loss!",
+ "OLD-TRAPPINGS": "Use old Trappings layout",
+ "NEW-TRAPPINGS": "Use new Trappings layout",
+ "CHAOS-MANIFESTATION": "Chaos Manifestation",
+ "ROLL-BASIC-TABLES": "Roll on Basic Chaos Manifestaion Tables",
+ "ROLL-EXTENDED-TABLES": "Roll on Extended Chaos Manifestaion Tables",
+ "TZEENTCHS-CURSE": "Tzeentch's Curse",
+ "CHAOS-ROLL": "Chaos Roll",
+ "CHAOS-TABLE": "Chaos Table",
+ "MINOR-NORMAL": "Minor Normal",
+ "MINOR-EXTENDED": "Minor Extended",
+ "MAJOR-NORMAL": "Major Normal",
+ "MAJOR-EXTENDED": "Major Extended",
+ "CATASTROPHIC-NORMAL": "Catastrophic Normal",
+ "CATASTROPHIC-EXTENDED": "Catastrophic Extended",
+ "MINOR": "Minor",
+ "MAJOR": "Major",
+ "CATASTROPHIC": "Catastrophic",
+ "MINOR-CHAOS-MANIFESTATION": "Minor Chaos Manifestation",
+ "MAJOR-CHAOS-MANIFESTATION": "Major Chaos Manifestation",
+ "CATASTROPHIC-CHAOS-MANIFESTATION": "Catastrophic Chaos Manifestation",
+ "YES": "Yes",
+ "NO": "No",
+ "MINOR1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINOR2": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINOR3": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINOR4": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINOR5": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINOR6": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINOR7": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINOR8": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINOR9": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINOR10": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINOR11": "
Unlucky !: Roll on Major Chaos Manifestation instead.",
+ "MINORE1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINORE2": "
Fumblehand: A randomly selected item you are holding or carrying flies 1d10 yards (1d10/2 squares) in a random direction, thrown invisibly by Winds of Chaos.",
+ "MINORE3": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINORE4": "
Nailrot: A randomly chosen finger or toenail turns black and falls off. It will grow back normally.",
+ "MINORE5": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINORE6": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINORE7": "
Waxy Earful: Your ears become entirely plugged with wax, requiring a successful Heal Test to clear. Until you receive such treatment, you suffer a 10% penalty to all tests involving hearing.",
+ "MINORE8": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINORE9": "
Cold Sweats: All those within in 10 yards (5 squares) of you immediately break into a cold sweat lasting 1d10 rounds.",
+ "MINORE10": "
Sleeping Nerves: Every muscle in your body tingles for 1d10 rounds. You suffer a 5% penalty to all tests made in that time.",
+ "MINORE11": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINORE12": "
Milky Eyes: A milky film covers your eyes for 1d10 hours. You suffer a 10% penalty to any tests involving sight in that time.",
+ "MINORE13": "
Bane of Flora: All plant life within 10 yards (5 squares) of you withers and dies.",
+ "MINORE14": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINORE15": "
Handfrozen: The bones and muscles of one of your hands (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move your fingers from their bizarre arrangement for 1d10 minutes.",
+ "MINORE16": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINORE17": "
Creeping Congregation: Insects fill the area around you, buzzing and crawling. They do no harm and disperse within 1d10 rounds, but they are obviousand potentially frighteningto everyone in the area.",
+ "MINORE18": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINORE19": "
Channel Burn: The channels of magic in your body are burned by coursing magic. You suffer a 1 penalty to every Casting Roll you make in the next 1d10 minutes.",
+ "MINORE20": "
Intestinal Rebellion: Your bowels move uncontrollably, soiling both your clothing and pride.",
+ "MINORE21": "
Grave Offence: You uncontrollably shout something horribly offensive to those around you. The GM may overrule you if your invention is insufficiently offensive.",
+ "MINORE22": "
Fluid Transformation: All liquids on your personincluding spell ingredientsturn to brine.",
+ "MINORE23": "
Kin Inconvenienced: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MINORE24": "
Accumulation of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MINORE25": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINORE26": "
Unlucky!: Roll on Major Chaos Manifestation instead.",
+ "MAJOR1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJOR2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJOR3": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJOR4": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJOR5": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJOR6": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJOR7": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJOR8": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJOR9": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJOR10": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJOR11": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "MAJORE1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJORE2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJORE3": "
Hairless: Every hair in your body falls out.",
+ "MAJORE4": "
Blacknail: Every finger and toenail on your body turns black and falls off. They will grow back normally.",
+ "MAJORE5": "
Wracked: You suffer burning pain for 1d10 rounds, suffering a 10% penalty to all tests made in that time.",
+ "MAJORE6": "
Channel Conflagration: The channels of magic in your body are set ablaze by coursing magic. You suffer a 1 penalty to every casting die you roll in the next 1d10 hours.",
+ "MAJORE7": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJORE8": "
Rag Doll: You spontaneously fly through the air 1d10 yards (1d10/5 squares) in a random direction, landing roughly and suffering a Damage 2 hit.",
+ "MAJORE9": "
Fire!: Your clothing bursts into flame (see WFRP, page 136).",
+ "MAJORE10": "
Loadstones: Every piece of metal on your body is permanently magnetized.",
+ "MAJORE11": "
Limbfrozen: The bones and muscles of one of your arms or legs (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move the affected limb for 1d10 hours.",
+ "MAJORE12": "
Tongue-twisted: Chaos energy infuses your mouth; anything you say for the next 1d10 minutes comes out as gibberish, rendering spellcasting impossible during that time.",
+ "MAJORE13": "
Chaotic Wind: Chaos blows through any magical spell ingredients you are carrying. Any spell cast using them will make one of any associated Casting Rolls dice a Chaos die.",
+ "MAJORE14": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJORE15": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJORE16": "
Undone: Every tie, clasp, and fastener of every type on your body flies violently open. Belts come undone, pouches fly open, boots come unlaced, and so on.",
+ "MAJORE17": "
Regurgitate: You throw up uncontrollably, unable to do anything else, for 1d10 rounds. In that time, you spew up much more vomit than could possibly have been contained in your stomach.",
+ "MAJORE18": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJORE19": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJORE20": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJORE21": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJORE22": "
Kin Affected: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MAJORE23": "
Storm of Chaos: Roll on Table 624: Expanded Minor Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "MAJORE24": "
Store of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MAJORE25": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJORE26": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "CATA1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATA2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATA3": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATA4": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA5": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA6": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATA7": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATA8": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATA9": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATA10": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "CATAE1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATAE2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE3": "
Broken: Your will is utterly broken. Your Will Power Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE4": "
Stupefied: Your mind regresses to protect you from a worse fate. Your Intelligence Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE5": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATAE6": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATAE7": "
Rageboil: Everyone within 10 yards (5 squares) of you is immediately and irrationally outraged by your very presence. They all move to attack youeven your alliesand only come to their senses after 1d10 rounds.",
+ "CATAE8": "
Albino Affliction: Your skin and hair are bleached utterly white by roiling Chaos.",
+ "CATAE9": "
Heretical Vision: A Daemon Prince shows you a vision of Chaos. You gain 1d10 Insanity Points. Any time after this event, you can spend 100 xp and gain the Dark Lore (Chaos) talent.",
+ "CATAE10": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATAE11": "
Boiling Blood: For a brief instant, your blood literally boils in your veins. You suffer 2d10 Wounds, which are reduced by Toughness but not armour.",
+ "CATAE12": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATAE13": "
Chaotic Servitors: 1d10 Daemon Imps (see
WFRP, page 229) appear from the Aethyr and do your bidding for 1d10 rounds.",
+ "CATAE14": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATAE15": "
Windblock: You are stuck unable to breathe for 1d10 minutes (see Suffocation in WFRP, page 136), after which you gasp!manage to draw breath.",
+ "CATAE16": "
Lineage Concluded: The infection of Chaos renders you sterile or barren.",
+ "CATAE17": "
Eyefuse: You close your eyes as the Winds of Magic howl about you, and your eyelids are fused shut. You cannot see until this is corrected by magic or surgery.",
+ "CATAE18": "
Spasmodic Paroxysm: Your entire body convulses violently as the pure stuff of Chaos courses over you; you bite off your tongue. You become very difficult to understand and suffer 5 to all Casting Rolls until you are somehow healed.",
+ "CATAE19": "
Witherlimb: A randomly determined limb withers and becomes permanently useless.",
+ "CATAE20": "
Mutating Wind: You must make a Will Power Test or suffer a Chaos Mutation (see WFRP, page 229, or the Old World Bestiary, page 79).",
+ "CATAE21": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATAE22": "
Kin Afflicted: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "CATAE23": "
Vortex of Chaos: Roll on Table 625: Expanded Major Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "CATAE24": "
Hoard of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "CATAE25": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "GODWRATH1": "
Unearthly Vision: Your God chooses this time to grant you a symbolic but confusing vision. This stuns you for 1 round.",
+ "GODWRATH2": "
Prove Your Devotion: A few more prayers are required to finish casting the spell. This result adds 1 half action to the Casting Time of the spell. You must take this extra time even if you failed the Casting Roll.",
+ "GODWRATH3": "
You Try My Patience: You cannot cast another spell for 1d10 rounds. This spell still works as long as you made your Casting Roll.",
+ "GODWRATH4": "
Your Cause is Unworthy: Your spell fails, even if you made the Casting Roll.",
+ "GODWRATH5": "
Stinging Rebuke: Not only does your spell fail, but you also suffer a 10% penalty to your Will Power for 1 minute.",
+ "GODWRATH6": "
What Will You Sacrifice for this Boon?:",
+ "GODWRATH7": "
You Have Sinned Against Me: You have somehow angered your God. You must kneel and repent for 1d10 rounds. This renders you helpless.",
+ "GODWRATH8": "
Daemonic Interference: Your prayer is answered but not by your God. Roll a
Major Chaos Manifestation.",
+ "GODWRATHV1": "
Behold Your Wickedness!: You suffer visions of your failures, which seem to take an eternity but are over in an instant. Gain 1d10 Insanity Points; if you become insane, you gain Heart of Despair.",
+ "GODWRATHV2": "
Lash the Flesh to Purge the Soul: You take 2d10 Wounds, ignoring Toughness Bonus or Armour.",
+ "GODWRATHV3": "
You Shall Not Abuse My Mercy: Your Magic Characteristic is reduced to zero, and increases by one every time you do penance (as if attempting to reduce your Disfavour Pool to zero), until it returns to its original value. If you have no Magic Characteristic, the same happens to your daily allowance of Fortune Points.",
+ "GODWRATHV4": "
Thou Art Accursed and Outcast: You are cast out from the cult, and this is marked on your soul. You take a 30% penalty to all social interactions with followers of your God until you do penance.",
+ "GODWRATHV5": "
Rely Not On These Vanities: All your goods and equipment are stripped from you, leaving you in a tunic. Any non-magical equipment you were carrying is gone forever; magical equipment is mysteriously returned if you do penance. (GMs option: nonmagical but important items may also be returned after penance.)",
+ "GODWRATHV6": "
Called to Account: ",
+ "GODWRATHV7": "
Daemonic Visitation: Roll on the Catastrophic Chaos Manifestation Table instead using the table in WFRP.",
+ "SACRIFICE1": "You vomit up salt water, and feel as though you are almost drowned. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE2": "All warmth and vigour leach from your body. Take a –20% penalty to all actions for the next 1 minute.",
+ "SACRIFICE3": "You automatically fail your next Dodge or Parry Test.",
+ "SACRIFICE4": "You must re-roll your next three successful Tests. If the second roll fails, you fail the Test. If the re-roll succeeds, you succeed and need not roll again.",
+ "SACRIFICE5": "The next time one of your allies suffers an injury, you suffer exactly the same injury. This may mean taking Wounds, or taking a Critical Hit.",
+ "SACRIFICE6": "A brand in the shape of a twin-tailed comet appears on your forehead, inflicting 1d10 Wounds ignoring Toughness Bonus or armour.",
+ "SACRIFICE7": "Your mind becomes that of a beast for three rounds. You flee most situations, but fight if cornered.",
+ "SACRIFICE8": "Your body is rimed with frost. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE9": "You are robbed of your knowledge. You automatically fail any Academic Knowledge Tests you make in the next 1 hour.",
+ "SACRIFICE10": "You lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "OPTIONAL-ARCANE-MARK": "
Optional Arcane Mark: You must pass an Average (+0%) Willpower test or gain an Arcane Mark (see
Realms of Sorcery page 175).",
+ "ARCANE-LORE": "Arcane Lore",
+ "LORE-OF-BEASTS": "Lore of Beasts",
+ "LORE-OF-DEATH": "Lore of Death",
+ "LORE-OF-FIRE": "Lore of Fire",
+ "LORE-OF-HEAVENS": "Lore of the Heavens",
+ "LORE-OF-LIFE": "Lore of Life",
+ "LORE-OF-LIGHT": "Lore of Light",
+ "LORE-OF-METAL": "Lore of Metal",
+ "LORE-OF-SHADOW": "Lore of Shadow",
+ "MARK": "Mark",
+ "MARK-OF": "Mark of",
+ "BEASTS": "Beasts",
+ "DEATH": "Death",
+ "FIRE": "Fire",
+ "HEAVENS": "the Heavens",
+ "LIFE": "Life",
+ "METAL": "Metal",
+ "SHADOW": "Shadow",
+ "WRATH-ROLL": "Wrath Roll",
+ "WRATH-TABLE": "Wrath Table",
+ "WRATH": "Wrath",
+ "VENGEANCE": "Vengeance",
+ "WRATH-OF-THE-GODS": "Wrath of the Gods",
+ "VENGEANCE-OF-THE-GODS": "Vengeance of the Gods",
+ "DISFAVOR-POOL": "Disfavor Pool",
+ "DISFAVOR-ROLL": "Disfavor Roll",
+ "DIVINE-LORE": "Divine Lore",
+ "LORE-OF-MANANN": "Lore of Manann",
+ "LORE-OF-MORR": "Lore of Morr",
+ "LORE-OF-MYRMIDIA": "Lore of Myrmida",
+ "LORE-OF-RANALD": "Lore of Ranald",
+ "LORE-OF-SHALLYA": "Lore of Shallya",
+ "LORE-OF-SIGMAR": "Lore of Sigmar",
+ "LORE-OF-TAAL-RHYA": "Lore of Taal & Rhya",
+ "LORE-OF-ULRIC": "Lore of Ulric",
+ "LORE-OF-VERENA": "Lore of Verena",
+ "MARK-ROLL": "Mark Roll",
+ "MARKS": "Marks",
+ "NO-MARKS": "Don't use Marks optional rule",
+ "USE-MARKS": "Use Marks optional rule",
+ "MARKS-OF-THE-GODS": "Marks of the Gods",
+ "MARKS-OF-MANANN": "Marks of Manann",
+ "MARKS-OF-MORR": "Marks of Morr",
+ "MARKS-OF-MYRMIDIA": "Marks of Myrmida",
+ "MARKS-OF-RANALD": "Marks of Ranald",
+ "MARKS-OF-SHALLYA": "Marks of Shallya",
+ "MARKS-OF-SIGMAR": "Marks of Sigmar",
+ "MARKS-OF-TAAL-RHYA": "Marks of Taal & Rhya",
+ "MARKS-OF-ULRIC": "Marks of Ulric",
+ "MARKS-OF-VERENA": "Marks of Verena",
+ "MARKS-OF": "Marks of",
+ "MANANN": "Manann",
+ "MORR": "Morr",
+ "MYRMIDIA": "Myrmida",
+ "RANALD": "Ranald",
+ "SHALLYA": "Shallya",
+ "SIGMAR": "Sigmar",
+ "TAAL-RHYA": "Taal & Rhya",
+ "ULRIC": "Ulric",
+ "VERENA": "Verena",
+ "NO-LORE": "No Lore selected",
+ "GM-DISCRETION": "GM's discretion",
+ "MARK-GM-DISCRETION": "Mark at GM's discretion",
+ "MARK-MANANN-1": "
Fishy: You are infused with the odours of the sea. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-MANANN-2": "
Pelagic Yearning: You long for the open seas. When not on, or surrounded by, the sea, your Will Power is reduced by 5%.",
+ "MARK-MANANN-3": "
Seaweed Growth: Holy seaweed thrives somewhere on your body. At the GM's discretion, this may apply a -10% penalty to Fellowship Tests in som social situations.",
+ "MARK-MANANN-4": "
Tidal: You are bound to the changing tides. During low tide, you reduce your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. At high tide, increase your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. All other times, and when far from sea, your Characteristics are unchanged.",
+ "MARK-MANANN-5": "
Manann's Mien: You grow taller, your hair darkens, and you develop a brimy smell. You grow larger, increasing your height by 1d10/2 inches and adding 2d10 pounds to your weight. As well, permanently increase your Strength Characteristic by 5%.",
+ "MARK-MANANN-6": "
Piscine Charisma: You become intensely attractive to fish of all kinds. They greet you in open-mouthed wonder and shoal around you in docile masses when you are in the water. For this reason, albatrosses and other seabirds like you. Add +20% to Charm Animal Tests made to interact with sea birds.",
+ "MARK-MANANN-7": "
Rip Tides: Large bodies of water twist and churn in your presence. All Swim Tests made by others with 4 yards (2 squares) of you take a -20% penalty, and a -10% penalty if between 4 and 12 yards (3-6 squares).",
+ "MARK-MANANN-8": "
Webbed: Your toes and fingers become webbed. Gain a +20% bonus to Swim Tests.",
+ "MARK-MANANN-9": "
One With the Sea: Manann reveals the secrets of his realm. You cannot drown in seawater; any time you would drown, you are instead reduced to 0 Wounds and are Helpless, and either float to the surface or wash up on shore. You also add +10% bonus to all Sail, Row, and Navigation Tests whilst at sea.",
+ "MARK-MANANN-10": "
Marked by Manann: A trided, Crown, Wave, or Albatross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channellin Tests when using the Lore of Manann, and a +10% bonus to Fellowship Tests when dealing with other Manannites if they can see the mark.",
+ "MARK-MORR-1": "
Enervated: Your muscles weaken. Permanently reduce your Strength Characteristic by 5%.",
+ "MARK-MORR-2": "
Distracted by Death: Your preoccupation with morbid subjects makes others uncomfortable around you. When interacting with individuals who are not priests in the cult of Morr, you take a -10% penalty to Fellowhip Tests.",
+ "MARK-MORR-4": "
Disturbing Visions: You are plagued by disconnected visions that you know to be portentous, but cannot understand. You take a -10% to Perception tests. Once per day, you may gain a +10% bonus to any single test.",
+ "MARK-MORR-3": "
Skeletal: Your face and scalp draw tightly to your skull. You take a -10% penalty to Charm Tests, but gain a +10% bonus to Intimidate Tests.",
+ "MARK-MORR-5": "
Morr's Mien: You grow taller, your hair darkens, and your skin pales, becoming cool to the touch. You grow larger, gaining 1d10/2 inches in height. As well, increase your Will Power Characteristic by 5%.",
+ "MARK-MORR-6": "
Flock of Ravens: Wherever you go, there always seem to be ravens present. Under most circumstances, they appear in places where one might expect them. Whilst indoors, you see them through windows, and underground, you may see raven cave paintings with disturbing regularity. You gain a +20% bonus to Charm Animal Tests made when interacting with ravens.",
+ "MARK-MORR-7": "
Dead Eyes: A single glance causes others to flinch. Gain the Unsettling Talent.",
+ "MARK-MORR-8": "
Morr's Servant: Sentient Undead shy from your presence. Any creature with the Undead Talent
and a Will Power Characteristic must make a Will Power Test or suffer from Fear. This ignores the Undead Talent's normal exemption to Fear.",
+ "MARK-MORR-9": "
Enlightened: You have gazed beyond the Portal and no longer fear death. Gain the Fearless Talent.",
+ "MARK-MORR-10": "
Marked by Morr: A Rose, Portal, or Raven mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Morr, and a +10% bonus to Fellowship Tests when dealing with other Morrians if they can see the mark.",
+ "MARK-MYRMIDIA-1": "
Vengeful: You become deeply vengeful, which blinds your reason. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-MYRMIDIA-2": "
Rites of War: You feel obliged to recite terms of war before any battle, an act that takes a Full Action. until you complete this honourable rite in combat, you take a -5% penalty to Weapon Skill Tests.",
+ "MARK-MYRMIDIA-3": "
Calculating: You coldly weigh the strengths and weaknesses of all you meet. You take a -10% penalty to Fellowship Tests made to deal with those who you meet for the first time.",
+ "MARK-MYRMIDIA-4": "
Righteous Fury: You punish the wicked, for you are honourable and true. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, but gain a +10% bonus to both Strength and Willpower Tests for the duration of the encounter.",
+ "MARK-MYRMIDIA-5": "
Myrmidia's Mien: Your skin darkens to a deep tan that glints coppery in the light. You grow larger, gaining 1d10/2 inches in height. You also gain a +10% bonus to Command Tests.",
+ "MARK-MYRMIDIA-6": "
Eagle Friend: Eagles like you. You gain a +20% bonus to Charm Animal Tests made when interacting with eagles.",
+ "MARK-MYRMIDIA-7": "
Eagle Eyes: Your irises darken and your eyes become exceptionally sharp. You gain a +20% bonus to Perception Tests involving sight.",
+ "MARK-MYRMIDIA-8": "
Fanatical Love: In combat, you may select one ally as a free action. That ally must have a religious symbol of Myrmidia in plain view. For that round, the ally gains a +10% bonus to all Will Power Tests.",
+ "MARK-MYRMIDIA-9": "
War-honed: Myrmidia reveals the secret of facing war with courage and honour. You gain the Stout-hearted Talent.",
+ "MARK-MYRMIDIA-10": "
Marked by Myrmidia: A Shield and Spear mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Myrmidia, and a +10% bonus to Fellowship Tests when dealing with other myrmidians if they can see the mark.",
+ "MARK-RANALD-1": "
Weak Willed: You become a slave to your passions. Permanently reduce your Will Power Characteristic by 1d10%",
+ "MARK-RANALD-2": "
Liar: You are loathe to tell the truth. Gain a +10% bonus to Blather Tests.",
+ "MARK-RANALD-3": "
Knavish: You exhibit all the untrustworthy characteristics that nobles and priests find repugnant. You take a -10% penalty to all Fellowship Tests when interacting with these individuals.",
+ "MARK-RANALD-4": "
Lithe: You become more wity and nimble. Increase your Agility Characteristic by 1d10%, but reduce your Toughness by the same amount. in addition, you lose 2d10 pounds.",
+ "MARK-RANALD-5": "
Ranald's Mien: You become leaner, your hair and skin darken, and you always seem to smile mischievously. Lose 2d10 pounds, but permanently increase your Fellowship Characteristic by 1d10%",
+ "MARK-RANALD-6": "
Cat Friend: Wherever you go, you seem to attract cats. Moments after entering a community, at least one cat finds you. Each day you remain in the same community, (1d10/2)-1 more cats show up. These cats do not fight on your behalf, but are friendly to you, giving you a +20% bonus to Charm Animal Tests involving these animals. Should you leave the community, the cats do not, generally, follow.",
+ "MARK-RANALD-7": "
Forgettable: People who do not know you find it hard to remember anything more than your disarming smile and flashing eyes. Those who interact with you closely for several hours must pass an Intelligence Test to recall further details.",
+ "MARK-RANALD-8": "
Ranald's Luck: Whenever you use a Fortune Point, roll a d10. If you roll 8, 9, or 10, the Fortune Point works as normal, but isn't spent.",
+ "MARK-RANALD-9": "
Irreverent: Ranald reveals to you the great joke of life. Whenever you are influenced by Fear, Terror, Intimidate, or the Unsettling Talent, and you fail a Will Power Test, you immediately burst into fits of uncontrollable laughter, and ignore the effect. However, whilst laughing (which lasts for 1d10 rounds), you take a -10% penalty to all tests and reduce your Movement Characteristic by 1.",
+ "MARK-RANALD-10": "
Marked by Ranald: A cross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ranald, and a +10% bonus to Fellowship Tests when dealing with other Ranaldans if they can see the mark.",
+ "MARK-SHALLYA-1": "
Pacifist: You find it very hard to even think of striking another. Permanently reduce your Weapon Skill and Ballistic Skill Characteristics by 5%.",
+ "MARK-SHALLYA-2": "
Bleeding Heart: Whenever you are in the vicinity of a creature that is suffering, you take a -10% penalty to all Will Power Tests. Should you leave the suffering individual untended, the penalty increases to -20% and it remains for 24 hours.",
+ "MARK-SHALLYA-3": "
Fear of the Fly Lord: Insects and other agents of decay make you deeply uncomfortable. While in the presence of a swarm of flies, maggots, roaches, or similar critteers, you take a -10% penalty to all Will Power Tests.",
+ "MARK-SHALLYA-4": "
Unworthiness: You always feel you have somehow failed those around you, especially if you could not heal their wounds or save their lives. You take a -10% penalty to Fellowship Tests made to interact with others because of your constant self-deprecating ways.",
+ "MARK-SHALLYA-5": "
Shallya's Mien: Your hair lightens, your eyes flow with holy tears and your face appears innocent. Henceforth, you take a -10% penalty on Perception and Search Tests, but you permanently increase your Fellowship Characteristic by %%. In addition, whenever you make a Heal Test, you repair 1 extra Wound.",
+ "MARK-SHALLYA-6": "
Peaceful Demeanour: You exude peace and tranquillity. Ordinary animals will never attack you unles syou first attack them.",
+ "MARK-SHALLYA-7": "
Healing Hands: Your hands are cool and soothing to the touch. Whenever you make a Heal Test, you repair an additional 2 Wounds.",
+ "MARK-SHALLYA-8": "
Tranquil Aura: Your presence calms aggressive tendencies. All creatures within 4 yards (2 squares) take a -10% penalty to Weapon Skill and Ballistic Skil Tests. This aura does not work on Daemons or Undead.",
+ "MARK-SHALLYA-9": "
Emboldened: You fundamentally understand Shallya's Mercy, and would martyr yourslef rather than retreat from your duties. So long as there are allies or innocents to help and protect, you may act normally when suffering from Fear or Terror, so long as your actions invlude healing those in need, warding their bodies from blows (but not attacking), helping theem reac safety, and the like.",
+ "MARK-SHALLYA-10": "
Marked by Shallya: A Dove, Heart, or Drop of Blood mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Shallya, and a +10% bonus to Fellowship Tests when dealing with other Shallyans if they can see the mark.",
+ "MARK-SIGMAR-1": "
Stubborn: You single-mindedly pursue Sigmar's cause, no matter the consequences. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-SIGMAR-2": "
Hammer Bearer: When wielding a hammer Hand Weapon or Great Weapon, you deal +1 damage. However, you take a -10% penalty to all Ballistic Skill Tests.",
+ "MARK-SIGMAR-3": "
Suspicious: Anyone may be a servant of the Dark Powers. You take a -10% penalty to all Fellowship Tests the first time you meet an individual.",
+ "MARK-SIGMAR-4": "
Grudge Bearer: You really bear grudges. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, byt gain a +10% bonus to both Strength and Will Power Tests for the duration of the encounter.",
+ "MARK-SIGMAR-5": "
Sigmar's Mien: Your hair lightens, your body bulks out and your eyes turn blue. You permanently gain 1d10/2 inches in height, 2d10 pounds in weight, and increase your Toughness Characteristic by 5%.",
+ "MARK-SIGMAR-6": "
Dawongr(Dwarf Friend): Your manner reminds Dwarfs of their ancient promises to Sigmar. You gain a +10% bonus to all Fellowship Tests made when interacting with Dwarfs.",
+ "MARK-SIGMAR-7": "
Greenskin Animosity: The thought of Greenskins fills you with righteous anger. Gain the Grudge-born Fury Talent.",
+ "MARK-SIGMAR-8": "
Symbol of Unity: Your presence inspires others with nationalistic pride. The first time during an encounter that a citizen of the Empire that is within 6 yards (3 squares) makes a Weapon Skill or Ballistic Skill Test against another citizen of the Empire, he takes a -10% penalty.",
+ "MARK-SIGMAR-9": "
Enlightened: Sigmar fills you with his divine purpose. When combating Greenskins or servants of Chaos, you automatically pass all Will Power Tests.",
+ "MARK-SIGMAR-10": "
Marked by Sigmar: A Comet or Hammer mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Sigmar, and a +10% bonus to Fellowship Tests when dealing with other Sigmarites if they can see the mark.",
+ "MARK-TAAL-RHYA-1": "
Wild Mind: Your thoughts are preoccupied with the passing seasons and baser needs. Permanently reduce your Intelligence Charactereistic by 5%.",
+ "MARK-TAAL-RHYA-2": "
Little Friends: Small animals, such as rodents and little birds, are attracted to you. They can be inconvenient, as they nibble everything and leave droppings everywhere. You take a -10% penalty to Fellowship Tests in social situations where such creatures are inappropriate.",
+ "MARK-TAAL-RHYA-3": "
Plant Growth: Holy plant life thrives somwhere on your body. At the GM's discretion, this may apply a -10% penalty yo Fellowship Tests in some social situations.",
+ "MARK-TAAL-RHYA-4": "
Seasonal: You are bound to the passing seasons. During the winter, you reduce your Wounds Characteristic by 2 and your Movement Characteristic by 1. In the autumn, you reduce your Wounds Characteristic by 1. In the spring, you increases your Wounds Characteristic by 1. In the summer, you increase your Wounds Characteristic by 2 and your Movement Characteristic by 1.",
+ "MARK-TAAL-RHYA-5": "
Taal or Rhya's Mien: You have an equal chance of assuming the likeness of Taal or Rhya. If Taal, you grow tall, strong, with shaggy hair. If Rhya, you become more curvaceous, with long flaxen hair, and appealing features. In either case, grow 1d10/2 inches taller and 2d10 pounds heavier. In addition, permanently increase your Fellowship Characteristic by 5%.",
+ "MARK-TAAL-RHYA-6": "
Animal Friend: Animals see you as one of their own, and never attack you evn if you attack them first. Unusual or controlled animals must pass a Challenging (-10%) Will Power Test to attack you.",
+ "MARK-TAAL-RHYA-7": "
Enlivened Flora: Wnever you remain in a natural setting for more than 1 round, all living plants within 4 yards (2 squares) grow healthy and lush. Whilst you are unaffected by this verdant growth, the area counts as difficult terrain afterwards, halving movement through it.",
+ "MARK-TAAL-RHYA-8": "
Tranquil Fauna: Animals are calmed by your presence. You gain a +10% bonus to Animal Care and Animal Training Tests.",
+ "MARK-TAAL-RHYA-9": "
Beast Senses: Taal or Rhya reveals the world around you as they see it. Gain the Keen Senses Talent.",
+ "MARK-TAAL-RHYA-10": "
Marked by Taal or Rhya: An Antlet, Axe, Coil of Live, Sheaf, or Bow and Arrow mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Taal & Rhya, and a +10% bonus to Fellowship Tests when dealing with other Taalites or Rhyans if they can see the mark.",
+ "MARK-ULRIC-1": "
Berserker: Each round in combat, you must pass a Will Power Test or immediately enter a Frenzy as if you had the Frenzy Talent.",
+ "MARK-ULRIC-2": "
Claws: You grow wickedly sharp claws. Permanently reduce your Ballistic Characteristic by 5%. Gain the Natural Weapons Talent.",
+ "MARK-ULRIC-3": "
Wolf's Eyes: You gain the clear, blue eyes of a Winter Wolf. You gain the Night Vision Talent, but can now only see in black and white.",
+ "MARK-ULRIC-4": "
Predator: Those around you become uncomfortable, instinctively aware that a killer is in their midst. You take a -10% penalty to Charm Tests, but gain a +10% bonus on Intimidate Tests.",
+ "MARK-ULRIC-5": "
Ulric's Mien: Your hair dakens, your body bulks, and you skin pales, becoming icy-cold. You grow 1d10/2 inches taller and 2 d10 pounds heavier. In addition, permanently increase your Strength Characteristic by 5%.",
+ "MARK-ULRIC-6": "
Wolf Friend: You attract a wolf companion. This creature is loyal and fights on your behalf. Should you treat the wolf poorly, it abandons you. You can gain this mark multiple times. Each time, you gain an additional wolf.",
+ "MARK-ULRIC-7": "
Pack Leader: You gain a measure of Ultic's undeniable authority. You gain a +10% bonus to all Command Tests.",
+ "MARK-ULRIC-8": "
One with the Wild: Ulric reveals the world around you as he sees it. You gain a +10% bonus to all Outdoor Survival Tests.",
+ "MARK-ULRIC-9": "
Ulric's Servant: Touched by Ulric, you no longer suffer the harmful effects of cold - except when it's triggered by a Wrath of God.",
+ "MARK-ULRIC-10": "
Marked by Ulric: A Wolf mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ulric, and a +10% bonus to Fellowship Tests when dealing with other Ulricans if they can see the mark.",
+ "MARK-VERENA-1": "
Savant: Your intellectual superiority makes it difficult for you to connect with others. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-VERENA-2": "
Daemon's Advocate: You can't help expressing alternative stances. If you allow an opinion or argument to be stated without countering it and balancing matters, take a -10% penalty yo all Will Power Tests for 24 hours.",
+ "MARK-VERENA-3": "
Just Heart: Whenever you see injustice, you must speak out against it unless you pass a Challenging (-10%) Will Power Test.",
+ "MARK-VERENA-4": "
Piercing Gaze: Your all-seeing eyes bore into everything around you. You gain a +10% bonus to all Perception Tests relying on sight, but take a -10% penalty on Charm Tests.",
+ "MARK-VERENA-5": "
Verena's Mien: Your back straightens, eyes clear and your face gains a dignified appearance. You grow 1d10/2 inches taller. In addition, permanently increase your Intelligence Characteristic by 5%.",
+ "MARK-VERENA-6": "
Owl Friend: Owls like you. You gain a +20% bonus on Charm Animal Tests made against owls.",
+ "MARK-VERENA-7": "
Eidetic Recall: With a successful Intelligence Test, you can perfectly recall any text you have read. You also gain a +20% bonus to all other tests involving memory.",
+ "MARK-VERENA-8": "
Voice of Wisdom: Your voice carried the wisdom of Verena Herself. Double the number of people you can affect with a Charm Test.",
+ "MARK-VERENA-9": "
Enlightened: Verena grants you a small portion of her wisdom. You gain a +10% bonus to all Academic Knowledge Tests that you have selected as skills. As well, you may attempt Academic Knowledge Tests outside of your fields of study, alebeit at a -20% penalty.",
+ "MARK-VERENA-10": "
Marked by Verena: An Owl, Scales, or Sword mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Verena, and a +10% bonus to Fellowship Tests when dealing with other Verenans if they can see the mark.",
+ "MARK-BEASTS-1": "
Aloof: Others find you emotionally detached and somewhat rude. Take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-BEASTS-2": "
Restless: You tend not t stay in one place for long, always needing to move about. It's worse when you're in closed spaces.",
+ "MARK-BEASTS-3": "
Dirty: For some reason, you attract dirt and you can never fully get clean.",
+ "MARK-BEASTS-4": "
Hairy: You grow thick hair all over your body. When you shave it off, it regrows quickly.",
+ "MARK-BEASTS-5": "
Feral: Your nails thicken and lenthen and your teeth grow pointed. You have a wild-eyed appearance others find unsettling. You take a -5% penalty to all Fellowship Tests made when interacting non-magic using Humans.",
+ "MARK-BEASTS-6": "
Aura of Savagery: Domesticated animals tend to turn angry, almost violent, while in your presence. All Animal Care and Animal Training Tests made by you or others while you are within 12 yards (4 squares) have their difficulty worsened by one step.",
+ "MARK-BEASTS-7": "
Musk: You exude a strong musky smell that puts others off. You take a -10% penalty to Fellowship Tests when interacting with Nobles, priests, and others of the upper class.",
+ "MARK-BEASTS-8": "
Brutish: You lack refinement and grace, imposing a -5% penalty to your Intelligence or Fellowship Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-BEASTS-9": "
Small Friends: You attract small, though harmless, animals like squirrels, mice, small birds, and so on. They seem to show up when least appropriate, leaving droppings in food and drink, and causing a nuisance. As a result, when in social situations where such creatures aren't appropriate, you take a -5% penalty to Fellowship Tests.",
+ "MARK-BEASTS-10": "
Mark of Ghur: The rune of
Ghur appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Beasts.",
+ "MARK-DEATH-1": "
Pallor: You sallow appearance, with pale skin and almost jaundiced eyes.",
+ "MARK-DEATH-2": "
Clammy Skin: You have cold skin. Asleep, you could be mistaken for dead.",
+ "MARK-DEATH-4": "
Dead Eyes: Your eyes are those of a dead man.",
+ "MARK-DEATH-3": "
Graveyard Stench: You stink of the grave. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-DEATH-5": "
Aura of Death: All plantswithin when you are within 4 yards (2 squares). This extends to equipment that derives from plant materials, worsening craftsmanship by one stop (to a maximum of Poor).",
+ "MARK-DEATH-6": "
Skull-like Visage: Your skin draws tightly to your skill. You take a -5% penalty to Fellowship Tests.",
+ "MARK-DEATH-7": "
Skeletal Fram: Your body muscle mithers, imposing a -5% penalty to your Strength or Toughness Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-DEATH-8": "
Voice of the Dead: Your voice changes so that when you speak, it is in an unsettling whisper. You take a -5% penalty to Animal Training and Fellowship Tests.",
+ "MARK-DEATH-9": "
Haunted: Voices and apparitions of the dead follow you everywhere, distracting you. Take a -10% penalty to Perception Tests.",
+ "MARK-DEATH-10": "
Mark of Shyish: The rune of
Shyish appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Death.",
+ "MARK-FIRE-1": "
Temper: You have a quick temper, losing your cool at the slightest provocation.",
+ "MARK-FIRE-2": "
Hyperactive: You can't sit still. You fidget constantly.",
+ "MARK-FIRE-3": "
Red Hair: Your hair and eyebrows turn bright, fiery red.",
+ "MARK-FIRE-4": "
Face Tattoos: Odd markings, like tattoos, appear on your face. Take a -10% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-FIRE-5": "
Flaming Eyes: Your eyes literally smolder with energy. Animals become nervous when you're around. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-FIRE-6": "
Hot Skin: Your skin is always feverish and you have a flushed appearance.",
+ "MARK-FIRE-7": "
Vulnerable to Cold: You are uncomfortable in the cold, taking a -5% penalty to Weapon Skill and Ballistic Skill Tests when exposed to cold climes.",
+ "MARK-FIRE-8": "
Aura of Brimstone: You stink of brimstone. All characters within 4 yards (2 squares) take a -10% penalty to olfactory-based Perception Tests.",
+ "MARK-FIRE-9": "
Raging Temper: You are volatile, more so than others of the Bright Order. You gain 1 Insanity Point and take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-FIRE-10": "
Mark of Aqshy: The rune of
Aqshy appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Fire.",
+ "MARK-HEAVENS-1": "
Zephyr: Small breezes and winds gather about you, causing paper to rustle, dust to swirl up and other such minor effects.",
+ "MARK-HEAVENS-2": "
Feather Light: Azyr loosens the shackles of gravity. Your body weight decreases by 10%. Your appearance remains unchanged.",
+ "MARK-HEAVENS-3": "
White Hair: Your hair turns snow white. Dyes do not hold.",
+ "MARK-HEAVENS-4": "
Blue Eyes: Your eyes change colour to a startling shade of blue. In areas of low-lighting, they faintly glow. Take a -5% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-HEAVENS-5": "
Disturbing Visions: You commonly see disconnected portentous events that are meaningless to you. The constant barrage is distracting, imposing a -5% penalty yo Perception Tests.",
+ "MARK-HEAVENS-6": "
Scentless: Your natural smell is replaced by the scent of fresh air. Reeking fluids, noxious potions and other sources of stench gradually lose their aroma on contact with your person. Whilst this is advantageous after, say, a walk through a filth spattered street, it does serve to make people and animals uncomfortable in your presence. You take a -5% Fellowship penalty when dealing with people, and a -10% Fellowship penalty when dealing with animals. All attempts to track you using scent are considered Hard (-20%).",
+ "MARK-HEAVENS-7": "
Alarming Visions: Whenever you suffer the effects to Tzeentch's Curse, you must succeed on a Challenging (-10%) Will Power Tests to control the sudden flashes of precognition that come with the botched magic. If you fail, you are stunned for 1 round.",
+ "MARK-HEAVENS-8": "
Aura of Tranquillity: You emit a strange, but peaceful, aura that others find calming. Characters within 4 yards (2 squares) take a -5% penalty to Weapon Skill and Ballistic Skill Tests.",
+ "MARK-HEAVENS-9": "
Stargazer: You become agitated when you are unable to scry the stars. The difficulty of all tests involving Academic Knowledge or Will Power increases by you step for each night you fail to observe the night sky for at least half an hour. All accumulated penalties are removed when you are able to study the heavens once more.",
+ "MARK-HEAVENS-10": "
Mark of Azyr: The rune of
Azyr appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of the Heavens.",
+ "MARK-LIFE-1": "
Plant Growth: A small patch of plantlife begins to thrive upon your skin. These growths are inconsequential - mould under the fingernails, ivy in the hair and so on - but they are somewhat peculiar. They may be removed, but always grow back the following day.",
+ "MARK-LIFE-2": "
Barefoot: You can't abide by wearing footwear and you you must, you take a -5% penalty to Agility Tests.",
+ "MARK-LIFE-3": "
Rapid Hair and Nails: Your hair and fingernails grow at an almost alarming rate. You must spend a portion of each day, trimming them back.",
+ "MARK-LIFE-4": "
Green Skin: Your skin changes colour, assuming a greenish hue. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIFE-5": "
Vulnerability to Fire: Fire deals +1 Damage against you.",
+ "MARK-LIFE-6": "
Great Constitution: You gain Resistance to Disease.",
+ "MARK-LIFE-7": "
Metal Revulsion: You can't bear to touch metal objects of any kind. When you do, you must make a Challenging (-10%) Will Power Test or take a -1 cumulative penalty to your Magic Characteristic for 24 hours. You need not take the Test if struck by a metal weapon in combat.",
+ "MARK-LIFE-8": "
Aura of Growth: You emit an aura of growth and health, restoring life and colour to all plants you pass within 4 yards (2 squares). In natural environments, each of these spaces slows movement as if they were difficult terrain, halving movement through it, though you yourself are unaffected.",
+ "MARK-LIFE-9": "
Bound to the Seasons: You are physically affected by the passage of the seasons. In the winter, you take a -2 penalty to your Wounds Characteristic and a -1 penalty to your Movement Characteristic; in the autumn, you take a -1 penalty to your Wounds Characteristic; in the spring, you gain a +1 bonus to your Wounds Characteristic; in the summer, you gain a +2 bonus to your Wounds Characteristic and a +1 bonus to your Movement Characteristic.",
+ "MARK-LIFE-10": "
Mark of Ghyran: The rune of
Ghyran appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Life.",
+ "MARK-LIGHT-1": "
Choral Voice: Your voice becomes suffused with the harmonious vibrations of
Hysh. When you sing, it sounds as if scores of others are singing alongside you.",
+ "MARK-LIGHT-2": "
Eureka!: You inspire small acts of remembrance and deja-vu in those around you. You have no control over this effect, which tends to make non-magic users a little distracted when talking to you.",
+ "MARK-LIGHT-3": "
Pale: Your skin lightens considerably, bordering on semi-translucent.",
+ "MARK-LIGHT-4": "
Erie Eyes: Your eyes change colour, becoming milky white or have a golden luminance. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIGHT-5": "
Arrogant: Your deep knowledge (or rather your opinion about your own education) comes off as arrogant and pretentious. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-LIGHT-6": "
Paranoid: Given your wisdom, you have a deeper understanding of the nature of the Realm of Chaos, making you suspicious of all those around you. You take a -5% penalty to all Fear Tests.",
+ "MARK-LIGHT-7": "
Vulnerability to Darkness: When in areas of low-lighting, you take a -10% penalty to Channelling Tests.",
+ "MARK-LIGHT-8": "
Aura of Light: You give off a radiant energy that makes other light sources glow brighter than normal. All light sources within 4 yards (2 squares) provide light as if one step stronger. For instance, a candle would shed light as a lamp. (See
WFRP, page 117.) However, within such light, all characters take a -20% penalty to Concealment Tests.",
+ "MARK-LIGHT-9": "
Luminescent: You give off a constant soft glow, making it nearly impossible to conceal your movements. You take a -20% penalty yo all Concealment Tests. However, you shed light equal to torchlight (see
WFRP, page 117.).",
+ "MARK-LIGHT-10": "
Mark of Hysh: The rune of
Hysh appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Light.",
+ "MARK-METAL-1": "
Quicksilver Tears: Your tears and sweat take on the appearance of mercury. For all other intents and purposes they remain unchanged from normal tears and sweat.",
+ "MARK-METAL-2": "
Leaden Tongue: Your voice takes on a harsh tone, akin to metal clashing upon metal. Your singing sounds like a gong related accident.",
+ "MARK-METAL-3": "
Golden Skin: Your skin becomes thick, gaining a subtle golden sheen.",
+ "MARK-METAL-4": "
Stiff Limbs: Your limbs stiffen, making it hard to move around. Take a -5% penalty to your Agility Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-5": "
Magic Conductor: You attract magical energy. All characters within 4 yards (2 squares), take a -10% penalty to Will Power Tests made to resist spells.",
+ "MARK-METAL-6": "
Aura of Magnetism: You emit a strange aura that attracts metals to your flesh. Enemies trying to strike you gain a +5% bonus to Weapon Skill and Ballistic Skill Tests, though anyone else within 4 yards (2 squares) who tries to strike someone other than you takes a -5% penalty on all Weapon Skill and Ballistic Skill Tests.",
+ "MARK-METAL-7": "
Mechanical: When you interact with an animal, it sees you as an object rather than a creature. Animals will only attack you if you first attack them.",
+ "MARK-METAL-8": "
Greater Golden Skin: Your skin hardens into a thick shell. You take a -20% penalty to your Agility Characteristic and a -1 penalty to your Movement Characteristic, but you gain 1 Armour Point to all locations. These points stack with all other forms of Armour, but not leather or studded leather (see page 17 in
Old World Armoury). Modify your starting profile accordingly.",
+ "MARK-METAL-9": "
Slow: You have a hard time moving around. Take a -2 penalty to your Movement Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-10": "
Mark of Chamon: The rune of
Chamon appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Metal.",
+ "MARK-SHADOW-1": "
Flicker: Light seems uncomfortable in your presence. Candles flicker, lanterns dim and fires burn low when you are around.",
+ "MARK-SHADOW-2": "
Trickster: You cloak yourself in deception and misdirection, making you untrustworthy to others. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-3": "
Mantle of Mist: Mist, fog, smoke and other vapours seem drawn to your side. This adds a +5% bonus to Intimidate Tests made in fog banks and other suitable conditions, but does mean you tend to reek of smoke all the time.",
+ "MARK-SHADOW-4": "
Aspect of Ulgu: Your frame lightens and tightens whilst your hair colour changes to grey.",
+ "MARK-SHADOW-5": "
Forgettable: People can't seem to remember your face. Characters who've met you must succeed on an Intelligence Tests to recall who you are.",
+ "MARK-SHADOW-6": "
Disturbing Eyes: Your eyes become grey and swirl with unnatural darkness. You gain a +5% bonus to Intimidate Tests.",
+ "MARK-SHADOW-7": "
Insubstantial: Your body becomes slightly insubstantial. You gain a +10% bonus to Concealment Tests, but you take a -5% penalty to your Toughness Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-8": "
Unnatural Shadow: Your shadow does not behave itself - moving often of it's own accord. The shifting wrongness of your shadow puts folk ill at ease, imposing a -10% penalty to Fellowship Tests made when interacting with non-magic users. Worse, superstitious peasants will need convincing that you are not a Daemon.",
+ "MARK-SHADOW-9": "
Shrouded: Your body draws shadows towards it. You gain a +10% bonus to Concealment Tests.",
+ "MARK-SHADOW-10": "
Mark of Ulgu: The rune of
Ulgu appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Shadow.",
+ "ARCANE-MARK": "Arcane Mark",
+ "CHARACTERISTIC": "Characteristic"
}
\ No newline at end of file
diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/de.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/de.json
index e0d76c9eea..5b2a49ac0f 100644
--- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/de.json
+++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/de.json
@@ -1,286 +1,787 @@
{
- "character-name": "Character Name",
- "career": "Career",
- "career-path": "Career Path",
- "race": "Race",
- "religion": "Religion",
- "concept": "Concept",
- "advancements": "Advancements",
- "xp": "XP",
- "core-stats": "Core Stats",
- "background": "Background",
- "weapons": "Weapons",
- "armor": "Armor",
- "spellbook": "Spellbook ",
- "inventory": "Inventory",
- "character-profile": "Character Profile",
- "main-profile": "Main Profile",
- "main": "Main",
- "abbreviate-weapon-skill": "WS",
- "abbreviate-ballistic-skill": "BS",
- "abbreviate-strength": "S",
- "abbreviate-toughness": "T",
- "abbreviate-agility": "Ag",
- "abbreviate-intelligence": "Int",
- "abbreviate-will-power": "WP",
- "abbreviate-fellowship": "Fel",
- "starting": "Starting",
- "talents": "Talents",
- "advance": "Advance",
- "current": "Current",
- "secondary-profile": "Secondary Profile",
- "secondary": "Secondary",
- "abbreviate-attacks": "A",
- "abbreviate-wounds": "W",
- "abbreviate-strength-bonus": "SB",
- "abbreviate-toughness-bonus": "TB",
- "abbreviate-movement": "M",
- "abbreviate-magic": "Mag",
- "abbreviate-insanity-points": "IP",
- "abbreviate-fate-points": "FP",
- "combat": "Combat",
- "initiative": "Initiative",
- "wounds": "Wounds",
- "fortune": "Fortune",
- "move": "Move",
- "charge": "Charge",
- "run": "Run",
- "leap": "Leap",
- "abbreviate-initiative": "Init",
- "check-luck": "Check if you have the Luck Talent",
- "talent-name": "Talent Name",
- "description": "Descripton",
- "skills": "Career Main Profile",
- "knowledge-and-language-skills": "Knowledge and Language Skills",
- "skill-name": "Skill Name",
- "abbreviate-characteristic": "Char",
- "training": "Training",
- "misc": "Misc",
- "total": "Total",
- "roll": "Roll",
- "abbreviate-gm": "GM",
- "common-knowledge-any": "Common Knowledge (any)",
- "common-knowledge": "Common Knowledge",
- "trained": "Trained",
- "perform-trade-and-other-skills": "Perform, Trade, and Other Skills",
- "basic": "Basic",
- "special-rules": "Special Rules",
- "name": "Name",
- "basic-skills": "Basic Skills",
- "animal-care": "Animal Care",
- "charm": "Charm",
- "command": "Command",
- "concealment": "Concealment",
- "consume-alcohol": "Consume Alcohol",
- "disguise": "Disguise",
- "drive": "Drive",
- "evaluate": "Evaluate",
- "gamble": "Gamble",
- "gossip": "Gossip",
- "haggle": "Haggle",
- "intimidate": "Intimidate",
- "outdoor-survival": "Outdoor Survival",
- "preception": "Perception",
- "ride": "Ride",
- "row": "Row",
- "scale-sheet-surface": "Scale Sheer Surface",
- "search": "Search",
- "silent-move": "Silent Move",
- "swim": "Swim",
- "advanced-skills": "Advanced Skills",
- "animal-training": "Animal Training",
- "blather": "Blather",
- "chanelling": "Chanelling",
- "charm-animal": "Charm Animal",
- "dodge-blow": "Dodge Blow",
- "follow-trail": "Follow Trail",
- "heal": "Heal",
- "hypnotism": "Hypnotism",
- "lip-reading": "Lip Reading",
- "magical-sense": "Magical Sense",
- "navigation": "Navigation",
- "pick-lock": "Pick Lock",
- "prepare-poison": "Prepare Poison",
- "read-and-write": "Read and Write",
- "sail": "Sail",
- "set-trap": "Set Trap",
- "shadowing": "Shadowing",
- "sleight-of-hand": "Sleight of Hand",
- "torture": "Torture",
- "vetroloquism": "Ventriloquism",
- "astrology": "Astrology",
- "star-sign": "Star Sign",
- "doom": "Doom",
- "appearance": "Appearance",
- "gender": "Gender",
- "build": "Build",
- "age": "Age",
- "attr-height": "Height",
- "weight": "Weight",
- "eyes": "Eyes",
- "skin": "Skin",
- "hair": "Hair",
- "history": "History",
- "miscellaneous-notes": "Miscellaneous Notes",
- "starting-career": "Starting Career",
- "career-name": "Career Name",
- "career-main-profile": "Career Main Profile",
- "weapon-skill": "Weapon Skill",
- "ballistic-skill": "Ballistic Skill",
- "strength": "Strength",
- "toughness": "Toughness",
- "agility": "Agility",
- "intelligence": "Intelligence",
- "will-power": "Will Power",
- "fellowship": "Fellowship",
- "career-secondary-profile": "Career Secondary Profile",
- "attacks": "Attacks",
- "strength-bonus": "Strength Bonus",
- "toughness-bonus": "Toughness Bonus",
- "movement": "Movement",
- "magic": "Magic",
- "insanity-points": "Insanity Points",
- "fate-points": "Fate Points",
- "career-skills": "Career Skills",
- "career-talents": "Career Talents",
- "career-exits": "Career Exits",
- "second-career": "Second Career",
- "third-career": "Third Career",
- "fourth-career": "Fourth Career",
- "fifth-career": "Fifth Career",
- "melee-weapons": "Melee Weapons",
- "abbreviate-proficiency": "Prof?",
- "weapon": "Weapon",
- "craftsmanship": "Craftsmanship",
- "ws-bonus": "WS Bonus",
- "to-hit": "To Hit",
- "damage": "Damage",
- "impact": "Impact",
- "defensive": "Defensive",
- "qualities": "Qualities",
- "attack": "Attack",
- "parry": "Parry",
- "poor": "Poor",
- "common": "Common",
- "good": "Good",
- "best": "Best",
- "abbreviate-attack": "Atk",
- "abbreviate-damage": "Dmg",
- "abbreviate-parry": "Pry",
- "ranged-weapons": "Ranged Weapons",
- "bs-bonus": "BS Bonus",
- "type": "Type",
- "reload": "Reload",
- "range": "Range",
- "ammo": "Ammo",
- "shoot": "Shoot",
- "throw": "Throw",
- "free": "Free",
- "half": "Half",
- "full-number": "{{0}} Full",
- "critical-hit": "Critical Hit",
- "critical-roll": "Critical Roll",
- "critical": "Critical",
- "petty": "Petty",
- "lesser": "Lesser",
- "arcane": "Arcane",
- "divine": "Divine",
- "runes": "Runes",
- "perform-chanelling": "Take a Half Action to perform Chanelling",
- "spell-name": "Name",
- "casting-number": "Casting Number",
- "casting-time": "Casting Time",
- "duration": "Duration",
- "target": "Target/AoE",
- "none": "None",
- "1d10magic": "1d10 + Magic",
- "spell-healing": "Spell Healing",
- "cast": "Cast",
- "ingredient-bonus": "Ingredient Bonus",
- "ingredient": "Ingredient",
- "spell-damage": "Spell Damage",
- "spell-description": "Spell Description",
- "petty-spell": "Petty Spell",
- "lesser-spell": "Lesser Spell",
- "arcane-spell": "Arcane Spell",
- "divine-spell": "Divine Spell",
- "rune": "Rune",
- "inscription-number": "Inscription Number",
- "empowerment": "Empowerment",
- "inscribe": "Inscribe",
- "permanent-rune-description": "Permanent Rune Description",
- "temporary-rune-description": "Temporary Rune Description",
- "coin-carried": "Coin Carried",
- "brass-pennies-bp": "Brass Pennies (BP)",
- "silver-shillings-ss": "Silver Shillings (SS)",
- "gold-crowns-gc": "Gold Crowns (GC)",
- "total-gc-value": "Total GC Value",
- "exchange-rate": "Exchange Rate",
- "exchange-rate-description": "240 brass pennies = 20 silver shilling = 1 gold crown",
- "encumbrance": "Encumbrance",
- "trappings": "Trappings",
- "coin": "Coin",
- "other": "Other",
- "carrying-capacity": "Carrying Max",
- "push-drag-lift": "Push/Drag/Lift",
- "encumbered": "Encumbered",
- "dwarf": "Dwarf",
- "dwarf-encumbrance": "Dwarves can carry twice as much as other characters.",
- "encumbrance-description": "Encumbrance entered in each row below is:",
- "encumbrance-choice1": "The total encumbrance of the row (ignoring quantity)",
- "encumbrance-choice2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
- "page1": "Page 1",
- "page2": "Page 2",
- "page3": "Page 3",
- "show-all": "Show All",
- "row-nr": "Row #",
- "carried-question": "Carried?",
- "abbreviate-quantity": "Qty",
- "treasure-loot-inventory-notes": "Treasure/Loot/Inventory Notes",
- "protective-item": "Protective Items",
- "head": "Head",
- "worn": "Worn",
- "armor-type": "Armor Type",
- "armor-points": "Armor Points",
- "magic-bonus": "Magic Bonus",
- "total-ap": "Total AP",
- "leather": "Leather",
- "mail": "Mail",
- "plate": "Plate",
- "torso": "Torso",
- "arms": "Arms",
- "legs": "Legs",
- "armor-penalties": "Armor Penalties",
- "armor-penalties-description1": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
- "armor-penalties-description2": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
- "hit-locations": "Hit Locations",
- "left-arm": "Left Arm",
- "left-leg": "Left Leg",
- "right-arm": "Right Arm",
- "right-leg": "Right Leg",
- "advanced-skill": "Advanced Skill",
- "basic-skill": "Basic Skill",
- "knowledge-skill": "Knowledge Skill",
- "various-skill": "Various Skill",
- "blood-loss": "Blood Loss",
- "bleeding": "Bleeding",
- "casting-test": "Casting Test",
- "outcome": "Outcome",
- "spellcasting-succeeds": "Spellcasting succeeds",
- "hit-left-arm": "Hit Left Arm",
- "hit-right-leg": "Hit Right Leg",
- "hit-location-number": "Hit Location {{0}}",
- "hit-right-arm": "Hit Right Arm",
- "damage-number": "Damage {{0}}",
- "hit-left-leg": "Hit Left Leg",
- "hit-body": "Hit Body",
- "hit-head": "Hit Head",
- "target-number": "Target Number",
- "attack-roll": "Attack Roll",
- "miss": "Miss",
- "parry-roll": "Parry Roll",
- "failure": "Failure",
- "spellcasting-fails": "Spellcasting fails",
- "test-result": "Test Result",
- "characteristic": "Characteristic"
+ "CHARACTER-NAME": "Character Name",
+ "CAREER": "Career",
+ "CAREER-PATH": "Career Path",
+ "RACE": "Race",
+ "RELIGION": "Religion",
+ "CONCEPT": "Concept",
+ "ADVANCEMENTS": "Advancements",
+ "XP": "XP",
+ "XP-EARNED": "XP Earned",
+ "XP-SPENT": "XP Spent",
+ "XP-REST": "XP Rest",
+ "PUBLIC": "Make all rolls public",
+ "WHISPER": "Whisper all rolls to GM",
+ "CORE-STATS": "Core Stats",
+ "BACKGROUND": "Background",
+ "WEAPONS": "Weapons",
+ "ARMOR": "Armor",
+ "SPELLBOOK": "Spellbook",
+ "INVENTORY": "Inventory",
+ "SETTINGS": "Settings",
+ "CHARACTER-PROFILE": "Character Profile",
+ "MAIN-PROFILE": "Main Profile",
+ "MAIN": "Main",
+ "ABBREVIATE-WEAPON-SKILL": "WS",
+ "ABBREVIATE-BALLISTIC-SKILL": "BS",
+ "ABBREVIATE-STRENGTH": "S",
+ "ABBREVIATE-TOUGHNESS": "T",
+ "ABBREVIATE-AGILITY": "Ag",
+ "ABBREVIATE-INTELLIGENCE": "Int",
+ "ABBREVIATE-WILL-POWER": "WP",
+ "ABBREVIATE-FELLOWSHIP": "Fel",
+ "STARTING": "Starting",
+ "TALENTS": "Talents",
+ "ADVANCE": "Advance",
+ "CURRENT": "Current",
+ "MODIFIER": "Modifier",
+ "SECONDARY-PROFILE": "Secondary Profile",
+ "SECONDARY": "Secondary",
+ "ABBREVIATE-ATTACKS": "A",
+ "ABBREVIATE-WOUNDS": "W",
+ "ABBREVIATE-STRENGTH-BONUS": "SB",
+ "ABBREVIATE-TOUGHNESS-BONUS": "TB",
+ "ABBREVIATE-MOVEMENT": "M",
+ "ABBREVIATE-MAGIC": "Mag",
+ "ABBREVIATE-INSANITY-POINTS": "IP",
+ "ABBREVIATE-FATE-POINTS": "FP",
+ "COMBAT": "Combat",
+ "INITIATIVE": "Initiative",
+ "WOUNDS": "Wounds",
+ "FORTUNE": "Fortune",
+ "MOVE": "Move",
+ "CHARGE": "Charge",
+ "RUN": "Run",
+ "LEAP": "Leap",
+ "ABBREVIATE-INITIATIVE": "Init",
+ "CHECK-LUCK": "Check if you have the Luck Talent",
+ "TALENT-NAME": "Talent Name",
+ "DESCRIPTION": "Descripton",
+ "SKILLS": "Skills",
+ "KNOWLEDGE-AND-LANGUAGE-SKILLS": "Knowledge and Language Skills",
+ "KNOWLEDGE": "Knowledge",
+ "SKILL-NAME": "Skill Name",
+ "ABBREVIATE-CHARACTERISTIC": "Char",
+ "TRAINING": "Training",
+ "ABBREVIATE-MISCELLANEOUS": "Misc",
+ "TOTAL": "Total",
+ "ROLL": "Roll",
+ "ABBREVIATE-GM": "GM",
+ "COMMON-KNOWLEDGE-ANY": "Common Knowledge (any)",
+ "COMMON-KNOWLEDGE": "Common Knowledge",
+ "PERFORM-TRADE-AND-OTHER-SKILLS": "Perform, Trade, and Other Skills",
+ "TRAINED": "Trained",
+ "BASIC": "Basic",
+ "SPECIAL-RULES": "Special Rules",
+ "NAME": "Name",
+ "BASIC-SKILLS": "Basic Skills",
+ "ANIMAL-CARE": "Animal Care",
+ "CHARM": "Charm",
+ "COMMAND": "Command",
+ "CONCEALMENT": "Concealment",
+ "CONSUME-ALCOHOL": "Consume Alcohol",
+ "DISGUISE": "Disguise",
+ "DRIVE": "Drive",
+ "EVALUATE": "Evaluate",
+ "GAMBLE": "Gamble",
+ "GOSSIP": "Gossip",
+ "HAGGLE": "Haggle",
+ "INTIMIDATE": "Intimidate",
+ "OUTDOOR-SURVIVAL": "Outdoor Survival",
+ "PERCEPTION": "Perception",
+ "RIDE": "Ride",
+ "ROW": "Row",
+ "SCALE-SHEER-SURFACE": "Scale Sheer Surface",
+ "SEARCH": "Search",
+ "SILENT-MOVE": "Silent Move",
+ "SWIM": "Swim",
+ "ADVANCED-SKILLS": "Advanced Skills",
+ "ANIMAL-TRAINING": "Animal Training",
+ "BLATHER": "Blather",
+ "CHANNELLING": "Channelling",
+ "CHARM-ANIMAL": "Charm Animal",
+ "DODGE-BLOW": "Dodge Blow",
+ "FOLLOW-TRAIL": "Follow Trail",
+ "HEAL": "Heal",
+ "HYPNOTISM": "Hypnotism",
+ "LIP-READING": "Lip Reading",
+ "MAGICAL-SENSE": "Magical Sense",
+ "NAVIGATION": "Navigation",
+ "PICK-LOCK": "Pick Lock",
+ "PREPARE-POISON": "Prepare Poison",
+ "READ-AND-WRITE": "Read and Write",
+ "SAIL": "Sail",
+ "SET-TRAP": "Set Trap",
+ "SHADOWING": "Shadowing",
+ "SLEIGHT-OF-HAND": "Sleight of Hand",
+ "TORTURE": "Torture",
+ "VENTRILOQUISM": "Ventriloquism",
+ "ASTROLOGY": "Astrology",
+ "STAR-SIGN": "Star Sign",
+ "DOOM": "Doom",
+ "APPEARANCE": "Appearance",
+ "GENDER": "Gender",
+ "BUILD": "Build",
+ "AGE": "Age",
+ "HEIGHT": "Height",
+ "WEIGHT": "Weight",
+ "EYES": "Eyes",
+ "SKIN": "Skin",
+ "HAIR": "Hair",
+ "HISTORY": "History",
+ "MISCELLANEOUS-NOTES": "Miscellaneous Notes",
+ "CAREER-NAME": "Career Name",
+ "STARTING-CAREER": "Starting Career",
+ "SECOND-CAREER": "Second Career",
+ "THIRD-CAREER": "Third Career",
+ "FOURTH-CAREER": "Fourth Career",
+ "FIFTH-CAREER": "Fifth Career",
+ "CAREER-ENTERED": "Career Entered",
+ "CAREER-ENTERED_CHECK": "Check if you've entered this career.",
+ "CAREER-MAIN-PROFILE": "Career Main Profile",
+ "WEAPON-SKILL": "Weapon Skill",
+ "BALLISTIC-SKILL": "Ballistic Skill",
+ "STRENGTH": "Strength",
+ "TOUGHNESS": "Toughness",
+ "AGILITY": "Agility",
+ "INTELLIGENCE": "Intelligence",
+ "WILL-POWER": "Will Power",
+ "FELLOWSHIP": "Fellowship",
+ "CAREER-SECONDARY-PROFILE": "Career Secondary Profile",
+ "ATTACKS": "Attacks",
+ "STRENGTH-BONUS": "Strength Bonus",
+ "TOUGHNESS-BONUS": "Toughness Bonus",
+ "MOVEMENT": "Movement",
+ "MAGIC": "Magic",
+ "INSANITY-POINTS": "Insanity Points",
+ "FATE-POINTS": "Fate Points",
+ "CAREER-SKILLS": "Career Skills",
+ "CAREER-TALENTS": "Career Talents",
+ "CAREER-SKILLS-AND-TALENTS": "Career Skills and Talents",
+ "SKILL-OR-TALENT": "Skill or Talent",
+ "CAREER-EXITS": "Career Exits",
+ "TAKEN": "Taken",
+ "MELEE-WEAPONS": "Melee Weapons",
+ "ABBREVIATE-PROFICIENCY": "Prof?",
+ "WEAPON": "Weapon",
+ "CRAFTSMANSHIP": "Craftsmanship",
+ "ABBREVIATE-CRAFTSMANSHIP": "Craft",
+ "ABBREVIATE-ENCUMBRANCE": "Enc",
+ "WS-BONUS": "WS Bonus",
+ "TO-HIT": "To Hit",
+ "DAMAGE": "Damage",
+ "FURY-DAMAGE": "Fury Damage",
+ "DAMAGE-INC-SB": "Melee damage already includes SB.",
+ "IMPACT": "Impact",
+ "ABBREVIATE-IMPACT": "Imp",
+ "DEFENSIVE": "Defensive",
+ "ABBREVIATE-DEFENSIVE": "Def",
+ "QUALITIES": "Qualities",
+ "FRENZY-DESCRIPTION": "Check if you are using the Frenzy Talent",
+ "ATTACK": "Attack",
+ "PARRY": "Parry",
+ "POOR": "Poor",
+ "COMMON": "Common",
+ "GOOD": "Good",
+ "BEST": "Best",
+ "ABBREVIATE-ATTACK": "Atk",
+ "ABBREVIATE-DAMAGE": "Dmg",
+ "ABBREVIATE-PARRY": "Pry",
+ "RANGED-WEAPONS": "Ranged Weapons",
+ "BS-BONUS": "BS Bonus",
+ "TYPE": "Type",
+ "RELOAD": "Reload",
+ "RANGE": "Range",
+ "ABBREVIATE-AMMUNITION": "Ammo",
+ "ABBREVIATE-AMMUNITION-ENCUMBRANCE": "Ammo Enc",
+ "AMMO-ENCUMBRANCE-DESCRIPTION": "Note Encombrance value for 1 piece of ammo.",
+ "SHOOT": "Shoot",
+ "THROW": "Throw",
+ "FREE": "Free",
+ "HALF": "Half",
+ "FULL-NUMBER": "{{0}} Full",
+ "CRITICAL": "Critical",
+ "CRITICAL-HIT": "Critical Hit",
+ "CRITICAL-ROLL": "Critical Roll",
+ "TOTAL-MELEE-WEAPON-ENCUMBRANCE": "Total Melee Weapon Encumbrance",
+ "TOTAL-RANGED-WEAPON-ENCUMBRANCE": "Total Ranged Weapon Encumbrance",
+ "TOTAL-WEAPON-ENCUMBRANCE": "Total Weapon Encumbrance",
+ "PETTY": "Petty",
+ "LESSER": "Lesser",
+ "ARCANE": "Arcane",
+ "DIVINE": "Divine",
+ "RUNES": "Runes",
+ "RITUALS": "Rituals",
+ "PERFORM-CHANNELLING": "Take a Half Action to perform Channelling",
+ "SPELL-NAME": "Name",
+ "CASTING-NUMBER": "Casting Number",
+ "CASTING-TIME": "Casting Time",
+ "DURATION": "Duration",
+ "TARGET": "Target/AoE",
+ "NONE": "None",
+ "1D10MAGIC": "1d10 + Magic",
+ "SPELL-HEALING": "Spell Healing",
+ "CAST": "Cast",
+ "INGREDIENT-BONUS": "Ingredient Bonus",
+ "INGREDIENT": "Ingredient",
+ "SPELL-DAMAGE": "Spell Damage",
+ "SPELL-DESCRIPTION": "Spell Description",
+ "RITUAL-DESCRIPTION": "Ritual Description",
+ "ARCANE-LANGUAGE": "Arcane Language",
+ "REQUIRED-MAGIC": "Required Magic",
+ "XP-COST": "XP Cost",
+ "CONDITIONS": "Conditions",
+ "CONSEQUENCES": "Consquences",
+ "petty-spell": "Petty Spell",
+ "lesser-spell": "Lesser Spell",
+ "arcane-spell": "Arcane Spell",
+ "divine-spell": "Divine Spell",
+ "RUNE": "Rune",
+ "INSCRIPTION-NUMBER": "Inscription Number",
+ "EMPOWERMENT": "Empowerment",
+ "INSCRIBE": "Inscribe",
+ "PERMANENT-RUNE-DESCRIPTION": "Permanent Rune Description",
+ "TEMPORARY-RUNE-DESCRIPTION": "Temporary Rune Description",
+ "MAGIC-USED": "Amount of Magic used",
+ "CHANNELLING-SUCCESS": "Channelling success",
+ "INGREDIENT-USED": "Ingredient used",
+ "RUNE-TYPE": "Rune type",
+ "TEMPORARY": "Temporary",
+ "PERMANENT": "Permanent",
+ "MINUTES": "minute(s)",
+ "WEEKS": "week(s)",
+ "COIN-CARRIED": "Coin Carried",
+ "BRASS-PENNIES-BP": "Brass Pennies (BP)",
+ "SILVER-SHILLINGS-SS": "Silver Shillings (SS)",
+ "GOLD-CROWNS-GC": "Gold Crowns (GC)",
+ "TOTAL-GC-VALUE": "Total GC Value",
+ "EXCHANGE-RATE": "Exchange Rate",
+ "EXCHANGE-RATE-DESCRIPTION": "240 brass pennies = 20 silver shilling = 1 gold crown",
+ "ENCUMBRANCE": "Encumbrance",
+ "TRAPPINGS": "Trappings",
+ "COIN": "Coin",
+ "OTHER": "Other",
+ "CARRYING-CAPACITY": "Carrying Max",
+ "PUSH-DRAG-LIFT": "Push/Drag/Lift",
+ "ENCUMBERED": "Encumbered",
+ "ENCUMBERED-MOVEMENT-PENALTY": "Encumbered Movement penalty",
+ "DWARF": "Dwarf",
+ "DWARF-ENCUMBRANCE": "Dwarves can carry twice as much as other characters.",
+ "DWARF-ENCUMBRANCE-CHECK": "Check if you are a Dwarf.",
+ "ENCUMBRANCE-DESCRIPTION": "Encumbrance entered in each row below is:",
+ "ENCUMBRANCE-CHOICE1": "The total encumbrance of the row (ignoring quantity)",
+ "ENCUMBRANCE-CHOICE2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
+ "PAGE-1": "Page 1",
+ "PAGE-2": "Page 2",
+ "PAGE-3": "Page 3",
+ "SHOW-ALL": "Show All",
+ "UNLIMITED": "Unlimited",
+ "ROW-NR": "Row #",
+ "CARRIED-QUESTION": "Carried?",
+ "ABBREVIATE-QUANTITY": "Qty",
+ "TREASURE-LOOT-INVENTORY-NOTES": "Treasure/Loot/Inventory Notes",
+ "PROTECTIVE-ITEMS": "Protective Items",
+ "WORN": "Worn",
+ "HEAD": "Head",
+ "ARMOR-TYPE": "Armor Type",
+ "ARMOR-POINTS": "Armor Points",
+ "ABBREVIATE-ARMOR-POINTS": "AP",
+ "MAGIC-BONUS": "Magic Bonus",
+ "BONUS": "Bonus",
+ "TOTAL-AP": "Total AP",
+ "LEATHER": "Leather",
+ "MAIL": "Mail",
+ "PLATE": "Plate",
+ "TORSO": "Torso",
+ "ARMS": "Arms",
+ "LEGS": "Legs",
+ "LOCATION-DESCRIPTION": "H : Head / B : Body / A : Arms / L : Legs",
+ "TOTAL-ARMOR-ENCUMBRANCE": "Total Armor Encombrance",
+ "TOTAL-WEIGHT-MAX": "The maximum total encumbrance your character can carry without slowing.",
+ "MAX-PUSH-DRAG-LIFT": "This is the maximum encumbrance you can push/drag/lift. If the encumbrance you are pushing/dragging/lifting exceeds your maximum carrying capacity then your Movement drops to 1.",
+ "LIGHT": "Light",
+ "MEDIUM": "Medium",
+ "HEAVY": "Heavy",
+ "LIGHT-ARMOR": "Light Armor",
+ "MEDIUM-ARMOR": "Medium Armor",
+ "HEAVY-ARMOR": "Heavy Armor",
+ "HIT-LOCATIONS": "Hit Locations",
+ "BODY": "Body",
+ "ABBREVIATE-HEAD": "H",
+ "ABBREVIATE-BODY": "B",
+ "ABBREVIATE-ARMS": "A",
+ "ABBREVIATE-LEGS": "L",
+ "LEFT-ARM": "Left Arm",
+ "LEFT-LEG": "Left Leg",
+ "RIGHT-ARM": "Right Arm",
+ "RIGHT-LEG": "Right Leg",
+ "ARMOR-PENALTIES": "Armor Penalties",
+ "ARMOR-PENALTIES-MEDIUM": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
+ "ARMOR-PENALTIES-HEAVY": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
+ "BLOOD-LOSS": "Blood Loss",
+ "BLEEDING": "Bleeding",
+ "ADVANCED-SKILL": "Advanced Skill",
+ "BASIC-SKILL": "Basic Skill",
+ "KNOWLEDGE-SKILL": "Knowledge Skill",
+ "VARIOUS-SKILL": "Various Skill",
+ "TARGET-NUMBER": "Target Number",
+ "TEST-RESULT": "Test Result",
+ "RESULT": "Result",
+ "OUTCOME": "Outcome",
+ "SUCCESS": "Success",
+ "FAILURE": "Failure",
+ "ATTACK-ROLL": "Attack Roll",
+ "MISS": "Miss",
+ "PARRY-ROLL": "Parry Roll",
+ "PARRIED": "Parried",
+ "CASTING-TEST": "Casting Test",
+ "SPELLCASTING-FAILS": "Spellcasting fails",
+ "SPELLCASTING-SUCCEEDS": "Spellcasting succeeds",
+ "INSCRIPTION-TEST": "Inscription Test",
+ "INSCRIPTION-TIME": "Inscription Time",
+ "INSCRIPTION-FAILS": "Inscription fails",
+ "INSCRIPTION-SUCCEEDS": "Inscription succeeds",
+ "HIT-LOCATION": "Hit Location",
+ "HIT-HEAD": "Hit Head",
+ "HIT-BODY": "Hit Body",
+ "HIT-LEFT-ARM": "Hit Left Arm",
+ "HIT-LEFT-LEG": "Hit Left Leg",
+ "HIT-RIGHT-ARM": "Hit Right Arm",
+ "HIT-RIGHT-LEG": "Hit Right Leg",
+ "HIT-LOCATION-NUMBER": "Hit Location {{0}}",
+ "DAMAGE-NUMBER": "Damage {{0}}",
+ "CRITICAL-LOCATION": "Critical Location",
+ "CRITICAL-VALUE": "Critical Value",
+ "CRITICAL-EFFECT": "Critical Effect",
+ "CRITICAL-EFFECT-H1": "Disoriented by the blow. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-H2": "Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H3": "The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-H4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H5": "Knocked to the ground and dazed. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-H6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-H7": "Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-H8": "Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.",
+ "CRITICAL-EFFECT-H9": "Skull pierced by a mighty blow. Death is instantaneous.",
+ "CRITICAL-EFFECT-A1": "Drops anything held in that hand. A shield, if worn, is not affected, since its strapped on.",
+ "CRITICAL-EFFECT-A2": "Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A3": "Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).",
+ "CRITICAL-EFFECT-A4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A5": "Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).",
+ "CRITICAL-EFFECT-A6": "Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-A7": "Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.",
+ "CRITICAL-EFFECT-A8": "Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.",
+ "CRITICAL-EFFECT-A9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-B1": "The wind is knocked out of the character. All tests and attacks suffer a 20% penalty for one round.",
+ "CRITICAL-EFFECT-B2": "Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B3": "Ribs busted by ferocity of attack. Character takes a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-B4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B5": "Knocked to the ground and badly winded. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-B6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-B7": "The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-B8": "Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.",
+ "CRITICAL-EFFECT-B9": "Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.",
+ "CRITICAL-EFFECT-L1": "Stumbles. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-L2": "Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L3": "Leg incapacitated until medical attention is received. Characters Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a 20% penalty.",
+ "CRITICAL-EFFECT-L4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L5": "Knocked to the ground and dazed. All characters tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-L6": "Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-L7": "Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.",
+ "CRITICAL-EFFECT-L8": "Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.",
+ "CRITICAL-EFFECT-L9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-10": "Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.",
+ "BLOOD-SURVIVE": "Survive one more round.",
+ "BLOOD-DEATH": "Death from blood loss!",
+ "OLD-TRAPPINGS": "Use old Trappings layout",
+ "NEW-TRAPPINGS": "Use new Trappings layout",
+ "CHAOS-MANIFESTATION": "Chaos Manifestation",
+ "ROLL-BASIC-TABLES": "Roll on Basic Chaos Manifestaion Tables",
+ "ROLL-EXTENDED-TABLES": "Roll on Extended Chaos Manifestaion Tables",
+ "TZEENTCHS-CURSE": "Tzeentch's Curse",
+ "CHAOS-ROLL": "Chaos Roll",
+ "CHAOS-TABLE": "Chaos Table",
+ "MINOR-NORMAL": "Minor Normal",
+ "MINOR-EXTENDED": "Minor Extended",
+ "MAJOR-NORMAL": "Major Normal",
+ "MAJOR-EXTENDED": "Major Extended",
+ "CATASTROPHIC-NORMAL": "Catastrophic Normal",
+ "CATASTROPHIC-EXTENDED": "Catastrophic Extended",
+ "MINOR": "Minor",
+ "MAJOR": "Major",
+ "CATASTROPHIC": "Catastrophic",
+ "MINOR-CHAOS-MANIFESTATION": "Minor Chaos Manifestation",
+ "MAJOR-CHAOS-MANIFESTATION": "Major Chaos Manifestation",
+ "CATASTROPHIC-CHAOS-MANIFESTATION": "Catastrophic Chaos Manifestation",
+ "YES": "Yes",
+ "NO": "No",
+ "MINOR1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINOR2": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINOR3": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINOR4": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINOR5": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINOR6": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINOR7": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINOR8": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINOR9": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINOR10": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINOR11": "
Unlucky !: Roll on Major Chaos Manifestation instead.",
+ "MINORE1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINORE2": "
Fumblehand: A randomly selected item you are holding or carrying flies 1d10 yards (1d10/2 squares) in a random direction, thrown invisibly by Winds of Chaos.",
+ "MINORE3": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINORE4": "
Nailrot: A randomly chosen finger or toenail turns black and falls off. It will grow back normally.",
+ "MINORE5": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINORE6": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINORE7": "
Waxy Earful: Your ears become entirely plugged with wax, requiring a successful Heal Test to clear. Until you receive such treatment, you suffer a 10% penalty to all tests involving hearing.",
+ "MINORE8": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINORE9": "
Cold Sweats: All those within in 10 yards (5 squares) of you immediately break into a cold sweat lasting 1d10 rounds.",
+ "MINORE10": "
Sleeping Nerves: Every muscle in your body tingles for 1d10 rounds. You suffer a 5% penalty to all tests made in that time.",
+ "MINORE11": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINORE12": "
Milky Eyes: A milky film covers your eyes for 1d10 hours. You suffer a 10% penalty to any tests involving sight in that time.",
+ "MINORE13": "
Bane of Flora: All plant life within 10 yards (5 squares) of you withers and dies.",
+ "MINORE14": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINORE15": "
Handfrozen: The bones and muscles of one of your hands (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move your fingers from their bizarre arrangement for 1d10 minutes.",
+ "MINORE16": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINORE17": "
Creeping Congregation: Insects fill the area around you, buzzing and crawling. They do no harm and disperse within 1d10 rounds, but they are obviousand potentially frighteningto everyone in the area.",
+ "MINORE18": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINORE19": "
Channel Burn: The channels of magic in your body are burned by coursing magic. You suffer a 1 penalty to every Casting Roll you make in the next 1d10 minutes.",
+ "MINORE20": "
Intestinal Rebellion: Your bowels move uncontrollably, soiling both your clothing and pride.",
+ "MINORE21": "
Grave Offence: You uncontrollably shout something horribly offensive to those around you. The GM may overrule you if your invention is insufficiently offensive.",
+ "MINORE22": "
Fluid Transformation: All liquids on your personincluding spell ingredientsturn to brine.",
+ "MINORE23": "
Kin Inconvenienced: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MINORE24": "
Accumulation of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MINORE25": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINORE26": "
Unlucky!: Roll on Major Chaos Manifestation instead.",
+ "MAJOR1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJOR2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJOR3": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJOR4": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJOR5": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJOR6": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJOR7": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJOR8": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJOR9": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJOR10": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJOR11": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "MAJORE1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJORE2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJORE3": "
Hairless: Every hair in your body falls out.",
+ "MAJORE4": "
Blacknail: Every finger and toenail on your body turns black and falls off. They will grow back normally.",
+ "MAJORE5": "
Wracked: You suffer burning pain for 1d10 rounds, suffering a 10% penalty to all tests made in that time.",
+ "MAJORE6": "
Channel Conflagration: The channels of magic in your body are set ablaze by coursing magic. You suffer a 1 penalty to every casting die you roll in the next 1d10 hours.",
+ "MAJORE7": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJORE8": "
Rag Doll: You spontaneously fly through the air 1d10 yards (1d10/5 squares) in a random direction, landing roughly and suffering a Damage 2 hit.",
+ "MAJORE9": "
Fire!: Your clothing bursts into flame (see WFRP, page 136).",
+ "MAJORE10": "
Loadstones: Every piece of metal on your body is permanently magnetized.",
+ "MAJORE11": "
Limbfrozen: The bones and muscles of one of your arms or legs (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move the affected limb for 1d10 hours.",
+ "MAJORE12": "
Tongue-twisted: Chaos energy infuses your mouth; anything you say for the next 1d10 minutes comes out as gibberish, rendering spellcasting impossible during that time.",
+ "MAJORE13": "
Chaotic Wind: Chaos blows through any magical spell ingredients you are carrying. Any spell cast using them will make one of any associated Casting Rolls dice a Chaos die.",
+ "MAJORE14": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJORE15": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJORE16": "
Undone: Every tie, clasp, and fastener of every type on your body flies violently open. Belts come undone, pouches fly open, boots come unlaced, and so on.",
+ "MAJORE17": "
Regurgitate: You throw up uncontrollably, unable to do anything else, for 1d10 rounds. In that time, you spew up much more vomit than could possibly have been contained in your stomach.",
+ "MAJORE18": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJORE19": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJORE20": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJORE21": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJORE22": "
Kin Affected: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MAJORE23": "
Storm of Chaos: Roll on Table 624: Expanded Minor Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "MAJORE24": "
Store of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MAJORE25": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJORE26": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "CATA1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATA2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATA3": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATA4": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA5": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA6": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATA7": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATA8": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATA9": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATA10": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "CATAE1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATAE2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE3": "
Broken: Your will is utterly broken. Your Will Power Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE4": "
Stupefied: Your mind regresses to protect you from a worse fate. Your Intelligence Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE5": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATAE6": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATAE7": "
Rageboil: Everyone within 10 yards (5 squares) of you is immediately and irrationally outraged by your very presence. They all move to attack youeven your alliesand only come to their senses after 1d10 rounds.",
+ "CATAE8": "
Albino Affliction: Your skin and hair are bleached utterly white by roiling Chaos.",
+ "CATAE9": "
Heretical Vision: A Daemon Prince shows you a vision of Chaos. You gain 1d10 Insanity Points. Any time after this event, you can spend 100 xp and gain the Dark Lore (Chaos) talent.",
+ "CATAE10": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATAE11": "
Boiling Blood: For a brief instant, your blood literally boils in your veins. You suffer 2d10 Wounds, which are reduced by Toughness but not armour.",
+ "CATAE12": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATAE13": "
Chaotic Servitors: 1d10 Daemon Imps (see
WFRP, page 229) appear from the Aethyr and do your bidding for 1d10 rounds.",
+ "CATAE14": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATAE15": "
Windblock: You are stuck unable to breathe for 1d10 minutes (see Suffocation in WFRP, page 136), after which you gasp!manage to draw breath.",
+ "CATAE16": "
Lineage Concluded: The infection of Chaos renders you sterile or barren.",
+ "CATAE17": "
Eyefuse: You close your eyes as the Winds of Magic howl about you, and your eyelids are fused shut. You cannot see until this is corrected by magic or surgery.",
+ "CATAE18": "
Spasmodic Paroxysm: Your entire body convulses violently as the pure stuff of Chaos courses over you; you bite off your tongue. You become very difficult to understand and suffer 5 to all Casting Rolls until you are somehow healed.",
+ "CATAE19": "
Witherlimb: A randomly determined limb withers and becomes permanently useless.",
+ "CATAE20": "
Mutating Wind: You must make a Will Power Test or suffer a Chaos Mutation (see WFRP, page 229, or the Old World Bestiary, page 79).",
+ "CATAE21": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATAE22": "
Kin Afflicted: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "CATAE23": "
Vortex of Chaos: Roll on Table 625: Expanded Major Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "CATAE24": "
Hoard of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "CATAE25": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "GODWRATH1": "
Unearthly Vision: Your God chooses this time to grant you a symbolic but confusing vision. This stuns you for 1 round.",
+ "GODWRATH2": "
Prove Your Devotion: A few more prayers are required to finish casting the spell. This result adds 1 half action to the Casting Time of the spell. You must take this extra time even if you failed the Casting Roll.",
+ "GODWRATH3": "
You Try My Patience: You cannot cast another spell for 1d10 rounds. This spell still works as long as you made your Casting Roll.",
+ "GODWRATH4": "
Your Cause is Unworthy: Your spell fails, even if you made the Casting Roll.",
+ "GODWRATH5": "
Stinging Rebuke: Not only does your spell fail, but you also suffer a 10% penalty to your Will Power for 1 minute.",
+ "GODWRATH6": "
What Will You Sacrifice for this Boon?:",
+ "GODWRATH7": "
You Have Sinned Against Me: You have somehow angered your God. You must kneel and repent for 1d10 rounds. This renders you helpless.",
+ "GODWRATH8": "
Daemonic Interference: Your prayer is answered but not by your God. Roll a
Major Chaos Manifestation.",
+ "GODWRATHV1": "
Behold Your Wickedness!: You suffer visions of your failures, which seem to take an eternity but are over in an instant. Gain 1d10 Insanity Points; if you become insane, you gain Heart of Despair.",
+ "GODWRATHV2": "
Lash the Flesh to Purge the Soul: You take 2d10 Wounds, ignoring Toughness Bonus or Armour.",
+ "GODWRATHV3": "
You Shall Not Abuse My Mercy: Your Magic Characteristic is reduced to zero, and increases by one every time you do penance (as if attempting to reduce your Disfavour Pool to zero), until it returns to its original value. If you have no Magic Characteristic, the same happens to your daily allowance of Fortune Points.",
+ "GODWRATHV4": "
Thou Art Accursed and Outcast: You are cast out from the cult, and this is marked on your soul. You take a 30% penalty to all social interactions with followers of your God until you do penance.",
+ "GODWRATHV5": "
Rely Not On These Vanities: All your goods and equipment are stripped from you, leaving you in a tunic. Any non-magical equipment you were carrying is gone forever; magical equipment is mysteriously returned if you do penance. (GMs option: nonmagical but important items may also be returned after penance.)",
+ "GODWRATHV6": "
Called to Account: ",
+ "GODWRATHV7": "
Daemonic Visitation: Roll on the Catastrophic Chaos Manifestation Table instead using the table in WFRP.",
+ "SACRIFICE1": "You vomit up salt water, and feel as though you are almost drowned. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE2": "All warmth and vigour leach from your body. Take a –20% penalty to all actions for the next 1 minute.",
+ "SACRIFICE3": "You automatically fail your next Dodge or Parry Test.",
+ "SACRIFICE4": "You must re-roll your next three successful Tests. If the second roll fails, you fail the Test. If the re-roll succeeds, you succeed and need not roll again.",
+ "SACRIFICE5": "The next time one of your allies suffers an injury, you suffer exactly the same injury. This may mean taking Wounds, or taking a Critical Hit.",
+ "SACRIFICE6": "A brand in the shape of a twin-tailed comet appears on your forehead, inflicting 1d10 Wounds ignoring Toughness Bonus or armour.",
+ "SACRIFICE7": "Your mind becomes that of a beast for three rounds. You flee most situations, but fight if cornered.",
+ "SACRIFICE8": "Your body is rimed with frost. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE9": "You are robbed of your knowledge. You automatically fail any Academic Knowledge Tests you make in the next 1 hour.",
+ "SACRIFICE10": "You lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "OPTIONAL-ARCANE-MARK": "
Optional Arcane Mark: You must pass an Average (+0%) Willpower test or gain an Arcane Mark (see
Realms of Sorcery page 175).",
+ "ARCANE-LORE": "Arcane Lore",
+ "LORE-OF-BEASTS": "Lore of Beasts",
+ "LORE-OF-DEATH": "Lore of Death",
+ "LORE-OF-FIRE": "Lore of Fire",
+ "LORE-OF-HEAVENS": "Lore of the Heavens",
+ "LORE-OF-LIFE": "Lore of Life",
+ "LORE-OF-LIGHT": "Lore of Light",
+ "LORE-OF-METAL": "Lore of Metal",
+ "LORE-OF-SHADOW": "Lore of Shadow",
+ "MARK": "Mark",
+ "MARK-OF": "Mark of",
+ "BEASTS": "Beasts",
+ "DEATH": "Death",
+ "FIRE": "Fire",
+ "HEAVENS": "the Heavens",
+ "LIFE": "Life",
+ "METAL": "Metal",
+ "SHADOW": "Shadow",
+ "WRATH-ROLL": "Wrath Roll",
+ "WRATH-TABLE": "Wrath Table",
+ "WRATH": "Wrath",
+ "VENGEANCE": "Vengeance",
+ "WRATH-OF-THE-GODS": "Wrath of the Gods",
+ "VENGEANCE-OF-THE-GODS": "Vengeance of the Gods",
+ "DISFAVOR-POOL": "Disfavor Pool",
+ "DISFAVOR-ROLL": "Disfavor Roll",
+ "DIVINE-LORE": "Divine Lore",
+ "LORE-OF-MANANN": "Lore of Manann",
+ "LORE-OF-MORR": "Lore of Morr",
+ "LORE-OF-MYRMIDIA": "Lore of Myrmida",
+ "LORE-OF-RANALD": "Lore of Ranald",
+ "LORE-OF-SHALLYA": "Lore of Shallya",
+ "LORE-OF-SIGMAR": "Lore of Sigmar",
+ "LORE-OF-TAAL-RHYA": "Lore of Taal & Rhya",
+ "LORE-OF-ULRIC": "Lore of Ulric",
+ "LORE-OF-VERENA": "Lore of Verena",
+ "MARK-ROLL": "Mark Roll",
+ "MARKS": "Marks",
+ "NO-MARKS": "Don't use Marks optional rule",
+ "USE-MARKS": "Use Marks optional rule",
+ "MARKS-OF-THE-GODS": "Marks of the Gods",
+ "MARKS-OF-MANANN": "Marks of Manann",
+ "MARKS-OF-MORR": "Marks of Morr",
+ "MARKS-OF-MYRMIDIA": "Marks of Myrmida",
+ "MARKS-OF-RANALD": "Marks of Ranald",
+ "MARKS-OF-SHALLYA": "Marks of Shallya",
+ "MARKS-OF-SIGMAR": "Marks of Sigmar",
+ "MARKS-OF-TAAL-RHYA": "Marks of Taal & Rhya",
+ "MARKS-OF-ULRIC": "Marks of Ulric",
+ "MARKS-OF-VERENA": "Marks of Verena",
+ "MARKS-OF": "Marks of",
+ "MANANN": "Manann",
+ "MORR": "Morr",
+ "MYRMIDIA": "Myrmida",
+ "RANALD": "Ranald",
+ "SHALLYA": "Shallya",
+ "SIGMAR": "Sigmar",
+ "TAAL-RHYA": "Taal & Rhya",
+ "ULRIC": "Ulric",
+ "VERENA": "Verena",
+ "NO-LORE": "No Lore selected",
+ "GM-DISCRETION": "GM's discretion",
+ "MARK-GM-DISCRETION": "Mark at GM's discretion",
+ "MARK-MANANN-1": "
Fishy: You are infused with the odours of the sea. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-MANANN-2": "
Pelagic Yearning: You long for the open seas. When not on, or surrounded by, the sea, your Will Power is reduced by 5%.",
+ "MARK-MANANN-3": "
Seaweed Growth: Holy seaweed thrives somewhere on your body. At the GM's discretion, this may apply a -10% penalty to Fellowship Tests in som social situations.",
+ "MARK-MANANN-4": "
Tidal: You are bound to the changing tides. During low tide, you reduce your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. At high tide, increase your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. All other times, and when far from sea, your Characteristics are unchanged.",
+ "MARK-MANANN-5": "
Manann's Mien: You grow taller, your hair darkens, and you develop a brimy smell. You grow larger, increasing your height by 1d10/2 inches and adding 2d10 pounds to your weight. As well, permanently increase your Strength Characteristic by 5%.",
+ "MARK-MANANN-6": "
Piscine Charisma: You become intensely attractive to fish of all kinds. They greet you in open-mouthed wonder and shoal around you in docile masses when you are in the water. For this reason, albatrosses and other seabirds like you. Add +20% to Charm Animal Tests made to interact with sea birds.",
+ "MARK-MANANN-7": "
Rip Tides: Large bodies of water twist and churn in your presence. All Swim Tests made by others with 4 yards (2 squares) of you take a -20% penalty, and a -10% penalty if between 4 and 12 yards (3-6 squares).",
+ "MARK-MANANN-8": "
Webbed: Your toes and fingers become webbed. Gain a +20% bonus to Swim Tests.",
+ "MARK-MANANN-9": "
One With the Sea: Manann reveals the secrets of his realm. You cannot drown in seawater; any time you would drown, you are instead reduced to 0 Wounds and are Helpless, and either float to the surface or wash up on shore. You also add +10% bonus to all Sail, Row, and Navigation Tests whilst at sea.",
+ "MARK-MANANN-10": "
Marked by Manann: A trided, Crown, Wave, or Albatross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channellin Tests when using the Lore of Manann, and a +10% bonus to Fellowship Tests when dealing with other Manannites if they can see the mark.",
+ "MARK-MORR-1": "
Enervated: Your muscles weaken. Permanently reduce your Strength Characteristic by 5%.",
+ "MARK-MORR-2": "
Distracted by Death: Your preoccupation with morbid subjects makes others uncomfortable around you. When interacting with individuals who are not priests in the cult of Morr, you take a -10% penalty to Fellowhip Tests.",
+ "MARK-MORR-4": "
Disturbing Visions: You are plagued by disconnected visions that you know to be portentous, but cannot understand. You take a -10% to Perception tests. Once per day, you may gain a +10% bonus to any single test.",
+ "MARK-MORR-3": "
Skeletal: Your face and scalp draw tightly to your skull. You take a -10% penalty to Charm Tests, but gain a +10% bonus to Intimidate Tests.",
+ "MARK-MORR-5": "
Morr's Mien: You grow taller, your hair darkens, and your skin pales, becoming cool to the touch. You grow larger, gaining 1d10/2 inches in height. As well, increase your Will Power Characteristic by 5%.",
+ "MARK-MORR-6": "
Flock of Ravens: Wherever you go, there always seem to be ravens present. Under most circumstances, they appear in places where one might expect them. Whilst indoors, you see them through windows, and underground, you may see raven cave paintings with disturbing regularity. You gain a +20% bonus to Charm Animal Tests made when interacting with ravens.",
+ "MARK-MORR-7": "
Dead Eyes: A single glance causes others to flinch. Gain the Unsettling Talent.",
+ "MARK-MORR-8": "
Morr's Servant: Sentient Undead shy from your presence. Any creature with the Undead Talent
and a Will Power Characteristic must make a Will Power Test or suffer from Fear. This ignores the Undead Talent's normal exemption to Fear.",
+ "MARK-MORR-9": "
Enlightened: You have gazed beyond the Portal and no longer fear death. Gain the Fearless Talent.",
+ "MARK-MORR-10": "
Marked by Morr: A Rose, Portal, or Raven mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Morr, and a +10% bonus to Fellowship Tests when dealing with other Morrians if they can see the mark.",
+ "MARK-MYRMIDIA-1": "
Vengeful: You become deeply vengeful, which blinds your reason. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-MYRMIDIA-2": "
Rites of War: You feel obliged to recite terms of war before any battle, an act that takes a Full Action. until you complete this honourable rite in combat, you take a -5% penalty to Weapon Skill Tests.",
+ "MARK-MYRMIDIA-3": "
Calculating: You coldly weigh the strengths and weaknesses of all you meet. You take a -10% penalty to Fellowship Tests made to deal with those who you meet for the first time.",
+ "MARK-MYRMIDIA-4": "
Righteous Fury: You punish the wicked, for you are honourable and true. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, but gain a +10% bonus to both Strength and Willpower Tests for the duration of the encounter.",
+ "MARK-MYRMIDIA-5": "
Myrmidia's Mien: Your skin darkens to a deep tan that glints coppery in the light. You grow larger, gaining 1d10/2 inches in height. You also gain a +10% bonus to Command Tests.",
+ "MARK-MYRMIDIA-6": "
Eagle Friend: Eagles like you. You gain a +20% bonus to Charm Animal Tests made when interacting with eagles.",
+ "MARK-MYRMIDIA-7": "
Eagle Eyes: Your irises darken and your eyes become exceptionally sharp. You gain a +20% bonus to Perception Tests involving sight.",
+ "MARK-MYRMIDIA-8": "
Fanatical Love: In combat, you may select one ally as a free action. That ally must have a religious symbol of Myrmidia in plain view. For that round, the ally gains a +10% bonus to all Will Power Tests.",
+ "MARK-MYRMIDIA-9": "
War-honed: Myrmidia reveals the secret of facing war with courage and honour. You gain the Stout-hearted Talent.",
+ "MARK-MYRMIDIA-10": "
Marked by Myrmidia: A Shield and Spear mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Myrmidia, and a +10% bonus to Fellowship Tests when dealing with other myrmidians if they can see the mark.",
+ "MARK-RANALD-1": "
Weak Willed: You become a slave to your passions. Permanently reduce your Will Power Characteristic by 1d10%",
+ "MARK-RANALD-2": "
Liar: You are loathe to tell the truth. Gain a +10% bonus to Blather Tests.",
+ "MARK-RANALD-3": "
Knavish: You exhibit all the untrustworthy characteristics that nobles and priests find repugnant. You take a -10% penalty to all Fellowship Tests when interacting with these individuals.",
+ "MARK-RANALD-4": "
Lithe: You become more wity and nimble. Increase your Agility Characteristic by 1d10%, but reduce your Toughness by the same amount. in addition, you lose 2d10 pounds.",
+ "MARK-RANALD-5": "
Ranald's Mien: You become leaner, your hair and skin darken, and you always seem to smile mischievously. Lose 2d10 pounds, but permanently increase your Fellowship Characteristic by 1d10%",
+ "MARK-RANALD-6": "
Cat Friend: Wherever you go, you seem to attract cats. Moments after entering a community, at least one cat finds you. Each day you remain in the same community, (1d10/2)-1 more cats show up. These cats do not fight on your behalf, but are friendly to you, giving you a +20% bonus to Charm Animal Tests involving these animals. Should you leave the community, the cats do not, generally, follow.",
+ "MARK-RANALD-7": "
Forgettable: People who do not know you find it hard to remember anything more than your disarming smile and flashing eyes. Those who interact with you closely for several hours must pass an Intelligence Test to recall further details.",
+ "MARK-RANALD-8": "
Ranald's Luck: Whenever you use a Fortune Point, roll a d10. If you roll 8, 9, or 10, the Fortune Point works as normal, but isn't spent.",
+ "MARK-RANALD-9": "
Irreverent: Ranald reveals to you the great joke of life. Whenever you are influenced by Fear, Terror, Intimidate, or the Unsettling Talent, and you fail a Will Power Test, you immediately burst into fits of uncontrollable laughter, and ignore the effect. However, whilst laughing (which lasts for 1d10 rounds), you take a -10% penalty to all tests and reduce your Movement Characteristic by 1.",
+ "MARK-RANALD-10": "
Marked by Ranald: A cross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ranald, and a +10% bonus to Fellowship Tests when dealing with other Ranaldans if they can see the mark.",
+ "MARK-SHALLYA-1": "
Pacifist: You find it very hard to even think of striking another. Permanently reduce your Weapon Skill and Ballistic Skill Characteristics by 5%.",
+ "MARK-SHALLYA-2": "
Bleeding Heart: Whenever you are in the vicinity of a creature that is suffering, you take a -10% penalty to all Will Power Tests. Should you leave the suffering individual untended, the penalty increases to -20% and it remains for 24 hours.",
+ "MARK-SHALLYA-3": "
Fear of the Fly Lord: Insects and other agents of decay make you deeply uncomfortable. While in the presence of a swarm of flies, maggots, roaches, or similar critteers, you take a -10% penalty to all Will Power Tests.",
+ "MARK-SHALLYA-4": "
Unworthiness: You always feel you have somehow failed those around you, especially if you could not heal their wounds or save their lives. You take a -10% penalty to Fellowship Tests made to interact with others because of your constant self-deprecating ways.",
+ "MARK-SHALLYA-5": "
Shallya's Mien: Your hair lightens, your eyes flow with holy tears and your face appears innocent. Henceforth, you take a -10% penalty on Perception and Search Tests, but you permanently increase your Fellowship Characteristic by %%. In addition, whenever you make a Heal Test, you repair 1 extra Wound.",
+ "MARK-SHALLYA-6": "
Peaceful Demeanour: You exude peace and tranquillity. Ordinary animals will never attack you unles syou first attack them.",
+ "MARK-SHALLYA-7": "
Healing Hands: Your hands are cool and soothing to the touch. Whenever you make a Heal Test, you repair an additional 2 Wounds.",
+ "MARK-SHALLYA-8": "
Tranquil Aura: Your presence calms aggressive tendencies. All creatures within 4 yards (2 squares) take a -10% penalty to Weapon Skill and Ballistic Skil Tests. This aura does not work on Daemons or Undead.",
+ "MARK-SHALLYA-9": "
Emboldened: You fundamentally understand Shallya's Mercy, and would martyr yourslef rather than retreat from your duties. So long as there are allies or innocents to help and protect, you may act normally when suffering from Fear or Terror, so long as your actions invlude healing those in need, warding their bodies from blows (but not attacking), helping theem reac safety, and the like.",
+ "MARK-SHALLYA-10": "
Marked by Shallya: A Dove, Heart, or Drop of Blood mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Shallya, and a +10% bonus to Fellowship Tests when dealing with other Shallyans if they can see the mark.",
+ "MARK-SIGMAR-1": "
Stubborn: You single-mindedly pursue Sigmar's cause, no matter the consequences. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-SIGMAR-2": "
Hammer Bearer: When wielding a hammer Hand Weapon or Great Weapon, you deal +1 damage. However, you take a -10% penalty to all Ballistic Skill Tests.",
+ "MARK-SIGMAR-3": "
Suspicious: Anyone may be a servant of the Dark Powers. You take a -10% penalty to all Fellowship Tests the first time you meet an individual.",
+ "MARK-SIGMAR-4": "
Grudge Bearer: You really bear grudges. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, byt gain a +10% bonus to both Strength and Will Power Tests for the duration of the encounter.",
+ "MARK-SIGMAR-5": "
Sigmar's Mien: Your hair lightens, your body bulks out and your eyes turn blue. You permanently gain 1d10/2 inches in height, 2d10 pounds in weight, and increase your Toughness Characteristic by 5%.",
+ "MARK-SIGMAR-6": "
Dawongr(Dwarf Friend): Your manner reminds Dwarfs of their ancient promises to Sigmar. You gain a +10% bonus to all Fellowship Tests made when interacting with Dwarfs.",
+ "MARK-SIGMAR-7": "
Greenskin Animosity: The thought of Greenskins fills you with righteous anger. Gain the Grudge-born Fury Talent.",
+ "MARK-SIGMAR-8": "
Symbol of Unity: Your presence inspires others with nationalistic pride. The first time during an encounter that a citizen of the Empire that is within 6 yards (3 squares) makes a Weapon Skill or Ballistic Skill Test against another citizen of the Empire, he takes a -10% penalty.",
+ "MARK-SIGMAR-9": "
Enlightened: Sigmar fills you with his divine purpose. When combating Greenskins or servants of Chaos, you automatically pass all Will Power Tests.",
+ "MARK-SIGMAR-10": "
Marked by Sigmar: A Comet or Hammer mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Sigmar, and a +10% bonus to Fellowship Tests when dealing with other Sigmarites if they can see the mark.",
+ "MARK-TAAL-RHYA-1": "
Wild Mind: Your thoughts are preoccupied with the passing seasons and baser needs. Permanently reduce your Intelligence Charactereistic by 5%.",
+ "MARK-TAAL-RHYA-2": "
Little Friends: Small animals, such as rodents and little birds, are attracted to you. They can be inconvenient, as they nibble everything and leave droppings everywhere. You take a -10% penalty to Fellowship Tests in social situations where such creatures are inappropriate.",
+ "MARK-TAAL-RHYA-3": "
Plant Growth: Holy plant life thrives somwhere on your body. At the GM's discretion, this may apply a -10% penalty yo Fellowship Tests in some social situations.",
+ "MARK-TAAL-RHYA-4": "
Seasonal: You are bound to the passing seasons. During the winter, you reduce your Wounds Characteristic by 2 and your Movement Characteristic by 1. In the autumn, you reduce your Wounds Characteristic by 1. In the spring, you increases your Wounds Characteristic by 1. In the summer, you increase your Wounds Characteristic by 2 and your Movement Characteristic by 1.",
+ "MARK-TAAL-RHYA-5": "
Taal or Rhya's Mien: You have an equal chance of assuming the likeness of Taal or Rhya. If Taal, you grow tall, strong, with shaggy hair. If Rhya, you become more curvaceous, with long flaxen hair, and appealing features. In either case, grow 1d10/2 inches taller and 2d10 pounds heavier. In addition, permanently increase your Fellowship Characteristic by 5%.",
+ "MARK-TAAL-RHYA-6": "
Animal Friend: Animals see you as one of their own, and never attack you evn if you attack them first. Unusual or controlled animals must pass a Challenging (-10%) Will Power Test to attack you.",
+ "MARK-TAAL-RHYA-7": "
Enlivened Flora: Wnever you remain in a natural setting for more than 1 round, all living plants within 4 yards (2 squares) grow healthy and lush. Whilst you are unaffected by this verdant growth, the area counts as difficult terrain afterwards, halving movement through it.",
+ "MARK-TAAL-RHYA-8": "
Tranquil Fauna: Animals are calmed by your presence. You gain a +10% bonus to Animal Care and Animal Training Tests.",
+ "MARK-TAAL-RHYA-9": "
Beast Senses: Taal or Rhya reveals the world around you as they see it. Gain the Keen Senses Talent.",
+ "MARK-TAAL-RHYA-10": "
Marked by Taal or Rhya: An Antlet, Axe, Coil of Live, Sheaf, or Bow and Arrow mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Taal & Rhya, and a +10% bonus to Fellowship Tests when dealing with other Taalites or Rhyans if they can see the mark.",
+ "MARK-ULRIC-1": "
Berserker: Each round in combat, you must pass a Will Power Test or immediately enter a Frenzy as if you had the Frenzy Talent.",
+ "MARK-ULRIC-2": "
Claws: You grow wickedly sharp claws. Permanently reduce your Ballistic Characteristic by 5%. Gain the Natural Weapons Talent.",
+ "MARK-ULRIC-3": "
Wolf's Eyes: You gain the clear, blue eyes of a Winter Wolf. You gain the Night Vision Talent, but can now only see in black and white.",
+ "MARK-ULRIC-4": "
Predator: Those around you become uncomfortable, instinctively aware that a killer is in their midst. You take a -10% penalty to Charm Tests, but gain a +10% bonus on Intimidate Tests.",
+ "MARK-ULRIC-5": "
Ulric's Mien: Your hair dakens, your body bulks, and you skin pales, becoming icy-cold. You grow 1d10/2 inches taller and 2 d10 pounds heavier. In addition, permanently increase your Strength Characteristic by 5%.",
+ "MARK-ULRIC-6": "
Wolf Friend: You attract a wolf companion. This creature is loyal and fights on your behalf. Should you treat the wolf poorly, it abandons you. You can gain this mark multiple times. Each time, you gain an additional wolf.",
+ "MARK-ULRIC-7": "
Pack Leader: You gain a measure of Ultic's undeniable authority. You gain a +10% bonus to all Command Tests.",
+ "MARK-ULRIC-8": "
One with the Wild: Ulric reveals the world around you as he sees it. You gain a +10% bonus to all Outdoor Survival Tests.",
+ "MARK-ULRIC-9": "
Ulric's Servant: Touched by Ulric, you no longer suffer the harmful effects of cold - except when it's triggered by a Wrath of God.",
+ "MARK-ULRIC-10": "
Marked by Ulric: A Wolf mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ulric, and a +10% bonus to Fellowship Tests when dealing with other Ulricans if they can see the mark.",
+ "MARK-VERENA-1": "
Savant: Your intellectual superiority makes it difficult for you to connect with others. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-VERENA-2": "
Daemon's Advocate: You can't help expressing alternative stances. If you allow an opinion or argument to be stated without countering it and balancing matters, take a -10% penalty yo all Will Power Tests for 24 hours.",
+ "MARK-VERENA-3": "
Just Heart: Whenever you see injustice, you must speak out against it unless you pass a Challenging (-10%) Will Power Test.",
+ "MARK-VERENA-4": "
Piercing Gaze: Your all-seeing eyes bore into everything around you. You gain a +10% bonus to all Perception Tests relying on sight, but take a -10% penalty on Charm Tests.",
+ "MARK-VERENA-5": "
Verena's Mien: Your back straightens, eyes clear and your face gains a dignified appearance. You grow 1d10/2 inches taller. In addition, permanently increase your Intelligence Characteristic by 5%.",
+ "MARK-VERENA-6": "
Owl Friend: Owls like you. You gain a +20% bonus on Charm Animal Tests made against owls.",
+ "MARK-VERENA-7": "
Eidetic Recall: With a successful Intelligence Test, you can perfectly recall any text you have read. You also gain a +20% bonus to all other tests involving memory.",
+ "MARK-VERENA-8": "
Voice of Wisdom: Your voice carried the wisdom of Verena Herself. Double the number of people you can affect with a Charm Test.",
+ "MARK-VERENA-9": "
Enlightened: Verena grants you a small portion of her wisdom. You gain a +10% bonus to all Academic Knowledge Tests that you have selected as skills. As well, you may attempt Academic Knowledge Tests outside of your fields of study, alebeit at a -20% penalty.",
+ "MARK-VERENA-10": "
Marked by Verena: An Owl, Scales, or Sword mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Verena, and a +10% bonus to Fellowship Tests when dealing with other Verenans if they can see the mark.",
+ "MARK-BEASTS-1": "
Aloof: Others find you emotionally detached and somewhat rude. Take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-BEASTS-2": "
Restless: You tend not t stay in one place for long, always needing to move about. It's worse when you're in closed spaces.",
+ "MARK-BEASTS-3": "
Dirty: For some reason, you attract dirt and you can never fully get clean.",
+ "MARK-BEASTS-4": "
Hairy: You grow thick hair all over your body. When you shave it off, it regrows quickly.",
+ "MARK-BEASTS-5": "
Feral: Your nails thicken and lenthen and your teeth grow pointed. You have a wild-eyed appearance others find unsettling. You take a -5% penalty to all Fellowship Tests made when interacting non-magic using Humans.",
+ "MARK-BEASTS-6": "
Aura of Savagery: Domesticated animals tend to turn angry, almost violent, while in your presence. All Animal Care and Animal Training Tests made by you or others while you are within 12 yards (4 squares) have their difficulty worsened by one step.",
+ "MARK-BEASTS-7": "
Musk: You exude a strong musky smell that puts others off. You take a -10% penalty to Fellowship Tests when interacting with Nobles, priests, and others of the upper class.",
+ "MARK-BEASTS-8": "
Brutish: You lack refinement and grace, imposing a -5% penalty to your Intelligence or Fellowship Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-BEASTS-9": "
Small Friends: You attract small, though harmless, animals like squirrels, mice, small birds, and so on. They seem to show up when least appropriate, leaving droppings in food and drink, and causing a nuisance. As a result, when in social situations where such creatures aren't appropriate, you take a -5% penalty to Fellowship Tests.",
+ "MARK-BEASTS-10": "
Mark of Ghur: The rune of
Ghur appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Beasts.",
+ "MARK-DEATH-1": "
Pallor: You sallow appearance, with pale skin and almost jaundiced eyes.",
+ "MARK-DEATH-2": "
Clammy Skin: You have cold skin. Asleep, you could be mistaken for dead.",
+ "MARK-DEATH-4": "
Dead Eyes: Your eyes are those of a dead man.",
+ "MARK-DEATH-3": "
Graveyard Stench: You stink of the grave. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-DEATH-5": "
Aura of Death: All plantswithin when you are within 4 yards (2 squares). This extends to equipment that derives from plant materials, worsening craftsmanship by one stop (to a maximum of Poor).",
+ "MARK-DEATH-6": "
Skull-like Visage: Your skin draws tightly to your skill. You take a -5% penalty to Fellowship Tests.",
+ "MARK-DEATH-7": "
Skeletal Fram: Your body muscle mithers, imposing a -5% penalty to your Strength or Toughness Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-DEATH-8": "
Voice of the Dead: Your voice changes so that when you speak, it is in an unsettling whisper. You take a -5% penalty to Animal Training and Fellowship Tests.",
+ "MARK-DEATH-9": "
Haunted: Voices and apparitions of the dead follow you everywhere, distracting you. Take a -10% penalty to Perception Tests.",
+ "MARK-DEATH-10": "
Mark of Shyish: The rune of
Shyish appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Death.",
+ "MARK-FIRE-1": "
Temper: You have a quick temper, losing your cool at the slightest provocation.",
+ "MARK-FIRE-2": "
Hyperactive: You can't sit still. You fidget constantly.",
+ "MARK-FIRE-3": "
Red Hair: Your hair and eyebrows turn bright, fiery red.",
+ "MARK-FIRE-4": "
Face Tattoos: Odd markings, like tattoos, appear on your face. Take a -10% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-FIRE-5": "
Flaming Eyes: Your eyes literally smolder with energy. Animals become nervous when you're around. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-FIRE-6": "
Hot Skin: Your skin is always feverish and you have a flushed appearance.",
+ "MARK-FIRE-7": "
Vulnerable to Cold: You are uncomfortable in the cold, taking a -5% penalty to Weapon Skill and Ballistic Skill Tests when exposed to cold climes.",
+ "MARK-FIRE-8": "
Aura of Brimstone: You stink of brimstone. All characters within 4 yards (2 squares) take a -10% penalty to olfactory-based Perception Tests.",
+ "MARK-FIRE-9": "
Raging Temper: You are volatile, more so than others of the Bright Order. You gain 1 Insanity Point and take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-FIRE-10": "
Mark of Aqshy: The rune of
Aqshy appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Fire.",
+ "MARK-HEAVENS-1": "
Zephyr: Small breezes and winds gather about you, causing paper to rustle, dust to swirl up and other such minor effects.",
+ "MARK-HEAVENS-2": "
Feather Light: Azyr loosens the shackles of gravity. Your body weight decreases by 10%. Your appearance remains unchanged.",
+ "MARK-HEAVENS-3": "
White Hair: Your hair turns snow white. Dyes do not hold.",
+ "MARK-HEAVENS-4": "
Blue Eyes: Your eyes change colour to a startling shade of blue. In areas of low-lighting, they faintly glow. Take a -5% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-HEAVENS-5": "
Disturbing Visions: You commonly see disconnected portentous events that are meaningless to you. The constant barrage is distracting, imposing a -5% penalty yo Perception Tests.",
+ "MARK-HEAVENS-6": "
Scentless: Your natural smell is replaced by the scent of fresh air. Reeking fluids, noxious potions and other sources of stench gradually lose their aroma on contact with your person. Whilst this is advantageous after, say, a walk through a filth spattered street, it does serve to make people and animals uncomfortable in your presence. You take a -5% Fellowship penalty when dealing with people, and a -10% Fellowship penalty when dealing with animals. All attempts to track you using scent are considered Hard (-20%).",
+ "MARK-HEAVENS-7": "
Alarming Visions: Whenever you suffer the effects to Tzeentch's Curse, you must succeed on a Challenging (-10%) Will Power Tests to control the sudden flashes of precognition that come with the botched magic. If you fail, you are stunned for 1 round.",
+ "MARK-HEAVENS-8": "
Aura of Tranquillity: You emit a strange, but peaceful, aura that others find calming. Characters within 4 yards (2 squares) take a -5% penalty to Weapon Skill and Ballistic Skill Tests.",
+ "MARK-HEAVENS-9": "
Stargazer: You become agitated when you are unable to scry the stars. The difficulty of all tests involving Academic Knowledge or Will Power increases by you step for each night you fail to observe the night sky for at least half an hour. All accumulated penalties are removed when you are able to study the heavens once more.",
+ "MARK-HEAVENS-10": "
Mark of Azyr: The rune of
Azyr appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of the Heavens.",
+ "MARK-LIFE-1": "
Plant Growth: A small patch of plantlife begins to thrive upon your skin. These growths are inconsequential - mould under the fingernails, ivy in the hair and so on - but they are somewhat peculiar. They may be removed, but always grow back the following day.",
+ "MARK-LIFE-2": "
Barefoot: You can't abide by wearing footwear and you you must, you take a -5% penalty to Agility Tests.",
+ "MARK-LIFE-3": "
Rapid Hair and Nails: Your hair and fingernails grow at an almost alarming rate. You must spend a portion of each day, trimming them back.",
+ "MARK-LIFE-4": "
Green Skin: Your skin changes colour, assuming a greenish hue. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIFE-5": "
Vulnerability to Fire: Fire deals +1 Damage against you.",
+ "MARK-LIFE-6": "
Great Constitution: You gain Resistance to Disease.",
+ "MARK-LIFE-7": "
Metal Revulsion: You can't bear to touch metal objects of any kind. When you do, you must make a Challenging (-10%) Will Power Test or take a -1 cumulative penalty to your Magic Characteristic for 24 hours. You need not take the Test if struck by a metal weapon in combat.",
+ "MARK-LIFE-8": "
Aura of Growth: You emit an aura of growth and health, restoring life and colour to all plants you pass within 4 yards (2 squares). In natural environments, each of these spaces slows movement as if they were difficult terrain, halving movement through it, though you yourself are unaffected.",
+ "MARK-LIFE-9": "
Bound to the Seasons: You are physically affected by the passage of the seasons. In the winter, you take a -2 penalty to your Wounds Characteristic and a -1 penalty to your Movement Characteristic; in the autumn, you take a -1 penalty to your Wounds Characteristic; in the spring, you gain a +1 bonus to your Wounds Characteristic; in the summer, you gain a +2 bonus to your Wounds Characteristic and a +1 bonus to your Movement Characteristic.",
+ "MARK-LIFE-10": "
Mark of Ghyran: The rune of
Ghyran appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Life.",
+ "MARK-LIGHT-1": "
Choral Voice: Your voice becomes suffused with the harmonious vibrations of
Hysh. When you sing, it sounds as if scores of others are singing alongside you.",
+ "MARK-LIGHT-2": "
Eureka!: You inspire small acts of remembrance and deja-vu in those around you. You have no control over this effect, which tends to make non-magic users a little distracted when talking to you.",
+ "MARK-LIGHT-3": "
Pale: Your skin lightens considerably, bordering on semi-translucent.",
+ "MARK-LIGHT-4": "
Erie Eyes: Your eyes change colour, becoming milky white or have a golden luminance. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIGHT-5": "
Arrogant: Your deep knowledge (or rather your opinion about your own education) comes off as arrogant and pretentious. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-LIGHT-6": "
Paranoid: Given your wisdom, you have a deeper understanding of the nature of the Realm of Chaos, making you suspicious of all those around you. You take a -5% penalty to all Fear Tests.",
+ "MARK-LIGHT-7": "
Vulnerability to Darkness: When in areas of low-lighting, you take a -10% penalty to Channelling Tests.",
+ "MARK-LIGHT-8": "
Aura of Light: You give off a radiant energy that makes other light sources glow brighter than normal. All light sources within 4 yards (2 squares) provide light as if one step stronger. For instance, a candle would shed light as a lamp. (See
WFRP, page 117.) However, within such light, all characters take a -20% penalty to Concealment Tests.",
+ "MARK-LIGHT-9": "
Luminescent: You give off a constant soft glow, making it nearly impossible to conceal your movements. You take a -20% penalty yo all Concealment Tests. However, you shed light equal to torchlight (see
WFRP, page 117.).",
+ "MARK-LIGHT-10": "
Mark of Hysh: The rune of
Hysh appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Light.",
+ "MARK-METAL-1": "
Quicksilver Tears: Your tears and sweat take on the appearance of mercury. For all other intents and purposes they remain unchanged from normal tears and sweat.",
+ "MARK-METAL-2": "
Leaden Tongue: Your voice takes on a harsh tone, akin to metal clashing upon metal. Your singing sounds like a gong related accident.",
+ "MARK-METAL-3": "
Golden Skin: Your skin becomes thick, gaining a subtle golden sheen.",
+ "MARK-METAL-4": "
Stiff Limbs: Your limbs stiffen, making it hard to move around. Take a -5% penalty to your Agility Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-5": "
Magic Conductor: You attract magical energy. All characters within 4 yards (2 squares), take a -10% penalty to Will Power Tests made to resist spells.",
+ "MARK-METAL-6": "
Aura of Magnetism: You emit a strange aura that attracts metals to your flesh. Enemies trying to strike you gain a +5% bonus to Weapon Skill and Ballistic Skill Tests, though anyone else within 4 yards (2 squares) who tries to strike someone other than you takes a -5% penalty on all Weapon Skill and Ballistic Skill Tests.",
+ "MARK-METAL-7": "
Mechanical: When you interact with an animal, it sees you as an object rather than a creature. Animals will only attack you if you first attack them.",
+ "MARK-METAL-8": "
Greater Golden Skin: Your skin hardens into a thick shell. You take a -20% penalty to your Agility Characteristic and a -1 penalty to your Movement Characteristic, but you gain 1 Armour Point to all locations. These points stack with all other forms of Armour, but not leather or studded leather (see page 17 in
Old World Armoury). Modify your starting profile accordingly.",
+ "MARK-METAL-9": "
Slow: You have a hard time moving around. Take a -2 penalty to your Movement Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-10": "
Mark of Chamon: The rune of
Chamon appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Metal.",
+ "MARK-SHADOW-1": "
Flicker: Light seems uncomfortable in your presence. Candles flicker, lanterns dim and fires burn low when you are around.",
+ "MARK-SHADOW-2": "
Trickster: You cloak yourself in deception and misdirection, making you untrustworthy to others. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-3": "
Mantle of Mist: Mist, fog, smoke and other vapours seem drawn to your side. This adds a +5% bonus to Intimidate Tests made in fog banks and other suitable conditions, but does mean you tend to reek of smoke all the time.",
+ "MARK-SHADOW-4": "
Aspect of Ulgu: Your frame lightens and tightens whilst your hair colour changes to grey.",
+ "MARK-SHADOW-5": "
Forgettable: People can't seem to remember your face. Characters who've met you must succeed on an Intelligence Tests to recall who you are.",
+ "MARK-SHADOW-6": "
Disturbing Eyes: Your eyes become grey and swirl with unnatural darkness. You gain a +5% bonus to Intimidate Tests.",
+ "MARK-SHADOW-7": "
Insubstantial: Your body becomes slightly insubstantial. You gain a +10% bonus to Concealment Tests, but you take a -5% penalty to your Toughness Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-8": "
Unnatural Shadow: Your shadow does not behave itself - moving often of it's own accord. The shifting wrongness of your shadow puts folk ill at ease, imposing a -10% penalty to Fellowship Tests made when interacting with non-magic users. Worse, superstitious peasants will need convincing that you are not a Daemon.",
+ "MARK-SHADOW-9": "
Shrouded: Your body draws shadows towards it. You gain a +10% bonus to Concealment Tests.",
+ "MARK-SHADOW-10": "
Mark of Ulgu: The rune of
Ulgu appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Shadow.",
+ "ARCANE-MARK": "Arcane Mark",
+ "CHARACTERISTIC": "Characteristic"
}
\ No newline at end of file
diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/el.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/el.json
index e0d76c9eea..5b2a49ac0f 100644
--- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/el.json
+++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/el.json
@@ -1,286 +1,787 @@
{
- "character-name": "Character Name",
- "career": "Career",
- "career-path": "Career Path",
- "race": "Race",
- "religion": "Religion",
- "concept": "Concept",
- "advancements": "Advancements",
- "xp": "XP",
- "core-stats": "Core Stats",
- "background": "Background",
- "weapons": "Weapons",
- "armor": "Armor",
- "spellbook": "Spellbook ",
- "inventory": "Inventory",
- "character-profile": "Character Profile",
- "main-profile": "Main Profile",
- "main": "Main",
- "abbreviate-weapon-skill": "WS",
- "abbreviate-ballistic-skill": "BS",
- "abbreviate-strength": "S",
- "abbreviate-toughness": "T",
- "abbreviate-agility": "Ag",
- "abbreviate-intelligence": "Int",
- "abbreviate-will-power": "WP",
- "abbreviate-fellowship": "Fel",
- "starting": "Starting",
- "talents": "Talents",
- "advance": "Advance",
- "current": "Current",
- "secondary-profile": "Secondary Profile",
- "secondary": "Secondary",
- "abbreviate-attacks": "A",
- "abbreviate-wounds": "W",
- "abbreviate-strength-bonus": "SB",
- "abbreviate-toughness-bonus": "TB",
- "abbreviate-movement": "M",
- "abbreviate-magic": "Mag",
- "abbreviate-insanity-points": "IP",
- "abbreviate-fate-points": "FP",
- "combat": "Combat",
- "initiative": "Initiative",
- "wounds": "Wounds",
- "fortune": "Fortune",
- "move": "Move",
- "charge": "Charge",
- "run": "Run",
- "leap": "Leap",
- "abbreviate-initiative": "Init",
- "check-luck": "Check if you have the Luck Talent",
- "talent-name": "Talent Name",
- "description": "Descripton",
- "skills": "Career Main Profile",
- "knowledge-and-language-skills": "Knowledge and Language Skills",
- "skill-name": "Skill Name",
- "abbreviate-characteristic": "Char",
- "training": "Training",
- "misc": "Misc",
- "total": "Total",
- "roll": "Roll",
- "abbreviate-gm": "GM",
- "common-knowledge-any": "Common Knowledge (any)",
- "common-knowledge": "Common Knowledge",
- "trained": "Trained",
- "perform-trade-and-other-skills": "Perform, Trade, and Other Skills",
- "basic": "Basic",
- "special-rules": "Special Rules",
- "name": "Name",
- "basic-skills": "Basic Skills",
- "animal-care": "Animal Care",
- "charm": "Charm",
- "command": "Command",
- "concealment": "Concealment",
- "consume-alcohol": "Consume Alcohol",
- "disguise": "Disguise",
- "drive": "Drive",
- "evaluate": "Evaluate",
- "gamble": "Gamble",
- "gossip": "Gossip",
- "haggle": "Haggle",
- "intimidate": "Intimidate",
- "outdoor-survival": "Outdoor Survival",
- "preception": "Perception",
- "ride": "Ride",
- "row": "Row",
- "scale-sheet-surface": "Scale Sheer Surface",
- "search": "Search",
- "silent-move": "Silent Move",
- "swim": "Swim",
- "advanced-skills": "Advanced Skills",
- "animal-training": "Animal Training",
- "blather": "Blather",
- "chanelling": "Chanelling",
- "charm-animal": "Charm Animal",
- "dodge-blow": "Dodge Blow",
- "follow-trail": "Follow Trail",
- "heal": "Heal",
- "hypnotism": "Hypnotism",
- "lip-reading": "Lip Reading",
- "magical-sense": "Magical Sense",
- "navigation": "Navigation",
- "pick-lock": "Pick Lock",
- "prepare-poison": "Prepare Poison",
- "read-and-write": "Read and Write",
- "sail": "Sail",
- "set-trap": "Set Trap",
- "shadowing": "Shadowing",
- "sleight-of-hand": "Sleight of Hand",
- "torture": "Torture",
- "vetroloquism": "Ventriloquism",
- "astrology": "Astrology",
- "star-sign": "Star Sign",
- "doom": "Doom",
- "appearance": "Appearance",
- "gender": "Gender",
- "build": "Build",
- "age": "Age",
- "attr-height": "Height",
- "weight": "Weight",
- "eyes": "Eyes",
- "skin": "Skin",
- "hair": "Hair",
- "history": "History",
- "miscellaneous-notes": "Miscellaneous Notes",
- "starting-career": "Starting Career",
- "career-name": "Career Name",
- "career-main-profile": "Career Main Profile",
- "weapon-skill": "Weapon Skill",
- "ballistic-skill": "Ballistic Skill",
- "strength": "Strength",
- "toughness": "Toughness",
- "agility": "Agility",
- "intelligence": "Intelligence",
- "will-power": "Will Power",
- "fellowship": "Fellowship",
- "career-secondary-profile": "Career Secondary Profile",
- "attacks": "Attacks",
- "strength-bonus": "Strength Bonus",
- "toughness-bonus": "Toughness Bonus",
- "movement": "Movement",
- "magic": "Magic",
- "insanity-points": "Insanity Points",
- "fate-points": "Fate Points",
- "career-skills": "Career Skills",
- "career-talents": "Career Talents",
- "career-exits": "Career Exits",
- "second-career": "Second Career",
- "third-career": "Third Career",
- "fourth-career": "Fourth Career",
- "fifth-career": "Fifth Career",
- "melee-weapons": "Melee Weapons",
- "abbreviate-proficiency": "Prof?",
- "weapon": "Weapon",
- "craftsmanship": "Craftsmanship",
- "ws-bonus": "WS Bonus",
- "to-hit": "To Hit",
- "damage": "Damage",
- "impact": "Impact",
- "defensive": "Defensive",
- "qualities": "Qualities",
- "attack": "Attack",
- "parry": "Parry",
- "poor": "Poor",
- "common": "Common",
- "good": "Good",
- "best": "Best",
- "abbreviate-attack": "Atk",
- "abbreviate-damage": "Dmg",
- "abbreviate-parry": "Pry",
- "ranged-weapons": "Ranged Weapons",
- "bs-bonus": "BS Bonus",
- "type": "Type",
- "reload": "Reload",
- "range": "Range",
- "ammo": "Ammo",
- "shoot": "Shoot",
- "throw": "Throw",
- "free": "Free",
- "half": "Half",
- "full-number": "{{0}} Full",
- "critical-hit": "Critical Hit",
- "critical-roll": "Critical Roll",
- "critical": "Critical",
- "petty": "Petty",
- "lesser": "Lesser",
- "arcane": "Arcane",
- "divine": "Divine",
- "runes": "Runes",
- "perform-chanelling": "Take a Half Action to perform Chanelling",
- "spell-name": "Name",
- "casting-number": "Casting Number",
- "casting-time": "Casting Time",
- "duration": "Duration",
- "target": "Target/AoE",
- "none": "None",
- "1d10magic": "1d10 + Magic",
- "spell-healing": "Spell Healing",
- "cast": "Cast",
- "ingredient-bonus": "Ingredient Bonus",
- "ingredient": "Ingredient",
- "spell-damage": "Spell Damage",
- "spell-description": "Spell Description",
- "petty-spell": "Petty Spell",
- "lesser-spell": "Lesser Spell",
- "arcane-spell": "Arcane Spell",
- "divine-spell": "Divine Spell",
- "rune": "Rune",
- "inscription-number": "Inscription Number",
- "empowerment": "Empowerment",
- "inscribe": "Inscribe",
- "permanent-rune-description": "Permanent Rune Description",
- "temporary-rune-description": "Temporary Rune Description",
- "coin-carried": "Coin Carried",
- "brass-pennies-bp": "Brass Pennies (BP)",
- "silver-shillings-ss": "Silver Shillings (SS)",
- "gold-crowns-gc": "Gold Crowns (GC)",
- "total-gc-value": "Total GC Value",
- "exchange-rate": "Exchange Rate",
- "exchange-rate-description": "240 brass pennies = 20 silver shilling = 1 gold crown",
- "encumbrance": "Encumbrance",
- "trappings": "Trappings",
- "coin": "Coin",
- "other": "Other",
- "carrying-capacity": "Carrying Max",
- "push-drag-lift": "Push/Drag/Lift",
- "encumbered": "Encumbered",
- "dwarf": "Dwarf",
- "dwarf-encumbrance": "Dwarves can carry twice as much as other characters.",
- "encumbrance-description": "Encumbrance entered in each row below is:",
- "encumbrance-choice1": "The total encumbrance of the row (ignoring quantity)",
- "encumbrance-choice2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
- "page1": "Page 1",
- "page2": "Page 2",
- "page3": "Page 3",
- "show-all": "Show All",
- "row-nr": "Row #",
- "carried-question": "Carried?",
- "abbreviate-quantity": "Qty",
- "treasure-loot-inventory-notes": "Treasure/Loot/Inventory Notes",
- "protective-item": "Protective Items",
- "head": "Head",
- "worn": "Worn",
- "armor-type": "Armor Type",
- "armor-points": "Armor Points",
- "magic-bonus": "Magic Bonus",
- "total-ap": "Total AP",
- "leather": "Leather",
- "mail": "Mail",
- "plate": "Plate",
- "torso": "Torso",
- "arms": "Arms",
- "legs": "Legs",
- "armor-penalties": "Armor Penalties",
- "armor-penalties-description1": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
- "armor-penalties-description2": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
- "hit-locations": "Hit Locations",
- "left-arm": "Left Arm",
- "left-leg": "Left Leg",
- "right-arm": "Right Arm",
- "right-leg": "Right Leg",
- "advanced-skill": "Advanced Skill",
- "basic-skill": "Basic Skill",
- "knowledge-skill": "Knowledge Skill",
- "various-skill": "Various Skill",
- "blood-loss": "Blood Loss",
- "bleeding": "Bleeding",
- "casting-test": "Casting Test",
- "outcome": "Outcome",
- "spellcasting-succeeds": "Spellcasting succeeds",
- "hit-left-arm": "Hit Left Arm",
- "hit-right-leg": "Hit Right Leg",
- "hit-location-number": "Hit Location {{0}}",
- "hit-right-arm": "Hit Right Arm",
- "damage-number": "Damage {{0}}",
- "hit-left-leg": "Hit Left Leg",
- "hit-body": "Hit Body",
- "hit-head": "Hit Head",
- "target-number": "Target Number",
- "attack-roll": "Attack Roll",
- "miss": "Miss",
- "parry-roll": "Parry Roll",
- "failure": "Failure",
- "spellcasting-fails": "Spellcasting fails",
- "test-result": "Test Result",
- "characteristic": "Characteristic"
+ "CHARACTER-NAME": "Character Name",
+ "CAREER": "Career",
+ "CAREER-PATH": "Career Path",
+ "RACE": "Race",
+ "RELIGION": "Religion",
+ "CONCEPT": "Concept",
+ "ADVANCEMENTS": "Advancements",
+ "XP": "XP",
+ "XP-EARNED": "XP Earned",
+ "XP-SPENT": "XP Spent",
+ "XP-REST": "XP Rest",
+ "PUBLIC": "Make all rolls public",
+ "WHISPER": "Whisper all rolls to GM",
+ "CORE-STATS": "Core Stats",
+ "BACKGROUND": "Background",
+ "WEAPONS": "Weapons",
+ "ARMOR": "Armor",
+ "SPELLBOOK": "Spellbook",
+ "INVENTORY": "Inventory",
+ "SETTINGS": "Settings",
+ "CHARACTER-PROFILE": "Character Profile",
+ "MAIN-PROFILE": "Main Profile",
+ "MAIN": "Main",
+ "ABBREVIATE-WEAPON-SKILL": "WS",
+ "ABBREVIATE-BALLISTIC-SKILL": "BS",
+ "ABBREVIATE-STRENGTH": "S",
+ "ABBREVIATE-TOUGHNESS": "T",
+ "ABBREVIATE-AGILITY": "Ag",
+ "ABBREVIATE-INTELLIGENCE": "Int",
+ "ABBREVIATE-WILL-POWER": "WP",
+ "ABBREVIATE-FELLOWSHIP": "Fel",
+ "STARTING": "Starting",
+ "TALENTS": "Talents",
+ "ADVANCE": "Advance",
+ "CURRENT": "Current",
+ "MODIFIER": "Modifier",
+ "SECONDARY-PROFILE": "Secondary Profile",
+ "SECONDARY": "Secondary",
+ "ABBREVIATE-ATTACKS": "A",
+ "ABBREVIATE-WOUNDS": "W",
+ "ABBREVIATE-STRENGTH-BONUS": "SB",
+ "ABBREVIATE-TOUGHNESS-BONUS": "TB",
+ "ABBREVIATE-MOVEMENT": "M",
+ "ABBREVIATE-MAGIC": "Mag",
+ "ABBREVIATE-INSANITY-POINTS": "IP",
+ "ABBREVIATE-FATE-POINTS": "FP",
+ "COMBAT": "Combat",
+ "INITIATIVE": "Initiative",
+ "WOUNDS": "Wounds",
+ "FORTUNE": "Fortune",
+ "MOVE": "Move",
+ "CHARGE": "Charge",
+ "RUN": "Run",
+ "LEAP": "Leap",
+ "ABBREVIATE-INITIATIVE": "Init",
+ "CHECK-LUCK": "Check if you have the Luck Talent",
+ "TALENT-NAME": "Talent Name",
+ "DESCRIPTION": "Descripton",
+ "SKILLS": "Skills",
+ "KNOWLEDGE-AND-LANGUAGE-SKILLS": "Knowledge and Language Skills",
+ "KNOWLEDGE": "Knowledge",
+ "SKILL-NAME": "Skill Name",
+ "ABBREVIATE-CHARACTERISTIC": "Char",
+ "TRAINING": "Training",
+ "ABBREVIATE-MISCELLANEOUS": "Misc",
+ "TOTAL": "Total",
+ "ROLL": "Roll",
+ "ABBREVIATE-GM": "GM",
+ "COMMON-KNOWLEDGE-ANY": "Common Knowledge (any)",
+ "COMMON-KNOWLEDGE": "Common Knowledge",
+ "PERFORM-TRADE-AND-OTHER-SKILLS": "Perform, Trade, and Other Skills",
+ "TRAINED": "Trained",
+ "BASIC": "Basic",
+ "SPECIAL-RULES": "Special Rules",
+ "NAME": "Name",
+ "BASIC-SKILLS": "Basic Skills",
+ "ANIMAL-CARE": "Animal Care",
+ "CHARM": "Charm",
+ "COMMAND": "Command",
+ "CONCEALMENT": "Concealment",
+ "CONSUME-ALCOHOL": "Consume Alcohol",
+ "DISGUISE": "Disguise",
+ "DRIVE": "Drive",
+ "EVALUATE": "Evaluate",
+ "GAMBLE": "Gamble",
+ "GOSSIP": "Gossip",
+ "HAGGLE": "Haggle",
+ "INTIMIDATE": "Intimidate",
+ "OUTDOOR-SURVIVAL": "Outdoor Survival",
+ "PERCEPTION": "Perception",
+ "RIDE": "Ride",
+ "ROW": "Row",
+ "SCALE-SHEER-SURFACE": "Scale Sheer Surface",
+ "SEARCH": "Search",
+ "SILENT-MOVE": "Silent Move",
+ "SWIM": "Swim",
+ "ADVANCED-SKILLS": "Advanced Skills",
+ "ANIMAL-TRAINING": "Animal Training",
+ "BLATHER": "Blather",
+ "CHANNELLING": "Channelling",
+ "CHARM-ANIMAL": "Charm Animal",
+ "DODGE-BLOW": "Dodge Blow",
+ "FOLLOW-TRAIL": "Follow Trail",
+ "HEAL": "Heal",
+ "HYPNOTISM": "Hypnotism",
+ "LIP-READING": "Lip Reading",
+ "MAGICAL-SENSE": "Magical Sense",
+ "NAVIGATION": "Navigation",
+ "PICK-LOCK": "Pick Lock",
+ "PREPARE-POISON": "Prepare Poison",
+ "READ-AND-WRITE": "Read and Write",
+ "SAIL": "Sail",
+ "SET-TRAP": "Set Trap",
+ "SHADOWING": "Shadowing",
+ "SLEIGHT-OF-HAND": "Sleight of Hand",
+ "TORTURE": "Torture",
+ "VENTRILOQUISM": "Ventriloquism",
+ "ASTROLOGY": "Astrology",
+ "STAR-SIGN": "Star Sign",
+ "DOOM": "Doom",
+ "APPEARANCE": "Appearance",
+ "GENDER": "Gender",
+ "BUILD": "Build",
+ "AGE": "Age",
+ "HEIGHT": "Height",
+ "WEIGHT": "Weight",
+ "EYES": "Eyes",
+ "SKIN": "Skin",
+ "HAIR": "Hair",
+ "HISTORY": "History",
+ "MISCELLANEOUS-NOTES": "Miscellaneous Notes",
+ "CAREER-NAME": "Career Name",
+ "STARTING-CAREER": "Starting Career",
+ "SECOND-CAREER": "Second Career",
+ "THIRD-CAREER": "Third Career",
+ "FOURTH-CAREER": "Fourth Career",
+ "FIFTH-CAREER": "Fifth Career",
+ "CAREER-ENTERED": "Career Entered",
+ "CAREER-ENTERED_CHECK": "Check if you've entered this career.",
+ "CAREER-MAIN-PROFILE": "Career Main Profile",
+ "WEAPON-SKILL": "Weapon Skill",
+ "BALLISTIC-SKILL": "Ballistic Skill",
+ "STRENGTH": "Strength",
+ "TOUGHNESS": "Toughness",
+ "AGILITY": "Agility",
+ "INTELLIGENCE": "Intelligence",
+ "WILL-POWER": "Will Power",
+ "FELLOWSHIP": "Fellowship",
+ "CAREER-SECONDARY-PROFILE": "Career Secondary Profile",
+ "ATTACKS": "Attacks",
+ "STRENGTH-BONUS": "Strength Bonus",
+ "TOUGHNESS-BONUS": "Toughness Bonus",
+ "MOVEMENT": "Movement",
+ "MAGIC": "Magic",
+ "INSANITY-POINTS": "Insanity Points",
+ "FATE-POINTS": "Fate Points",
+ "CAREER-SKILLS": "Career Skills",
+ "CAREER-TALENTS": "Career Talents",
+ "CAREER-SKILLS-AND-TALENTS": "Career Skills and Talents",
+ "SKILL-OR-TALENT": "Skill or Talent",
+ "CAREER-EXITS": "Career Exits",
+ "TAKEN": "Taken",
+ "MELEE-WEAPONS": "Melee Weapons",
+ "ABBREVIATE-PROFICIENCY": "Prof?",
+ "WEAPON": "Weapon",
+ "CRAFTSMANSHIP": "Craftsmanship",
+ "ABBREVIATE-CRAFTSMANSHIP": "Craft",
+ "ABBREVIATE-ENCUMBRANCE": "Enc",
+ "WS-BONUS": "WS Bonus",
+ "TO-HIT": "To Hit",
+ "DAMAGE": "Damage",
+ "FURY-DAMAGE": "Fury Damage",
+ "DAMAGE-INC-SB": "Melee damage already includes SB.",
+ "IMPACT": "Impact",
+ "ABBREVIATE-IMPACT": "Imp",
+ "DEFENSIVE": "Defensive",
+ "ABBREVIATE-DEFENSIVE": "Def",
+ "QUALITIES": "Qualities",
+ "FRENZY-DESCRIPTION": "Check if you are using the Frenzy Talent",
+ "ATTACK": "Attack",
+ "PARRY": "Parry",
+ "POOR": "Poor",
+ "COMMON": "Common",
+ "GOOD": "Good",
+ "BEST": "Best",
+ "ABBREVIATE-ATTACK": "Atk",
+ "ABBREVIATE-DAMAGE": "Dmg",
+ "ABBREVIATE-PARRY": "Pry",
+ "RANGED-WEAPONS": "Ranged Weapons",
+ "BS-BONUS": "BS Bonus",
+ "TYPE": "Type",
+ "RELOAD": "Reload",
+ "RANGE": "Range",
+ "ABBREVIATE-AMMUNITION": "Ammo",
+ "ABBREVIATE-AMMUNITION-ENCUMBRANCE": "Ammo Enc",
+ "AMMO-ENCUMBRANCE-DESCRIPTION": "Note Encombrance value for 1 piece of ammo.",
+ "SHOOT": "Shoot",
+ "THROW": "Throw",
+ "FREE": "Free",
+ "HALF": "Half",
+ "FULL-NUMBER": "{{0}} Full",
+ "CRITICAL": "Critical",
+ "CRITICAL-HIT": "Critical Hit",
+ "CRITICAL-ROLL": "Critical Roll",
+ "TOTAL-MELEE-WEAPON-ENCUMBRANCE": "Total Melee Weapon Encumbrance",
+ "TOTAL-RANGED-WEAPON-ENCUMBRANCE": "Total Ranged Weapon Encumbrance",
+ "TOTAL-WEAPON-ENCUMBRANCE": "Total Weapon Encumbrance",
+ "PETTY": "Petty",
+ "LESSER": "Lesser",
+ "ARCANE": "Arcane",
+ "DIVINE": "Divine",
+ "RUNES": "Runes",
+ "RITUALS": "Rituals",
+ "PERFORM-CHANNELLING": "Take a Half Action to perform Channelling",
+ "SPELL-NAME": "Name",
+ "CASTING-NUMBER": "Casting Number",
+ "CASTING-TIME": "Casting Time",
+ "DURATION": "Duration",
+ "TARGET": "Target/AoE",
+ "NONE": "None",
+ "1D10MAGIC": "1d10 + Magic",
+ "SPELL-HEALING": "Spell Healing",
+ "CAST": "Cast",
+ "INGREDIENT-BONUS": "Ingredient Bonus",
+ "INGREDIENT": "Ingredient",
+ "SPELL-DAMAGE": "Spell Damage",
+ "SPELL-DESCRIPTION": "Spell Description",
+ "RITUAL-DESCRIPTION": "Ritual Description",
+ "ARCANE-LANGUAGE": "Arcane Language",
+ "REQUIRED-MAGIC": "Required Magic",
+ "XP-COST": "XP Cost",
+ "CONDITIONS": "Conditions",
+ "CONSEQUENCES": "Consquences",
+ "petty-spell": "Petty Spell",
+ "lesser-spell": "Lesser Spell",
+ "arcane-spell": "Arcane Spell",
+ "divine-spell": "Divine Spell",
+ "RUNE": "Rune",
+ "INSCRIPTION-NUMBER": "Inscription Number",
+ "EMPOWERMENT": "Empowerment",
+ "INSCRIBE": "Inscribe",
+ "PERMANENT-RUNE-DESCRIPTION": "Permanent Rune Description",
+ "TEMPORARY-RUNE-DESCRIPTION": "Temporary Rune Description",
+ "MAGIC-USED": "Amount of Magic used",
+ "CHANNELLING-SUCCESS": "Channelling success",
+ "INGREDIENT-USED": "Ingredient used",
+ "RUNE-TYPE": "Rune type",
+ "TEMPORARY": "Temporary",
+ "PERMANENT": "Permanent",
+ "MINUTES": "minute(s)",
+ "WEEKS": "week(s)",
+ "COIN-CARRIED": "Coin Carried",
+ "BRASS-PENNIES-BP": "Brass Pennies (BP)",
+ "SILVER-SHILLINGS-SS": "Silver Shillings (SS)",
+ "GOLD-CROWNS-GC": "Gold Crowns (GC)",
+ "TOTAL-GC-VALUE": "Total GC Value",
+ "EXCHANGE-RATE": "Exchange Rate",
+ "EXCHANGE-RATE-DESCRIPTION": "240 brass pennies = 20 silver shilling = 1 gold crown",
+ "ENCUMBRANCE": "Encumbrance",
+ "TRAPPINGS": "Trappings",
+ "COIN": "Coin",
+ "OTHER": "Other",
+ "CARRYING-CAPACITY": "Carrying Max",
+ "PUSH-DRAG-LIFT": "Push/Drag/Lift",
+ "ENCUMBERED": "Encumbered",
+ "ENCUMBERED-MOVEMENT-PENALTY": "Encumbered Movement penalty",
+ "DWARF": "Dwarf",
+ "DWARF-ENCUMBRANCE": "Dwarves can carry twice as much as other characters.",
+ "DWARF-ENCUMBRANCE-CHECK": "Check if you are a Dwarf.",
+ "ENCUMBRANCE-DESCRIPTION": "Encumbrance entered in each row below is:",
+ "ENCUMBRANCE-CHOICE1": "The total encumbrance of the row (ignoring quantity)",
+ "ENCUMBRANCE-CHOICE2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
+ "PAGE-1": "Page 1",
+ "PAGE-2": "Page 2",
+ "PAGE-3": "Page 3",
+ "SHOW-ALL": "Show All",
+ "UNLIMITED": "Unlimited",
+ "ROW-NR": "Row #",
+ "CARRIED-QUESTION": "Carried?",
+ "ABBREVIATE-QUANTITY": "Qty",
+ "TREASURE-LOOT-INVENTORY-NOTES": "Treasure/Loot/Inventory Notes",
+ "PROTECTIVE-ITEMS": "Protective Items",
+ "WORN": "Worn",
+ "HEAD": "Head",
+ "ARMOR-TYPE": "Armor Type",
+ "ARMOR-POINTS": "Armor Points",
+ "ABBREVIATE-ARMOR-POINTS": "AP",
+ "MAGIC-BONUS": "Magic Bonus",
+ "BONUS": "Bonus",
+ "TOTAL-AP": "Total AP",
+ "LEATHER": "Leather",
+ "MAIL": "Mail",
+ "PLATE": "Plate",
+ "TORSO": "Torso",
+ "ARMS": "Arms",
+ "LEGS": "Legs",
+ "LOCATION-DESCRIPTION": "H : Head / B : Body / A : Arms / L : Legs",
+ "TOTAL-ARMOR-ENCUMBRANCE": "Total Armor Encombrance",
+ "TOTAL-WEIGHT-MAX": "The maximum total encumbrance your character can carry without slowing.",
+ "MAX-PUSH-DRAG-LIFT": "This is the maximum encumbrance you can push/drag/lift. If the encumbrance you are pushing/dragging/lifting exceeds your maximum carrying capacity then your Movement drops to 1.",
+ "LIGHT": "Light",
+ "MEDIUM": "Medium",
+ "HEAVY": "Heavy",
+ "LIGHT-ARMOR": "Light Armor",
+ "MEDIUM-ARMOR": "Medium Armor",
+ "HEAVY-ARMOR": "Heavy Armor",
+ "HIT-LOCATIONS": "Hit Locations",
+ "BODY": "Body",
+ "ABBREVIATE-HEAD": "H",
+ "ABBREVIATE-BODY": "B",
+ "ABBREVIATE-ARMS": "A",
+ "ABBREVIATE-LEGS": "L",
+ "LEFT-ARM": "Left Arm",
+ "LEFT-LEG": "Left Leg",
+ "RIGHT-ARM": "Right Arm",
+ "RIGHT-LEG": "Right Leg",
+ "ARMOR-PENALTIES": "Armor Penalties",
+ "ARMOR-PENALTIES-MEDIUM": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
+ "ARMOR-PENALTIES-HEAVY": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
+ "BLOOD-LOSS": "Blood Loss",
+ "BLEEDING": "Bleeding",
+ "ADVANCED-SKILL": "Advanced Skill",
+ "BASIC-SKILL": "Basic Skill",
+ "KNOWLEDGE-SKILL": "Knowledge Skill",
+ "VARIOUS-SKILL": "Various Skill",
+ "TARGET-NUMBER": "Target Number",
+ "TEST-RESULT": "Test Result",
+ "RESULT": "Result",
+ "OUTCOME": "Outcome",
+ "SUCCESS": "Success",
+ "FAILURE": "Failure",
+ "ATTACK-ROLL": "Attack Roll",
+ "MISS": "Miss",
+ "PARRY-ROLL": "Parry Roll",
+ "PARRIED": "Parried",
+ "CASTING-TEST": "Casting Test",
+ "SPELLCASTING-FAILS": "Spellcasting fails",
+ "SPELLCASTING-SUCCEEDS": "Spellcasting succeeds",
+ "INSCRIPTION-TEST": "Inscription Test",
+ "INSCRIPTION-TIME": "Inscription Time",
+ "INSCRIPTION-FAILS": "Inscription fails",
+ "INSCRIPTION-SUCCEEDS": "Inscription succeeds",
+ "HIT-LOCATION": "Hit Location",
+ "HIT-HEAD": "Hit Head",
+ "HIT-BODY": "Hit Body",
+ "HIT-LEFT-ARM": "Hit Left Arm",
+ "HIT-LEFT-LEG": "Hit Left Leg",
+ "HIT-RIGHT-ARM": "Hit Right Arm",
+ "HIT-RIGHT-LEG": "Hit Right Leg",
+ "HIT-LOCATION-NUMBER": "Hit Location {{0}}",
+ "DAMAGE-NUMBER": "Damage {{0}}",
+ "CRITICAL-LOCATION": "Critical Location",
+ "CRITICAL-VALUE": "Critical Value",
+ "CRITICAL-EFFECT": "Critical Effect",
+ "CRITICAL-EFFECT-H1": "Disoriented by the blow. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-H2": "Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H3": "The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-H4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H5": "Knocked to the ground and dazed. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-H6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-H7": "Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-H8": "Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.",
+ "CRITICAL-EFFECT-H9": "Skull pierced by a mighty blow. Death is instantaneous.",
+ "CRITICAL-EFFECT-A1": "Drops anything held in that hand. A shield, if worn, is not affected, since its strapped on.",
+ "CRITICAL-EFFECT-A2": "Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A3": "Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).",
+ "CRITICAL-EFFECT-A4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A5": "Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).",
+ "CRITICAL-EFFECT-A6": "Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-A7": "Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.",
+ "CRITICAL-EFFECT-A8": "Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.",
+ "CRITICAL-EFFECT-A9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-B1": "The wind is knocked out of the character. All tests and attacks suffer a 20% penalty for one round.",
+ "CRITICAL-EFFECT-B2": "Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B3": "Ribs busted by ferocity of attack. Character takes a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-B4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B5": "Knocked to the ground and badly winded. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-B6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-B7": "The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-B8": "Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.",
+ "CRITICAL-EFFECT-B9": "Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.",
+ "CRITICAL-EFFECT-L1": "Stumbles. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-L2": "Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L3": "Leg incapacitated until medical attention is received. Characters Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a 20% penalty.",
+ "CRITICAL-EFFECT-L4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L5": "Knocked to the ground and dazed. All characters tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-L6": "Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-L7": "Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.",
+ "CRITICAL-EFFECT-L8": "Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.",
+ "CRITICAL-EFFECT-L9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-10": "Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.",
+ "BLOOD-SURVIVE": "Survive one more round.",
+ "BLOOD-DEATH": "Death from blood loss!",
+ "OLD-TRAPPINGS": "Use old Trappings layout",
+ "NEW-TRAPPINGS": "Use new Trappings layout",
+ "CHAOS-MANIFESTATION": "Chaos Manifestation",
+ "ROLL-BASIC-TABLES": "Roll on Basic Chaos Manifestaion Tables",
+ "ROLL-EXTENDED-TABLES": "Roll on Extended Chaos Manifestaion Tables",
+ "TZEENTCHS-CURSE": "Tzeentch's Curse",
+ "CHAOS-ROLL": "Chaos Roll",
+ "CHAOS-TABLE": "Chaos Table",
+ "MINOR-NORMAL": "Minor Normal",
+ "MINOR-EXTENDED": "Minor Extended",
+ "MAJOR-NORMAL": "Major Normal",
+ "MAJOR-EXTENDED": "Major Extended",
+ "CATASTROPHIC-NORMAL": "Catastrophic Normal",
+ "CATASTROPHIC-EXTENDED": "Catastrophic Extended",
+ "MINOR": "Minor",
+ "MAJOR": "Major",
+ "CATASTROPHIC": "Catastrophic",
+ "MINOR-CHAOS-MANIFESTATION": "Minor Chaos Manifestation",
+ "MAJOR-CHAOS-MANIFESTATION": "Major Chaos Manifestation",
+ "CATASTROPHIC-CHAOS-MANIFESTATION": "Catastrophic Chaos Manifestation",
+ "YES": "Yes",
+ "NO": "No",
+ "MINOR1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINOR2": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINOR3": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINOR4": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINOR5": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINOR6": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINOR7": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINOR8": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINOR9": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINOR10": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINOR11": "
Unlucky !: Roll on Major Chaos Manifestation instead.",
+ "MINORE1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINORE2": "
Fumblehand: A randomly selected item you are holding or carrying flies 1d10 yards (1d10/2 squares) in a random direction, thrown invisibly by Winds of Chaos.",
+ "MINORE3": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINORE4": "
Nailrot: A randomly chosen finger or toenail turns black and falls off. It will grow back normally.",
+ "MINORE5": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINORE6": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINORE7": "
Waxy Earful: Your ears become entirely plugged with wax, requiring a successful Heal Test to clear. Until you receive such treatment, you suffer a 10% penalty to all tests involving hearing.",
+ "MINORE8": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINORE9": "
Cold Sweats: All those within in 10 yards (5 squares) of you immediately break into a cold sweat lasting 1d10 rounds.",
+ "MINORE10": "
Sleeping Nerves: Every muscle in your body tingles for 1d10 rounds. You suffer a 5% penalty to all tests made in that time.",
+ "MINORE11": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINORE12": "
Milky Eyes: A milky film covers your eyes for 1d10 hours. You suffer a 10% penalty to any tests involving sight in that time.",
+ "MINORE13": "
Bane of Flora: All plant life within 10 yards (5 squares) of you withers and dies.",
+ "MINORE14": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINORE15": "
Handfrozen: The bones and muscles of one of your hands (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move your fingers from their bizarre arrangement for 1d10 minutes.",
+ "MINORE16": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINORE17": "
Creeping Congregation: Insects fill the area around you, buzzing and crawling. They do no harm and disperse within 1d10 rounds, but they are obviousand potentially frighteningto everyone in the area.",
+ "MINORE18": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINORE19": "
Channel Burn: The channels of magic in your body are burned by coursing magic. You suffer a 1 penalty to every Casting Roll you make in the next 1d10 minutes.",
+ "MINORE20": "
Intestinal Rebellion: Your bowels move uncontrollably, soiling both your clothing and pride.",
+ "MINORE21": "
Grave Offence: You uncontrollably shout something horribly offensive to those around you. The GM may overrule you if your invention is insufficiently offensive.",
+ "MINORE22": "
Fluid Transformation: All liquids on your personincluding spell ingredientsturn to brine.",
+ "MINORE23": "
Kin Inconvenienced: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MINORE24": "
Accumulation of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MINORE25": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINORE26": "
Unlucky!: Roll on Major Chaos Manifestation instead.",
+ "MAJOR1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJOR2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJOR3": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJOR4": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJOR5": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJOR6": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJOR7": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJOR8": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJOR9": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJOR10": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJOR11": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "MAJORE1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJORE2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJORE3": "
Hairless: Every hair in your body falls out.",
+ "MAJORE4": "
Blacknail: Every finger and toenail on your body turns black and falls off. They will grow back normally.",
+ "MAJORE5": "
Wracked: You suffer burning pain for 1d10 rounds, suffering a 10% penalty to all tests made in that time.",
+ "MAJORE6": "
Channel Conflagration: The channels of magic in your body are set ablaze by coursing magic. You suffer a 1 penalty to every casting die you roll in the next 1d10 hours.",
+ "MAJORE7": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJORE8": "
Rag Doll: You spontaneously fly through the air 1d10 yards (1d10/5 squares) in a random direction, landing roughly and suffering a Damage 2 hit.",
+ "MAJORE9": "
Fire!: Your clothing bursts into flame (see WFRP, page 136).",
+ "MAJORE10": "
Loadstones: Every piece of metal on your body is permanently magnetized.",
+ "MAJORE11": "
Limbfrozen: The bones and muscles of one of your arms or legs (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move the affected limb for 1d10 hours.",
+ "MAJORE12": "
Tongue-twisted: Chaos energy infuses your mouth; anything you say for the next 1d10 minutes comes out as gibberish, rendering spellcasting impossible during that time.",
+ "MAJORE13": "
Chaotic Wind: Chaos blows through any magical spell ingredients you are carrying. Any spell cast using them will make one of any associated Casting Rolls dice a Chaos die.",
+ "MAJORE14": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJORE15": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJORE16": "
Undone: Every tie, clasp, and fastener of every type on your body flies violently open. Belts come undone, pouches fly open, boots come unlaced, and so on.",
+ "MAJORE17": "
Regurgitate: You throw up uncontrollably, unable to do anything else, for 1d10 rounds. In that time, you spew up much more vomit than could possibly have been contained in your stomach.",
+ "MAJORE18": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJORE19": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJORE20": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJORE21": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJORE22": "
Kin Affected: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MAJORE23": "
Storm of Chaos: Roll on Table 624: Expanded Minor Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "MAJORE24": "
Store of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MAJORE25": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJORE26": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "CATA1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATA2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATA3": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATA4": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA5": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA6": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATA7": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATA8": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATA9": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATA10": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "CATAE1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATAE2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE3": "
Broken: Your will is utterly broken. Your Will Power Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE4": "
Stupefied: Your mind regresses to protect you from a worse fate. Your Intelligence Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE5": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATAE6": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATAE7": "
Rageboil: Everyone within 10 yards (5 squares) of you is immediately and irrationally outraged by your very presence. They all move to attack youeven your alliesand only come to their senses after 1d10 rounds.",
+ "CATAE8": "
Albino Affliction: Your skin and hair are bleached utterly white by roiling Chaos.",
+ "CATAE9": "
Heretical Vision: A Daemon Prince shows you a vision of Chaos. You gain 1d10 Insanity Points. Any time after this event, you can spend 100 xp and gain the Dark Lore (Chaos) talent.",
+ "CATAE10": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATAE11": "
Boiling Blood: For a brief instant, your blood literally boils in your veins. You suffer 2d10 Wounds, which are reduced by Toughness but not armour.",
+ "CATAE12": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATAE13": "
Chaotic Servitors: 1d10 Daemon Imps (see
WFRP, page 229) appear from the Aethyr and do your bidding for 1d10 rounds.",
+ "CATAE14": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATAE15": "
Windblock: You are stuck unable to breathe for 1d10 minutes (see Suffocation in WFRP, page 136), after which you gasp!manage to draw breath.",
+ "CATAE16": "
Lineage Concluded: The infection of Chaos renders you sterile or barren.",
+ "CATAE17": "
Eyefuse: You close your eyes as the Winds of Magic howl about you, and your eyelids are fused shut. You cannot see until this is corrected by magic or surgery.",
+ "CATAE18": "
Spasmodic Paroxysm: Your entire body convulses violently as the pure stuff of Chaos courses over you; you bite off your tongue. You become very difficult to understand and suffer 5 to all Casting Rolls until you are somehow healed.",
+ "CATAE19": "
Witherlimb: A randomly determined limb withers and becomes permanently useless.",
+ "CATAE20": "
Mutating Wind: You must make a Will Power Test or suffer a Chaos Mutation (see WFRP, page 229, or the Old World Bestiary, page 79).",
+ "CATAE21": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATAE22": "
Kin Afflicted: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "CATAE23": "
Vortex of Chaos: Roll on Table 625: Expanded Major Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "CATAE24": "
Hoard of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "CATAE25": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "GODWRATH1": "
Unearthly Vision: Your God chooses this time to grant you a symbolic but confusing vision. This stuns you for 1 round.",
+ "GODWRATH2": "
Prove Your Devotion: A few more prayers are required to finish casting the spell. This result adds 1 half action to the Casting Time of the spell. You must take this extra time even if you failed the Casting Roll.",
+ "GODWRATH3": "
You Try My Patience: You cannot cast another spell for 1d10 rounds. This spell still works as long as you made your Casting Roll.",
+ "GODWRATH4": "
Your Cause is Unworthy: Your spell fails, even if you made the Casting Roll.",
+ "GODWRATH5": "
Stinging Rebuke: Not only does your spell fail, but you also suffer a 10% penalty to your Will Power for 1 minute.",
+ "GODWRATH6": "
What Will You Sacrifice for this Boon?:",
+ "GODWRATH7": "
You Have Sinned Against Me: You have somehow angered your God. You must kneel and repent for 1d10 rounds. This renders you helpless.",
+ "GODWRATH8": "
Daemonic Interference: Your prayer is answered but not by your God. Roll a
Major Chaos Manifestation.",
+ "GODWRATHV1": "
Behold Your Wickedness!: You suffer visions of your failures, which seem to take an eternity but are over in an instant. Gain 1d10 Insanity Points; if you become insane, you gain Heart of Despair.",
+ "GODWRATHV2": "
Lash the Flesh to Purge the Soul: You take 2d10 Wounds, ignoring Toughness Bonus or Armour.",
+ "GODWRATHV3": "
You Shall Not Abuse My Mercy: Your Magic Characteristic is reduced to zero, and increases by one every time you do penance (as if attempting to reduce your Disfavour Pool to zero), until it returns to its original value. If you have no Magic Characteristic, the same happens to your daily allowance of Fortune Points.",
+ "GODWRATHV4": "
Thou Art Accursed and Outcast: You are cast out from the cult, and this is marked on your soul. You take a 30% penalty to all social interactions with followers of your God until you do penance.",
+ "GODWRATHV5": "
Rely Not On These Vanities: All your goods and equipment are stripped from you, leaving you in a tunic. Any non-magical equipment you were carrying is gone forever; magical equipment is mysteriously returned if you do penance. (GMs option: nonmagical but important items may also be returned after penance.)",
+ "GODWRATHV6": "
Called to Account: ",
+ "GODWRATHV7": "
Daemonic Visitation: Roll on the Catastrophic Chaos Manifestation Table instead using the table in WFRP.",
+ "SACRIFICE1": "You vomit up salt water, and feel as though you are almost drowned. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE2": "All warmth and vigour leach from your body. Take a –20% penalty to all actions for the next 1 minute.",
+ "SACRIFICE3": "You automatically fail your next Dodge or Parry Test.",
+ "SACRIFICE4": "You must re-roll your next three successful Tests. If the second roll fails, you fail the Test. If the re-roll succeeds, you succeed and need not roll again.",
+ "SACRIFICE5": "The next time one of your allies suffers an injury, you suffer exactly the same injury. This may mean taking Wounds, or taking a Critical Hit.",
+ "SACRIFICE6": "A brand in the shape of a twin-tailed comet appears on your forehead, inflicting 1d10 Wounds ignoring Toughness Bonus or armour.",
+ "SACRIFICE7": "Your mind becomes that of a beast for three rounds. You flee most situations, but fight if cornered.",
+ "SACRIFICE8": "Your body is rimed with frost. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE9": "You are robbed of your knowledge. You automatically fail any Academic Knowledge Tests you make in the next 1 hour.",
+ "SACRIFICE10": "You lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "OPTIONAL-ARCANE-MARK": "
Optional Arcane Mark: You must pass an Average (+0%) Willpower test or gain an Arcane Mark (see
Realms of Sorcery page 175).",
+ "ARCANE-LORE": "Arcane Lore",
+ "LORE-OF-BEASTS": "Lore of Beasts",
+ "LORE-OF-DEATH": "Lore of Death",
+ "LORE-OF-FIRE": "Lore of Fire",
+ "LORE-OF-HEAVENS": "Lore of the Heavens",
+ "LORE-OF-LIFE": "Lore of Life",
+ "LORE-OF-LIGHT": "Lore of Light",
+ "LORE-OF-METAL": "Lore of Metal",
+ "LORE-OF-SHADOW": "Lore of Shadow",
+ "MARK": "Mark",
+ "MARK-OF": "Mark of",
+ "BEASTS": "Beasts",
+ "DEATH": "Death",
+ "FIRE": "Fire",
+ "HEAVENS": "the Heavens",
+ "LIFE": "Life",
+ "METAL": "Metal",
+ "SHADOW": "Shadow",
+ "WRATH-ROLL": "Wrath Roll",
+ "WRATH-TABLE": "Wrath Table",
+ "WRATH": "Wrath",
+ "VENGEANCE": "Vengeance",
+ "WRATH-OF-THE-GODS": "Wrath of the Gods",
+ "VENGEANCE-OF-THE-GODS": "Vengeance of the Gods",
+ "DISFAVOR-POOL": "Disfavor Pool",
+ "DISFAVOR-ROLL": "Disfavor Roll",
+ "DIVINE-LORE": "Divine Lore",
+ "LORE-OF-MANANN": "Lore of Manann",
+ "LORE-OF-MORR": "Lore of Morr",
+ "LORE-OF-MYRMIDIA": "Lore of Myrmida",
+ "LORE-OF-RANALD": "Lore of Ranald",
+ "LORE-OF-SHALLYA": "Lore of Shallya",
+ "LORE-OF-SIGMAR": "Lore of Sigmar",
+ "LORE-OF-TAAL-RHYA": "Lore of Taal & Rhya",
+ "LORE-OF-ULRIC": "Lore of Ulric",
+ "LORE-OF-VERENA": "Lore of Verena",
+ "MARK-ROLL": "Mark Roll",
+ "MARKS": "Marks",
+ "NO-MARKS": "Don't use Marks optional rule",
+ "USE-MARKS": "Use Marks optional rule",
+ "MARKS-OF-THE-GODS": "Marks of the Gods",
+ "MARKS-OF-MANANN": "Marks of Manann",
+ "MARKS-OF-MORR": "Marks of Morr",
+ "MARKS-OF-MYRMIDIA": "Marks of Myrmida",
+ "MARKS-OF-RANALD": "Marks of Ranald",
+ "MARKS-OF-SHALLYA": "Marks of Shallya",
+ "MARKS-OF-SIGMAR": "Marks of Sigmar",
+ "MARKS-OF-TAAL-RHYA": "Marks of Taal & Rhya",
+ "MARKS-OF-ULRIC": "Marks of Ulric",
+ "MARKS-OF-VERENA": "Marks of Verena",
+ "MARKS-OF": "Marks of",
+ "MANANN": "Manann",
+ "MORR": "Morr",
+ "MYRMIDIA": "Myrmida",
+ "RANALD": "Ranald",
+ "SHALLYA": "Shallya",
+ "SIGMAR": "Sigmar",
+ "TAAL-RHYA": "Taal & Rhya",
+ "ULRIC": "Ulric",
+ "VERENA": "Verena",
+ "NO-LORE": "No Lore selected",
+ "GM-DISCRETION": "GM's discretion",
+ "MARK-GM-DISCRETION": "Mark at GM's discretion",
+ "MARK-MANANN-1": "
Fishy: You are infused with the odours of the sea. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-MANANN-2": "
Pelagic Yearning: You long for the open seas. When not on, or surrounded by, the sea, your Will Power is reduced by 5%.",
+ "MARK-MANANN-3": "
Seaweed Growth: Holy seaweed thrives somewhere on your body. At the GM's discretion, this may apply a -10% penalty to Fellowship Tests in som social situations.",
+ "MARK-MANANN-4": "
Tidal: You are bound to the changing tides. During low tide, you reduce your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. At high tide, increase your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. All other times, and when far from sea, your Characteristics are unchanged.",
+ "MARK-MANANN-5": "
Manann's Mien: You grow taller, your hair darkens, and you develop a brimy smell. You grow larger, increasing your height by 1d10/2 inches and adding 2d10 pounds to your weight. As well, permanently increase your Strength Characteristic by 5%.",
+ "MARK-MANANN-6": "
Piscine Charisma: You become intensely attractive to fish of all kinds. They greet you in open-mouthed wonder and shoal around you in docile masses when you are in the water. For this reason, albatrosses and other seabirds like you. Add +20% to Charm Animal Tests made to interact with sea birds.",
+ "MARK-MANANN-7": "
Rip Tides: Large bodies of water twist and churn in your presence. All Swim Tests made by others with 4 yards (2 squares) of you take a -20% penalty, and a -10% penalty if between 4 and 12 yards (3-6 squares).",
+ "MARK-MANANN-8": "
Webbed: Your toes and fingers become webbed. Gain a +20% bonus to Swim Tests.",
+ "MARK-MANANN-9": "
One With the Sea: Manann reveals the secrets of his realm. You cannot drown in seawater; any time you would drown, you are instead reduced to 0 Wounds and are Helpless, and either float to the surface or wash up on shore. You also add +10% bonus to all Sail, Row, and Navigation Tests whilst at sea.",
+ "MARK-MANANN-10": "
Marked by Manann: A trided, Crown, Wave, or Albatross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channellin Tests when using the Lore of Manann, and a +10% bonus to Fellowship Tests when dealing with other Manannites if they can see the mark.",
+ "MARK-MORR-1": "
Enervated: Your muscles weaken. Permanently reduce your Strength Characteristic by 5%.",
+ "MARK-MORR-2": "
Distracted by Death: Your preoccupation with morbid subjects makes others uncomfortable around you. When interacting with individuals who are not priests in the cult of Morr, you take a -10% penalty to Fellowhip Tests.",
+ "MARK-MORR-4": "
Disturbing Visions: You are plagued by disconnected visions that you know to be portentous, but cannot understand. You take a -10% to Perception tests. Once per day, you may gain a +10% bonus to any single test.",
+ "MARK-MORR-3": "
Skeletal: Your face and scalp draw tightly to your skull. You take a -10% penalty to Charm Tests, but gain a +10% bonus to Intimidate Tests.",
+ "MARK-MORR-5": "
Morr's Mien: You grow taller, your hair darkens, and your skin pales, becoming cool to the touch. You grow larger, gaining 1d10/2 inches in height. As well, increase your Will Power Characteristic by 5%.",
+ "MARK-MORR-6": "
Flock of Ravens: Wherever you go, there always seem to be ravens present. Under most circumstances, they appear in places where one might expect them. Whilst indoors, you see them through windows, and underground, you may see raven cave paintings with disturbing regularity. You gain a +20% bonus to Charm Animal Tests made when interacting with ravens.",
+ "MARK-MORR-7": "
Dead Eyes: A single glance causes others to flinch. Gain the Unsettling Talent.",
+ "MARK-MORR-8": "
Morr's Servant: Sentient Undead shy from your presence. Any creature with the Undead Talent
and a Will Power Characteristic must make a Will Power Test or suffer from Fear. This ignores the Undead Talent's normal exemption to Fear.",
+ "MARK-MORR-9": "
Enlightened: You have gazed beyond the Portal and no longer fear death. Gain the Fearless Talent.",
+ "MARK-MORR-10": "
Marked by Morr: A Rose, Portal, or Raven mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Morr, and a +10% bonus to Fellowship Tests when dealing with other Morrians if they can see the mark.",
+ "MARK-MYRMIDIA-1": "
Vengeful: You become deeply vengeful, which blinds your reason. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-MYRMIDIA-2": "
Rites of War: You feel obliged to recite terms of war before any battle, an act that takes a Full Action. until you complete this honourable rite in combat, you take a -5% penalty to Weapon Skill Tests.",
+ "MARK-MYRMIDIA-3": "
Calculating: You coldly weigh the strengths and weaknesses of all you meet. You take a -10% penalty to Fellowship Tests made to deal with those who you meet for the first time.",
+ "MARK-MYRMIDIA-4": "
Righteous Fury: You punish the wicked, for you are honourable and true. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, but gain a +10% bonus to both Strength and Willpower Tests for the duration of the encounter.",
+ "MARK-MYRMIDIA-5": "
Myrmidia's Mien: Your skin darkens to a deep tan that glints coppery in the light. You grow larger, gaining 1d10/2 inches in height. You also gain a +10% bonus to Command Tests.",
+ "MARK-MYRMIDIA-6": "
Eagle Friend: Eagles like you. You gain a +20% bonus to Charm Animal Tests made when interacting with eagles.",
+ "MARK-MYRMIDIA-7": "
Eagle Eyes: Your irises darken and your eyes become exceptionally sharp. You gain a +20% bonus to Perception Tests involving sight.",
+ "MARK-MYRMIDIA-8": "
Fanatical Love: In combat, you may select one ally as a free action. That ally must have a religious symbol of Myrmidia in plain view. For that round, the ally gains a +10% bonus to all Will Power Tests.",
+ "MARK-MYRMIDIA-9": "
War-honed: Myrmidia reveals the secret of facing war with courage and honour. You gain the Stout-hearted Talent.",
+ "MARK-MYRMIDIA-10": "
Marked by Myrmidia: A Shield and Spear mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Myrmidia, and a +10% bonus to Fellowship Tests when dealing with other myrmidians if they can see the mark.",
+ "MARK-RANALD-1": "
Weak Willed: You become a slave to your passions. Permanently reduce your Will Power Characteristic by 1d10%",
+ "MARK-RANALD-2": "
Liar: You are loathe to tell the truth. Gain a +10% bonus to Blather Tests.",
+ "MARK-RANALD-3": "
Knavish: You exhibit all the untrustworthy characteristics that nobles and priests find repugnant. You take a -10% penalty to all Fellowship Tests when interacting with these individuals.",
+ "MARK-RANALD-4": "
Lithe: You become more wity and nimble. Increase your Agility Characteristic by 1d10%, but reduce your Toughness by the same amount. in addition, you lose 2d10 pounds.",
+ "MARK-RANALD-5": "
Ranald's Mien: You become leaner, your hair and skin darken, and you always seem to smile mischievously. Lose 2d10 pounds, but permanently increase your Fellowship Characteristic by 1d10%",
+ "MARK-RANALD-6": "
Cat Friend: Wherever you go, you seem to attract cats. Moments after entering a community, at least one cat finds you. Each day you remain in the same community, (1d10/2)-1 more cats show up. These cats do not fight on your behalf, but are friendly to you, giving you a +20% bonus to Charm Animal Tests involving these animals. Should you leave the community, the cats do not, generally, follow.",
+ "MARK-RANALD-7": "
Forgettable: People who do not know you find it hard to remember anything more than your disarming smile and flashing eyes. Those who interact with you closely for several hours must pass an Intelligence Test to recall further details.",
+ "MARK-RANALD-8": "
Ranald's Luck: Whenever you use a Fortune Point, roll a d10. If you roll 8, 9, or 10, the Fortune Point works as normal, but isn't spent.",
+ "MARK-RANALD-9": "
Irreverent: Ranald reveals to you the great joke of life. Whenever you are influenced by Fear, Terror, Intimidate, or the Unsettling Talent, and you fail a Will Power Test, you immediately burst into fits of uncontrollable laughter, and ignore the effect. However, whilst laughing (which lasts for 1d10 rounds), you take a -10% penalty to all tests and reduce your Movement Characteristic by 1.",
+ "MARK-RANALD-10": "
Marked by Ranald: A cross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ranald, and a +10% bonus to Fellowship Tests when dealing with other Ranaldans if they can see the mark.",
+ "MARK-SHALLYA-1": "
Pacifist: You find it very hard to even think of striking another. Permanently reduce your Weapon Skill and Ballistic Skill Characteristics by 5%.",
+ "MARK-SHALLYA-2": "
Bleeding Heart: Whenever you are in the vicinity of a creature that is suffering, you take a -10% penalty to all Will Power Tests. Should you leave the suffering individual untended, the penalty increases to -20% and it remains for 24 hours.",
+ "MARK-SHALLYA-3": "
Fear of the Fly Lord: Insects and other agents of decay make you deeply uncomfortable. While in the presence of a swarm of flies, maggots, roaches, or similar critteers, you take a -10% penalty to all Will Power Tests.",
+ "MARK-SHALLYA-4": "
Unworthiness: You always feel you have somehow failed those around you, especially if you could not heal their wounds or save their lives. You take a -10% penalty to Fellowship Tests made to interact with others because of your constant self-deprecating ways.",
+ "MARK-SHALLYA-5": "
Shallya's Mien: Your hair lightens, your eyes flow with holy tears and your face appears innocent. Henceforth, you take a -10% penalty on Perception and Search Tests, but you permanently increase your Fellowship Characteristic by %%. In addition, whenever you make a Heal Test, you repair 1 extra Wound.",
+ "MARK-SHALLYA-6": "
Peaceful Demeanour: You exude peace and tranquillity. Ordinary animals will never attack you unles syou first attack them.",
+ "MARK-SHALLYA-7": "
Healing Hands: Your hands are cool and soothing to the touch. Whenever you make a Heal Test, you repair an additional 2 Wounds.",
+ "MARK-SHALLYA-8": "
Tranquil Aura: Your presence calms aggressive tendencies. All creatures within 4 yards (2 squares) take a -10% penalty to Weapon Skill and Ballistic Skil Tests. This aura does not work on Daemons or Undead.",
+ "MARK-SHALLYA-9": "
Emboldened: You fundamentally understand Shallya's Mercy, and would martyr yourslef rather than retreat from your duties. So long as there are allies or innocents to help and protect, you may act normally when suffering from Fear or Terror, so long as your actions invlude healing those in need, warding their bodies from blows (but not attacking), helping theem reac safety, and the like.",
+ "MARK-SHALLYA-10": "
Marked by Shallya: A Dove, Heart, or Drop of Blood mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Shallya, and a +10% bonus to Fellowship Tests when dealing with other Shallyans if they can see the mark.",
+ "MARK-SIGMAR-1": "
Stubborn: You single-mindedly pursue Sigmar's cause, no matter the consequences. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-SIGMAR-2": "
Hammer Bearer: When wielding a hammer Hand Weapon or Great Weapon, you deal +1 damage. However, you take a -10% penalty to all Ballistic Skill Tests.",
+ "MARK-SIGMAR-3": "
Suspicious: Anyone may be a servant of the Dark Powers. You take a -10% penalty to all Fellowship Tests the first time you meet an individual.",
+ "MARK-SIGMAR-4": "
Grudge Bearer: You really bear grudges. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, byt gain a +10% bonus to both Strength and Will Power Tests for the duration of the encounter.",
+ "MARK-SIGMAR-5": "
Sigmar's Mien: Your hair lightens, your body bulks out and your eyes turn blue. You permanently gain 1d10/2 inches in height, 2d10 pounds in weight, and increase your Toughness Characteristic by 5%.",
+ "MARK-SIGMAR-6": "
Dawongr(Dwarf Friend): Your manner reminds Dwarfs of their ancient promises to Sigmar. You gain a +10% bonus to all Fellowship Tests made when interacting with Dwarfs.",
+ "MARK-SIGMAR-7": "
Greenskin Animosity: The thought of Greenskins fills you with righteous anger. Gain the Grudge-born Fury Talent.",
+ "MARK-SIGMAR-8": "
Symbol of Unity: Your presence inspires others with nationalistic pride. The first time during an encounter that a citizen of the Empire that is within 6 yards (3 squares) makes a Weapon Skill or Ballistic Skill Test against another citizen of the Empire, he takes a -10% penalty.",
+ "MARK-SIGMAR-9": "
Enlightened: Sigmar fills you with his divine purpose. When combating Greenskins or servants of Chaos, you automatically pass all Will Power Tests.",
+ "MARK-SIGMAR-10": "
Marked by Sigmar: A Comet or Hammer mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Sigmar, and a +10% bonus to Fellowship Tests when dealing with other Sigmarites if they can see the mark.",
+ "MARK-TAAL-RHYA-1": "
Wild Mind: Your thoughts are preoccupied with the passing seasons and baser needs. Permanently reduce your Intelligence Charactereistic by 5%.",
+ "MARK-TAAL-RHYA-2": "
Little Friends: Small animals, such as rodents and little birds, are attracted to you. They can be inconvenient, as they nibble everything and leave droppings everywhere. You take a -10% penalty to Fellowship Tests in social situations where such creatures are inappropriate.",
+ "MARK-TAAL-RHYA-3": "
Plant Growth: Holy plant life thrives somwhere on your body. At the GM's discretion, this may apply a -10% penalty yo Fellowship Tests in some social situations.",
+ "MARK-TAAL-RHYA-4": "
Seasonal: You are bound to the passing seasons. During the winter, you reduce your Wounds Characteristic by 2 and your Movement Characteristic by 1. In the autumn, you reduce your Wounds Characteristic by 1. In the spring, you increases your Wounds Characteristic by 1. In the summer, you increase your Wounds Characteristic by 2 and your Movement Characteristic by 1.",
+ "MARK-TAAL-RHYA-5": "
Taal or Rhya's Mien: You have an equal chance of assuming the likeness of Taal or Rhya. If Taal, you grow tall, strong, with shaggy hair. If Rhya, you become more curvaceous, with long flaxen hair, and appealing features. In either case, grow 1d10/2 inches taller and 2d10 pounds heavier. In addition, permanently increase your Fellowship Characteristic by 5%.",
+ "MARK-TAAL-RHYA-6": "
Animal Friend: Animals see you as one of their own, and never attack you evn if you attack them first. Unusual or controlled animals must pass a Challenging (-10%) Will Power Test to attack you.",
+ "MARK-TAAL-RHYA-7": "
Enlivened Flora: Wnever you remain in a natural setting for more than 1 round, all living plants within 4 yards (2 squares) grow healthy and lush. Whilst you are unaffected by this verdant growth, the area counts as difficult terrain afterwards, halving movement through it.",
+ "MARK-TAAL-RHYA-8": "
Tranquil Fauna: Animals are calmed by your presence. You gain a +10% bonus to Animal Care and Animal Training Tests.",
+ "MARK-TAAL-RHYA-9": "
Beast Senses: Taal or Rhya reveals the world around you as they see it. Gain the Keen Senses Talent.",
+ "MARK-TAAL-RHYA-10": "
Marked by Taal or Rhya: An Antlet, Axe, Coil of Live, Sheaf, or Bow and Arrow mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Taal & Rhya, and a +10% bonus to Fellowship Tests when dealing with other Taalites or Rhyans if they can see the mark.",
+ "MARK-ULRIC-1": "
Berserker: Each round in combat, you must pass a Will Power Test or immediately enter a Frenzy as if you had the Frenzy Talent.",
+ "MARK-ULRIC-2": "
Claws: You grow wickedly sharp claws. Permanently reduce your Ballistic Characteristic by 5%. Gain the Natural Weapons Talent.",
+ "MARK-ULRIC-3": "
Wolf's Eyes: You gain the clear, blue eyes of a Winter Wolf. You gain the Night Vision Talent, but can now only see in black and white.",
+ "MARK-ULRIC-4": "
Predator: Those around you become uncomfortable, instinctively aware that a killer is in their midst. You take a -10% penalty to Charm Tests, but gain a +10% bonus on Intimidate Tests.",
+ "MARK-ULRIC-5": "
Ulric's Mien: Your hair dakens, your body bulks, and you skin pales, becoming icy-cold. You grow 1d10/2 inches taller and 2 d10 pounds heavier. In addition, permanently increase your Strength Characteristic by 5%.",
+ "MARK-ULRIC-6": "
Wolf Friend: You attract a wolf companion. This creature is loyal and fights on your behalf. Should you treat the wolf poorly, it abandons you. You can gain this mark multiple times. Each time, you gain an additional wolf.",
+ "MARK-ULRIC-7": "
Pack Leader: You gain a measure of Ultic's undeniable authority. You gain a +10% bonus to all Command Tests.",
+ "MARK-ULRIC-8": "
One with the Wild: Ulric reveals the world around you as he sees it. You gain a +10% bonus to all Outdoor Survival Tests.",
+ "MARK-ULRIC-9": "
Ulric's Servant: Touched by Ulric, you no longer suffer the harmful effects of cold - except when it's triggered by a Wrath of God.",
+ "MARK-ULRIC-10": "
Marked by Ulric: A Wolf mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ulric, and a +10% bonus to Fellowship Tests when dealing with other Ulricans if they can see the mark.",
+ "MARK-VERENA-1": "
Savant: Your intellectual superiority makes it difficult for you to connect with others. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-VERENA-2": "
Daemon's Advocate: You can't help expressing alternative stances. If you allow an opinion or argument to be stated without countering it and balancing matters, take a -10% penalty yo all Will Power Tests for 24 hours.",
+ "MARK-VERENA-3": "
Just Heart: Whenever you see injustice, you must speak out against it unless you pass a Challenging (-10%) Will Power Test.",
+ "MARK-VERENA-4": "
Piercing Gaze: Your all-seeing eyes bore into everything around you. You gain a +10% bonus to all Perception Tests relying on sight, but take a -10% penalty on Charm Tests.",
+ "MARK-VERENA-5": "
Verena's Mien: Your back straightens, eyes clear and your face gains a dignified appearance. You grow 1d10/2 inches taller. In addition, permanently increase your Intelligence Characteristic by 5%.",
+ "MARK-VERENA-6": "
Owl Friend: Owls like you. You gain a +20% bonus on Charm Animal Tests made against owls.",
+ "MARK-VERENA-7": "
Eidetic Recall: With a successful Intelligence Test, you can perfectly recall any text you have read. You also gain a +20% bonus to all other tests involving memory.",
+ "MARK-VERENA-8": "
Voice of Wisdom: Your voice carried the wisdom of Verena Herself. Double the number of people you can affect with a Charm Test.",
+ "MARK-VERENA-9": "
Enlightened: Verena grants you a small portion of her wisdom. You gain a +10% bonus to all Academic Knowledge Tests that you have selected as skills. As well, you may attempt Academic Knowledge Tests outside of your fields of study, alebeit at a -20% penalty.",
+ "MARK-VERENA-10": "
Marked by Verena: An Owl, Scales, or Sword mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Verena, and a +10% bonus to Fellowship Tests when dealing with other Verenans if they can see the mark.",
+ "MARK-BEASTS-1": "
Aloof: Others find you emotionally detached and somewhat rude. Take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-BEASTS-2": "
Restless: You tend not t stay in one place for long, always needing to move about. It's worse when you're in closed spaces.",
+ "MARK-BEASTS-3": "
Dirty: For some reason, you attract dirt and you can never fully get clean.",
+ "MARK-BEASTS-4": "
Hairy: You grow thick hair all over your body. When you shave it off, it regrows quickly.",
+ "MARK-BEASTS-5": "
Feral: Your nails thicken and lenthen and your teeth grow pointed. You have a wild-eyed appearance others find unsettling. You take a -5% penalty to all Fellowship Tests made when interacting non-magic using Humans.",
+ "MARK-BEASTS-6": "
Aura of Savagery: Domesticated animals tend to turn angry, almost violent, while in your presence. All Animal Care and Animal Training Tests made by you or others while you are within 12 yards (4 squares) have their difficulty worsened by one step.",
+ "MARK-BEASTS-7": "
Musk: You exude a strong musky smell that puts others off. You take a -10% penalty to Fellowship Tests when interacting with Nobles, priests, and others of the upper class.",
+ "MARK-BEASTS-8": "
Brutish: You lack refinement and grace, imposing a -5% penalty to your Intelligence or Fellowship Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-BEASTS-9": "
Small Friends: You attract small, though harmless, animals like squirrels, mice, small birds, and so on. They seem to show up when least appropriate, leaving droppings in food and drink, and causing a nuisance. As a result, when in social situations where such creatures aren't appropriate, you take a -5% penalty to Fellowship Tests.",
+ "MARK-BEASTS-10": "
Mark of Ghur: The rune of
Ghur appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Beasts.",
+ "MARK-DEATH-1": "
Pallor: You sallow appearance, with pale skin and almost jaundiced eyes.",
+ "MARK-DEATH-2": "
Clammy Skin: You have cold skin. Asleep, you could be mistaken for dead.",
+ "MARK-DEATH-4": "
Dead Eyes: Your eyes are those of a dead man.",
+ "MARK-DEATH-3": "
Graveyard Stench: You stink of the grave. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-DEATH-5": "
Aura of Death: All plantswithin when you are within 4 yards (2 squares). This extends to equipment that derives from plant materials, worsening craftsmanship by one stop (to a maximum of Poor).",
+ "MARK-DEATH-6": "
Skull-like Visage: Your skin draws tightly to your skill. You take a -5% penalty to Fellowship Tests.",
+ "MARK-DEATH-7": "
Skeletal Fram: Your body muscle mithers, imposing a -5% penalty to your Strength or Toughness Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-DEATH-8": "
Voice of the Dead: Your voice changes so that when you speak, it is in an unsettling whisper. You take a -5% penalty to Animal Training and Fellowship Tests.",
+ "MARK-DEATH-9": "
Haunted: Voices and apparitions of the dead follow you everywhere, distracting you. Take a -10% penalty to Perception Tests.",
+ "MARK-DEATH-10": "
Mark of Shyish: The rune of
Shyish appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Death.",
+ "MARK-FIRE-1": "
Temper: You have a quick temper, losing your cool at the slightest provocation.",
+ "MARK-FIRE-2": "
Hyperactive: You can't sit still. You fidget constantly.",
+ "MARK-FIRE-3": "
Red Hair: Your hair and eyebrows turn bright, fiery red.",
+ "MARK-FIRE-4": "
Face Tattoos: Odd markings, like tattoos, appear on your face. Take a -10% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-FIRE-5": "
Flaming Eyes: Your eyes literally smolder with energy. Animals become nervous when you're around. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-FIRE-6": "
Hot Skin: Your skin is always feverish and you have a flushed appearance.",
+ "MARK-FIRE-7": "
Vulnerable to Cold: You are uncomfortable in the cold, taking a -5% penalty to Weapon Skill and Ballistic Skill Tests when exposed to cold climes.",
+ "MARK-FIRE-8": "
Aura of Brimstone: You stink of brimstone. All characters within 4 yards (2 squares) take a -10% penalty to olfactory-based Perception Tests.",
+ "MARK-FIRE-9": "
Raging Temper: You are volatile, more so than others of the Bright Order. You gain 1 Insanity Point and take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-FIRE-10": "
Mark of Aqshy: The rune of
Aqshy appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Fire.",
+ "MARK-HEAVENS-1": "
Zephyr: Small breezes and winds gather about you, causing paper to rustle, dust to swirl up and other such minor effects.",
+ "MARK-HEAVENS-2": "
Feather Light: Azyr loosens the shackles of gravity. Your body weight decreases by 10%. Your appearance remains unchanged.",
+ "MARK-HEAVENS-3": "
White Hair: Your hair turns snow white. Dyes do not hold.",
+ "MARK-HEAVENS-4": "
Blue Eyes: Your eyes change colour to a startling shade of blue. In areas of low-lighting, they faintly glow. Take a -5% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-HEAVENS-5": "
Disturbing Visions: You commonly see disconnected portentous events that are meaningless to you. The constant barrage is distracting, imposing a -5% penalty yo Perception Tests.",
+ "MARK-HEAVENS-6": "
Scentless: Your natural smell is replaced by the scent of fresh air. Reeking fluids, noxious potions and other sources of stench gradually lose their aroma on contact with your person. Whilst this is advantageous after, say, a walk through a filth spattered street, it does serve to make people and animals uncomfortable in your presence. You take a -5% Fellowship penalty when dealing with people, and a -10% Fellowship penalty when dealing with animals. All attempts to track you using scent are considered Hard (-20%).",
+ "MARK-HEAVENS-7": "
Alarming Visions: Whenever you suffer the effects to Tzeentch's Curse, you must succeed on a Challenging (-10%) Will Power Tests to control the sudden flashes of precognition that come with the botched magic. If you fail, you are stunned for 1 round.",
+ "MARK-HEAVENS-8": "
Aura of Tranquillity: You emit a strange, but peaceful, aura that others find calming. Characters within 4 yards (2 squares) take a -5% penalty to Weapon Skill and Ballistic Skill Tests.",
+ "MARK-HEAVENS-9": "
Stargazer: You become agitated when you are unable to scry the stars. The difficulty of all tests involving Academic Knowledge or Will Power increases by you step for each night you fail to observe the night sky for at least half an hour. All accumulated penalties are removed when you are able to study the heavens once more.",
+ "MARK-HEAVENS-10": "
Mark of Azyr: The rune of
Azyr appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of the Heavens.",
+ "MARK-LIFE-1": "
Plant Growth: A small patch of plantlife begins to thrive upon your skin. These growths are inconsequential - mould under the fingernails, ivy in the hair and so on - but they are somewhat peculiar. They may be removed, but always grow back the following day.",
+ "MARK-LIFE-2": "
Barefoot: You can't abide by wearing footwear and you you must, you take a -5% penalty to Agility Tests.",
+ "MARK-LIFE-3": "
Rapid Hair and Nails: Your hair and fingernails grow at an almost alarming rate. You must spend a portion of each day, trimming them back.",
+ "MARK-LIFE-4": "
Green Skin: Your skin changes colour, assuming a greenish hue. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIFE-5": "
Vulnerability to Fire: Fire deals +1 Damage against you.",
+ "MARK-LIFE-6": "
Great Constitution: You gain Resistance to Disease.",
+ "MARK-LIFE-7": "
Metal Revulsion: You can't bear to touch metal objects of any kind. When you do, you must make a Challenging (-10%) Will Power Test or take a -1 cumulative penalty to your Magic Characteristic for 24 hours. You need not take the Test if struck by a metal weapon in combat.",
+ "MARK-LIFE-8": "
Aura of Growth: You emit an aura of growth and health, restoring life and colour to all plants you pass within 4 yards (2 squares). In natural environments, each of these spaces slows movement as if they were difficult terrain, halving movement through it, though you yourself are unaffected.",
+ "MARK-LIFE-9": "
Bound to the Seasons: You are physically affected by the passage of the seasons. In the winter, you take a -2 penalty to your Wounds Characteristic and a -1 penalty to your Movement Characteristic; in the autumn, you take a -1 penalty to your Wounds Characteristic; in the spring, you gain a +1 bonus to your Wounds Characteristic; in the summer, you gain a +2 bonus to your Wounds Characteristic and a +1 bonus to your Movement Characteristic.",
+ "MARK-LIFE-10": "
Mark of Ghyran: The rune of
Ghyran appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Life.",
+ "MARK-LIGHT-1": "
Choral Voice: Your voice becomes suffused with the harmonious vibrations of
Hysh. When you sing, it sounds as if scores of others are singing alongside you.",
+ "MARK-LIGHT-2": "
Eureka!: You inspire small acts of remembrance and deja-vu in those around you. You have no control over this effect, which tends to make non-magic users a little distracted when talking to you.",
+ "MARK-LIGHT-3": "
Pale: Your skin lightens considerably, bordering on semi-translucent.",
+ "MARK-LIGHT-4": "
Erie Eyes: Your eyes change colour, becoming milky white or have a golden luminance. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIGHT-5": "
Arrogant: Your deep knowledge (or rather your opinion about your own education) comes off as arrogant and pretentious. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-LIGHT-6": "
Paranoid: Given your wisdom, you have a deeper understanding of the nature of the Realm of Chaos, making you suspicious of all those around you. You take a -5% penalty to all Fear Tests.",
+ "MARK-LIGHT-7": "
Vulnerability to Darkness: When in areas of low-lighting, you take a -10% penalty to Channelling Tests.",
+ "MARK-LIGHT-8": "
Aura of Light: You give off a radiant energy that makes other light sources glow brighter than normal. All light sources within 4 yards (2 squares) provide light as if one step stronger. For instance, a candle would shed light as a lamp. (See
WFRP, page 117.) However, within such light, all characters take a -20% penalty to Concealment Tests.",
+ "MARK-LIGHT-9": "
Luminescent: You give off a constant soft glow, making it nearly impossible to conceal your movements. You take a -20% penalty yo all Concealment Tests. However, you shed light equal to torchlight (see
WFRP, page 117.).",
+ "MARK-LIGHT-10": "
Mark of Hysh: The rune of
Hysh appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Light.",
+ "MARK-METAL-1": "
Quicksilver Tears: Your tears and sweat take on the appearance of mercury. For all other intents and purposes they remain unchanged from normal tears and sweat.",
+ "MARK-METAL-2": "
Leaden Tongue: Your voice takes on a harsh tone, akin to metal clashing upon metal. Your singing sounds like a gong related accident.",
+ "MARK-METAL-3": "
Golden Skin: Your skin becomes thick, gaining a subtle golden sheen.",
+ "MARK-METAL-4": "
Stiff Limbs: Your limbs stiffen, making it hard to move around. Take a -5% penalty to your Agility Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-5": "
Magic Conductor: You attract magical energy. All characters within 4 yards (2 squares), take a -10% penalty to Will Power Tests made to resist spells.",
+ "MARK-METAL-6": "
Aura of Magnetism: You emit a strange aura that attracts metals to your flesh. Enemies trying to strike you gain a +5% bonus to Weapon Skill and Ballistic Skill Tests, though anyone else within 4 yards (2 squares) who tries to strike someone other than you takes a -5% penalty on all Weapon Skill and Ballistic Skill Tests.",
+ "MARK-METAL-7": "
Mechanical: When you interact with an animal, it sees you as an object rather than a creature. Animals will only attack you if you first attack them.",
+ "MARK-METAL-8": "
Greater Golden Skin: Your skin hardens into a thick shell. You take a -20% penalty to your Agility Characteristic and a -1 penalty to your Movement Characteristic, but you gain 1 Armour Point to all locations. These points stack with all other forms of Armour, but not leather or studded leather (see page 17 in
Old World Armoury). Modify your starting profile accordingly.",
+ "MARK-METAL-9": "
Slow: You have a hard time moving around. Take a -2 penalty to your Movement Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-10": "
Mark of Chamon: The rune of
Chamon appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Metal.",
+ "MARK-SHADOW-1": "
Flicker: Light seems uncomfortable in your presence. Candles flicker, lanterns dim and fires burn low when you are around.",
+ "MARK-SHADOW-2": "
Trickster: You cloak yourself in deception and misdirection, making you untrustworthy to others. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-3": "
Mantle of Mist: Mist, fog, smoke and other vapours seem drawn to your side. This adds a +5% bonus to Intimidate Tests made in fog banks and other suitable conditions, but does mean you tend to reek of smoke all the time.",
+ "MARK-SHADOW-4": "
Aspect of Ulgu: Your frame lightens and tightens whilst your hair colour changes to grey.",
+ "MARK-SHADOW-5": "
Forgettable: People can't seem to remember your face. Characters who've met you must succeed on an Intelligence Tests to recall who you are.",
+ "MARK-SHADOW-6": "
Disturbing Eyes: Your eyes become grey and swirl with unnatural darkness. You gain a +5% bonus to Intimidate Tests.",
+ "MARK-SHADOW-7": "
Insubstantial: Your body becomes slightly insubstantial. You gain a +10% bonus to Concealment Tests, but you take a -5% penalty to your Toughness Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-8": "
Unnatural Shadow: Your shadow does not behave itself - moving often of it's own accord. The shifting wrongness of your shadow puts folk ill at ease, imposing a -10% penalty to Fellowship Tests made when interacting with non-magic users. Worse, superstitious peasants will need convincing that you are not a Daemon.",
+ "MARK-SHADOW-9": "
Shrouded: Your body draws shadows towards it. You gain a +10% bonus to Concealment Tests.",
+ "MARK-SHADOW-10": "
Mark of Ulgu: The rune of
Ulgu appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Shadow.",
+ "ARCANE-MARK": "Arcane Mark",
+ "CHARACTERISTIC": "Characteristic"
}
\ No newline at end of file
diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/en.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/en.json
index e0d76c9eea..5b2a49ac0f 100644
--- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/en.json
+++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/en.json
@@ -1,286 +1,787 @@
{
- "character-name": "Character Name",
- "career": "Career",
- "career-path": "Career Path",
- "race": "Race",
- "religion": "Religion",
- "concept": "Concept",
- "advancements": "Advancements",
- "xp": "XP",
- "core-stats": "Core Stats",
- "background": "Background",
- "weapons": "Weapons",
- "armor": "Armor",
- "spellbook": "Spellbook ",
- "inventory": "Inventory",
- "character-profile": "Character Profile",
- "main-profile": "Main Profile",
- "main": "Main",
- "abbreviate-weapon-skill": "WS",
- "abbreviate-ballistic-skill": "BS",
- "abbreviate-strength": "S",
- "abbreviate-toughness": "T",
- "abbreviate-agility": "Ag",
- "abbreviate-intelligence": "Int",
- "abbreviate-will-power": "WP",
- "abbreviate-fellowship": "Fel",
- "starting": "Starting",
- "talents": "Talents",
- "advance": "Advance",
- "current": "Current",
- "secondary-profile": "Secondary Profile",
- "secondary": "Secondary",
- "abbreviate-attacks": "A",
- "abbreviate-wounds": "W",
- "abbreviate-strength-bonus": "SB",
- "abbreviate-toughness-bonus": "TB",
- "abbreviate-movement": "M",
- "abbreviate-magic": "Mag",
- "abbreviate-insanity-points": "IP",
- "abbreviate-fate-points": "FP",
- "combat": "Combat",
- "initiative": "Initiative",
- "wounds": "Wounds",
- "fortune": "Fortune",
- "move": "Move",
- "charge": "Charge",
- "run": "Run",
- "leap": "Leap",
- "abbreviate-initiative": "Init",
- "check-luck": "Check if you have the Luck Talent",
- "talent-name": "Talent Name",
- "description": "Descripton",
- "skills": "Career Main Profile",
- "knowledge-and-language-skills": "Knowledge and Language Skills",
- "skill-name": "Skill Name",
- "abbreviate-characteristic": "Char",
- "training": "Training",
- "misc": "Misc",
- "total": "Total",
- "roll": "Roll",
- "abbreviate-gm": "GM",
- "common-knowledge-any": "Common Knowledge (any)",
- "common-knowledge": "Common Knowledge",
- "trained": "Trained",
- "perform-trade-and-other-skills": "Perform, Trade, and Other Skills",
- "basic": "Basic",
- "special-rules": "Special Rules",
- "name": "Name",
- "basic-skills": "Basic Skills",
- "animal-care": "Animal Care",
- "charm": "Charm",
- "command": "Command",
- "concealment": "Concealment",
- "consume-alcohol": "Consume Alcohol",
- "disguise": "Disguise",
- "drive": "Drive",
- "evaluate": "Evaluate",
- "gamble": "Gamble",
- "gossip": "Gossip",
- "haggle": "Haggle",
- "intimidate": "Intimidate",
- "outdoor-survival": "Outdoor Survival",
- "preception": "Perception",
- "ride": "Ride",
- "row": "Row",
- "scale-sheet-surface": "Scale Sheer Surface",
- "search": "Search",
- "silent-move": "Silent Move",
- "swim": "Swim",
- "advanced-skills": "Advanced Skills",
- "animal-training": "Animal Training",
- "blather": "Blather",
- "chanelling": "Chanelling",
- "charm-animal": "Charm Animal",
- "dodge-blow": "Dodge Blow",
- "follow-trail": "Follow Trail",
- "heal": "Heal",
- "hypnotism": "Hypnotism",
- "lip-reading": "Lip Reading",
- "magical-sense": "Magical Sense",
- "navigation": "Navigation",
- "pick-lock": "Pick Lock",
- "prepare-poison": "Prepare Poison",
- "read-and-write": "Read and Write",
- "sail": "Sail",
- "set-trap": "Set Trap",
- "shadowing": "Shadowing",
- "sleight-of-hand": "Sleight of Hand",
- "torture": "Torture",
- "vetroloquism": "Ventriloquism",
- "astrology": "Astrology",
- "star-sign": "Star Sign",
- "doom": "Doom",
- "appearance": "Appearance",
- "gender": "Gender",
- "build": "Build",
- "age": "Age",
- "attr-height": "Height",
- "weight": "Weight",
- "eyes": "Eyes",
- "skin": "Skin",
- "hair": "Hair",
- "history": "History",
- "miscellaneous-notes": "Miscellaneous Notes",
- "starting-career": "Starting Career",
- "career-name": "Career Name",
- "career-main-profile": "Career Main Profile",
- "weapon-skill": "Weapon Skill",
- "ballistic-skill": "Ballistic Skill",
- "strength": "Strength",
- "toughness": "Toughness",
- "agility": "Agility",
- "intelligence": "Intelligence",
- "will-power": "Will Power",
- "fellowship": "Fellowship",
- "career-secondary-profile": "Career Secondary Profile",
- "attacks": "Attacks",
- "strength-bonus": "Strength Bonus",
- "toughness-bonus": "Toughness Bonus",
- "movement": "Movement",
- "magic": "Magic",
- "insanity-points": "Insanity Points",
- "fate-points": "Fate Points",
- "career-skills": "Career Skills",
- "career-talents": "Career Talents",
- "career-exits": "Career Exits",
- "second-career": "Second Career",
- "third-career": "Third Career",
- "fourth-career": "Fourth Career",
- "fifth-career": "Fifth Career",
- "melee-weapons": "Melee Weapons",
- "abbreviate-proficiency": "Prof?",
- "weapon": "Weapon",
- "craftsmanship": "Craftsmanship",
- "ws-bonus": "WS Bonus",
- "to-hit": "To Hit",
- "damage": "Damage",
- "impact": "Impact",
- "defensive": "Defensive",
- "qualities": "Qualities",
- "attack": "Attack",
- "parry": "Parry",
- "poor": "Poor",
- "common": "Common",
- "good": "Good",
- "best": "Best",
- "abbreviate-attack": "Atk",
- "abbreviate-damage": "Dmg",
- "abbreviate-parry": "Pry",
- "ranged-weapons": "Ranged Weapons",
- "bs-bonus": "BS Bonus",
- "type": "Type",
- "reload": "Reload",
- "range": "Range",
- "ammo": "Ammo",
- "shoot": "Shoot",
- "throw": "Throw",
- "free": "Free",
- "half": "Half",
- "full-number": "{{0}} Full",
- "critical-hit": "Critical Hit",
- "critical-roll": "Critical Roll",
- "critical": "Critical",
- "petty": "Petty",
- "lesser": "Lesser",
- "arcane": "Arcane",
- "divine": "Divine",
- "runes": "Runes",
- "perform-chanelling": "Take a Half Action to perform Chanelling",
- "spell-name": "Name",
- "casting-number": "Casting Number",
- "casting-time": "Casting Time",
- "duration": "Duration",
- "target": "Target/AoE",
- "none": "None",
- "1d10magic": "1d10 + Magic",
- "spell-healing": "Spell Healing",
- "cast": "Cast",
- "ingredient-bonus": "Ingredient Bonus",
- "ingredient": "Ingredient",
- "spell-damage": "Spell Damage",
- "spell-description": "Spell Description",
- "petty-spell": "Petty Spell",
- "lesser-spell": "Lesser Spell",
- "arcane-spell": "Arcane Spell",
- "divine-spell": "Divine Spell",
- "rune": "Rune",
- "inscription-number": "Inscription Number",
- "empowerment": "Empowerment",
- "inscribe": "Inscribe",
- "permanent-rune-description": "Permanent Rune Description",
- "temporary-rune-description": "Temporary Rune Description",
- "coin-carried": "Coin Carried",
- "brass-pennies-bp": "Brass Pennies (BP)",
- "silver-shillings-ss": "Silver Shillings (SS)",
- "gold-crowns-gc": "Gold Crowns (GC)",
- "total-gc-value": "Total GC Value",
- "exchange-rate": "Exchange Rate",
- "exchange-rate-description": "240 brass pennies = 20 silver shilling = 1 gold crown",
- "encumbrance": "Encumbrance",
- "trappings": "Trappings",
- "coin": "Coin",
- "other": "Other",
- "carrying-capacity": "Carrying Max",
- "push-drag-lift": "Push/Drag/Lift",
- "encumbered": "Encumbered",
- "dwarf": "Dwarf",
- "dwarf-encumbrance": "Dwarves can carry twice as much as other characters.",
- "encumbrance-description": "Encumbrance entered in each row below is:",
- "encumbrance-choice1": "The total encumbrance of the row (ignoring quantity)",
- "encumbrance-choice2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
- "page1": "Page 1",
- "page2": "Page 2",
- "page3": "Page 3",
- "show-all": "Show All",
- "row-nr": "Row #",
- "carried-question": "Carried?",
- "abbreviate-quantity": "Qty",
- "treasure-loot-inventory-notes": "Treasure/Loot/Inventory Notes",
- "protective-item": "Protective Items",
- "head": "Head",
- "worn": "Worn",
- "armor-type": "Armor Type",
- "armor-points": "Armor Points",
- "magic-bonus": "Magic Bonus",
- "total-ap": "Total AP",
- "leather": "Leather",
- "mail": "Mail",
- "plate": "Plate",
- "torso": "Torso",
- "arms": "Arms",
- "legs": "Legs",
- "armor-penalties": "Armor Penalties",
- "armor-penalties-description1": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
- "armor-penalties-description2": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
- "hit-locations": "Hit Locations",
- "left-arm": "Left Arm",
- "left-leg": "Left Leg",
- "right-arm": "Right Arm",
- "right-leg": "Right Leg",
- "advanced-skill": "Advanced Skill",
- "basic-skill": "Basic Skill",
- "knowledge-skill": "Knowledge Skill",
- "various-skill": "Various Skill",
- "blood-loss": "Blood Loss",
- "bleeding": "Bleeding",
- "casting-test": "Casting Test",
- "outcome": "Outcome",
- "spellcasting-succeeds": "Spellcasting succeeds",
- "hit-left-arm": "Hit Left Arm",
- "hit-right-leg": "Hit Right Leg",
- "hit-location-number": "Hit Location {{0}}",
- "hit-right-arm": "Hit Right Arm",
- "damage-number": "Damage {{0}}",
- "hit-left-leg": "Hit Left Leg",
- "hit-body": "Hit Body",
- "hit-head": "Hit Head",
- "target-number": "Target Number",
- "attack-roll": "Attack Roll",
- "miss": "Miss",
- "parry-roll": "Parry Roll",
- "failure": "Failure",
- "spellcasting-fails": "Spellcasting fails",
- "test-result": "Test Result",
- "characteristic": "Characteristic"
+ "CHARACTER-NAME": "Character Name",
+ "CAREER": "Career",
+ "CAREER-PATH": "Career Path",
+ "RACE": "Race",
+ "RELIGION": "Religion",
+ "CONCEPT": "Concept",
+ "ADVANCEMENTS": "Advancements",
+ "XP": "XP",
+ "XP-EARNED": "XP Earned",
+ "XP-SPENT": "XP Spent",
+ "XP-REST": "XP Rest",
+ "PUBLIC": "Make all rolls public",
+ "WHISPER": "Whisper all rolls to GM",
+ "CORE-STATS": "Core Stats",
+ "BACKGROUND": "Background",
+ "WEAPONS": "Weapons",
+ "ARMOR": "Armor",
+ "SPELLBOOK": "Spellbook",
+ "INVENTORY": "Inventory",
+ "SETTINGS": "Settings",
+ "CHARACTER-PROFILE": "Character Profile",
+ "MAIN-PROFILE": "Main Profile",
+ "MAIN": "Main",
+ "ABBREVIATE-WEAPON-SKILL": "WS",
+ "ABBREVIATE-BALLISTIC-SKILL": "BS",
+ "ABBREVIATE-STRENGTH": "S",
+ "ABBREVIATE-TOUGHNESS": "T",
+ "ABBREVIATE-AGILITY": "Ag",
+ "ABBREVIATE-INTELLIGENCE": "Int",
+ "ABBREVIATE-WILL-POWER": "WP",
+ "ABBREVIATE-FELLOWSHIP": "Fel",
+ "STARTING": "Starting",
+ "TALENTS": "Talents",
+ "ADVANCE": "Advance",
+ "CURRENT": "Current",
+ "MODIFIER": "Modifier",
+ "SECONDARY-PROFILE": "Secondary Profile",
+ "SECONDARY": "Secondary",
+ "ABBREVIATE-ATTACKS": "A",
+ "ABBREVIATE-WOUNDS": "W",
+ "ABBREVIATE-STRENGTH-BONUS": "SB",
+ "ABBREVIATE-TOUGHNESS-BONUS": "TB",
+ "ABBREVIATE-MOVEMENT": "M",
+ "ABBREVIATE-MAGIC": "Mag",
+ "ABBREVIATE-INSANITY-POINTS": "IP",
+ "ABBREVIATE-FATE-POINTS": "FP",
+ "COMBAT": "Combat",
+ "INITIATIVE": "Initiative",
+ "WOUNDS": "Wounds",
+ "FORTUNE": "Fortune",
+ "MOVE": "Move",
+ "CHARGE": "Charge",
+ "RUN": "Run",
+ "LEAP": "Leap",
+ "ABBREVIATE-INITIATIVE": "Init",
+ "CHECK-LUCK": "Check if you have the Luck Talent",
+ "TALENT-NAME": "Talent Name",
+ "DESCRIPTION": "Descripton",
+ "SKILLS": "Skills",
+ "KNOWLEDGE-AND-LANGUAGE-SKILLS": "Knowledge and Language Skills",
+ "KNOWLEDGE": "Knowledge",
+ "SKILL-NAME": "Skill Name",
+ "ABBREVIATE-CHARACTERISTIC": "Char",
+ "TRAINING": "Training",
+ "ABBREVIATE-MISCELLANEOUS": "Misc",
+ "TOTAL": "Total",
+ "ROLL": "Roll",
+ "ABBREVIATE-GM": "GM",
+ "COMMON-KNOWLEDGE-ANY": "Common Knowledge (any)",
+ "COMMON-KNOWLEDGE": "Common Knowledge",
+ "PERFORM-TRADE-AND-OTHER-SKILLS": "Perform, Trade, and Other Skills",
+ "TRAINED": "Trained",
+ "BASIC": "Basic",
+ "SPECIAL-RULES": "Special Rules",
+ "NAME": "Name",
+ "BASIC-SKILLS": "Basic Skills",
+ "ANIMAL-CARE": "Animal Care",
+ "CHARM": "Charm",
+ "COMMAND": "Command",
+ "CONCEALMENT": "Concealment",
+ "CONSUME-ALCOHOL": "Consume Alcohol",
+ "DISGUISE": "Disguise",
+ "DRIVE": "Drive",
+ "EVALUATE": "Evaluate",
+ "GAMBLE": "Gamble",
+ "GOSSIP": "Gossip",
+ "HAGGLE": "Haggle",
+ "INTIMIDATE": "Intimidate",
+ "OUTDOOR-SURVIVAL": "Outdoor Survival",
+ "PERCEPTION": "Perception",
+ "RIDE": "Ride",
+ "ROW": "Row",
+ "SCALE-SHEER-SURFACE": "Scale Sheer Surface",
+ "SEARCH": "Search",
+ "SILENT-MOVE": "Silent Move",
+ "SWIM": "Swim",
+ "ADVANCED-SKILLS": "Advanced Skills",
+ "ANIMAL-TRAINING": "Animal Training",
+ "BLATHER": "Blather",
+ "CHANNELLING": "Channelling",
+ "CHARM-ANIMAL": "Charm Animal",
+ "DODGE-BLOW": "Dodge Blow",
+ "FOLLOW-TRAIL": "Follow Trail",
+ "HEAL": "Heal",
+ "HYPNOTISM": "Hypnotism",
+ "LIP-READING": "Lip Reading",
+ "MAGICAL-SENSE": "Magical Sense",
+ "NAVIGATION": "Navigation",
+ "PICK-LOCK": "Pick Lock",
+ "PREPARE-POISON": "Prepare Poison",
+ "READ-AND-WRITE": "Read and Write",
+ "SAIL": "Sail",
+ "SET-TRAP": "Set Trap",
+ "SHADOWING": "Shadowing",
+ "SLEIGHT-OF-HAND": "Sleight of Hand",
+ "TORTURE": "Torture",
+ "VENTRILOQUISM": "Ventriloquism",
+ "ASTROLOGY": "Astrology",
+ "STAR-SIGN": "Star Sign",
+ "DOOM": "Doom",
+ "APPEARANCE": "Appearance",
+ "GENDER": "Gender",
+ "BUILD": "Build",
+ "AGE": "Age",
+ "HEIGHT": "Height",
+ "WEIGHT": "Weight",
+ "EYES": "Eyes",
+ "SKIN": "Skin",
+ "HAIR": "Hair",
+ "HISTORY": "History",
+ "MISCELLANEOUS-NOTES": "Miscellaneous Notes",
+ "CAREER-NAME": "Career Name",
+ "STARTING-CAREER": "Starting Career",
+ "SECOND-CAREER": "Second Career",
+ "THIRD-CAREER": "Third Career",
+ "FOURTH-CAREER": "Fourth Career",
+ "FIFTH-CAREER": "Fifth Career",
+ "CAREER-ENTERED": "Career Entered",
+ "CAREER-ENTERED_CHECK": "Check if you've entered this career.",
+ "CAREER-MAIN-PROFILE": "Career Main Profile",
+ "WEAPON-SKILL": "Weapon Skill",
+ "BALLISTIC-SKILL": "Ballistic Skill",
+ "STRENGTH": "Strength",
+ "TOUGHNESS": "Toughness",
+ "AGILITY": "Agility",
+ "INTELLIGENCE": "Intelligence",
+ "WILL-POWER": "Will Power",
+ "FELLOWSHIP": "Fellowship",
+ "CAREER-SECONDARY-PROFILE": "Career Secondary Profile",
+ "ATTACKS": "Attacks",
+ "STRENGTH-BONUS": "Strength Bonus",
+ "TOUGHNESS-BONUS": "Toughness Bonus",
+ "MOVEMENT": "Movement",
+ "MAGIC": "Magic",
+ "INSANITY-POINTS": "Insanity Points",
+ "FATE-POINTS": "Fate Points",
+ "CAREER-SKILLS": "Career Skills",
+ "CAREER-TALENTS": "Career Talents",
+ "CAREER-SKILLS-AND-TALENTS": "Career Skills and Talents",
+ "SKILL-OR-TALENT": "Skill or Talent",
+ "CAREER-EXITS": "Career Exits",
+ "TAKEN": "Taken",
+ "MELEE-WEAPONS": "Melee Weapons",
+ "ABBREVIATE-PROFICIENCY": "Prof?",
+ "WEAPON": "Weapon",
+ "CRAFTSMANSHIP": "Craftsmanship",
+ "ABBREVIATE-CRAFTSMANSHIP": "Craft",
+ "ABBREVIATE-ENCUMBRANCE": "Enc",
+ "WS-BONUS": "WS Bonus",
+ "TO-HIT": "To Hit",
+ "DAMAGE": "Damage",
+ "FURY-DAMAGE": "Fury Damage",
+ "DAMAGE-INC-SB": "Melee damage already includes SB.",
+ "IMPACT": "Impact",
+ "ABBREVIATE-IMPACT": "Imp",
+ "DEFENSIVE": "Defensive",
+ "ABBREVIATE-DEFENSIVE": "Def",
+ "QUALITIES": "Qualities",
+ "FRENZY-DESCRIPTION": "Check if you are using the Frenzy Talent",
+ "ATTACK": "Attack",
+ "PARRY": "Parry",
+ "POOR": "Poor",
+ "COMMON": "Common",
+ "GOOD": "Good",
+ "BEST": "Best",
+ "ABBREVIATE-ATTACK": "Atk",
+ "ABBREVIATE-DAMAGE": "Dmg",
+ "ABBREVIATE-PARRY": "Pry",
+ "RANGED-WEAPONS": "Ranged Weapons",
+ "BS-BONUS": "BS Bonus",
+ "TYPE": "Type",
+ "RELOAD": "Reload",
+ "RANGE": "Range",
+ "ABBREVIATE-AMMUNITION": "Ammo",
+ "ABBREVIATE-AMMUNITION-ENCUMBRANCE": "Ammo Enc",
+ "AMMO-ENCUMBRANCE-DESCRIPTION": "Note Encombrance value for 1 piece of ammo.",
+ "SHOOT": "Shoot",
+ "THROW": "Throw",
+ "FREE": "Free",
+ "HALF": "Half",
+ "FULL-NUMBER": "{{0}} Full",
+ "CRITICAL": "Critical",
+ "CRITICAL-HIT": "Critical Hit",
+ "CRITICAL-ROLL": "Critical Roll",
+ "TOTAL-MELEE-WEAPON-ENCUMBRANCE": "Total Melee Weapon Encumbrance",
+ "TOTAL-RANGED-WEAPON-ENCUMBRANCE": "Total Ranged Weapon Encumbrance",
+ "TOTAL-WEAPON-ENCUMBRANCE": "Total Weapon Encumbrance",
+ "PETTY": "Petty",
+ "LESSER": "Lesser",
+ "ARCANE": "Arcane",
+ "DIVINE": "Divine",
+ "RUNES": "Runes",
+ "RITUALS": "Rituals",
+ "PERFORM-CHANNELLING": "Take a Half Action to perform Channelling",
+ "SPELL-NAME": "Name",
+ "CASTING-NUMBER": "Casting Number",
+ "CASTING-TIME": "Casting Time",
+ "DURATION": "Duration",
+ "TARGET": "Target/AoE",
+ "NONE": "None",
+ "1D10MAGIC": "1d10 + Magic",
+ "SPELL-HEALING": "Spell Healing",
+ "CAST": "Cast",
+ "INGREDIENT-BONUS": "Ingredient Bonus",
+ "INGREDIENT": "Ingredient",
+ "SPELL-DAMAGE": "Spell Damage",
+ "SPELL-DESCRIPTION": "Spell Description",
+ "RITUAL-DESCRIPTION": "Ritual Description",
+ "ARCANE-LANGUAGE": "Arcane Language",
+ "REQUIRED-MAGIC": "Required Magic",
+ "XP-COST": "XP Cost",
+ "CONDITIONS": "Conditions",
+ "CONSEQUENCES": "Consquences",
+ "petty-spell": "Petty Spell",
+ "lesser-spell": "Lesser Spell",
+ "arcane-spell": "Arcane Spell",
+ "divine-spell": "Divine Spell",
+ "RUNE": "Rune",
+ "INSCRIPTION-NUMBER": "Inscription Number",
+ "EMPOWERMENT": "Empowerment",
+ "INSCRIBE": "Inscribe",
+ "PERMANENT-RUNE-DESCRIPTION": "Permanent Rune Description",
+ "TEMPORARY-RUNE-DESCRIPTION": "Temporary Rune Description",
+ "MAGIC-USED": "Amount of Magic used",
+ "CHANNELLING-SUCCESS": "Channelling success",
+ "INGREDIENT-USED": "Ingredient used",
+ "RUNE-TYPE": "Rune type",
+ "TEMPORARY": "Temporary",
+ "PERMANENT": "Permanent",
+ "MINUTES": "minute(s)",
+ "WEEKS": "week(s)",
+ "COIN-CARRIED": "Coin Carried",
+ "BRASS-PENNIES-BP": "Brass Pennies (BP)",
+ "SILVER-SHILLINGS-SS": "Silver Shillings (SS)",
+ "GOLD-CROWNS-GC": "Gold Crowns (GC)",
+ "TOTAL-GC-VALUE": "Total GC Value",
+ "EXCHANGE-RATE": "Exchange Rate",
+ "EXCHANGE-RATE-DESCRIPTION": "240 brass pennies = 20 silver shilling = 1 gold crown",
+ "ENCUMBRANCE": "Encumbrance",
+ "TRAPPINGS": "Trappings",
+ "COIN": "Coin",
+ "OTHER": "Other",
+ "CARRYING-CAPACITY": "Carrying Max",
+ "PUSH-DRAG-LIFT": "Push/Drag/Lift",
+ "ENCUMBERED": "Encumbered",
+ "ENCUMBERED-MOVEMENT-PENALTY": "Encumbered Movement penalty",
+ "DWARF": "Dwarf",
+ "DWARF-ENCUMBRANCE": "Dwarves can carry twice as much as other characters.",
+ "DWARF-ENCUMBRANCE-CHECK": "Check if you are a Dwarf.",
+ "ENCUMBRANCE-DESCRIPTION": "Encumbrance entered in each row below is:",
+ "ENCUMBRANCE-CHOICE1": "The total encumbrance of the row (ignoring quantity)",
+ "ENCUMBRANCE-CHOICE2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
+ "PAGE-1": "Page 1",
+ "PAGE-2": "Page 2",
+ "PAGE-3": "Page 3",
+ "SHOW-ALL": "Show All",
+ "UNLIMITED": "Unlimited",
+ "ROW-NR": "Row #",
+ "CARRIED-QUESTION": "Carried?",
+ "ABBREVIATE-QUANTITY": "Qty",
+ "TREASURE-LOOT-INVENTORY-NOTES": "Treasure/Loot/Inventory Notes",
+ "PROTECTIVE-ITEMS": "Protective Items",
+ "WORN": "Worn",
+ "HEAD": "Head",
+ "ARMOR-TYPE": "Armor Type",
+ "ARMOR-POINTS": "Armor Points",
+ "ABBREVIATE-ARMOR-POINTS": "AP",
+ "MAGIC-BONUS": "Magic Bonus",
+ "BONUS": "Bonus",
+ "TOTAL-AP": "Total AP",
+ "LEATHER": "Leather",
+ "MAIL": "Mail",
+ "PLATE": "Plate",
+ "TORSO": "Torso",
+ "ARMS": "Arms",
+ "LEGS": "Legs",
+ "LOCATION-DESCRIPTION": "H : Head / B : Body / A : Arms / L : Legs",
+ "TOTAL-ARMOR-ENCUMBRANCE": "Total Armor Encombrance",
+ "TOTAL-WEIGHT-MAX": "The maximum total encumbrance your character can carry without slowing.",
+ "MAX-PUSH-DRAG-LIFT": "This is the maximum encumbrance you can push/drag/lift. If the encumbrance you are pushing/dragging/lifting exceeds your maximum carrying capacity then your Movement drops to 1.",
+ "LIGHT": "Light",
+ "MEDIUM": "Medium",
+ "HEAVY": "Heavy",
+ "LIGHT-ARMOR": "Light Armor",
+ "MEDIUM-ARMOR": "Medium Armor",
+ "HEAVY-ARMOR": "Heavy Armor",
+ "HIT-LOCATIONS": "Hit Locations",
+ "BODY": "Body",
+ "ABBREVIATE-HEAD": "H",
+ "ABBREVIATE-BODY": "B",
+ "ABBREVIATE-ARMS": "A",
+ "ABBREVIATE-LEGS": "L",
+ "LEFT-ARM": "Left Arm",
+ "LEFT-LEG": "Left Leg",
+ "RIGHT-ARM": "Right Arm",
+ "RIGHT-LEG": "Right Leg",
+ "ARMOR-PENALTIES": "Armor Penalties",
+ "ARMOR-PENALTIES-MEDIUM": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
+ "ARMOR-PENALTIES-HEAVY": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
+ "BLOOD-LOSS": "Blood Loss",
+ "BLEEDING": "Bleeding",
+ "ADVANCED-SKILL": "Advanced Skill",
+ "BASIC-SKILL": "Basic Skill",
+ "KNOWLEDGE-SKILL": "Knowledge Skill",
+ "VARIOUS-SKILL": "Various Skill",
+ "TARGET-NUMBER": "Target Number",
+ "TEST-RESULT": "Test Result",
+ "RESULT": "Result",
+ "OUTCOME": "Outcome",
+ "SUCCESS": "Success",
+ "FAILURE": "Failure",
+ "ATTACK-ROLL": "Attack Roll",
+ "MISS": "Miss",
+ "PARRY-ROLL": "Parry Roll",
+ "PARRIED": "Parried",
+ "CASTING-TEST": "Casting Test",
+ "SPELLCASTING-FAILS": "Spellcasting fails",
+ "SPELLCASTING-SUCCEEDS": "Spellcasting succeeds",
+ "INSCRIPTION-TEST": "Inscription Test",
+ "INSCRIPTION-TIME": "Inscription Time",
+ "INSCRIPTION-FAILS": "Inscription fails",
+ "INSCRIPTION-SUCCEEDS": "Inscription succeeds",
+ "HIT-LOCATION": "Hit Location",
+ "HIT-HEAD": "Hit Head",
+ "HIT-BODY": "Hit Body",
+ "HIT-LEFT-ARM": "Hit Left Arm",
+ "HIT-LEFT-LEG": "Hit Left Leg",
+ "HIT-RIGHT-ARM": "Hit Right Arm",
+ "HIT-RIGHT-LEG": "Hit Right Leg",
+ "HIT-LOCATION-NUMBER": "Hit Location {{0}}",
+ "DAMAGE-NUMBER": "Damage {{0}}",
+ "CRITICAL-LOCATION": "Critical Location",
+ "CRITICAL-VALUE": "Critical Value",
+ "CRITICAL-EFFECT": "Critical Effect",
+ "CRITICAL-EFFECT-H1": "Disoriented by the blow. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-H2": "Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H3": "The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-H4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H5": "Knocked to the ground and dazed. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-H6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-H7": "Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-H8": "Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.",
+ "CRITICAL-EFFECT-H9": "Skull pierced by a mighty blow. Death is instantaneous.",
+ "CRITICAL-EFFECT-A1": "Drops anything held in that hand. A shield, if worn, is not affected, since its strapped on.",
+ "CRITICAL-EFFECT-A2": "Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A3": "Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).",
+ "CRITICAL-EFFECT-A4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A5": "Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).",
+ "CRITICAL-EFFECT-A6": "Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-A7": "Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.",
+ "CRITICAL-EFFECT-A8": "Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.",
+ "CRITICAL-EFFECT-A9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-B1": "The wind is knocked out of the character. All tests and attacks suffer a 20% penalty for one round.",
+ "CRITICAL-EFFECT-B2": "Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B3": "Ribs busted by ferocity of attack. Character takes a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-B4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B5": "Knocked to the ground and badly winded. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-B6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-B7": "The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-B8": "Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.",
+ "CRITICAL-EFFECT-B9": "Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.",
+ "CRITICAL-EFFECT-L1": "Stumbles. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-L2": "Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L3": "Leg incapacitated until medical attention is received. Characters Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a 20% penalty.",
+ "CRITICAL-EFFECT-L4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L5": "Knocked to the ground and dazed. All characters tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-L6": "Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-L7": "Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.",
+ "CRITICAL-EFFECT-L8": "Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.",
+ "CRITICAL-EFFECT-L9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-10": "Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.",
+ "BLOOD-SURVIVE": "Survive one more round.",
+ "BLOOD-DEATH": "Death from blood loss!",
+ "OLD-TRAPPINGS": "Use old Trappings layout",
+ "NEW-TRAPPINGS": "Use new Trappings layout",
+ "CHAOS-MANIFESTATION": "Chaos Manifestation",
+ "ROLL-BASIC-TABLES": "Roll on Basic Chaos Manifestaion Tables",
+ "ROLL-EXTENDED-TABLES": "Roll on Extended Chaos Manifestaion Tables",
+ "TZEENTCHS-CURSE": "Tzeentch's Curse",
+ "CHAOS-ROLL": "Chaos Roll",
+ "CHAOS-TABLE": "Chaos Table",
+ "MINOR-NORMAL": "Minor Normal",
+ "MINOR-EXTENDED": "Minor Extended",
+ "MAJOR-NORMAL": "Major Normal",
+ "MAJOR-EXTENDED": "Major Extended",
+ "CATASTROPHIC-NORMAL": "Catastrophic Normal",
+ "CATASTROPHIC-EXTENDED": "Catastrophic Extended",
+ "MINOR": "Minor",
+ "MAJOR": "Major",
+ "CATASTROPHIC": "Catastrophic",
+ "MINOR-CHAOS-MANIFESTATION": "Minor Chaos Manifestation",
+ "MAJOR-CHAOS-MANIFESTATION": "Major Chaos Manifestation",
+ "CATASTROPHIC-CHAOS-MANIFESTATION": "Catastrophic Chaos Manifestation",
+ "YES": "Yes",
+ "NO": "No",
+ "MINOR1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINOR2": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINOR3": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINOR4": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINOR5": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINOR6": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINOR7": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINOR8": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINOR9": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINOR10": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINOR11": "
Unlucky !: Roll on Major Chaos Manifestation instead.",
+ "MINORE1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINORE2": "
Fumblehand: A randomly selected item you are holding or carrying flies 1d10 yards (1d10/2 squares) in a random direction, thrown invisibly by Winds of Chaos.",
+ "MINORE3": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINORE4": "
Nailrot: A randomly chosen finger or toenail turns black and falls off. It will grow back normally.",
+ "MINORE5": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINORE6": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINORE7": "
Waxy Earful: Your ears become entirely plugged with wax, requiring a successful Heal Test to clear. Until you receive such treatment, you suffer a 10% penalty to all tests involving hearing.",
+ "MINORE8": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINORE9": "
Cold Sweats: All those within in 10 yards (5 squares) of you immediately break into a cold sweat lasting 1d10 rounds.",
+ "MINORE10": "
Sleeping Nerves: Every muscle in your body tingles for 1d10 rounds. You suffer a 5% penalty to all tests made in that time.",
+ "MINORE11": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINORE12": "
Milky Eyes: A milky film covers your eyes for 1d10 hours. You suffer a 10% penalty to any tests involving sight in that time.",
+ "MINORE13": "
Bane of Flora: All plant life within 10 yards (5 squares) of you withers and dies.",
+ "MINORE14": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINORE15": "
Handfrozen: The bones and muscles of one of your hands (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move your fingers from their bizarre arrangement for 1d10 minutes.",
+ "MINORE16": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINORE17": "
Creeping Congregation: Insects fill the area around you, buzzing and crawling. They do no harm and disperse within 1d10 rounds, but they are obviousand potentially frighteningto everyone in the area.",
+ "MINORE18": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINORE19": "
Channel Burn: The channels of magic in your body are burned by coursing magic. You suffer a 1 penalty to every Casting Roll you make in the next 1d10 minutes.",
+ "MINORE20": "
Intestinal Rebellion: Your bowels move uncontrollably, soiling both your clothing and pride.",
+ "MINORE21": "
Grave Offence: You uncontrollably shout something horribly offensive to those around you. The GM may overrule you if your invention is insufficiently offensive.",
+ "MINORE22": "
Fluid Transformation: All liquids on your personincluding spell ingredientsturn to brine.",
+ "MINORE23": "
Kin Inconvenienced: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MINORE24": "
Accumulation of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MINORE25": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINORE26": "
Unlucky!: Roll on Major Chaos Manifestation instead.",
+ "MAJOR1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJOR2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJOR3": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJOR4": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJOR5": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJOR6": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJOR7": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJOR8": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJOR9": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJOR10": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJOR11": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "MAJORE1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJORE2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJORE3": "
Hairless: Every hair in your body falls out.",
+ "MAJORE4": "
Blacknail: Every finger and toenail on your body turns black and falls off. They will grow back normally.",
+ "MAJORE5": "
Wracked: You suffer burning pain for 1d10 rounds, suffering a 10% penalty to all tests made in that time.",
+ "MAJORE6": "
Channel Conflagration: The channels of magic in your body are set ablaze by coursing magic. You suffer a 1 penalty to every casting die you roll in the next 1d10 hours.",
+ "MAJORE7": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJORE8": "
Rag Doll: You spontaneously fly through the air 1d10 yards (1d10/5 squares) in a random direction, landing roughly and suffering a Damage 2 hit.",
+ "MAJORE9": "
Fire!: Your clothing bursts into flame (see WFRP, page 136).",
+ "MAJORE10": "
Loadstones: Every piece of metal on your body is permanently magnetized.",
+ "MAJORE11": "
Limbfrozen: The bones and muscles of one of your arms or legs (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move the affected limb for 1d10 hours.",
+ "MAJORE12": "
Tongue-twisted: Chaos energy infuses your mouth; anything you say for the next 1d10 minutes comes out as gibberish, rendering spellcasting impossible during that time.",
+ "MAJORE13": "
Chaotic Wind: Chaos blows through any magical spell ingredients you are carrying. Any spell cast using them will make one of any associated Casting Rolls dice a Chaos die.",
+ "MAJORE14": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJORE15": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJORE16": "
Undone: Every tie, clasp, and fastener of every type on your body flies violently open. Belts come undone, pouches fly open, boots come unlaced, and so on.",
+ "MAJORE17": "
Regurgitate: You throw up uncontrollably, unable to do anything else, for 1d10 rounds. In that time, you spew up much more vomit than could possibly have been contained in your stomach.",
+ "MAJORE18": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJORE19": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJORE20": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJORE21": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJORE22": "
Kin Affected: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MAJORE23": "
Storm of Chaos: Roll on Table 624: Expanded Minor Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "MAJORE24": "
Store of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MAJORE25": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJORE26": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "CATA1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATA2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATA3": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATA4": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA5": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA6": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATA7": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATA8": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATA9": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATA10": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "CATAE1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATAE2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE3": "
Broken: Your will is utterly broken. Your Will Power Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE4": "
Stupefied: Your mind regresses to protect you from a worse fate. Your Intelligence Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE5": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATAE6": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATAE7": "
Rageboil: Everyone within 10 yards (5 squares) of you is immediately and irrationally outraged by your very presence. They all move to attack youeven your alliesand only come to their senses after 1d10 rounds.",
+ "CATAE8": "
Albino Affliction: Your skin and hair are bleached utterly white by roiling Chaos.",
+ "CATAE9": "
Heretical Vision: A Daemon Prince shows you a vision of Chaos. You gain 1d10 Insanity Points. Any time after this event, you can spend 100 xp and gain the Dark Lore (Chaos) talent.",
+ "CATAE10": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATAE11": "
Boiling Blood: For a brief instant, your blood literally boils in your veins. You suffer 2d10 Wounds, which are reduced by Toughness but not armour.",
+ "CATAE12": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATAE13": "
Chaotic Servitors: 1d10 Daemon Imps (see
WFRP, page 229) appear from the Aethyr and do your bidding for 1d10 rounds.",
+ "CATAE14": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATAE15": "
Windblock: You are stuck unable to breathe for 1d10 minutes (see Suffocation in WFRP, page 136), after which you gasp!manage to draw breath.",
+ "CATAE16": "
Lineage Concluded: The infection of Chaos renders you sterile or barren.",
+ "CATAE17": "
Eyefuse: You close your eyes as the Winds of Magic howl about you, and your eyelids are fused shut. You cannot see until this is corrected by magic or surgery.",
+ "CATAE18": "
Spasmodic Paroxysm: Your entire body convulses violently as the pure stuff of Chaos courses over you; you bite off your tongue. You become very difficult to understand and suffer 5 to all Casting Rolls until you are somehow healed.",
+ "CATAE19": "
Witherlimb: A randomly determined limb withers and becomes permanently useless.",
+ "CATAE20": "
Mutating Wind: You must make a Will Power Test or suffer a Chaos Mutation (see WFRP, page 229, or the Old World Bestiary, page 79).",
+ "CATAE21": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATAE22": "
Kin Afflicted: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "CATAE23": "
Vortex of Chaos: Roll on Table 625: Expanded Major Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "CATAE24": "
Hoard of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "CATAE25": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "GODWRATH1": "
Unearthly Vision: Your God chooses this time to grant you a symbolic but confusing vision. This stuns you for 1 round.",
+ "GODWRATH2": "
Prove Your Devotion: A few more prayers are required to finish casting the spell. This result adds 1 half action to the Casting Time of the spell. You must take this extra time even if you failed the Casting Roll.",
+ "GODWRATH3": "
You Try My Patience: You cannot cast another spell for 1d10 rounds. This spell still works as long as you made your Casting Roll.",
+ "GODWRATH4": "
Your Cause is Unworthy: Your spell fails, even if you made the Casting Roll.",
+ "GODWRATH5": "
Stinging Rebuke: Not only does your spell fail, but you also suffer a 10% penalty to your Will Power for 1 minute.",
+ "GODWRATH6": "
What Will You Sacrifice for this Boon?:",
+ "GODWRATH7": "
You Have Sinned Against Me: You have somehow angered your God. You must kneel and repent for 1d10 rounds. This renders you helpless.",
+ "GODWRATH8": "
Daemonic Interference: Your prayer is answered but not by your God. Roll a
Major Chaos Manifestation.",
+ "GODWRATHV1": "
Behold Your Wickedness!: You suffer visions of your failures, which seem to take an eternity but are over in an instant. Gain 1d10 Insanity Points; if you become insane, you gain Heart of Despair.",
+ "GODWRATHV2": "
Lash the Flesh to Purge the Soul: You take 2d10 Wounds, ignoring Toughness Bonus or Armour.",
+ "GODWRATHV3": "
You Shall Not Abuse My Mercy: Your Magic Characteristic is reduced to zero, and increases by one every time you do penance (as if attempting to reduce your Disfavour Pool to zero), until it returns to its original value. If you have no Magic Characteristic, the same happens to your daily allowance of Fortune Points.",
+ "GODWRATHV4": "
Thou Art Accursed and Outcast: You are cast out from the cult, and this is marked on your soul. You take a 30% penalty to all social interactions with followers of your God until you do penance.",
+ "GODWRATHV5": "
Rely Not On These Vanities: All your goods and equipment are stripped from you, leaving you in a tunic. Any non-magical equipment you were carrying is gone forever; magical equipment is mysteriously returned if you do penance. (GMs option: nonmagical but important items may also be returned after penance.)",
+ "GODWRATHV6": "
Called to Account: ",
+ "GODWRATHV7": "
Daemonic Visitation: Roll on the Catastrophic Chaos Manifestation Table instead using the table in WFRP.",
+ "SACRIFICE1": "You vomit up salt water, and feel as though you are almost drowned. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE2": "All warmth and vigour leach from your body. Take a –20% penalty to all actions for the next 1 minute.",
+ "SACRIFICE3": "You automatically fail your next Dodge or Parry Test.",
+ "SACRIFICE4": "You must re-roll your next three successful Tests. If the second roll fails, you fail the Test. If the re-roll succeeds, you succeed and need not roll again.",
+ "SACRIFICE5": "The next time one of your allies suffers an injury, you suffer exactly the same injury. This may mean taking Wounds, or taking a Critical Hit.",
+ "SACRIFICE6": "A brand in the shape of a twin-tailed comet appears on your forehead, inflicting 1d10 Wounds ignoring Toughness Bonus or armour.",
+ "SACRIFICE7": "Your mind becomes that of a beast for three rounds. You flee most situations, but fight if cornered.",
+ "SACRIFICE8": "Your body is rimed with frost. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE9": "You are robbed of your knowledge. You automatically fail any Academic Knowledge Tests you make in the next 1 hour.",
+ "SACRIFICE10": "You lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "OPTIONAL-ARCANE-MARK": "
Optional Arcane Mark: You must pass an Average (+0%) Willpower test or gain an Arcane Mark (see
Realms of Sorcery page 175).",
+ "ARCANE-LORE": "Arcane Lore",
+ "LORE-OF-BEASTS": "Lore of Beasts",
+ "LORE-OF-DEATH": "Lore of Death",
+ "LORE-OF-FIRE": "Lore of Fire",
+ "LORE-OF-HEAVENS": "Lore of the Heavens",
+ "LORE-OF-LIFE": "Lore of Life",
+ "LORE-OF-LIGHT": "Lore of Light",
+ "LORE-OF-METAL": "Lore of Metal",
+ "LORE-OF-SHADOW": "Lore of Shadow",
+ "MARK": "Mark",
+ "MARK-OF": "Mark of",
+ "BEASTS": "Beasts",
+ "DEATH": "Death",
+ "FIRE": "Fire",
+ "HEAVENS": "the Heavens",
+ "LIFE": "Life",
+ "METAL": "Metal",
+ "SHADOW": "Shadow",
+ "WRATH-ROLL": "Wrath Roll",
+ "WRATH-TABLE": "Wrath Table",
+ "WRATH": "Wrath",
+ "VENGEANCE": "Vengeance",
+ "WRATH-OF-THE-GODS": "Wrath of the Gods",
+ "VENGEANCE-OF-THE-GODS": "Vengeance of the Gods",
+ "DISFAVOR-POOL": "Disfavor Pool",
+ "DISFAVOR-ROLL": "Disfavor Roll",
+ "DIVINE-LORE": "Divine Lore",
+ "LORE-OF-MANANN": "Lore of Manann",
+ "LORE-OF-MORR": "Lore of Morr",
+ "LORE-OF-MYRMIDIA": "Lore of Myrmida",
+ "LORE-OF-RANALD": "Lore of Ranald",
+ "LORE-OF-SHALLYA": "Lore of Shallya",
+ "LORE-OF-SIGMAR": "Lore of Sigmar",
+ "LORE-OF-TAAL-RHYA": "Lore of Taal & Rhya",
+ "LORE-OF-ULRIC": "Lore of Ulric",
+ "LORE-OF-VERENA": "Lore of Verena",
+ "MARK-ROLL": "Mark Roll",
+ "MARKS": "Marks",
+ "NO-MARKS": "Don't use Marks optional rule",
+ "USE-MARKS": "Use Marks optional rule",
+ "MARKS-OF-THE-GODS": "Marks of the Gods",
+ "MARKS-OF-MANANN": "Marks of Manann",
+ "MARKS-OF-MORR": "Marks of Morr",
+ "MARKS-OF-MYRMIDIA": "Marks of Myrmida",
+ "MARKS-OF-RANALD": "Marks of Ranald",
+ "MARKS-OF-SHALLYA": "Marks of Shallya",
+ "MARKS-OF-SIGMAR": "Marks of Sigmar",
+ "MARKS-OF-TAAL-RHYA": "Marks of Taal & Rhya",
+ "MARKS-OF-ULRIC": "Marks of Ulric",
+ "MARKS-OF-VERENA": "Marks of Verena",
+ "MARKS-OF": "Marks of",
+ "MANANN": "Manann",
+ "MORR": "Morr",
+ "MYRMIDIA": "Myrmida",
+ "RANALD": "Ranald",
+ "SHALLYA": "Shallya",
+ "SIGMAR": "Sigmar",
+ "TAAL-RHYA": "Taal & Rhya",
+ "ULRIC": "Ulric",
+ "VERENA": "Verena",
+ "NO-LORE": "No Lore selected",
+ "GM-DISCRETION": "GM's discretion",
+ "MARK-GM-DISCRETION": "Mark at GM's discretion",
+ "MARK-MANANN-1": "
Fishy: You are infused with the odours of the sea. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-MANANN-2": "
Pelagic Yearning: You long for the open seas. When not on, or surrounded by, the sea, your Will Power is reduced by 5%.",
+ "MARK-MANANN-3": "
Seaweed Growth: Holy seaweed thrives somewhere on your body. At the GM's discretion, this may apply a -10% penalty to Fellowship Tests in som social situations.",
+ "MARK-MANANN-4": "
Tidal: You are bound to the changing tides. During low tide, you reduce your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. At high tide, increase your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. All other times, and when far from sea, your Characteristics are unchanged.",
+ "MARK-MANANN-5": "
Manann's Mien: You grow taller, your hair darkens, and you develop a brimy smell. You grow larger, increasing your height by 1d10/2 inches and adding 2d10 pounds to your weight. As well, permanently increase your Strength Characteristic by 5%.",
+ "MARK-MANANN-6": "
Piscine Charisma: You become intensely attractive to fish of all kinds. They greet you in open-mouthed wonder and shoal around you in docile masses when you are in the water. For this reason, albatrosses and other seabirds like you. Add +20% to Charm Animal Tests made to interact with sea birds.",
+ "MARK-MANANN-7": "
Rip Tides: Large bodies of water twist and churn in your presence. All Swim Tests made by others with 4 yards (2 squares) of you take a -20% penalty, and a -10% penalty if between 4 and 12 yards (3-6 squares).",
+ "MARK-MANANN-8": "
Webbed: Your toes and fingers become webbed. Gain a +20% bonus to Swim Tests.",
+ "MARK-MANANN-9": "
One With the Sea: Manann reveals the secrets of his realm. You cannot drown in seawater; any time you would drown, you are instead reduced to 0 Wounds and are Helpless, and either float to the surface or wash up on shore. You also add +10% bonus to all Sail, Row, and Navigation Tests whilst at sea.",
+ "MARK-MANANN-10": "
Marked by Manann: A trided, Crown, Wave, or Albatross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channellin Tests when using the Lore of Manann, and a +10% bonus to Fellowship Tests when dealing with other Manannites if they can see the mark.",
+ "MARK-MORR-1": "
Enervated: Your muscles weaken. Permanently reduce your Strength Characteristic by 5%.",
+ "MARK-MORR-2": "
Distracted by Death: Your preoccupation with morbid subjects makes others uncomfortable around you. When interacting with individuals who are not priests in the cult of Morr, you take a -10% penalty to Fellowhip Tests.",
+ "MARK-MORR-4": "
Disturbing Visions: You are plagued by disconnected visions that you know to be portentous, but cannot understand. You take a -10% to Perception tests. Once per day, you may gain a +10% bonus to any single test.",
+ "MARK-MORR-3": "
Skeletal: Your face and scalp draw tightly to your skull. You take a -10% penalty to Charm Tests, but gain a +10% bonus to Intimidate Tests.",
+ "MARK-MORR-5": "
Morr's Mien: You grow taller, your hair darkens, and your skin pales, becoming cool to the touch. You grow larger, gaining 1d10/2 inches in height. As well, increase your Will Power Characteristic by 5%.",
+ "MARK-MORR-6": "
Flock of Ravens: Wherever you go, there always seem to be ravens present. Under most circumstances, they appear in places where one might expect them. Whilst indoors, you see them through windows, and underground, you may see raven cave paintings with disturbing regularity. You gain a +20% bonus to Charm Animal Tests made when interacting with ravens.",
+ "MARK-MORR-7": "
Dead Eyes: A single glance causes others to flinch. Gain the Unsettling Talent.",
+ "MARK-MORR-8": "
Morr's Servant: Sentient Undead shy from your presence. Any creature with the Undead Talent
and a Will Power Characteristic must make a Will Power Test or suffer from Fear. This ignores the Undead Talent's normal exemption to Fear.",
+ "MARK-MORR-9": "
Enlightened: You have gazed beyond the Portal and no longer fear death. Gain the Fearless Talent.",
+ "MARK-MORR-10": "
Marked by Morr: A Rose, Portal, or Raven mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Morr, and a +10% bonus to Fellowship Tests when dealing with other Morrians if they can see the mark.",
+ "MARK-MYRMIDIA-1": "
Vengeful: You become deeply vengeful, which blinds your reason. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-MYRMIDIA-2": "
Rites of War: You feel obliged to recite terms of war before any battle, an act that takes a Full Action. until you complete this honourable rite in combat, you take a -5% penalty to Weapon Skill Tests.",
+ "MARK-MYRMIDIA-3": "
Calculating: You coldly weigh the strengths and weaknesses of all you meet. You take a -10% penalty to Fellowship Tests made to deal with those who you meet for the first time.",
+ "MARK-MYRMIDIA-4": "
Righteous Fury: You punish the wicked, for you are honourable and true. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, but gain a +10% bonus to both Strength and Willpower Tests for the duration of the encounter.",
+ "MARK-MYRMIDIA-5": "
Myrmidia's Mien: Your skin darkens to a deep tan that glints coppery in the light. You grow larger, gaining 1d10/2 inches in height. You also gain a +10% bonus to Command Tests.",
+ "MARK-MYRMIDIA-6": "
Eagle Friend: Eagles like you. You gain a +20% bonus to Charm Animal Tests made when interacting with eagles.",
+ "MARK-MYRMIDIA-7": "
Eagle Eyes: Your irises darken and your eyes become exceptionally sharp. You gain a +20% bonus to Perception Tests involving sight.",
+ "MARK-MYRMIDIA-8": "
Fanatical Love: In combat, you may select one ally as a free action. That ally must have a religious symbol of Myrmidia in plain view. For that round, the ally gains a +10% bonus to all Will Power Tests.",
+ "MARK-MYRMIDIA-9": "
War-honed: Myrmidia reveals the secret of facing war with courage and honour. You gain the Stout-hearted Talent.",
+ "MARK-MYRMIDIA-10": "
Marked by Myrmidia: A Shield and Spear mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Myrmidia, and a +10% bonus to Fellowship Tests when dealing with other myrmidians if they can see the mark.",
+ "MARK-RANALD-1": "
Weak Willed: You become a slave to your passions. Permanently reduce your Will Power Characteristic by 1d10%",
+ "MARK-RANALD-2": "
Liar: You are loathe to tell the truth. Gain a +10% bonus to Blather Tests.",
+ "MARK-RANALD-3": "
Knavish: You exhibit all the untrustworthy characteristics that nobles and priests find repugnant. You take a -10% penalty to all Fellowship Tests when interacting with these individuals.",
+ "MARK-RANALD-4": "
Lithe: You become more wity and nimble. Increase your Agility Characteristic by 1d10%, but reduce your Toughness by the same amount. in addition, you lose 2d10 pounds.",
+ "MARK-RANALD-5": "
Ranald's Mien: You become leaner, your hair and skin darken, and you always seem to smile mischievously. Lose 2d10 pounds, but permanently increase your Fellowship Characteristic by 1d10%",
+ "MARK-RANALD-6": "
Cat Friend: Wherever you go, you seem to attract cats. Moments after entering a community, at least one cat finds you. Each day you remain in the same community, (1d10/2)-1 more cats show up. These cats do not fight on your behalf, but are friendly to you, giving you a +20% bonus to Charm Animal Tests involving these animals. Should you leave the community, the cats do not, generally, follow.",
+ "MARK-RANALD-7": "
Forgettable: People who do not know you find it hard to remember anything more than your disarming smile and flashing eyes. Those who interact with you closely for several hours must pass an Intelligence Test to recall further details.",
+ "MARK-RANALD-8": "
Ranald's Luck: Whenever you use a Fortune Point, roll a d10. If you roll 8, 9, or 10, the Fortune Point works as normal, but isn't spent.",
+ "MARK-RANALD-9": "
Irreverent: Ranald reveals to you the great joke of life. Whenever you are influenced by Fear, Terror, Intimidate, or the Unsettling Talent, and you fail a Will Power Test, you immediately burst into fits of uncontrollable laughter, and ignore the effect. However, whilst laughing (which lasts for 1d10 rounds), you take a -10% penalty to all tests and reduce your Movement Characteristic by 1.",
+ "MARK-RANALD-10": "
Marked by Ranald: A cross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ranald, and a +10% bonus to Fellowship Tests when dealing with other Ranaldans if they can see the mark.",
+ "MARK-SHALLYA-1": "
Pacifist: You find it very hard to even think of striking another. Permanently reduce your Weapon Skill and Ballistic Skill Characteristics by 5%.",
+ "MARK-SHALLYA-2": "
Bleeding Heart: Whenever you are in the vicinity of a creature that is suffering, you take a -10% penalty to all Will Power Tests. Should you leave the suffering individual untended, the penalty increases to -20% and it remains for 24 hours.",
+ "MARK-SHALLYA-3": "
Fear of the Fly Lord: Insects and other agents of decay make you deeply uncomfortable. While in the presence of a swarm of flies, maggots, roaches, or similar critteers, you take a -10% penalty to all Will Power Tests.",
+ "MARK-SHALLYA-4": "
Unworthiness: You always feel you have somehow failed those around you, especially if you could not heal their wounds or save their lives. You take a -10% penalty to Fellowship Tests made to interact with others because of your constant self-deprecating ways.",
+ "MARK-SHALLYA-5": "
Shallya's Mien: Your hair lightens, your eyes flow with holy tears and your face appears innocent. Henceforth, you take a -10% penalty on Perception and Search Tests, but you permanently increase your Fellowship Characteristic by %%. In addition, whenever you make a Heal Test, you repair 1 extra Wound.",
+ "MARK-SHALLYA-6": "
Peaceful Demeanour: You exude peace and tranquillity. Ordinary animals will never attack you unles syou first attack them.",
+ "MARK-SHALLYA-7": "
Healing Hands: Your hands are cool and soothing to the touch. Whenever you make a Heal Test, you repair an additional 2 Wounds.",
+ "MARK-SHALLYA-8": "
Tranquil Aura: Your presence calms aggressive tendencies. All creatures within 4 yards (2 squares) take a -10% penalty to Weapon Skill and Ballistic Skil Tests. This aura does not work on Daemons or Undead.",
+ "MARK-SHALLYA-9": "
Emboldened: You fundamentally understand Shallya's Mercy, and would martyr yourslef rather than retreat from your duties. So long as there are allies or innocents to help and protect, you may act normally when suffering from Fear or Terror, so long as your actions invlude healing those in need, warding their bodies from blows (but not attacking), helping theem reac safety, and the like.",
+ "MARK-SHALLYA-10": "
Marked by Shallya: A Dove, Heart, or Drop of Blood mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Shallya, and a +10% bonus to Fellowship Tests when dealing with other Shallyans if they can see the mark.",
+ "MARK-SIGMAR-1": "
Stubborn: You single-mindedly pursue Sigmar's cause, no matter the consequences. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-SIGMAR-2": "
Hammer Bearer: When wielding a hammer Hand Weapon or Great Weapon, you deal +1 damage. However, you take a -10% penalty to all Ballistic Skill Tests.",
+ "MARK-SIGMAR-3": "
Suspicious: Anyone may be a servant of the Dark Powers. You take a -10% penalty to all Fellowship Tests the first time you meet an individual.",
+ "MARK-SIGMAR-4": "
Grudge Bearer: You really bear grudges. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, byt gain a +10% bonus to both Strength and Will Power Tests for the duration of the encounter.",
+ "MARK-SIGMAR-5": "
Sigmar's Mien: Your hair lightens, your body bulks out and your eyes turn blue. You permanently gain 1d10/2 inches in height, 2d10 pounds in weight, and increase your Toughness Characteristic by 5%.",
+ "MARK-SIGMAR-6": "
Dawongr(Dwarf Friend): Your manner reminds Dwarfs of their ancient promises to Sigmar. You gain a +10% bonus to all Fellowship Tests made when interacting with Dwarfs.",
+ "MARK-SIGMAR-7": "
Greenskin Animosity: The thought of Greenskins fills you with righteous anger. Gain the Grudge-born Fury Talent.",
+ "MARK-SIGMAR-8": "
Symbol of Unity: Your presence inspires others with nationalistic pride. The first time during an encounter that a citizen of the Empire that is within 6 yards (3 squares) makes a Weapon Skill or Ballistic Skill Test against another citizen of the Empire, he takes a -10% penalty.",
+ "MARK-SIGMAR-9": "
Enlightened: Sigmar fills you with his divine purpose. When combating Greenskins or servants of Chaos, you automatically pass all Will Power Tests.",
+ "MARK-SIGMAR-10": "
Marked by Sigmar: A Comet or Hammer mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Sigmar, and a +10% bonus to Fellowship Tests when dealing with other Sigmarites if they can see the mark.",
+ "MARK-TAAL-RHYA-1": "
Wild Mind: Your thoughts are preoccupied with the passing seasons and baser needs. Permanently reduce your Intelligence Charactereistic by 5%.",
+ "MARK-TAAL-RHYA-2": "
Little Friends: Small animals, such as rodents and little birds, are attracted to you. They can be inconvenient, as they nibble everything and leave droppings everywhere. You take a -10% penalty to Fellowship Tests in social situations where such creatures are inappropriate.",
+ "MARK-TAAL-RHYA-3": "
Plant Growth: Holy plant life thrives somwhere on your body. At the GM's discretion, this may apply a -10% penalty yo Fellowship Tests in some social situations.",
+ "MARK-TAAL-RHYA-4": "
Seasonal: You are bound to the passing seasons. During the winter, you reduce your Wounds Characteristic by 2 and your Movement Characteristic by 1. In the autumn, you reduce your Wounds Characteristic by 1. In the spring, you increases your Wounds Characteristic by 1. In the summer, you increase your Wounds Characteristic by 2 and your Movement Characteristic by 1.",
+ "MARK-TAAL-RHYA-5": "
Taal or Rhya's Mien: You have an equal chance of assuming the likeness of Taal or Rhya. If Taal, you grow tall, strong, with shaggy hair. If Rhya, you become more curvaceous, with long flaxen hair, and appealing features. In either case, grow 1d10/2 inches taller and 2d10 pounds heavier. In addition, permanently increase your Fellowship Characteristic by 5%.",
+ "MARK-TAAL-RHYA-6": "
Animal Friend: Animals see you as one of their own, and never attack you evn if you attack them first. Unusual or controlled animals must pass a Challenging (-10%) Will Power Test to attack you.",
+ "MARK-TAAL-RHYA-7": "
Enlivened Flora: Wnever you remain in a natural setting for more than 1 round, all living plants within 4 yards (2 squares) grow healthy and lush. Whilst you are unaffected by this verdant growth, the area counts as difficult terrain afterwards, halving movement through it.",
+ "MARK-TAAL-RHYA-8": "
Tranquil Fauna: Animals are calmed by your presence. You gain a +10% bonus to Animal Care and Animal Training Tests.",
+ "MARK-TAAL-RHYA-9": "
Beast Senses: Taal or Rhya reveals the world around you as they see it. Gain the Keen Senses Talent.",
+ "MARK-TAAL-RHYA-10": "
Marked by Taal or Rhya: An Antlet, Axe, Coil of Live, Sheaf, or Bow and Arrow mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Taal & Rhya, and a +10% bonus to Fellowship Tests when dealing with other Taalites or Rhyans if they can see the mark.",
+ "MARK-ULRIC-1": "
Berserker: Each round in combat, you must pass a Will Power Test or immediately enter a Frenzy as if you had the Frenzy Talent.",
+ "MARK-ULRIC-2": "
Claws: You grow wickedly sharp claws. Permanently reduce your Ballistic Characteristic by 5%. Gain the Natural Weapons Talent.",
+ "MARK-ULRIC-3": "
Wolf's Eyes: You gain the clear, blue eyes of a Winter Wolf. You gain the Night Vision Talent, but can now only see in black and white.",
+ "MARK-ULRIC-4": "
Predator: Those around you become uncomfortable, instinctively aware that a killer is in their midst. You take a -10% penalty to Charm Tests, but gain a +10% bonus on Intimidate Tests.",
+ "MARK-ULRIC-5": "
Ulric's Mien: Your hair dakens, your body bulks, and you skin pales, becoming icy-cold. You grow 1d10/2 inches taller and 2 d10 pounds heavier. In addition, permanently increase your Strength Characteristic by 5%.",
+ "MARK-ULRIC-6": "
Wolf Friend: You attract a wolf companion. This creature is loyal and fights on your behalf. Should you treat the wolf poorly, it abandons you. You can gain this mark multiple times. Each time, you gain an additional wolf.",
+ "MARK-ULRIC-7": "
Pack Leader: You gain a measure of Ultic's undeniable authority. You gain a +10% bonus to all Command Tests.",
+ "MARK-ULRIC-8": "
One with the Wild: Ulric reveals the world around you as he sees it. You gain a +10% bonus to all Outdoor Survival Tests.",
+ "MARK-ULRIC-9": "
Ulric's Servant: Touched by Ulric, you no longer suffer the harmful effects of cold - except when it's triggered by a Wrath of God.",
+ "MARK-ULRIC-10": "
Marked by Ulric: A Wolf mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ulric, and a +10% bonus to Fellowship Tests when dealing with other Ulricans if they can see the mark.",
+ "MARK-VERENA-1": "
Savant: Your intellectual superiority makes it difficult for you to connect with others. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-VERENA-2": "
Daemon's Advocate: You can't help expressing alternative stances. If you allow an opinion or argument to be stated without countering it and balancing matters, take a -10% penalty yo all Will Power Tests for 24 hours.",
+ "MARK-VERENA-3": "
Just Heart: Whenever you see injustice, you must speak out against it unless you pass a Challenging (-10%) Will Power Test.",
+ "MARK-VERENA-4": "
Piercing Gaze: Your all-seeing eyes bore into everything around you. You gain a +10% bonus to all Perception Tests relying on sight, but take a -10% penalty on Charm Tests.",
+ "MARK-VERENA-5": "
Verena's Mien: Your back straightens, eyes clear and your face gains a dignified appearance. You grow 1d10/2 inches taller. In addition, permanently increase your Intelligence Characteristic by 5%.",
+ "MARK-VERENA-6": "
Owl Friend: Owls like you. You gain a +20% bonus on Charm Animal Tests made against owls.",
+ "MARK-VERENA-7": "
Eidetic Recall: With a successful Intelligence Test, you can perfectly recall any text you have read. You also gain a +20% bonus to all other tests involving memory.",
+ "MARK-VERENA-8": "
Voice of Wisdom: Your voice carried the wisdom of Verena Herself. Double the number of people you can affect with a Charm Test.",
+ "MARK-VERENA-9": "
Enlightened: Verena grants you a small portion of her wisdom. You gain a +10% bonus to all Academic Knowledge Tests that you have selected as skills. As well, you may attempt Academic Knowledge Tests outside of your fields of study, alebeit at a -20% penalty.",
+ "MARK-VERENA-10": "
Marked by Verena: An Owl, Scales, or Sword mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Verena, and a +10% bonus to Fellowship Tests when dealing with other Verenans if they can see the mark.",
+ "MARK-BEASTS-1": "
Aloof: Others find you emotionally detached and somewhat rude. Take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-BEASTS-2": "
Restless: You tend not t stay in one place for long, always needing to move about. It's worse when you're in closed spaces.",
+ "MARK-BEASTS-3": "
Dirty: For some reason, you attract dirt and you can never fully get clean.",
+ "MARK-BEASTS-4": "
Hairy: You grow thick hair all over your body. When you shave it off, it regrows quickly.",
+ "MARK-BEASTS-5": "
Feral: Your nails thicken and lenthen and your teeth grow pointed. You have a wild-eyed appearance others find unsettling. You take a -5% penalty to all Fellowship Tests made when interacting non-magic using Humans.",
+ "MARK-BEASTS-6": "
Aura of Savagery: Domesticated animals tend to turn angry, almost violent, while in your presence. All Animal Care and Animal Training Tests made by you or others while you are within 12 yards (4 squares) have their difficulty worsened by one step.",
+ "MARK-BEASTS-7": "
Musk: You exude a strong musky smell that puts others off. You take a -10% penalty to Fellowship Tests when interacting with Nobles, priests, and others of the upper class.",
+ "MARK-BEASTS-8": "
Brutish: You lack refinement and grace, imposing a -5% penalty to your Intelligence or Fellowship Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-BEASTS-9": "
Small Friends: You attract small, though harmless, animals like squirrels, mice, small birds, and so on. They seem to show up when least appropriate, leaving droppings in food and drink, and causing a nuisance. As a result, when in social situations where such creatures aren't appropriate, you take a -5% penalty to Fellowship Tests.",
+ "MARK-BEASTS-10": "
Mark of Ghur: The rune of
Ghur appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Beasts.",
+ "MARK-DEATH-1": "
Pallor: You sallow appearance, with pale skin and almost jaundiced eyes.",
+ "MARK-DEATH-2": "
Clammy Skin: You have cold skin. Asleep, you could be mistaken for dead.",
+ "MARK-DEATH-4": "
Dead Eyes: Your eyes are those of a dead man.",
+ "MARK-DEATH-3": "
Graveyard Stench: You stink of the grave. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-DEATH-5": "
Aura of Death: All plantswithin when you are within 4 yards (2 squares). This extends to equipment that derives from plant materials, worsening craftsmanship by one stop (to a maximum of Poor).",
+ "MARK-DEATH-6": "
Skull-like Visage: Your skin draws tightly to your skill. You take a -5% penalty to Fellowship Tests.",
+ "MARK-DEATH-7": "
Skeletal Fram: Your body muscle mithers, imposing a -5% penalty to your Strength or Toughness Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-DEATH-8": "
Voice of the Dead: Your voice changes so that when you speak, it is in an unsettling whisper. You take a -5% penalty to Animal Training and Fellowship Tests.",
+ "MARK-DEATH-9": "
Haunted: Voices and apparitions of the dead follow you everywhere, distracting you. Take a -10% penalty to Perception Tests.",
+ "MARK-DEATH-10": "
Mark of Shyish: The rune of
Shyish appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Death.",
+ "MARK-FIRE-1": "
Temper: You have a quick temper, losing your cool at the slightest provocation.",
+ "MARK-FIRE-2": "
Hyperactive: You can't sit still. You fidget constantly.",
+ "MARK-FIRE-3": "
Red Hair: Your hair and eyebrows turn bright, fiery red.",
+ "MARK-FIRE-4": "
Face Tattoos: Odd markings, like tattoos, appear on your face. Take a -10% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-FIRE-5": "
Flaming Eyes: Your eyes literally smolder with energy. Animals become nervous when you're around. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-FIRE-6": "
Hot Skin: Your skin is always feverish and you have a flushed appearance.",
+ "MARK-FIRE-7": "
Vulnerable to Cold: You are uncomfortable in the cold, taking a -5% penalty to Weapon Skill and Ballistic Skill Tests when exposed to cold climes.",
+ "MARK-FIRE-8": "
Aura of Brimstone: You stink of brimstone. All characters within 4 yards (2 squares) take a -10% penalty to olfactory-based Perception Tests.",
+ "MARK-FIRE-9": "
Raging Temper: You are volatile, more so than others of the Bright Order. You gain 1 Insanity Point and take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-FIRE-10": "
Mark of Aqshy: The rune of
Aqshy appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Fire.",
+ "MARK-HEAVENS-1": "
Zephyr: Small breezes and winds gather about you, causing paper to rustle, dust to swirl up and other such minor effects.",
+ "MARK-HEAVENS-2": "
Feather Light: Azyr loosens the shackles of gravity. Your body weight decreases by 10%. Your appearance remains unchanged.",
+ "MARK-HEAVENS-3": "
White Hair: Your hair turns snow white. Dyes do not hold.",
+ "MARK-HEAVENS-4": "
Blue Eyes: Your eyes change colour to a startling shade of blue. In areas of low-lighting, they faintly glow. Take a -5% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-HEAVENS-5": "
Disturbing Visions: You commonly see disconnected portentous events that are meaningless to you. The constant barrage is distracting, imposing a -5% penalty yo Perception Tests.",
+ "MARK-HEAVENS-6": "
Scentless: Your natural smell is replaced by the scent of fresh air. Reeking fluids, noxious potions and other sources of stench gradually lose their aroma on contact with your person. Whilst this is advantageous after, say, a walk through a filth spattered street, it does serve to make people and animals uncomfortable in your presence. You take a -5% Fellowship penalty when dealing with people, and a -10% Fellowship penalty when dealing with animals. All attempts to track you using scent are considered Hard (-20%).",
+ "MARK-HEAVENS-7": "
Alarming Visions: Whenever you suffer the effects to Tzeentch's Curse, you must succeed on a Challenging (-10%) Will Power Tests to control the sudden flashes of precognition that come with the botched magic. If you fail, you are stunned for 1 round.",
+ "MARK-HEAVENS-8": "
Aura of Tranquillity: You emit a strange, but peaceful, aura that others find calming. Characters within 4 yards (2 squares) take a -5% penalty to Weapon Skill and Ballistic Skill Tests.",
+ "MARK-HEAVENS-9": "
Stargazer: You become agitated when you are unable to scry the stars. The difficulty of all tests involving Academic Knowledge or Will Power increases by you step for each night you fail to observe the night sky for at least half an hour. All accumulated penalties are removed when you are able to study the heavens once more.",
+ "MARK-HEAVENS-10": "
Mark of Azyr: The rune of
Azyr appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of the Heavens.",
+ "MARK-LIFE-1": "
Plant Growth: A small patch of plantlife begins to thrive upon your skin. These growths are inconsequential - mould under the fingernails, ivy in the hair and so on - but they are somewhat peculiar. They may be removed, but always grow back the following day.",
+ "MARK-LIFE-2": "
Barefoot: You can't abide by wearing footwear and you you must, you take a -5% penalty to Agility Tests.",
+ "MARK-LIFE-3": "
Rapid Hair and Nails: Your hair and fingernails grow at an almost alarming rate. You must spend a portion of each day, trimming them back.",
+ "MARK-LIFE-4": "
Green Skin: Your skin changes colour, assuming a greenish hue. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIFE-5": "
Vulnerability to Fire: Fire deals +1 Damage against you.",
+ "MARK-LIFE-6": "
Great Constitution: You gain Resistance to Disease.",
+ "MARK-LIFE-7": "
Metal Revulsion: You can't bear to touch metal objects of any kind. When you do, you must make a Challenging (-10%) Will Power Test or take a -1 cumulative penalty to your Magic Characteristic for 24 hours. You need not take the Test if struck by a metal weapon in combat.",
+ "MARK-LIFE-8": "
Aura of Growth: You emit an aura of growth and health, restoring life and colour to all plants you pass within 4 yards (2 squares). In natural environments, each of these spaces slows movement as if they were difficult terrain, halving movement through it, though you yourself are unaffected.",
+ "MARK-LIFE-9": "
Bound to the Seasons: You are physically affected by the passage of the seasons. In the winter, you take a -2 penalty to your Wounds Characteristic and a -1 penalty to your Movement Characteristic; in the autumn, you take a -1 penalty to your Wounds Characteristic; in the spring, you gain a +1 bonus to your Wounds Characteristic; in the summer, you gain a +2 bonus to your Wounds Characteristic and a +1 bonus to your Movement Characteristic.",
+ "MARK-LIFE-10": "
Mark of Ghyran: The rune of
Ghyran appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Life.",
+ "MARK-LIGHT-1": "
Choral Voice: Your voice becomes suffused with the harmonious vibrations of
Hysh. When you sing, it sounds as if scores of others are singing alongside you.",
+ "MARK-LIGHT-2": "
Eureka!: You inspire small acts of remembrance and deja-vu in those around you. You have no control over this effect, which tends to make non-magic users a little distracted when talking to you.",
+ "MARK-LIGHT-3": "
Pale: Your skin lightens considerably, bordering on semi-translucent.",
+ "MARK-LIGHT-4": "
Erie Eyes: Your eyes change colour, becoming milky white or have a golden luminance. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIGHT-5": "
Arrogant: Your deep knowledge (or rather your opinion about your own education) comes off as arrogant and pretentious. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-LIGHT-6": "
Paranoid: Given your wisdom, you have a deeper understanding of the nature of the Realm of Chaos, making you suspicious of all those around you. You take a -5% penalty to all Fear Tests.",
+ "MARK-LIGHT-7": "
Vulnerability to Darkness: When in areas of low-lighting, you take a -10% penalty to Channelling Tests.",
+ "MARK-LIGHT-8": "
Aura of Light: You give off a radiant energy that makes other light sources glow brighter than normal. All light sources within 4 yards (2 squares) provide light as if one step stronger. For instance, a candle would shed light as a lamp. (See
WFRP, page 117.) However, within such light, all characters take a -20% penalty to Concealment Tests.",
+ "MARK-LIGHT-9": "
Luminescent: You give off a constant soft glow, making it nearly impossible to conceal your movements. You take a -20% penalty yo all Concealment Tests. However, you shed light equal to torchlight (see
WFRP, page 117.).",
+ "MARK-LIGHT-10": "
Mark of Hysh: The rune of
Hysh appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Light.",
+ "MARK-METAL-1": "
Quicksilver Tears: Your tears and sweat take on the appearance of mercury. For all other intents and purposes they remain unchanged from normal tears and sweat.",
+ "MARK-METAL-2": "
Leaden Tongue: Your voice takes on a harsh tone, akin to metal clashing upon metal. Your singing sounds like a gong related accident.",
+ "MARK-METAL-3": "
Golden Skin: Your skin becomes thick, gaining a subtle golden sheen.",
+ "MARK-METAL-4": "
Stiff Limbs: Your limbs stiffen, making it hard to move around. Take a -5% penalty to your Agility Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-5": "
Magic Conductor: You attract magical energy. All characters within 4 yards (2 squares), take a -10% penalty to Will Power Tests made to resist spells.",
+ "MARK-METAL-6": "
Aura of Magnetism: You emit a strange aura that attracts metals to your flesh. Enemies trying to strike you gain a +5% bonus to Weapon Skill and Ballistic Skill Tests, though anyone else within 4 yards (2 squares) who tries to strike someone other than you takes a -5% penalty on all Weapon Skill and Ballistic Skill Tests.",
+ "MARK-METAL-7": "
Mechanical: When you interact with an animal, it sees you as an object rather than a creature. Animals will only attack you if you first attack them.",
+ "MARK-METAL-8": "
Greater Golden Skin: Your skin hardens into a thick shell. You take a -20% penalty to your Agility Characteristic and a -1 penalty to your Movement Characteristic, but you gain 1 Armour Point to all locations. These points stack with all other forms of Armour, but not leather or studded leather (see page 17 in
Old World Armoury). Modify your starting profile accordingly.",
+ "MARK-METAL-9": "
Slow: You have a hard time moving around. Take a -2 penalty to your Movement Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-10": "
Mark of Chamon: The rune of
Chamon appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Metal.",
+ "MARK-SHADOW-1": "
Flicker: Light seems uncomfortable in your presence. Candles flicker, lanterns dim and fires burn low when you are around.",
+ "MARK-SHADOW-2": "
Trickster: You cloak yourself in deception and misdirection, making you untrustworthy to others. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-3": "
Mantle of Mist: Mist, fog, smoke and other vapours seem drawn to your side. This adds a +5% bonus to Intimidate Tests made in fog banks and other suitable conditions, but does mean you tend to reek of smoke all the time.",
+ "MARK-SHADOW-4": "
Aspect of Ulgu: Your frame lightens and tightens whilst your hair colour changes to grey.",
+ "MARK-SHADOW-5": "
Forgettable: People can't seem to remember your face. Characters who've met you must succeed on an Intelligence Tests to recall who you are.",
+ "MARK-SHADOW-6": "
Disturbing Eyes: Your eyes become grey and swirl with unnatural darkness. You gain a +5% bonus to Intimidate Tests.",
+ "MARK-SHADOW-7": "
Insubstantial: Your body becomes slightly insubstantial. You gain a +10% bonus to Concealment Tests, but you take a -5% penalty to your Toughness Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-8": "
Unnatural Shadow: Your shadow does not behave itself - moving often of it's own accord. The shifting wrongness of your shadow puts folk ill at ease, imposing a -10% penalty to Fellowship Tests made when interacting with non-magic users. Worse, superstitious peasants will need convincing that you are not a Daemon.",
+ "MARK-SHADOW-9": "
Shrouded: Your body draws shadows towards it. You gain a +10% bonus to Concealment Tests.",
+ "MARK-SHADOW-10": "
Mark of Ulgu: The rune of
Ulgu appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Shadow.",
+ "ARCANE-MARK": "Arcane Mark",
+ "CHARACTERISTIC": "Characteristic"
}
\ No newline at end of file
diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/es.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/es.json
index 7d17e6c2d3..18555e78b3 100644
--- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/es.json
+++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/es.json
@@ -1,286 +1,787 @@
{
- "character-name": "Nombres y Apellidos",
- "career": "Carrera",
- "career-path": "Trayectoria",
- "race": "Raza",
- "religion": "Religión",
- "concept": "Concepto",
- "advancements": "Avances",
- "xp": "EXP",
- "core-stats": "Estadísticas",
- "background": "Trasfondo",
- "weapons": "Armas",
- "armor": "Armdr.",
- "spellbook": "Grimorio",
- "inventory": "Inventario",
- "character-profile": "Perfil del Personaje",
- "main-profile": "Características Básicas",
- "main": "Basicas",
- "abbreviate-weapon-skill": "HA",
- "abbreviate-ballistic-skill": "HP",
- "abbreviate-strength": "F",
- "abbreviate-toughness": "R",
- "abbreviate-agility": "Ag",
- "abbreviate-intelligence": "Int",
- "abbreviate-will-power": "V",
- "abbreviate-fellowship": "Emp",
- "starting": "Iniciales",
- "talents": "Talentos",
- "advance": "Avances",
- "current": "Actuales",
- "secondary-profile": "Características-Secundarias",
- "secondary": "Secundarias",
- "abbreviate-attacks": "A",
- "abbreviate-wounds": "H",
- "abbreviate-strength-bonus": "BF",
- "abbreviate-toughness-bonus": "BR",
- "abbreviate-movement": "M",
- "abbreviate-magic": "Mag",
- "abbreviate-insanity-points": "PL",
- "abbreviate-fate-points": "PD",
- "combat": "Combate",
- "initiative": "Iniciativa",
- "wounds": "Heridas",
- "fortune": "Fortuna",
- "move": "Mov.",
- "charge": "Carga",
- "run": "Correr",
- "leap": "Salto",
- "abbreviate-initiative": "Inic.",
- "check-luck": "Comprueba si tienes el talento de Suerte",
- "talent-name": "Nombre del Talento",
- "description": "Descripción",
- "skills": "Habilidades",
- "knowledge-and-language-skills": "Conocimientos y Hablar idioma",
- "skill-name": "Habilidad",
- "abbreviate-characteristic": "Atrib.",
- "training": "Entreno",
- "misc": "Misc",
- "total": "Total",
- "roll": "Dado",
- "abbreviate-gm": "GM",
- "common-knowledge-any": "Conocimiento común (cualquiera)",
- "common-knowledge": "Conocimiento común",
- "trained": "Adquirido",
- "perform-trade-and-other-skills": "Actuar, Comerciar y otras habilidades",
- "basic": "Básico",
- "special-rules": "Reglas Especiales",
- "name": "Nombre",
- "basic-skills": "Habilidades Básicas",
- "animal-care": "Cría de animales",
- "charm": "Carisma",
- "command": "Mando",
- "concealment": "Esconderse",
- "consume-alcohol": "Consumir alcohol",
- "disguise": "Disfrazarse",
- "drive": "Conducir",
- "evaluate": "Tasar",
- "gamble": "Jugar",
- "gossip": "Cotilleo",
- "haggle": "Regatear",
- "intimidate": "Intimidar",
- "outdoor-survival": "Supervivencia",
- "preception": "Percepción",
- "ride": "Montar",
- "row": "Remar",
- "scale-sheet-surface": "Escalar",
- "search": "Buscar",
- "silent-move": "Movimiento Silencioso",
- "swim": "Nadar",
- "advanced-skills": "Habilidades Avanzadas",
- "animal-training": "Adiestrar animales",
- "blather": "Charlatanería",
- "chanelling": "Canalizar",
- "charm-animal": "Carisma Animal",
- "dodge-blow": "Esquivar",
- "follow-trail": "Rastrear",
- "heal": "Sanar",
- "hypnotism": "Hipnotismo",
- "lip-reading": "Leer labios",
- "magical-sense": "Sentir Magia",
- "navigation": "Orientación",
- "pick-lock": "Forzar cerraduras",
- "prepare-poison": "Preparar venenos",
- "read-and-write": "Leer/escribir",
- "sail": "Navegar",
- "set-trap": "Poner trampas",
- "shadowing": "Seguimiento",
- "sleight-of-hand": "Prestidigitación",
- "torture": "Tortura",
- "vetroloquism": "Ventriloquía",
- "astrology": "Astrología",
- "star-sign": "Signo Astral",
- "doom": "Destino",
- "appearance": "Apariencia",
- "gender": "Género",
- "build": "Constitución",
- "age": "Edad",
- "attr-height": "Altura",
- "weight": "Peso",
- "eyes": "Color de ojos",
- "skin": "Color de piel",
- "hair": "Pelo",
- "history": "Historia",
- "miscellaneous-notes": "Notas",
- "starting-career": "Profesión Inicial",
- "career-name": "Nombre de la profesión",
- "career-main-profile": "Características Principales",
- "weapon-skill": "Hab. de Armas",
- "ballistic-skill": "Hab. de Proyectiles",
- "strength": "Fuerza",
- "toughness": "Resistencia",
- "agility": "Agilidad",
- "intelligence": "Inteligencia",
- "will-power": "Voluntad",
- "fellowship": "Empatía",
- "career-secondary-profile": "Características Secundarias",
- "attacks": "Ataques",
- "strength-bonus": "BF",
- "toughness-bonus": "BR",
- "movement": "Movimientos",
- "magic": "Magia",
- "insanity-points": "Puntos de locura",
- "fate-points": "Puntos de Destino",
- "career-skills": "Habilidades",
- "career-talents": "Talentos",
- "career-exits": "Salidas",
- "second-career": "Segunda Profesión",
- "third-career": "Tercera Profesión",
- "fourth-career": "Cuarta Profesión",
- "fifth-career": "Quinta Profesión",
- "melee-weapons": "Armas cuerpo a cuerpo",
- "abbreviate-proficiency": "Comp?",
- "weapon": "Nombre del Arma",
- "craftsmanship": "Calidad",
- "ws-bonus": "Bonus HA",
- "to-hit": "Acierto",
- "damage": "Daño",
- "impact": "Impct.",
- "defensive": "Def.",
- "qualities": "Cualidades",
- "attack": "Attaque",
- "parry": "Bloquear",
- "poor": "Pobre",
- "common": "Común",
- "good": "Buena",
- "best": "La mejor",
- "abbreviate-attack": "Atq",
- "abbreviate-damage": "Daño",
- "abbreviate-parry": "Bloq",
- "ranged-weapons": "Armas de Proyectil",
- "bs-bonus": "Bonus HP",
- "type": "Tipo",
- "reload": "Recarga",
- "range": "Alcance",
- "ammo": "Munición",
- "shoot": "Disparar",
- "throw": "Lanzar",
- "free": "Libre",
- "half": "Media",
- "full-number": "{{0}} Entera",
- "critical-hit": "Golpe Crítico",
- "critical-roll": "Dado Crítico",
- "critical": "Crítico",
- "petty": "Pueril",
- "lesser": "Menor",
- "arcane": "Arcana",
- "divine": "Divina",
- "runes": "Runas",
- "perform-chanelling": "Usa media acción para canalizar",
- "spell-name": "Nombre",
- "casting-number": "Factor de dificultad",
- "casting-time": "Tiempo de conjuración",
- "duration": "Duración",
- "target": "Objetivo/Area",
- "none": "Ninguno",
- "1d10magic": "1d10 + Magia",
- "spell-healing": "Hechizo de Sanación",
- "cast": "Conjurar",
- "ingredient-bonus": "Ingrediente Bonus",
- "ingredient": "Ingrediente",
- "spell-damage": "Daño",
- "spell-description": "Descripción",
- "petty-spell": "Hechizo Pueril",
- "lesser-spell": "Hechizo Menor",
- "arcane-spell": "Hechizo Arcano",
- "divine-spell": "Hechizo Divino",
- "rune": "Runa",
- "inscription-number": "Numero de Inscripciones",
- "empowerment": "Encantamiento",
- "inscribe": "Inscripción",
- "permanent-rune-description": "Descripción permanente",
- "temporary-rune-description": "Descripción temporal",
- "coin-carried": "Monedero",
- "brass-pennies-bp": "Peniques de latón (P)",
- "silver-shillings-ss": "Chelines de plata (C)",
- "gold-crowns-gc": "Coronas de oro (Co)",
- "total-gc-value": "Valor total en (Co)",
- "exchange-rate": "Tasa de cambio",
- "exchange-rate-description": "240 Peniques de latón = 20 Chelines de plata = 1 Corona de oro",
- "encumbrance": "Carga",
- "trappings": "Ornamentos",
- "coin": "Moneda",
- "other": "Otros",
- "carrying-capacity": "Carga maxima",
- "push-drag-lift": "Empujar/Tirar/Levantar",
- "encumbered": "Sobrecarga",
- "dwarf": "Enano",
- "dwarf-encumbrance": "Los enanos pueden cargar el doble que otros personajes.",
- "encumbrance-description": "La sobrecarga introducida en cada fila es :",
- "encumbrance-choice1": "El total de la carga de la fila (Ignorando cantidad)",
- "encumbrance-choice2": "La carga de cada objeto de la fila (La carga total de la fila = cantidad * carga)",
- "page1": "Pagina 1",
- "page2": "Pagina 2",
- "page3": "Pagina 3",
- "show-all": "Muestrame todas",
- "row-nr": "Fila #",
- "carried-question": "Lo llevas?",
- "abbreviate-quantity": "Cant.",
- "treasure-loot-inventory-notes": "Tesoro/Botín/Notas",
- "protective-item": "Objetos de protección",
- "head": "Cabeza",
- "worn": "Tengo",
- "armor-type": "Tipo de Armdr.",
- "armor-points": "Puntos de Armadura",
- "magic-bonus": "Bonus Magico",
- "total-ap": "Total PA",
- "leather": "Cuero",
- "mail": "Malla",
- "plate": "Placas",
- "torso": "Cuerpo",
- "arms": "Brazos",
- "legs": "Piernas",
- "armor-penalties": "Penalización de Armadura",
- "armor-penalties-description1": "Llevar una armadura media o pesada da una penalización de -10 en pruebas de agilidad.",
- "armor-penalties-description2": "El uso de armadura pesada reduce el movimiento en 1, a menos que tengas el talento robusto.",
- "hit-locations": "Zonas de impacto",
- "left-arm": "Brazo Izquierdo",
- "left-leg": "Pierna Izquierda",
- "right-arm": "Brazo Derecho",
- "right-leg": "Pierna Derecha",
- "advanced-skill": "Habilidad Avanzada",
- "basic-skill": "Habilidad Básicas",
- "knowledge-skill": "Habilidad de Conocimiento",
- "various-skill": "Habilidad Diversa",
- "blood-loss": "Perdida de Sangre",
- "bleeding": "Sangrando",
- "casting-test": "Prueba de Invocación",
- "outcome": "Resultado",
- "spellcasting-succeeds": "Hechizo Conseguido",
- "hit-left-arm": "Brazo Izquierdo",
- "hit-right-leg": "Pierna Derecha",
- "hit-location-number": "Localización {{0}}",
- "hit-right-arm": "Brazo Derecho",
- "damage-number": "Daño {{0}}",
- "hit-left-leg": "Pierna Izquierda",
- "hit-body": "Cuerpo",
- "hit-head": "Cabeza",
- "target-number": "Objetivo",
- "attack-roll": "Ataque",
- "miss": "Falla",
- "parry-roll": "Bloqueo",
- "failure": "Fallo",
- "spellcasting-fails": "Hechizo Fallido",
- "test-result": "Resultado Total",
- "characteristic": "Característica"
+ "CHARACTER-NAME": "Character Name",
+ "CAREER": "Career",
+ "CAREER-PATH": "Career Path",
+ "RACE": "Race",
+ "RELIGION": "Religion",
+ "CONCEPT": "Concept",
+ "ADVANCEMENTS": "Advancements",
+ "XP": "XP",
+ "XP-EARNED": "XP Earned",
+ "XP-SPENT": "XP Spent",
+ "XP-REST": "XP Rest",
+ "PUBLIC": "Make all rolls public",
+ "WHISPER": "Whisper all rolls to GM",
+ "CORE-STATS": "Core Stats",
+ "BACKGROUND": "Background",
+ "WEAPONS": "Weapons",
+ "ARMOR": "Armor",
+ "SPELLBOOK": "Spellbook",
+ "INVENTORY": "Inventory",
+ "SETTINGS": "Settings",
+ "CHARACTER-PROFILE": "Character Profile",
+ "MAIN-PROFILE": "Main Profile",
+ "MAIN": "Main",
+ "ABBREVIATE-WEAPON-SKILL": "WS",
+ "ABBREVIATE-BALLISTIC-SKILL": "BS",
+ "ABBREVIATE-STRENGTH": "S",
+ "ABBREVIATE-TOUGHNESS": "T",
+ "ABBREVIATE-AGILITY": "Ag",
+ "ABBREVIATE-INTELLIGENCE": "Int",
+ "ABBREVIATE-WILL-POWER": "WP",
+ "ABBREVIATE-FELLOWSHIP": "Fel",
+ "STARTING": "Starting",
+ "TALENTS": "Talents",
+ "ADVANCE": "Advance",
+ "CURRENT": "Current",
+ "MODIFIER": "Modifier",
+ "SECONDARY-PROFILE": "Secondary Profile",
+ "SECONDARY": "Secondary",
+ "ABBREVIATE-ATTACKS": "A",
+ "ABBREVIATE-WOUNDS": "W",
+ "ABBREVIATE-STRENGTH-BONUS": "SB",
+ "ABBREVIATE-TOUGHNESS-BONUS": "TB",
+ "ABBREVIATE-MOVEMENT": "M",
+ "ABBREVIATE-MAGIC": "Mag",
+ "ABBREVIATE-INSANITY-POINTS": "IP",
+ "ABBREVIATE-FATE-POINTS": "FP",
+ "COMBAT": "Combat",
+ "INITIATIVE": "Initiative",
+ "WOUNDS": "Wounds",
+ "FORTUNE": "Fortune",
+ "MOVE": "Move",
+ "CHARGE": "Charge",
+ "RUN": "Run",
+ "LEAP": "Leap",
+ "ABBREVIATE-INITIATIVE": "Init",
+ "CHECK-LUCK": "Check if you have the Luck Talent",
+ "TALENT-NAME": "Talent Name",
+ "DESCRIPTION": "Descripton",
+ "SKILLS": "Skills",
+ "KNOWLEDGE-AND-LANGUAGE-SKILLS": "Knowledge and Language Skills",
+ "KNOWLEDGE": "Knowledge",
+ "SKILL-NAME": "Skill Name",
+ "ABBREVIATE-CHARACTERISTIC": "Char",
+ "TRAINING": "Training",
+ "ABBREVIATE-MISCELLANEOUS": "Misc",
+ "TOTAL": "Total",
+ "ROLL": "Roll",
+ "ABBREVIATE-GM": "GM",
+ "COMMON-KNOWLEDGE-ANY": "Common Knowledge (any)",
+ "COMMON-KNOWLEDGE": "Common Knowledge",
+ "PERFORM-TRADE-AND-OTHER-SKILLS": "Perform, Trade, and Other Skills",
+ "TRAINED": "Trained",
+ "BASIC": "Basic",
+ "SPECIAL-RULES": "Special Rules",
+ "NAME": "Name",
+ "BASIC-SKILLS": "Basic Skills",
+ "ANIMAL-CARE": "Animal Care",
+ "CHARM": "Charm",
+ "COMMAND": "Command",
+ "CONCEALMENT": "Concealment",
+ "CONSUME-ALCOHOL": "Consume Alcohol",
+ "DISGUISE": "Disguise",
+ "DRIVE": "Drive",
+ "EVALUATE": "Evaluate",
+ "GAMBLE": "Gamble",
+ "GOSSIP": "Gossip",
+ "HAGGLE": "Haggle",
+ "INTIMIDATE": "Intimidate",
+ "OUTDOOR-SURVIVAL": "Outdoor Survival",
+ "PERCEPTION": "Perception",
+ "RIDE": "Ride",
+ "ROW": "Row",
+ "SCALE-SHEER-SURFACE": "Scale Sheer Surface",
+ "SEARCH": "Search",
+ "SILENT-MOVE": "Silent Move",
+ "SWIM": "Swim",
+ "ADVANCED-SKILLS": "Advanced Skills",
+ "ANIMAL-TRAINING": "Animal Training",
+ "BLATHER": "Blather",
+ "CHANNELLING": "Channelling",
+ "CHARM-ANIMAL": "Charm Animal",
+ "DODGE-BLOW": "Dodge Blow",
+ "FOLLOW-TRAIL": "Follow Trail",
+ "HEAL": "Heal",
+ "HYPNOTISM": "Hypnotism",
+ "LIP-READING": "Lip Reading",
+ "MAGICAL-SENSE": "Magical Sense",
+ "NAVIGATION": "Navigation",
+ "PICK-LOCK": "Pick Lock",
+ "PREPARE-POISON": "Prepare Poison",
+ "READ-AND-WRITE": "Read and Write",
+ "SAIL": "Sail",
+ "SET-TRAP": "Set Trap",
+ "SHADOWING": "Shadowing",
+ "SLEIGHT-OF-HAND": "Sleight of Hand",
+ "TORTURE": "Torture",
+ "VENTRILOQUISM": "Ventriloquism",
+ "ASTROLOGY": "Astrology",
+ "STAR-SIGN": "Star Sign",
+ "DOOM": "Doom",
+ "APPEARANCE": "Appearance",
+ "GENDER": "Gender",
+ "BUILD": "Build",
+ "AGE": "Age",
+ "HEIGHT": "Height",
+ "WEIGHT": "Weight",
+ "EYES": "Eyes",
+ "SKIN": "Skin",
+ "HAIR": "Hair",
+ "HISTORY": "History",
+ "MISCELLANEOUS-NOTES": "Miscellaneous Notes",
+ "CAREER-NAME": "Career Name",
+ "STARTING-CAREER": "Starting Career",
+ "SECOND-CAREER": "Second Career",
+ "THIRD-CAREER": "Third Career",
+ "FOURTH-CAREER": "Fourth Career",
+ "FIFTH-CAREER": "Fifth Career",
+ "CAREER-ENTERED": "Career Entered",
+ "CAREER-ENTERED_CHECK": "Check if you've entered this career.",
+ "CAREER-MAIN-PROFILE": "Career Main Profile",
+ "WEAPON-SKILL": "Weapon Skill",
+ "BALLISTIC-SKILL": "Ballistic Skill",
+ "STRENGTH": "Strength",
+ "TOUGHNESS": "Toughness",
+ "AGILITY": "Agility",
+ "INTELLIGENCE": "Intelligence",
+ "WILL-POWER": "Will Power",
+ "FELLOWSHIP": "Fellowship",
+ "CAREER-SECONDARY-PROFILE": "Career Secondary Profile",
+ "ATTACKS": "Attacks",
+ "STRENGTH-BONUS": "Strength Bonus",
+ "TOUGHNESS-BONUS": "Toughness Bonus",
+ "MOVEMENT": "Movement",
+ "MAGIC": "Magic",
+ "INSANITY-POINTS": "Insanity Points",
+ "FATE-POINTS": "Fate Points",
+ "CAREER-SKILLS": "Career Skills",
+ "CAREER-TALENTS": "Career Talents",
+ "CAREER-SKILLS-AND-TALENTS": "Career Skills and Talents",
+ "SKILL-OR-TALENT": "Skill or Talent",
+ "CAREER-EXITS": "Career Exits",
+ "TAKEN": "Taken",
+ "MELEE-WEAPONS": "Melee Weapons",
+ "ABBREVIATE-PROFICIENCY": "Prof?",
+ "WEAPON": "Weapon",
+ "CRAFTSMANSHIP": "Craftsmanship",
+ "ABBREVIATE-CRAFTSMANSHIP": "Craft",
+ "ABBREVIATE-ENCUMBRANCE": "Enc",
+ "WS-BONUS": "WS Bonus",
+ "TO-HIT": "To Hit",
+ "DAMAGE": "Damage",
+ "FURY-DAMAGE": "Fury Damage",
+ "DAMAGE-INC-SB": "Melee damage already includes SB.",
+ "IMPACT": "Impact",
+ "ABBREVIATE-IMPACT": "Imp",
+ "DEFENSIVE": "Defensive",
+ "ABBREVIATE-DEFENSIVE": "Def",
+ "QUALITIES": "Qualities",
+ "FRENZY-DESCRIPTION": "Check if you are using the Frenzy Talent",
+ "ATTACK": "Attack",
+ "PARRY": "Parry",
+ "POOR": "Poor",
+ "COMMON": "Common",
+ "GOOD": "Good",
+ "BEST": "Best",
+ "ABBREVIATE-ATTACK": "Atk",
+ "ABBREVIATE-DAMAGE": "Dmg",
+ "ABBREVIATE-PARRY": "Pry",
+ "RANGED-WEAPONS": "Ranged Weapons",
+ "BS-BONUS": "BS Bonus",
+ "TYPE": "Type",
+ "RELOAD": "Reload",
+ "RANGE": "Range",
+ "ABBREVIATE-AMMUNITION": "Ammo",
+ "ABBREVIATE-AMMUNITION-ENCUMBRANCE": "Ammo Enc",
+ "AMMO-ENCUMBRANCE-DESCRIPTION": "Note Encombrance value for 1 piece of ammo.",
+ "SHOOT": "Shoot",
+ "THROW": "Throw",
+ "FREE": "Free",
+ "HALF": "Half",
+ "FULL-NUMBER": "{{0}} Full",
+ "CRITICAL": "Critical",
+ "CRITICAL-HIT": "Critical Hit",
+ "CRITICAL-ROLL": "Critical Roll",
+ "TOTAL-MELEE-WEAPON-ENCUMBRANCE": "Total Melee Weapon Encumbrance",
+ "TOTAL-RANGED-WEAPON-ENCUMBRANCE": "Total Ranged Weapon Encumbrance",
+ "TOTAL-WEAPON-ENCUMBRANCE": "Total Weapon Encumbrance",
+ "PETTY": "Petty",
+ "LESSER": "Lesser",
+ "ARCANE": "Arcane",
+ "DIVINE": "Divine",
+ "RUNES": "Runes",
+ "RITUALS": "Rituals",
+ "PERFORM-CHANNELLING": "Take a Half Action to perform Channelling",
+ "SPELL-NAME": "Name",
+ "CASTING-NUMBER": "Casting Number",
+ "CASTING-TIME": "Casting Time",
+ "DURATION": "Duration",
+ "TARGET": "Target/AoE",
+ "NONE": "None",
+ "1D10MAGIC": "1d10 + Magic",
+ "SPELL-HEALING": "Spell Healing",
+ "CAST": "Cast",
+ "INGREDIENT-BONUS": "Ingredient Bonus",
+ "INGREDIENT": "Ingredient",
+ "SPELL-DAMAGE": "Spell Damage",
+ "SPELL-DESCRIPTION": "Spell Description",
+ "RITUAL-DESCRIPTION": "Ritual Description",
+ "ARCANE-LANGUAGE": "Arcane Language",
+ "REQUIRED-MAGIC": "Required Magic",
+ "XP-COST": "XP Cost",
+ "CONDITIONS": "Conditions",
+ "CONSEQUENCES": "Consquences",
+ "petty-spell": "Hechizo Pueril",
+ "lesser-spell": "Hechizo Menor",
+ "arcane-spell": "Hechizo Arcano",
+ "divine-spell": "Hechizo Divino",
+ "RUNE": "Rune",
+ "INSCRIPTION-NUMBER": "Inscription Number",
+ "EMPOWERMENT": "Empowerment",
+ "INSCRIBE": "Inscribe",
+ "PERMANENT-RUNE-DESCRIPTION": "Permanent Rune Description",
+ "TEMPORARY-RUNE-DESCRIPTION": "Temporary Rune Description",
+ "MAGIC-USED": "Amount of Magic used",
+ "CHANNELLING-SUCCESS": "Channelling success",
+ "INGREDIENT-USED": "Ingredient used",
+ "RUNE-TYPE": "Rune type",
+ "TEMPORARY": "Temporary",
+ "PERMANENT": "Permanent",
+ "MINUTES": "minute(s)",
+ "WEEKS": "week(s)",
+ "COIN-CARRIED": "Coin Carried",
+ "BRASS-PENNIES-BP": "Brass Pennies (BP)",
+ "SILVER-SHILLINGS-SS": "Silver Shillings (SS)",
+ "GOLD-CROWNS-GC": "Gold Crowns (GC)",
+ "TOTAL-GC-VALUE": "Total GC Value",
+ "EXCHANGE-RATE": "Exchange Rate",
+ "EXCHANGE-RATE-DESCRIPTION": "240 brass pennies = 20 silver shilling = 1 gold crown",
+ "ENCUMBRANCE": "Encumbrance",
+ "TRAPPINGS": "Trappings",
+ "COIN": "Coin",
+ "OTHER": "Other",
+ "CARRYING-CAPACITY": "Carrying Max",
+ "PUSH-DRAG-LIFT": "Push/Drag/Lift",
+ "ENCUMBERED": "Encumbered",
+ "ENCUMBERED-MOVEMENT-PENALTY": "Encumbered Movement penalty",
+ "DWARF": "Dwarf",
+ "DWARF-ENCUMBRANCE": "Dwarves can carry twice as much as other characters.",
+ "DWARF-ENCUMBRANCE-CHECK": "Check if you are a Dwarf.",
+ "ENCUMBRANCE-DESCRIPTION": "Encumbrance entered in each row below is:",
+ "ENCUMBRANCE-CHOICE1": "The total encumbrance of the row (ignoring quantity)",
+ "ENCUMBRANCE-CHOICE2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
+ "PAGE-1": "Page 1",
+ "PAGE-2": "Page 2",
+ "PAGE-3": "Page 3",
+ "SHOW-ALL": "Show All",
+ "UNLIMITED": "Unlimited",
+ "ROW-NR": "Row #",
+ "CARRIED-QUESTION": "Carried?",
+ "ABBREVIATE-QUANTITY": "Qty",
+ "TREASURE-LOOT-INVENTORY-NOTES": "Treasure/Loot/Inventory Notes",
+ "PROTECTIVE-ITEMS": "Protective Items",
+ "WORN": "Worn",
+ "HEAD": "Head",
+ "ARMOR-TYPE": "Armor Type",
+ "ARMOR-POINTS": "Armor Points",
+ "ABBREVIATE-ARMOR-POINTS": "AP",
+ "MAGIC-BONUS": "Magic Bonus",
+ "BONUS": "Bonus",
+ "TOTAL-AP": "Total AP",
+ "LEATHER": "Leather",
+ "MAIL": "Mail",
+ "PLATE": "Plate",
+ "TORSO": "Torso",
+ "ARMS": "Arms",
+ "LEGS": "Legs",
+ "LOCATION-DESCRIPTION": "H : Head / B : Body / A : Arms / L : Legs",
+ "TOTAL-ARMOR-ENCUMBRANCE": "Total Armor Encombrance",
+ "TOTAL-WEIGHT-MAX": "The maximum total encumbrance your character can carry without slowing.",
+ "MAX-PUSH-DRAG-LIFT": "This is the maximum encumbrance you can push/drag/lift. If the encumbrance you are pushing/dragging/lifting exceeds your maximum carrying capacity then your Movement drops to 1.",
+ "LIGHT": "Light",
+ "MEDIUM": "Medium",
+ "HEAVY": "Heavy",
+ "LIGHT-ARMOR": "Light Armor",
+ "MEDIUM-ARMOR": "Medium Armor",
+ "HEAVY-ARMOR": "Heavy Armor",
+ "HIT-LOCATIONS": "Hit Locations",
+ "BODY": "Body",
+ "ABBREVIATE-HEAD": "H",
+ "ABBREVIATE-BODY": "B",
+ "ABBREVIATE-ARMS": "A",
+ "ABBREVIATE-LEGS": "L",
+ "LEFT-ARM": "Left Arm",
+ "LEFT-LEG": "Left Leg",
+ "RIGHT-ARM": "Right Arm",
+ "RIGHT-LEG": "Right Leg",
+ "ARMOR-PENALTIES": "Armor Penalties",
+ "ARMOR-PENALTIES-MEDIUM": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
+ "ARMOR-PENALTIES-HEAVY": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
+ "BLOOD-LOSS": "Blood Loss",
+ "BLEEDING": "Bleeding",
+ "ADVANCED-SKILL": "Advanced Skill",
+ "BASIC-SKILL": "Basic Skill",
+ "KNOWLEDGE-SKILL": "Knowledge Skill",
+ "VARIOUS-SKILL": "Various Skill",
+ "TARGET-NUMBER": "Target Number",
+ "TEST-RESULT": "Test Result",
+ "RESULT": "Result",
+ "OUTCOME": "Outcome",
+ "SUCCESS": "Success",
+ "FAILURE": "Failure",
+ "ATTACK-ROLL": "Attack Roll",
+ "MISS": "Miss",
+ "PARRY-ROLL": "Parry Roll",
+ "PARRIED": "Parried",
+ "CASTING-TEST": "Casting Test",
+ "SPELLCASTING-FAILS": "Spellcasting fails",
+ "SPELLCASTING-SUCCEEDS": "Spellcasting succeeds",
+ "INSCRIPTION-TEST": "Inscription Test",
+ "INSCRIPTION-TIME": "Inscription Time",
+ "INSCRIPTION-FAILS": "Inscription fails",
+ "INSCRIPTION-SUCCEEDS": "Inscription succeeds",
+ "HIT-LOCATION": "Hit Location",
+ "HIT-HEAD": "Hit Head",
+ "HIT-BODY": "Hit Body",
+ "HIT-LEFT-ARM": "Hit Left Arm",
+ "HIT-LEFT-LEG": "Hit Left Leg",
+ "HIT-RIGHT-ARM": "Hit Right Arm",
+ "HIT-RIGHT-LEG": "Hit Right Leg",
+ "HIT-LOCATION-NUMBER": "Hit Location {{0}}",
+ "DAMAGE-NUMBER": "Damage {{0}}",
+ "CRITICAL-LOCATION": "Critical Location",
+ "CRITICAL-VALUE": "Critical Value",
+ "CRITICAL-EFFECT": "Critical Effect",
+ "CRITICAL-EFFECT-H1": "Disoriented by the blow. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-H2": "Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H3": "The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-H4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H5": "Knocked to the ground and dazed. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-H6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-H7": "Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-H8": "Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.",
+ "CRITICAL-EFFECT-H9": "Skull pierced by a mighty blow. Death is instantaneous.",
+ "CRITICAL-EFFECT-A1": "Drops anything held in that hand. A shield, if worn, is not affected, since its strapped on.",
+ "CRITICAL-EFFECT-A2": "Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A3": "Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).",
+ "CRITICAL-EFFECT-A4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A5": "Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).",
+ "CRITICAL-EFFECT-A6": "Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-A7": "Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.",
+ "CRITICAL-EFFECT-A8": "Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.",
+ "CRITICAL-EFFECT-A9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-B1": "The wind is knocked out of the character. All tests and attacks suffer a 20% penalty for one round.",
+ "CRITICAL-EFFECT-B2": "Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B3": "Ribs busted by ferocity of attack. Character takes a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-B4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B5": "Knocked to the ground and badly winded. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-B6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-B7": "The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-B8": "Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.",
+ "CRITICAL-EFFECT-B9": "Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.",
+ "CRITICAL-EFFECT-L1": "Stumbles. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-L2": "Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L3": "Leg incapacitated until medical attention is received. Characters Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a 20% penalty.",
+ "CRITICAL-EFFECT-L4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L5": "Knocked to the ground and dazed. All characters tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-L6": "Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-L7": "Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.",
+ "CRITICAL-EFFECT-L8": "Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.",
+ "CRITICAL-EFFECT-L9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-10": "Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.",
+ "BLOOD-SURVIVE": "Survive one more round.",
+ "BLOOD-DEATH": "Death from blood loss!",
+ "OLD-TRAPPINGS": "Use old Trappings layout",
+ "NEW-TRAPPINGS": "Use new Trappings layout",
+ "CHAOS-MANIFESTATION": "Chaos Manifestation",
+ "ROLL-BASIC-TABLES": "Roll on Basic Chaos Manifestaion Tables",
+ "ROLL-EXTENDED-TABLES": "Roll on Extended Chaos Manifestaion Tables",
+ "TZEENTCHS-CURSE": "Tzeentch's Curse",
+ "CHAOS-ROLL": "Chaos Roll",
+ "CHAOS-TABLE": "Chaos Table",
+ "MINOR-NORMAL": "Minor Normal",
+ "MINOR-EXTENDED": "Minor Extended",
+ "MAJOR-NORMAL": "Major Normal",
+ "MAJOR-EXTENDED": "Major Extended",
+ "CATASTROPHIC-NORMAL": "Catastrophic Normal",
+ "CATASTROPHIC-EXTENDED": "Catastrophic Extended",
+ "MINOR": "Minor",
+ "MAJOR": "Major",
+ "CATASTROPHIC": "Catastrophic",
+ "MINOR-CHAOS-MANIFESTATION": "Minor Chaos Manifestation",
+ "MAJOR-CHAOS-MANIFESTATION": "Major Chaos Manifestation",
+ "CATASTROPHIC-CHAOS-MANIFESTATION": "Catastrophic Chaos Manifestation",
+ "YES": "Yes",
+ "NO": "No",
+ "MINOR1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINOR2": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINOR3": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINOR4": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINOR5": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINOR6": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINOR7": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINOR8": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINOR9": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINOR10": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINOR11": "
Unlucky !: Roll on Major Chaos Manifestation instead.",
+ "MINORE1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINORE2": "
Fumblehand: A randomly selected item you are holding or carrying flies 1d10 yards (1d10/2 squares) in a random direction, thrown invisibly by Winds of Chaos.",
+ "MINORE3": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINORE4": "
Nailrot: A randomly chosen finger or toenail turns black and falls off. It will grow back normally.",
+ "MINORE5": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINORE6": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINORE7": "
Waxy Earful: Your ears become entirely plugged with wax, requiring a successful Heal Test to clear. Until you receive such treatment, you suffer a 10% penalty to all tests involving hearing.",
+ "MINORE8": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINORE9": "
Cold Sweats: All those within in 10 yards (5 squares) of you immediately break into a cold sweat lasting 1d10 rounds.",
+ "MINORE10": "
Sleeping Nerves: Every muscle in your body tingles for 1d10 rounds. You suffer a 5% penalty to all tests made in that time.",
+ "MINORE11": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINORE12": "
Milky Eyes: A milky film covers your eyes for 1d10 hours. You suffer a 10% penalty to any tests involving sight in that time.",
+ "MINORE13": "
Bane of Flora: All plant life within 10 yards (5 squares) of you withers and dies.",
+ "MINORE14": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINORE15": "
Handfrozen: The bones and muscles of one of your hands (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move your fingers from their bizarre arrangement for 1d10 minutes.",
+ "MINORE16": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINORE17": "
Creeping Congregation: Insects fill the area around you, buzzing and crawling. They do no harm and disperse within 1d10 rounds, but they are obviousand potentially frighteningto everyone in the area.",
+ "MINORE18": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINORE19": "
Channel Burn: The channels of magic in your body are burned by coursing magic. You suffer a 1 penalty to every Casting Roll you make in the next 1d10 minutes.",
+ "MINORE20": "
Intestinal Rebellion: Your bowels move uncontrollably, soiling both your clothing and pride.",
+ "MINORE21": "
Grave Offence: You uncontrollably shout something horribly offensive to those around you. The GM may overrule you if your invention is insufficiently offensive.",
+ "MINORE22": "
Fluid Transformation: All liquids on your personincluding spell ingredientsturn to brine.",
+ "MINORE23": "
Kin Inconvenienced: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MINORE24": "
Accumulation of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MINORE25": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINORE26": "
Unlucky!: Roll on Major Chaos Manifestation instead.",
+ "MAJOR1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJOR2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJOR3": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJOR4": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJOR5": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJOR6": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJOR7": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJOR8": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJOR9": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJOR10": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJOR11": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "MAJORE1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJORE2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJORE3": "
Hairless: Every hair in your body falls out.",
+ "MAJORE4": "
Blacknail: Every finger and toenail on your body turns black and falls off. They will grow back normally.",
+ "MAJORE5": "
Wracked: You suffer burning pain for 1d10 rounds, suffering a 10% penalty to all tests made in that time.",
+ "MAJORE6": "
Channel Conflagration: The channels of magic in your body are set ablaze by coursing magic. You suffer a 1 penalty to every casting die you roll in the next 1d10 hours.",
+ "MAJORE7": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJORE8": "
Rag Doll: You spontaneously fly through the air 1d10 yards (1d10/5 squares) in a random direction, landing roughly and suffering a Damage 2 hit.",
+ "MAJORE9": "
Fire!: Your clothing bursts into flame (see WFRP, page 136).",
+ "MAJORE10": "
Loadstones: Every piece of metal on your body is permanently magnetized.",
+ "MAJORE11": "
Limbfrozen: The bones and muscles of one of your arms or legs (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move the affected limb for 1d10 hours.",
+ "MAJORE12": "
Tongue-twisted: Chaos energy infuses your mouth; anything you say for the next 1d10 minutes comes out as gibberish, rendering spellcasting impossible during that time.",
+ "MAJORE13": "
Chaotic Wind: Chaos blows through any magical spell ingredients you are carrying. Any spell cast using them will make one of any associated Casting Rolls dice a Chaos die.",
+ "MAJORE14": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJORE15": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJORE16": "
Undone: Every tie, clasp, and fastener of every type on your body flies violently open. Belts come undone, pouches fly open, boots come unlaced, and so on.",
+ "MAJORE17": "
Regurgitate: You throw up uncontrollably, unable to do anything else, for 1d10 rounds. In that time, you spew up much more vomit than could possibly have been contained in your stomach.",
+ "MAJORE18": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJORE19": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJORE20": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJORE21": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJORE22": "
Kin Affected: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MAJORE23": "
Storm of Chaos: Roll on Table 624: Expanded Minor Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "MAJORE24": "
Store of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MAJORE25": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJORE26": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "CATA1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATA2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATA3": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATA4": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA5": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA6": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATA7": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATA8": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATA9": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATA10": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "CATAE1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATAE2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE3": "
Broken: Your will is utterly broken. Your Will Power Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE4": "
Stupefied: Your mind regresses to protect you from a worse fate. Your Intelligence Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE5": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATAE6": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATAE7": "
Rageboil: Everyone within 10 yards (5 squares) of you is immediately and irrationally outraged by your very presence. They all move to attack youeven your alliesand only come to their senses after 1d10 rounds.",
+ "CATAE8": "
Albino Affliction: Your skin and hair are bleached utterly white by roiling Chaos.",
+ "CATAE9": "
Heretical Vision: A Daemon Prince shows you a vision of Chaos. You gain 1d10 Insanity Points. Any time after this event, you can spend 100 xp and gain the Dark Lore (Chaos) talent.",
+ "CATAE10": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATAE11": "
Boiling Blood: For a brief instant, your blood literally boils in your veins. You suffer 2d10 Wounds, which are reduced by Toughness but not armour.",
+ "CATAE12": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATAE13": "
Chaotic Servitors: 1d10 Daemon Imps (see
WFRP, page 229) appear from the Aethyr and do your bidding for 1d10 rounds.",
+ "CATAE14": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATAE15": "
Windblock: You are stuck unable to breathe for 1d10 minutes (see Suffocation in WFRP, page 136), after which you gasp!manage to draw breath.",
+ "CATAE16": "
Lineage Concluded: The infection of Chaos renders you sterile or barren.",
+ "CATAE17": "
Eyefuse: You close your eyes as the Winds of Magic howl about you, and your eyelids are fused shut. You cannot see until this is corrected by magic or surgery.",
+ "CATAE18": "
Spasmodic Paroxysm: Your entire body convulses violently as the pure stuff of Chaos courses over you; you bite off your tongue. You become very difficult to understand and suffer 5 to all Casting Rolls until you are somehow healed.",
+ "CATAE19": "
Witherlimb: A randomly determined limb withers and becomes permanently useless.",
+ "CATAE20": "
Mutating Wind: You must make a Will Power Test or suffer a Chaos Mutation (see WFRP, page 229, or the Old World Bestiary, page 79).",
+ "CATAE21": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATAE22": "
Kin Afflicted: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "CATAE23": "
Vortex of Chaos: Roll on Table 625: Expanded Major Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "CATAE24": "
Hoard of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "CATAE25": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "GODWRATH1": "
Unearthly Vision: Your God chooses this time to grant you a symbolic but confusing vision. This stuns you for 1 round.",
+ "GODWRATH2": "
Prove Your Devotion: A few more prayers are required to finish casting the spell. This result adds 1 half action to the Casting Time of the spell. You must take this extra time even if you failed the Casting Roll.",
+ "GODWRATH3": "
You Try My Patience: You cannot cast another spell for 1d10 rounds. This spell still works as long as you made your Casting Roll.",
+ "GODWRATH4": "
Your Cause is Unworthy: Your spell fails, even if you made the Casting Roll.",
+ "GODWRATH5": "
Stinging Rebuke: Not only does your spell fail, but you also suffer a 10% penalty to your Will Power for 1 minute.",
+ "GODWRATH6": "
What Will You Sacrifice for this Boon?:",
+ "GODWRATH7": "
You Have Sinned Against Me: You have somehow angered your God. You must kneel and repent for 1d10 rounds. This renders you helpless.",
+ "GODWRATH8": "
Daemonic Interference: Your prayer is answered but not by your God. Roll a
Major Chaos Manifestation.",
+ "GODWRATHV1": "
Behold Your Wickedness!: You suffer visions of your failures, which seem to take an eternity but are over in an instant. Gain 1d10 Insanity Points; if you become insane, you gain Heart of Despair.",
+ "GODWRATHV2": "
Lash the Flesh to Purge the Soul: You take 2d10 Wounds, ignoring Toughness Bonus or Armour.",
+ "GODWRATHV3": "
You Shall Not Abuse My Mercy: Your Magic Characteristic is reduced to zero, and increases by one every time you do penance (as if attempting to reduce your Disfavour Pool to zero), until it returns to its original value. If you have no Magic Characteristic, the same happens to your daily allowance of Fortune Points.",
+ "GODWRATHV4": "
Thou Art Accursed and Outcast: You are cast out from the cult, and this is marked on your soul. You take a 30% penalty to all social interactions with followers of your God until you do penance.",
+ "GODWRATHV5": "
Rely Not On These Vanities: All your goods and equipment are stripped from you, leaving you in a tunic. Any non-magical equipment you were carrying is gone forever; magical equipment is mysteriously returned if you do penance. (GMs option: nonmagical but important items may also be returned after penance.)",
+ "GODWRATHV6": "
Called to Account: ",
+ "GODWRATHV7": "
Daemonic Visitation: Roll on the Catastrophic Chaos Manifestation Table instead using the table in WFRP.",
+ "SACRIFICE1": "You vomit up salt water, and feel as though you are almost drowned. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE2": "All warmth and vigour leach from your body. Take a –20% penalty to all actions for the next 1 minute.",
+ "SACRIFICE3": "You automatically fail your next Dodge or Parry Test.",
+ "SACRIFICE4": "You must re-roll your next three successful Tests. If the second roll fails, you fail the Test. If the re-roll succeeds, you succeed and need not roll again.",
+ "SACRIFICE5": "The next time one of your allies suffers an injury, you suffer exactly the same injury. This may mean taking Wounds, or taking a Critical Hit.",
+ "SACRIFICE6": "A brand in the shape of a twin-tailed comet appears on your forehead, inflicting 1d10 Wounds ignoring Toughness Bonus or armour.",
+ "SACRIFICE7": "Your mind becomes that of a beast for three rounds. You flee most situations, but fight if cornered.",
+ "SACRIFICE8": "Your body is rimed with frost. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE9": "You are robbed of your knowledge. You automatically fail any Academic Knowledge Tests you make in the next 1 hour.",
+ "SACRIFICE10": "You lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "OPTIONAL-ARCANE-MARK": "
Optional Arcane Mark: You must pass an Average (+0%) Willpower test or gain an Arcane Mark (see
Realms of Sorcery page 175).",
+ "ARCANE-LORE": "Arcane Lore",
+ "LORE-OF-BEASTS": "Lore of Beasts",
+ "LORE-OF-DEATH": "Lore of Death",
+ "LORE-OF-FIRE": "Lore of Fire",
+ "LORE-OF-HEAVENS": "Lore of the Heavens",
+ "LORE-OF-LIFE": "Lore of Life",
+ "LORE-OF-LIGHT": "Lore of Light",
+ "LORE-OF-METAL": "Lore of Metal",
+ "LORE-OF-SHADOW": "Lore of Shadow",
+ "MARK": "Mark",
+ "MARK-OF": "Mark of",
+ "BEASTS": "Beasts",
+ "DEATH": "Death",
+ "FIRE": "Fire",
+ "HEAVENS": "the Heavens",
+ "LIFE": "Life",
+ "METAL": "Metal",
+ "SHADOW": "Shadow",
+ "WRATH-ROLL": "Wrath Roll",
+ "WRATH-TABLE": "Wrath Table",
+ "WRATH": "Wrath",
+ "VENGEANCE": "Vengeance",
+ "WRATH-OF-THE-GODS": "Wrath of the Gods",
+ "VENGEANCE-OF-THE-GODS": "Vengeance of the Gods",
+ "DISFAVOR-POOL": "Disfavor Pool",
+ "DISFAVOR-ROLL": "Disfavor Roll",
+ "DIVINE-LORE": "Divine Lore",
+ "LORE-OF-MANANN": "Lore of Manann",
+ "LORE-OF-MORR": "Lore of Morr",
+ "LORE-OF-MYRMIDIA": "Lore of Myrmida",
+ "LORE-OF-RANALD": "Lore of Ranald",
+ "LORE-OF-SHALLYA": "Lore of Shallya",
+ "LORE-OF-SIGMAR": "Lore of Sigmar",
+ "LORE-OF-TAAL-RHYA": "Lore of Taal & Rhya",
+ "LORE-OF-ULRIC": "Lore of Ulric",
+ "LORE-OF-VERENA": "Lore of Verena",
+ "MARK-ROLL": "Mark Roll",
+ "MARKS": "Marks",
+ "NO-MARKS": "Don't use Marks optional rule",
+ "USE-MARKS": "Use Marks optional rule",
+ "MARKS-OF-THE-GODS": "Marks of the Gods",
+ "MARKS-OF-MANANN": "Marks of Manann",
+ "MARKS-OF-MORR": "Marks of Morr",
+ "MARKS-OF-MYRMIDIA": "Marks of Myrmida",
+ "MARKS-OF-RANALD": "Marks of Ranald",
+ "MARKS-OF-SHALLYA": "Marks of Shallya",
+ "MARKS-OF-SIGMAR": "Marks of Sigmar",
+ "MARKS-OF-TAAL-RHYA": "Marks of Taal & Rhya",
+ "MARKS-OF-ULRIC": "Marks of Ulric",
+ "MARKS-OF-VERENA": "Marks of Verena",
+ "MARKS-OF": "Marks of",
+ "MANANN": "Manann",
+ "MORR": "Morr",
+ "MYRMIDIA": "Myrmida",
+ "RANALD": "Ranald",
+ "SHALLYA": "Shallya",
+ "SIGMAR": "Sigmar",
+ "TAAL-RHYA": "Taal & Rhya",
+ "ULRIC": "Ulric",
+ "VERENA": "Verena",
+ "NO-LORE": "No Lore selected",
+ "GM-DISCRETION": "GM's discretion",
+ "MARK-GM-DISCRETION": "Mark at GM's discretion",
+ "MARK-MANANN-1": "
Fishy: You are infused with the odours of the sea. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-MANANN-2": "
Pelagic Yearning: You long for the open seas. When not on, or surrounded by, the sea, your Will Power is reduced by 5%.",
+ "MARK-MANANN-3": "
Seaweed Growth: Holy seaweed thrives somewhere on your body. At the GM's discretion, this may apply a -10% penalty to Fellowship Tests in som social situations.",
+ "MARK-MANANN-4": "
Tidal: You are bound to the changing tides. During low tide, you reduce your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. At high tide, increase your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. All other times, and when far from sea, your Characteristics are unchanged.",
+ "MARK-MANANN-5": "
Manann's Mien: You grow taller, your hair darkens, and you develop a brimy smell. You grow larger, increasing your height by 1d10/2 inches and adding 2d10 pounds to your weight. As well, permanently increase your Strength Characteristic by 5%.",
+ "MARK-MANANN-6": "
Piscine Charisma: You become intensely attractive to fish of all kinds. They greet you in open-mouthed wonder and shoal around you in docile masses when you are in the water. For this reason, albatrosses and other seabirds like you. Add +20% to Charm Animal Tests made to interact with sea birds.",
+ "MARK-MANANN-7": "
Rip Tides: Large bodies of water twist and churn in your presence. All Swim Tests made by others with 4 yards (2 squares) of you take a -20% penalty, and a -10% penalty if between 4 and 12 yards (3-6 squares).",
+ "MARK-MANANN-8": "
Webbed: Your toes and fingers become webbed. Gain a +20% bonus to Swim Tests.",
+ "MARK-MANANN-9": "
One With the Sea: Manann reveals the secrets of his realm. You cannot drown in seawater; any time you would drown, you are instead reduced to 0 Wounds and are Helpless, and either float to the surface or wash up on shore. You also add +10% bonus to all Sail, Row, and Navigation Tests whilst at sea.",
+ "MARK-MANANN-10": "
Marked by Manann: A trided, Crown, Wave, or Albatross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channellin Tests when using the Lore of Manann, and a +10% bonus to Fellowship Tests when dealing with other Manannites if they can see the mark.",
+ "MARK-MORR-1": "
Enervated: Your muscles weaken. Permanently reduce your Strength Characteristic by 5%.",
+ "MARK-MORR-2": "
Distracted by Death: Your preoccupation with morbid subjects makes others uncomfortable around you. When interacting with individuals who are not priests in the cult of Morr, you take a -10% penalty to Fellowhip Tests.",
+ "MARK-MORR-4": "
Disturbing Visions: You are plagued by disconnected visions that you know to be portentous, but cannot understand. You take a -10% to Perception tests. Once per day, you may gain a +10% bonus to any single test.",
+ "MARK-MORR-3": "
Skeletal: Your face and scalp draw tightly to your skull. You take a -10% penalty to Charm Tests, but gain a +10% bonus to Intimidate Tests.",
+ "MARK-MORR-5": "
Morr's Mien: You grow taller, your hair darkens, and your skin pales, becoming cool to the touch. You grow larger, gaining 1d10/2 inches in height. As well, increase your Will Power Characteristic by 5%.",
+ "MARK-MORR-6": "
Flock of Ravens: Wherever you go, there always seem to be ravens present. Under most circumstances, they appear in places where one might expect them. Whilst indoors, you see them through windows, and underground, you may see raven cave paintings with disturbing regularity. You gain a +20% bonus to Charm Animal Tests made when interacting with ravens.",
+ "MARK-MORR-7": "
Dead Eyes: A single glance causes others to flinch. Gain the Unsettling Talent.",
+ "MARK-MORR-8": "
Morr's Servant: Sentient Undead shy from your presence. Any creature with the Undead Talent
and a Will Power Characteristic must make a Will Power Test or suffer from Fear. This ignores the Undead Talent's normal exemption to Fear.",
+ "MARK-MORR-9": "
Enlightened: You have gazed beyond the Portal and no longer fear death. Gain the Fearless Talent.",
+ "MARK-MORR-10": "
Marked by Morr: A Rose, Portal, or Raven mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Morr, and a +10% bonus to Fellowship Tests when dealing with other Morrians if they can see the mark.",
+ "MARK-MYRMIDIA-1": "
Vengeful: You become deeply vengeful, which blinds your reason. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-MYRMIDIA-2": "
Rites of War: You feel obliged to recite terms of war before any battle, an act that takes a Full Action. until you complete this honourable rite in combat, you take a -5% penalty to Weapon Skill Tests.",
+ "MARK-MYRMIDIA-3": "
Calculating: You coldly weigh the strengths and weaknesses of all you meet. You take a -10% penalty to Fellowship Tests made to deal with those who you meet for the first time.",
+ "MARK-MYRMIDIA-4": "
Righteous Fury: You punish the wicked, for you are honourable and true. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, but gain a +10% bonus to both Strength and Willpower Tests for the duration of the encounter.",
+ "MARK-MYRMIDIA-5": "
Myrmidia's Mien: Your skin darkens to a deep tan that glints coppery in the light. You grow larger, gaining 1d10/2 inches in height. You also gain a +10% bonus to Command Tests.",
+ "MARK-MYRMIDIA-6": "
Eagle Friend: Eagles like you. You gain a +20% bonus to Charm Animal Tests made when interacting with eagles.",
+ "MARK-MYRMIDIA-7": "
Eagle Eyes: Your irises darken and your eyes become exceptionally sharp. You gain a +20% bonus to Perception Tests involving sight.",
+ "MARK-MYRMIDIA-8": "
Fanatical Love: In combat, you may select one ally as a free action. That ally must have a religious symbol of Myrmidia in plain view. For that round, the ally gains a +10% bonus to all Will Power Tests.",
+ "MARK-MYRMIDIA-9": "
War-honed: Myrmidia reveals the secret of facing war with courage and honour. You gain the Stout-hearted Talent.",
+ "MARK-MYRMIDIA-10": "
Marked by Myrmidia: A Shield and Spear mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Myrmidia, and a +10% bonus to Fellowship Tests when dealing with other myrmidians if they can see the mark.",
+ "MARK-RANALD-1": "
Weak Willed: You become a slave to your passions. Permanently reduce your Will Power Characteristic by 1d10%",
+ "MARK-RANALD-2": "
Liar: You are loathe to tell the truth. Gain a +10% bonus to Blather Tests.",
+ "MARK-RANALD-3": "
Knavish: You exhibit all the untrustworthy characteristics that nobles and priests find repugnant. You take a -10% penalty to all Fellowship Tests when interacting with these individuals.",
+ "MARK-RANALD-4": "
Lithe: You become more wity and nimble. Increase your Agility Characteristic by 1d10%, but reduce your Toughness by the same amount. in addition, you lose 2d10 pounds.",
+ "MARK-RANALD-5": "
Ranald's Mien: You become leaner, your hair and skin darken, and you always seem to smile mischievously. Lose 2d10 pounds, but permanently increase your Fellowship Characteristic by 1d10%",
+ "MARK-RANALD-6": "
Cat Friend: Wherever you go, you seem to attract cats. Moments after entering a community, at least one cat finds you. Each day you remain in the same community, (1d10/2)-1 more cats show up. These cats do not fight on your behalf, but are friendly to you, giving you a +20% bonus to Charm Animal Tests involving these animals. Should you leave the community, the cats do not, generally, follow.",
+ "MARK-RANALD-7": "
Forgettable: People who do not know you find it hard to remember anything more than your disarming smile and flashing eyes. Those who interact with you closely for several hours must pass an Intelligence Test to recall further details.",
+ "MARK-RANALD-8": "
Ranald's Luck: Whenever you use a Fortune Point, roll a d10. If you roll 8, 9, or 10, the Fortune Point works as normal, but isn't spent.",
+ "MARK-RANALD-9": "
Irreverent: Ranald reveals to you the great joke of life. Whenever you are influenced by Fear, Terror, Intimidate, or the Unsettling Talent, and you fail a Will Power Test, you immediately burst into fits of uncontrollable laughter, and ignore the effect. However, whilst laughing (which lasts for 1d10 rounds), you take a -10% penalty to all tests and reduce your Movement Characteristic by 1.",
+ "MARK-RANALD-10": "
Marked by Ranald: A cross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ranald, and a +10% bonus to Fellowship Tests when dealing with other Ranaldans if they can see the mark.",
+ "MARK-SHALLYA-1": "
Pacifist: You find it very hard to even think of striking another. Permanently reduce your Weapon Skill and Ballistic Skill Characteristics by 5%.",
+ "MARK-SHALLYA-2": "
Bleeding Heart: Whenever you are in the vicinity of a creature that is suffering, you take a -10% penalty to all Will Power Tests. Should you leave the suffering individual untended, the penalty increases to -20% and it remains for 24 hours.",
+ "MARK-SHALLYA-3": "
Fear of the Fly Lord: Insects and other agents of decay make you deeply uncomfortable. While in the presence of a swarm of flies, maggots, roaches, or similar critteers, you take a -10% penalty to all Will Power Tests.",
+ "MARK-SHALLYA-4": "
Unworthiness: You always feel you have somehow failed those around you, especially if you could not heal their wounds or save their lives. You take a -10% penalty to Fellowship Tests made to interact with others because of your constant self-deprecating ways.",
+ "MARK-SHALLYA-5": "
Shallya's Mien: Your hair lightens, your eyes flow with holy tears and your face appears innocent. Henceforth, you take a -10% penalty on Perception and Search Tests, but you permanently increase your Fellowship Characteristic by %%. In addition, whenever you make a Heal Test, you repair 1 extra Wound.",
+ "MARK-SHALLYA-6": "
Peaceful Demeanour: You exude peace and tranquillity. Ordinary animals will never attack you unles syou first attack them.",
+ "MARK-SHALLYA-7": "
Healing Hands: Your hands are cool and soothing to the touch. Whenever you make a Heal Test, you repair an additional 2 Wounds.",
+ "MARK-SHALLYA-8": "
Tranquil Aura: Your presence calms aggressive tendencies. All creatures within 4 yards (2 squares) take a -10% penalty to Weapon Skill and Ballistic Skil Tests. This aura does not work on Daemons or Undead.",
+ "MARK-SHALLYA-9": "
Emboldened: You fundamentally understand Shallya's Mercy, and would martyr yourslef rather than retreat from your duties. So long as there are allies or innocents to help and protect, you may act normally when suffering from Fear or Terror, so long as your actions invlude healing those in need, warding their bodies from blows (but not attacking), helping theem reac safety, and the like.",
+ "MARK-SHALLYA-10": "
Marked by Shallya: A Dove, Heart, or Drop of Blood mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Shallya, and a +10% bonus to Fellowship Tests when dealing with other Shallyans if they can see the mark.",
+ "MARK-SIGMAR-1": "
Stubborn: You single-mindedly pursue Sigmar's cause, no matter the consequences. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-SIGMAR-2": "
Hammer Bearer: When wielding a hammer Hand Weapon or Great Weapon, you deal +1 damage. However, you take a -10% penalty to all Ballistic Skill Tests.",
+ "MARK-SIGMAR-3": "
Suspicious: Anyone may be a servant of the Dark Powers. You take a -10% penalty to all Fellowship Tests the first time you meet an individual.",
+ "MARK-SIGMAR-4": "
Grudge Bearer: You really bear grudges. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, byt gain a +10% bonus to both Strength and Will Power Tests for the duration of the encounter.",
+ "MARK-SIGMAR-5": "
Sigmar's Mien: Your hair lightens, your body bulks out and your eyes turn blue. You permanently gain 1d10/2 inches in height, 2d10 pounds in weight, and increase your Toughness Characteristic by 5%.",
+ "MARK-SIGMAR-6": "
Dawongr(Dwarf Friend): Your manner reminds Dwarfs of their ancient promises to Sigmar. You gain a +10% bonus to all Fellowship Tests made when interacting with Dwarfs.",
+ "MARK-SIGMAR-7": "
Greenskin Animosity: The thought of Greenskins fills you with righteous anger. Gain the Grudge-born Fury Talent.",
+ "MARK-SIGMAR-8": "
Symbol of Unity: Your presence inspires others with nationalistic pride. The first time during an encounter that a citizen of the Empire that is within 6 yards (3 squares) makes a Weapon Skill or Ballistic Skill Test against another citizen of the Empire, he takes a -10% penalty.",
+ "MARK-SIGMAR-9": "
Enlightened: Sigmar fills you with his divine purpose. When combating Greenskins or servants of Chaos, you automatically pass all Will Power Tests.",
+ "MARK-SIGMAR-10": "
Marked by Sigmar: A Comet or Hammer mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Sigmar, and a +10% bonus to Fellowship Tests when dealing with other Sigmarites if they can see the mark.",
+ "MARK-TAAL-RHYA-1": "
Wild Mind: Your thoughts are preoccupied with the passing seasons and baser needs. Permanently reduce your Intelligence Charactereistic by 5%.",
+ "MARK-TAAL-RHYA-2": "
Little Friends: Small animals, such as rodents and little birds, are attracted to you. They can be inconvenient, as they nibble everything and leave droppings everywhere. You take a -10% penalty to Fellowship Tests in social situations where such creatures are inappropriate.",
+ "MARK-TAAL-RHYA-3": "
Plant Growth: Holy plant life thrives somwhere on your body. At the GM's discretion, this may apply a -10% penalty yo Fellowship Tests in some social situations.",
+ "MARK-TAAL-RHYA-4": "
Seasonal: You are bound to the passing seasons. During the winter, you reduce your Wounds Characteristic by 2 and your Movement Characteristic by 1. In the autumn, you reduce your Wounds Characteristic by 1. In the spring, you increases your Wounds Characteristic by 1. In the summer, you increase your Wounds Characteristic by 2 and your Movement Characteristic by 1.",
+ "MARK-TAAL-RHYA-5": "
Taal or Rhya's Mien: You have an equal chance of assuming the likeness of Taal or Rhya. If Taal, you grow tall, strong, with shaggy hair. If Rhya, you become more curvaceous, with long flaxen hair, and appealing features. In either case, grow 1d10/2 inches taller and 2d10 pounds heavier. In addition, permanently increase your Fellowship Characteristic by 5%.",
+ "MARK-TAAL-RHYA-6": "
Animal Friend: Animals see you as one of their own, and never attack you evn if you attack them first. Unusual or controlled animals must pass a Challenging (-10%) Will Power Test to attack you.",
+ "MARK-TAAL-RHYA-7": "
Enlivened Flora: Wnever you remain in a natural setting for more than 1 round, all living plants within 4 yards (2 squares) grow healthy and lush. Whilst you are unaffected by this verdant growth, the area counts as difficult terrain afterwards, halving movement through it.",
+ "MARK-TAAL-RHYA-8": "
Tranquil Fauna: Animals are calmed by your presence. You gain a +10% bonus to Animal Care and Animal Training Tests.",
+ "MARK-TAAL-RHYA-9": "
Beast Senses: Taal or Rhya reveals the world around you as they see it. Gain the Keen Senses Talent.",
+ "MARK-TAAL-RHYA-10": "
Marked by Taal or Rhya: An Antlet, Axe, Coil of Live, Sheaf, or Bow and Arrow mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Taal & Rhya, and a +10% bonus to Fellowship Tests when dealing with other Taalites or Rhyans if they can see the mark.",
+ "MARK-ULRIC-1": "
Berserker: Each round in combat, you must pass a Will Power Test or immediately enter a Frenzy as if you had the Frenzy Talent.",
+ "MARK-ULRIC-2": "
Claws: You grow wickedly sharp claws. Permanently reduce your Ballistic Characteristic by 5%. Gain the Natural Weapons Talent.",
+ "MARK-ULRIC-3": "
Wolf's Eyes: You gain the clear, blue eyes of a Winter Wolf. You gain the Night Vision Talent, but can now only see in black and white.",
+ "MARK-ULRIC-4": "
Predator: Those around you become uncomfortable, instinctively aware that a killer is in their midst. You take a -10% penalty to Charm Tests, but gain a +10% bonus on Intimidate Tests.",
+ "MARK-ULRIC-5": "
Ulric's Mien: Your hair dakens, your body bulks, and you skin pales, becoming icy-cold. You grow 1d10/2 inches taller and 2 d10 pounds heavier. In addition, permanently increase your Strength Characteristic by 5%.",
+ "MARK-ULRIC-6": "
Wolf Friend: You attract a wolf companion. This creature is loyal and fights on your behalf. Should you treat the wolf poorly, it abandons you. You can gain this mark multiple times. Each time, you gain an additional wolf.",
+ "MARK-ULRIC-7": "
Pack Leader: You gain a measure of Ultic's undeniable authority. You gain a +10% bonus to all Command Tests.",
+ "MARK-ULRIC-8": "
One with the Wild: Ulric reveals the world around you as he sees it. You gain a +10% bonus to all Outdoor Survival Tests.",
+ "MARK-ULRIC-9": "
Ulric's Servant: Touched by Ulric, you no longer suffer the harmful effects of cold - except when it's triggered by a Wrath of God.",
+ "MARK-ULRIC-10": "
Marked by Ulric: A Wolf mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ulric, and a +10% bonus to Fellowship Tests when dealing with other Ulricans if they can see the mark.",
+ "MARK-VERENA-1": "
Savant: Your intellectual superiority makes it difficult for you to connect with others. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-VERENA-2": "
Daemon's Advocate: You can't help expressing alternative stances. If you allow an opinion or argument to be stated without countering it and balancing matters, take a -10% penalty yo all Will Power Tests for 24 hours.",
+ "MARK-VERENA-3": "
Just Heart: Whenever you see injustice, you must speak out against it unless you pass a Challenging (-10%) Will Power Test.",
+ "MARK-VERENA-4": "
Piercing Gaze: Your all-seeing eyes bore into everything around you. You gain a +10% bonus to all Perception Tests relying on sight, but take a -10% penalty on Charm Tests.",
+ "MARK-VERENA-5": "
Verena's Mien: Your back straightens, eyes clear and your face gains a dignified appearance. You grow 1d10/2 inches taller. In addition, permanently increase your Intelligence Characteristic by 5%.",
+ "MARK-VERENA-6": "
Owl Friend: Owls like you. You gain a +20% bonus on Charm Animal Tests made against owls.",
+ "MARK-VERENA-7": "
Eidetic Recall: With a successful Intelligence Test, you can perfectly recall any text you have read. You also gain a +20% bonus to all other tests involving memory.",
+ "MARK-VERENA-8": "
Voice of Wisdom: Your voice carried the wisdom of Verena Herself. Double the number of people you can affect with a Charm Test.",
+ "MARK-VERENA-9": "
Enlightened: Verena grants you a small portion of her wisdom. You gain a +10% bonus to all Academic Knowledge Tests that you have selected as skills. As well, you may attempt Academic Knowledge Tests outside of your fields of study, alebeit at a -20% penalty.",
+ "MARK-VERENA-10": "
Marked by Verena: An Owl, Scales, or Sword mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Verena, and a +10% bonus to Fellowship Tests when dealing with other Verenans if they can see the mark.",
+ "MARK-BEASTS-1": "
Aloof: Others find you emotionally detached and somewhat rude. Take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-BEASTS-2": "
Restless: You tend not t stay in one place for long, always needing to move about. It's worse when you're in closed spaces.",
+ "MARK-BEASTS-3": "
Dirty: For some reason, you attract dirt and you can never fully get clean.",
+ "MARK-BEASTS-4": "
Hairy: You grow thick hair all over your body. When you shave it off, it regrows quickly.",
+ "MARK-BEASTS-5": "
Feral: Your nails thicken and lenthen and your teeth grow pointed. You have a wild-eyed appearance others find unsettling. You take a -5% penalty to all Fellowship Tests made when interacting non-magic using Humans.",
+ "MARK-BEASTS-6": "
Aura of Savagery: Domesticated animals tend to turn angry, almost violent, while in your presence. All Animal Care and Animal Training Tests made by you or others while you are within 12 yards (4 squares) have their difficulty worsened by one step.",
+ "MARK-BEASTS-7": "
Musk: You exude a strong musky smell that puts others off. You take a -10% penalty to Fellowship Tests when interacting with Nobles, priests, and others of the upper class.",
+ "MARK-BEASTS-8": "
Brutish: You lack refinement and grace, imposing a -5% penalty to your Intelligence or Fellowship Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-BEASTS-9": "
Small Friends: You attract small, though harmless, animals like squirrels, mice, small birds, and so on. They seem to show up when least appropriate, leaving droppings in food and drink, and causing a nuisance. As a result, when in social situations where such creatures aren't appropriate, you take a -5% penalty to Fellowship Tests.",
+ "MARK-BEASTS-10": "
Mark of Ghur: The rune of
Ghur appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Beasts.",
+ "MARK-DEATH-1": "
Pallor: You sallow appearance, with pale skin and almost jaundiced eyes.",
+ "MARK-DEATH-2": "
Clammy Skin: You have cold skin. Asleep, you could be mistaken for dead.",
+ "MARK-DEATH-4": "
Dead Eyes: Your eyes are those of a dead man.",
+ "MARK-DEATH-3": "
Graveyard Stench: You stink of the grave. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-DEATH-5": "
Aura of Death: All plantswithin when you are within 4 yards (2 squares). This extends to equipment that derives from plant materials, worsening craftsmanship by one stop (to a maximum of Poor).",
+ "MARK-DEATH-6": "
Skull-like Visage: Your skin draws tightly to your skill. You take a -5% penalty to Fellowship Tests.",
+ "MARK-DEATH-7": "
Skeletal Fram: Your body muscle mithers, imposing a -5% penalty to your Strength or Toughness Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-DEATH-8": "
Voice of the Dead: Your voice changes so that when you speak, it is in an unsettling whisper. You take a -5% penalty to Animal Training and Fellowship Tests.",
+ "MARK-DEATH-9": "
Haunted: Voices and apparitions of the dead follow you everywhere, distracting you. Take a -10% penalty to Perception Tests.",
+ "MARK-DEATH-10": "
Mark of Shyish: The rune of
Shyish appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Death.",
+ "MARK-FIRE-1": "
Temper: You have a quick temper, losing your cool at the slightest provocation.",
+ "MARK-FIRE-2": "
Hyperactive: You can't sit still. You fidget constantly.",
+ "MARK-FIRE-3": "
Red Hair: Your hair and eyebrows turn bright, fiery red.",
+ "MARK-FIRE-4": "
Face Tattoos: Odd markings, like tattoos, appear on your face. Take a -10% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-FIRE-5": "
Flaming Eyes: Your eyes literally smolder with energy. Animals become nervous when you're around. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-FIRE-6": "
Hot Skin: Your skin is always feverish and you have a flushed appearance.",
+ "MARK-FIRE-7": "
Vulnerable to Cold: You are uncomfortable in the cold, taking a -5% penalty to Weapon Skill and Ballistic Skill Tests when exposed to cold climes.",
+ "MARK-FIRE-8": "
Aura of Brimstone: You stink of brimstone. All characters within 4 yards (2 squares) take a -10% penalty to olfactory-based Perception Tests.",
+ "MARK-FIRE-9": "
Raging Temper: You are volatile, more so than others of the Bright Order. You gain 1 Insanity Point and take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-FIRE-10": "
Mark of Aqshy: The rune of
Aqshy appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Fire.",
+ "MARK-HEAVENS-1": "
Zephyr: Small breezes and winds gather about you, causing paper to rustle, dust to swirl up and other such minor effects.",
+ "MARK-HEAVENS-2": "
Feather Light: Azyr loosens the shackles of gravity. Your body weight decreases by 10%. Your appearance remains unchanged.",
+ "MARK-HEAVENS-3": "
White Hair: Your hair turns snow white. Dyes do not hold.",
+ "MARK-HEAVENS-4": "
Blue Eyes: Your eyes change colour to a startling shade of blue. In areas of low-lighting, they faintly glow. Take a -5% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-HEAVENS-5": "
Disturbing Visions: You commonly see disconnected portentous events that are meaningless to you. The constant barrage is distracting, imposing a -5% penalty yo Perception Tests.",
+ "MARK-HEAVENS-6": "
Scentless: Your natural smell is replaced by the scent of fresh air. Reeking fluids, noxious potions and other sources of stench gradually lose their aroma on contact with your person. Whilst this is advantageous after, say, a walk through a filth spattered street, it does serve to make people and animals uncomfortable in your presence. You take a -5% Fellowship penalty when dealing with people, and a -10% Fellowship penalty when dealing with animals. All attempts to track you using scent are considered Hard (-20%).",
+ "MARK-HEAVENS-7": "
Alarming Visions: Whenever you suffer the effects to Tzeentch's Curse, you must succeed on a Challenging (-10%) Will Power Tests to control the sudden flashes of precognition that come with the botched magic. If you fail, you are stunned for 1 round.",
+ "MARK-HEAVENS-8": "
Aura of Tranquillity: You emit a strange, but peaceful, aura that others find calming. Characters within 4 yards (2 squares) take a -5% penalty to Weapon Skill and Ballistic Skill Tests.",
+ "MARK-HEAVENS-9": "
Stargazer: You become agitated when you are unable to scry the stars. The difficulty of all tests involving Academic Knowledge or Will Power increases by you step for each night you fail to observe the night sky for at least half an hour. All accumulated penalties are removed when you are able to study the heavens once more.",
+ "MARK-HEAVENS-10": "
Mark of Azyr: The rune of
Azyr appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of the Heavens.",
+ "MARK-LIFE-1": "
Plant Growth: A small patch of plantlife begins to thrive upon your skin. These growths are inconsequential - mould under the fingernails, ivy in the hair and so on - but they are somewhat peculiar. They may be removed, but always grow back the following day.",
+ "MARK-LIFE-2": "
Barefoot: You can't abide by wearing footwear and you you must, you take a -5% penalty to Agility Tests.",
+ "MARK-LIFE-3": "
Rapid Hair and Nails: Your hair and fingernails grow at an almost alarming rate. You must spend a portion of each day, trimming them back.",
+ "MARK-LIFE-4": "
Green Skin: Your skin changes colour, assuming a greenish hue. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIFE-5": "
Vulnerability to Fire: Fire deals +1 Damage against you.",
+ "MARK-LIFE-6": "
Great Constitution: You gain Resistance to Disease.",
+ "MARK-LIFE-7": "
Metal Revulsion: You can't bear to touch metal objects of any kind. When you do, you must make a Challenging (-10%) Will Power Test or take a -1 cumulative penalty to your Magic Characteristic for 24 hours. You need not take the Test if struck by a metal weapon in combat.",
+ "MARK-LIFE-8": "
Aura of Growth: You emit an aura of growth and health, restoring life and colour to all plants you pass within 4 yards (2 squares). In natural environments, each of these spaces slows movement as if they were difficult terrain, halving movement through it, though you yourself are unaffected.",
+ "MARK-LIFE-9": "
Bound to the Seasons: You are physically affected by the passage of the seasons. In the winter, you take a -2 penalty to your Wounds Characteristic and a -1 penalty to your Movement Characteristic; in the autumn, you take a -1 penalty to your Wounds Characteristic; in the spring, you gain a +1 bonus to your Wounds Characteristic; in the summer, you gain a +2 bonus to your Wounds Characteristic and a +1 bonus to your Movement Characteristic.",
+ "MARK-LIFE-10": "
Mark of Ghyran: The rune of
Ghyran appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Life.",
+ "MARK-LIGHT-1": "
Choral Voice: Your voice becomes suffused with the harmonious vibrations of
Hysh. When you sing, it sounds as if scores of others are singing alongside you.",
+ "MARK-LIGHT-2": "
Eureka!: You inspire small acts of remembrance and deja-vu in those around you. You have no control over this effect, which tends to make non-magic users a little distracted when talking to you.",
+ "MARK-LIGHT-3": "
Pale: Your skin lightens considerably, bordering on semi-translucent.",
+ "MARK-LIGHT-4": "
Erie Eyes: Your eyes change colour, becoming milky white or have a golden luminance. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIGHT-5": "
Arrogant: Your deep knowledge (or rather your opinion about your own education) comes off as arrogant and pretentious. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-LIGHT-6": "
Paranoid: Given your wisdom, you have a deeper understanding of the nature of the Realm of Chaos, making you suspicious of all those around you. You take a -5% penalty to all Fear Tests.",
+ "MARK-LIGHT-7": "
Vulnerability to Darkness: When in areas of low-lighting, you take a -10% penalty to Channelling Tests.",
+ "MARK-LIGHT-8": "
Aura of Light: You give off a radiant energy that makes other light sources glow brighter than normal. All light sources within 4 yards (2 squares) provide light as if one step stronger. For instance, a candle would shed light as a lamp. (See
WFRP, page 117.) However, within such light, all characters take a -20% penalty to Concealment Tests.",
+ "MARK-LIGHT-9": "
Luminescent: You give off a constant soft glow, making it nearly impossible to conceal your movements. You take a -20% penalty yo all Concealment Tests. However, you shed light equal to torchlight (see
WFRP, page 117.).",
+ "MARK-LIGHT-10": "
Mark of Hysh: The rune of
Hysh appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Light.",
+ "MARK-METAL-1": "
Quicksilver Tears: Your tears and sweat take on the appearance of mercury. For all other intents and purposes they remain unchanged from normal tears and sweat.",
+ "MARK-METAL-2": "
Leaden Tongue: Your voice takes on a harsh tone, akin to metal clashing upon metal. Your singing sounds like a gong related accident.",
+ "MARK-METAL-3": "
Golden Skin: Your skin becomes thick, gaining a subtle golden sheen.",
+ "MARK-METAL-4": "
Stiff Limbs: Your limbs stiffen, making it hard to move around. Take a -5% penalty to your Agility Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-5": "
Magic Conductor: You attract magical energy. All characters within 4 yards (2 squares), take a -10% penalty to Will Power Tests made to resist spells.",
+ "MARK-METAL-6": "
Aura of Magnetism: You emit a strange aura that attracts metals to your flesh. Enemies trying to strike you gain a +5% bonus to Weapon Skill and Ballistic Skill Tests, though anyone else within 4 yards (2 squares) who tries to strike someone other than you takes a -5% penalty on all Weapon Skill and Ballistic Skill Tests.",
+ "MARK-METAL-7": "
Mechanical: When you interact with an animal, it sees you as an object rather than a creature. Animals will only attack you if you first attack them.",
+ "MARK-METAL-8": "
Greater Golden Skin: Your skin hardens into a thick shell. You take a -20% penalty to your Agility Characteristic and a -1 penalty to your Movement Characteristic, but you gain 1 Armour Point to all locations. These points stack with all other forms of Armour, but not leather or studded leather (see page 17 in
Old World Armoury). Modify your starting profile accordingly.",
+ "MARK-METAL-9": "
Slow: You have a hard time moving around. Take a -2 penalty to your Movement Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-10": "
Mark of Chamon: The rune of
Chamon appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Metal.",
+ "MARK-SHADOW-1": "
Flicker: Light seems uncomfortable in your presence. Candles flicker, lanterns dim and fires burn low when you are around.",
+ "MARK-SHADOW-2": "
Trickster: You cloak yourself in deception and misdirection, making you untrustworthy to others. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-3": "
Mantle of Mist: Mist, fog, smoke and other vapours seem drawn to your side. This adds a +5% bonus to Intimidate Tests made in fog banks and other suitable conditions, but does mean you tend to reek of smoke all the time.",
+ "MARK-SHADOW-4": "
Aspect of Ulgu: Your frame lightens and tightens whilst your hair colour changes to grey.",
+ "MARK-SHADOW-5": "
Forgettable: People can't seem to remember your face. Characters who've met you must succeed on an Intelligence Tests to recall who you are.",
+ "MARK-SHADOW-6": "
Disturbing Eyes: Your eyes become grey and swirl with unnatural darkness. You gain a +5% bonus to Intimidate Tests.",
+ "MARK-SHADOW-7": "
Insubstantial: Your body becomes slightly insubstantial. You gain a +10% bonus to Concealment Tests, but you take a -5% penalty to your Toughness Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-8": "
Unnatural Shadow: Your shadow does not behave itself - moving often of it's own accord. The shifting wrongness of your shadow puts folk ill at ease, imposing a -10% penalty to Fellowship Tests made when interacting with non-magic users. Worse, superstitious peasants will need convincing that you are not a Daemon.",
+ "MARK-SHADOW-9": "
Shrouded: Your body draws shadows towards it. You gain a +10% bonus to Concealment Tests.",
+ "MARK-SHADOW-10": "
Mark of Ulgu: The rune of
Ulgu appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Shadow.",
+ "ARCANE-MARK": "Arcane Mark",
+ "CHARACTERISTIC": "Characteristic"
}
\ No newline at end of file
diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/fr.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/fr.json
index 491149e711..cbf9344ff7 100644
--- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/fr.json
+++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/fr.json
@@ -1,286 +1,787 @@
{
- "character-name": "Nom du personnage",
- "career": "Carrière",
- "career-path": "Anciennes Carrières",
- "race": "Race",
- "religion": "Religion",
- "concept": "Lieu de naissance",
- "advancements": "Progression",
- "xp": "XP",
- "core-stats": "Principal",
- "background": "Biographie ",
- "weapons": "Armes",
- "armor": "Armure",
- "spellbook": "Grimoire ",
- "inventory": "Inventaire",
- "character-profile": "Profil de personnage",
- "main-profile": "Profil principal",
- "main": "Principal",
- "abbreviate-weapon-skill": "CC",
- "abbreviate-ballistic-skill": "CT",
- "abbreviate-strength": "F",
- "abbreviate-toughness": "E",
- "abbreviate-agility": "Ag",
- "abbreviate-intelligence": "Int",
- "abbreviate-will-power": "FM",
- "abbreviate-fellowship": "Soc",
- "starting": "Base",
- "talents": "Talents",
- "advance": "Avancé",
- "current": "Actuel",
- "secondary-profile": "Profil Secondaire",
- "secondary": "Secondaire",
- "abbreviate-attacks": "A",
- "abbreviate-wounds": "B",
- "abbreviate-strength-bonus": "BF",
- "abbreviate-toughness-bonus": "BE",
- "abbreviate-movement": "M",
- "abbreviate-magic": "Mag",
- "abbreviate-insanity-points": "PF",
- "abbreviate-fate-points": "PD",
- "combat": "Combat",
- "initiative": "Initiative",
- "wounds": "Blessure",
- "fortune": "Fortune",
- "move": "Mouvement",
- "charge": "Charge",
- "run": "Course",
- "leap": "Saut",
- "abbreviate-initiative": "Init",
- "check-luck": "Cocher si vous avez le talent Chance",
- "talent-name": "Nom du talent",
- "description": "Description",
- "skills": "Compétences",
- "knowledge-and-language-skills": "Connaissance et langage",
- "skill-name": "Compétence",
- "abbreviate-characteristic": "Cara",
- "training": "Niveau",
- "misc": "Divers",
- "total": "Total",
- "roll": "Roll",
- "abbreviate-gm": "MJ",
- "common-knowledge-any": "Connaissance Générale (toutes)",
- "common-knowledge": "Connaissance Générale",
- "trained": "Acquis",
- "perform-trade-and-other-skills": "Capacités, marchandage et autres",
- "basic": "Base",
- "special-rules": "Règles Spéciales",
- "name": "Nom",
- "basic-skills": "Compétences de Base",
- "animal-care": "Soin des animaux",
- "charm": "Charisme",
- "command": "Commandement",
- "concealment": "Dissimulation",
- "consume-alcohol": "Résistance à l'alcool",
- "disguise": "Déguisement",
- "drive": "Conduite d'attelages",
- "evaluate": "Évaluation",
- "gamble": "Jeu",
- "gossip": "Commérage",
- "haggle": "Marchandage",
- "intimidate": "Intimidation",
- "outdoor-survival": "Survie",
- "preception": "Perception",
- "ride": "Équitation",
- "row": "Canotage",
- "scale-sheet-surface": "Escalade",
- "search": "Fouille",
- "silent-move": "Déplacement Silencieux",
- "swim": "Natation",
- "advanced-skills": "Compétences Avancées",
- "animal-training": "Dressage",
- "blather": "Baratin",
- "chanelling": "Focalisation",
- "charm-animal": "Emprise sur les animaux",
- "dodge-blow": "Esquive",
- "follow-trail": "Pistage",
- "heal": "Soins",
- "hypnotism": "Hypnotisme",
- "lip-reading": "Lecture sur les lèvres",
- "magical-sense": "Sens de la magie",
- "navigation": "Orientation",
- "pick-lock": "Crochetage",
- "prepare-poison": "Préparation de Poison",
- "read-and-write": "Lire/Écrire",
- "sail": "Navigation",
- "set-trap": "Braconnage",
- "shadowing": "Filature",
- "sleight-of-hand": "Escamotage",
- "torture": "Torture",
- "vetroloquism": "Ventriloquie",
- "astrology": "Astrologie",
- "star-sign": "Signe Astral",
- "doom": "Corruption",
- "appearance": "Apparence",
- "gender": "Genre",
- "build": "Race",
- "age": "Age",
- "attr-height": "Taille",
- "weight": "Poids",
- "eyes": "Yeux",
- "skin": "Peau",
- "hair": "Cheveux",
- "history": "Histoire",
- "miscellaneous-notes": "Notes diverses",
- "starting-career": "Carrière de départ",
- "career-name": "Carrière",
- "career-main-profile": "Profil Principal de la Carrière",
- "weapon-skill": "Capacité de Combat",
- "ballistic-skill": "Capacité de Tir",
- "strength": "Force",
- "toughness": "Endurance",
- "agility": "Agilité",
- "intelligence": "Intelligence",
- "will-power": "Force Mentale",
- "fellowship": "Social",
- "career-secondary-profile": "Profil Secondaire de la Carrière",
- "attacks": "Attaques",
- "strength-bonus": "Bonus de Force",
- "toughness-bonus": "Bonus d'Endurance",
- "movement": "Mouvement",
- "magic": "Magie",
- "insanity-points": "Points de Folies",
- "fate-points": "Points de Destin",
- "career-skills": "Compétences de Carrière",
- "career-talents": "Talents de Carrière",
- "career-exits": "Débouchés",
- "second-career": "Seconde Carrière",
- "third-career": "Troisième Carrière",
- "fourth-career": "Quatrième Carrière",
- "fifth-career": "Cinquième Carrière",
- "melee-weapons": "Armes de Mêlée",
- "abbreviate-proficiency": "Maît?",
- "weapon": "Arme",
- "craftsmanship": "Qualité",
- "ws-bonus": "Bonus CC",
- "to-hit": "Dés Min",
- "damage": "Dégâts",
- "impact": "Perc",
- "defensive": "Def",
- "qualities": "Attributs",
- "attack": "Attaque",
- "parry": "Parade",
- "poor": "Médiocre",
- "common": "Commune",
- "good": "Bonne",
- "best": "Exceptionnelle",
- "abbreviate-attack": "Atk",
- "abbreviate-damage": "Dmg",
- "abbreviate-parry": "Prd",
- "ranged-weapons": "Arme à Distance",
- "bs-bonus": "Bonus de CT",
- "type": "Type",
- "reload": "Rech.",
- "range": "Range",
- "ammo": "Munitions",
- "shoot": "Tir",
- "throw": "Jet",
- "free": "Libre",
- "half": "Demis",
- "full-number": "{{0}} Complète(s)",
- "critical-hit": "Coup Critique",
- "critical-roll": "Jet de Critique",
- "critical": "Critique",
- "petty": "Commune",
- "lesser": "Mineure",
- "arcane": "Occulte",
- "divine": "Divine",
- "runes": "Runes",
- "perform-chanelling": "Prendre une demi action pour la Focalisation",
- "spell-name": "Nom du Sort",
- "casting-number": "Difficulté",
- "casting-time": "Temps d'incantation",
- "duration": "Durée",
- "target": "Cible/Zone",
- "none": "Aucun",
- "1d10magic": "1d10 + Magie",
- "spell-healing": "Soin",
- "cast": "Lancer",
- "ingredient-bonus": "Bonus d'Ingrédient",
- "ingredient": "Ingredient",
- "spell-damage": "Dégats",
- "spell-description": "Description du sort",
- "petty-spell": "Magie Commune",
- "lesser-spell": "Magie Mineure",
- "arcane-spell": "Magie Occulte",
- "divine-spell": "Magie Divine",
- "rune": "Rune",
- "inscription-number": "Nombre de Symboles",
- "empowerment": "Puissance",
- "inscribe": "Graver",
- "permanent-rune-description": "Description Permanent de la Rune",
- "temporary-rune-description": "Description Temporaire de la Rune",
- "coin-carried": "Argent transporté",
- "brass-pennies-bp": "Sous de cuivre (s)",
- "silver-shillings-ss": "Pistol d'Argent (pa)",
- "gold-crowns-gc": "Couronne d'Or (co)",
- "total-gc-value": "Total de co",
- "exchange-rate": "Valeur de Change",
- "exchange-rate-description": "240 sous de cuivre = 20 pistols d'argent = 1 couronne d'or",
- "encumbrance": "Encombrement",
- "trappings": "Transporté",
- "coin": "Argent",
- "other": "Autre",
- "carrying-capacity": "Capacité Maximum",
- "push-drag-lift": "Poussé/Tiré/Décalé",
- "encumbered": "Encombré",
- "dwarf": "Nain",
- "dwarf-encumbrance": "Les Nains peuvent transporter 2 fois plus que les autres espèces",
- "encumbrance-description": "L'Encombrement entré dans chacune des lignes suivantes est:",
- "encumbrance-choice1": "L'Encombrement de l'ensemble des objets de la ligne (en ignorant la quantité)",
- "encumbrance-choice2": "L'Encombrement pour chacun des objets de la ligne (total = qté x enc)",
- "page1": "Page 1",
- "page2": "Page 2",
- "page3": "Page 3",
- "show-all": "Voir tout",
- "row-nr": "Ligne n°",
- "carried-question": "Transporté?",
- "abbreviate-quantity": "Qté",
- "treasure-loot-inventory-notes": "Trésor/Butin/Notes",
- "protective-item": "Armure",
- "head": "Tête",
- "worn": "Usé",
- "armor-type": "Type d'Armure",
- "armor-points": "Points d'Armure",
- "magic-bonus": "Bonus Magique",
- "total-ap": "Total PA",
- "leather": "Cuir",
- "mail": "Maille",
- "plate": "Plaque",
- "torso": "Torse",
- "arms": "Bras",
- "legs": "Jambes",
- "armor-penalties": "Malus d'Armure",
- "armor-penalties-description1": "Porter une armure moyenne ou lourde ajoute un malus de 10% aux tests d'Agilité.",
- "armor-penalties-description2": "Porter une armure lourde réduit de 1 les mouvement à moins d'avoir le Talent Robuste.",
- "hit-locations": "Points d'Armure",
- "left-arm": "Bras Gauche",
- "left-leg": "Jambe Gauche",
- "right-arm": "Bras Droit",
- "right-leg": "Jambe Droite",
- "advanced-skill": "Compétence Avancée",
- "basic-skill": "Compétence de Base",
- "knowledge-skill": "Compétence de Connaissance",
- "various-skill": "Compétence",
- "blood-loss": "Saignement",
- "bleeding": "Saignement",
- "casting-test": "Test d'incantation",
- "outcome": "Résultat",
- "spellcasting-succeeds": "Sort réussi",
- "hit-left-arm": "Touché au bras gauche",
- "hit-right-leg": "Touché à la jambe droite",
- "hit-location-number": "Localisation du coup {{0}}",
- "hit-right-arm": "Touché au bras droit",
- "damage-number": "Dégâts {{0}}",
- "hit-left-leg": "Touché à la jambe gauche",
- "hit-body": "Touché au torse",
- "hit-head": "Touché à la tête",
- "target-number": "Objectif",
- "attack-roll": "Jet d'attaque",
- "miss": "Raté",
- "parry-roll": "Jet de parade",
- "failure": "Échec",
- "spellcasting-fails": "Sort raté",
- "test-result": "Résultat du test",
- "characteristic": "Caracteristique"
+ "CHARACTER-NAME": "Character Name",
+ "CAREER": "Career",
+ "CAREER-PATH": "Career Path",
+ "RACE": "Race",
+ "RELIGION": "Religion",
+ "CONCEPT": "Concept",
+ "ADVANCEMENTS": "Advancements",
+ "XP": "XP",
+ "XP-EARNED": "XP Earned",
+ "XP-SPENT": "XP Spent",
+ "XP-REST": "XP Rest",
+ "PUBLIC": "Make all rolls public",
+ "WHISPER": "Whisper all rolls to GM",
+ "CORE-STATS": "Core Stats",
+ "BACKGROUND": "Background",
+ "WEAPONS": "Weapons",
+ "ARMOR": "Armor",
+ "SPELLBOOK": "Spellbook",
+ "INVENTORY": "Inventory",
+ "SETTINGS": "Settings",
+ "CHARACTER-PROFILE": "Character Profile",
+ "MAIN-PROFILE": "Main Profile",
+ "MAIN": "Main",
+ "ABBREVIATE-WEAPON-SKILL": "WS",
+ "ABBREVIATE-BALLISTIC-SKILL": "BS",
+ "ABBREVIATE-STRENGTH": "S",
+ "ABBREVIATE-TOUGHNESS": "T",
+ "ABBREVIATE-AGILITY": "Ag",
+ "ABBREVIATE-INTELLIGENCE": "Int",
+ "ABBREVIATE-WILL-POWER": "WP",
+ "ABBREVIATE-FELLOWSHIP": "Fel",
+ "STARTING": "Starting",
+ "TALENTS": "Talents",
+ "ADVANCE": "Advance",
+ "CURRENT": "Current",
+ "MODIFIER": "Modifier",
+ "SECONDARY-PROFILE": "Secondary Profile",
+ "SECONDARY": "Secondary",
+ "ABBREVIATE-ATTACKS": "A",
+ "ABBREVIATE-WOUNDS": "W",
+ "ABBREVIATE-STRENGTH-BONUS": "SB",
+ "ABBREVIATE-TOUGHNESS-BONUS": "TB",
+ "ABBREVIATE-MOVEMENT": "M",
+ "ABBREVIATE-MAGIC": "Mag",
+ "ABBREVIATE-INSANITY-POINTS": "IP",
+ "ABBREVIATE-FATE-POINTS": "FP",
+ "COMBAT": "Combat",
+ "INITIATIVE": "Initiative",
+ "WOUNDS": "Wounds",
+ "FORTUNE": "Fortune",
+ "MOVE": "Move",
+ "CHARGE": "Charge",
+ "RUN": "Run",
+ "LEAP": "Leap",
+ "ABBREVIATE-INITIATIVE": "Init",
+ "CHECK-LUCK": "Check if you have the Luck Talent",
+ "TALENT-NAME": "Talent Name",
+ "DESCRIPTION": "Descripton",
+ "SKILLS": "Skills",
+ "KNOWLEDGE-AND-LANGUAGE-SKILLS": "Knowledge and Language Skills",
+ "KNOWLEDGE": "Knowledge",
+ "SKILL-NAME": "Skill Name",
+ "ABBREVIATE-CHARACTERISTIC": "Char",
+ "TRAINING": "Training",
+ "ABBREVIATE-MISCELLANEOUS": "Misc",
+ "TOTAL": "Total",
+ "ROLL": "Roll",
+ "ABBREVIATE-GM": "GM",
+ "COMMON-KNOWLEDGE-ANY": "Common Knowledge (any)",
+ "COMMON-KNOWLEDGE": "Common Knowledge",
+ "PERFORM-TRADE-AND-OTHER-SKILLS": "Perform, Trade, and Other Skills",
+ "TRAINED": "Trained",
+ "BASIC": "Basic",
+ "SPECIAL-RULES": "Special Rules",
+ "NAME": "Name",
+ "BASIC-SKILLS": "Basic Skills",
+ "ANIMAL-CARE": "Animal Care",
+ "CHARM": "Charm",
+ "COMMAND": "Command",
+ "CONCEALMENT": "Concealment",
+ "CONSUME-ALCOHOL": "Consume Alcohol",
+ "DISGUISE": "Disguise",
+ "DRIVE": "Drive",
+ "EVALUATE": "Evaluate",
+ "GAMBLE": "Gamble",
+ "GOSSIP": "Gossip",
+ "HAGGLE": "Haggle",
+ "INTIMIDATE": "Intimidate",
+ "OUTDOOR-SURVIVAL": "Outdoor Survival",
+ "PERCEPTION": "Perception",
+ "RIDE": "Ride",
+ "ROW": "Row",
+ "SCALE-SHEER-SURFACE": "Scale Sheer Surface",
+ "SEARCH": "Search",
+ "SILENT-MOVE": "Silent Move",
+ "SWIM": "Swim",
+ "ADVANCED-SKILLS": "Advanced Skills",
+ "ANIMAL-TRAINING": "Animal Training",
+ "BLATHER": "Blather",
+ "CHANNELLING": "Channelling",
+ "CHARM-ANIMAL": "Charm Animal",
+ "DODGE-BLOW": "Dodge Blow",
+ "FOLLOW-TRAIL": "Follow Trail",
+ "HEAL": "Heal",
+ "HYPNOTISM": "Hypnotism",
+ "LIP-READING": "Lip Reading",
+ "MAGICAL-SENSE": "Magical Sense",
+ "NAVIGATION": "Navigation",
+ "PICK-LOCK": "Pick Lock",
+ "PREPARE-POISON": "Prepare Poison",
+ "READ-AND-WRITE": "Read and Write",
+ "SAIL": "Sail",
+ "SET-TRAP": "Set Trap",
+ "SHADOWING": "Shadowing",
+ "SLEIGHT-OF-HAND": "Sleight of Hand",
+ "TORTURE": "Torture",
+ "VENTRILOQUISM": "Ventriloquism",
+ "ASTROLOGY": "Astrology",
+ "STAR-SIGN": "Star Sign",
+ "DOOM": "Doom",
+ "APPEARANCE": "Appearance",
+ "GENDER": "Gender",
+ "BUILD": "Build",
+ "AGE": "Age",
+ "HEIGHT": "Height",
+ "WEIGHT": "Weight",
+ "EYES": "Eyes",
+ "SKIN": "Skin",
+ "HAIR": "Hair",
+ "HISTORY": "History",
+ "MISCELLANEOUS-NOTES": "Miscellaneous Notes",
+ "CAREER-NAME": "Career Name",
+ "STARTING-CAREER": "Starting Career",
+ "SECOND-CAREER": "Second Career",
+ "THIRD-CAREER": "Third Career",
+ "FOURTH-CAREER": "Fourth Career",
+ "FIFTH-CAREER": "Fifth Career",
+ "CAREER-ENTERED": "Career Entered",
+ "CAREER-ENTERED_CHECK": "Check if you've entered this career.",
+ "CAREER-MAIN-PROFILE": "Career Main Profile",
+ "WEAPON-SKILL": "Weapon Skill",
+ "BALLISTIC-SKILL": "Ballistic Skill",
+ "STRENGTH": "Strength",
+ "TOUGHNESS": "Toughness",
+ "AGILITY": "Agility",
+ "INTELLIGENCE": "Intelligence",
+ "WILL-POWER": "Will Power",
+ "FELLOWSHIP": "Fellowship",
+ "CAREER-SECONDARY-PROFILE": "Career Secondary Profile",
+ "ATTACKS": "Attacks",
+ "STRENGTH-BONUS": "Strength Bonus",
+ "TOUGHNESS-BONUS": "Toughness Bonus",
+ "MOVEMENT": "Movement",
+ "MAGIC": "Magic",
+ "INSANITY-POINTS": "Insanity Points",
+ "FATE-POINTS": "Fate Points",
+ "CAREER-SKILLS": "Career Skills",
+ "CAREER-TALENTS": "Career Talents",
+ "CAREER-SKILLS-AND-TALENTS": "Career Skills and Talents",
+ "SKILL-OR-TALENT": "Skill or Talent",
+ "CAREER-EXITS": "Career Exits",
+ "TAKEN": "Taken",
+ "MELEE-WEAPONS": "Melee Weapons",
+ "ABBREVIATE-PROFICIENCY": "Prof?",
+ "WEAPON": "Weapon",
+ "CRAFTSMANSHIP": "Craftsmanship",
+ "ABBREVIATE-CRAFTSMANSHIP": "Craft",
+ "ABBREVIATE-ENCUMBRANCE": "Enc",
+ "WS-BONUS": "WS Bonus",
+ "TO-HIT": "To Hit",
+ "DAMAGE": "Damage",
+ "FURY-DAMAGE": "Fury Damage",
+ "DAMAGE-INC-SB": "Melee damage already includes SB.",
+ "IMPACT": "Impact",
+ "ABBREVIATE-IMPACT": "Imp",
+ "DEFENSIVE": "Defensive",
+ "ABBREVIATE-DEFENSIVE": "Def",
+ "QUALITIES": "Qualities",
+ "FRENZY-DESCRIPTION": "Check if you are using the Frenzy Talent",
+ "ATTACK": "Attack",
+ "PARRY": "Parry",
+ "POOR": "Poor",
+ "COMMON": "Common",
+ "GOOD": "Good",
+ "BEST": "Best",
+ "ABBREVIATE-ATTACK": "Atk",
+ "ABBREVIATE-DAMAGE": "Dmg",
+ "ABBREVIATE-PARRY": "Pry",
+ "RANGED-WEAPONS": "Ranged Weapons",
+ "BS-BONUS": "BS Bonus",
+ "TYPE": "Type",
+ "RELOAD": "Reload",
+ "RANGE": "Range",
+ "ABBREVIATE-AMMUNITION": "Ammo",
+ "ABBREVIATE-AMMUNITION-ENCUMBRANCE": "Ammo Enc",
+ "AMMO-ENCUMBRANCE-DESCRIPTION": "Note Encombrance value for 1 piece of ammo.",
+ "SHOOT": "Shoot",
+ "THROW": "Throw",
+ "FREE": "Free",
+ "HALF": "Half",
+ "FULL-NUMBER": "{{0}} Full",
+ "CRITICAL": "Critical",
+ "CRITICAL-HIT": "Critical Hit",
+ "CRITICAL-ROLL": "Critical Roll",
+ "TOTAL-MELEE-WEAPON-ENCUMBRANCE": "Total Melee Weapon Encumbrance",
+ "TOTAL-RANGED-WEAPON-ENCUMBRANCE": "Total Ranged Weapon Encumbrance",
+ "TOTAL-WEAPON-ENCUMBRANCE": "Total Weapon Encumbrance",
+ "PETTY": "Petty",
+ "LESSER": "Lesser",
+ "ARCANE": "Arcane",
+ "DIVINE": "Divine",
+ "RUNES": "Runes",
+ "RITUALS": "Rituals",
+ "PERFORM-CHANNELLING": "Take a Half Action to perform Channelling",
+ "SPELL-NAME": "Name",
+ "CASTING-NUMBER": "Casting Number",
+ "CASTING-TIME": "Casting Time",
+ "DURATION": "Duration",
+ "TARGET": "Target/AoE",
+ "NONE": "None",
+ "1D10MAGIC": "1d10 + Magic",
+ "SPELL-HEALING": "Spell Healing",
+ "CAST": "Cast",
+ "INGREDIENT-BONUS": "Ingredient Bonus",
+ "INGREDIENT": "Ingredient",
+ "SPELL-DAMAGE": "Spell Damage",
+ "SPELL-DESCRIPTION": "Spell Description",
+ "RITUAL-DESCRIPTION": "Ritual Description",
+ "ARCANE-LANGUAGE": "Arcane Language",
+ "REQUIRED-MAGIC": "Required Magic",
+ "XP-COST": "XP Cost",
+ "CONDITIONS": "Conditions",
+ "CONSEQUENCES": "Consquences",
+ "petty-spell": "Magie Commune",
+ "lesser-spell": "Magie Mineure",
+ "arcane-spell": "Magie Occulte",
+ "divine-spell": "Magie Divine",
+ "RUNE": "Rune",
+ "INSCRIPTION-NUMBER": "Inscription Number",
+ "EMPOWERMENT": "Empowerment",
+ "INSCRIBE": "Inscribe",
+ "PERMANENT-RUNE-DESCRIPTION": "Permanent Rune Description",
+ "TEMPORARY-RUNE-DESCRIPTION": "Temporary Rune Description",
+ "MAGIC-USED": "Amount of Magic used",
+ "CHANNELLING-SUCCESS": "Channelling success",
+ "INGREDIENT-USED": "Ingredient used",
+ "RUNE-TYPE": "Rune type",
+ "TEMPORARY": "Temporary",
+ "PERMANENT": "Permanent",
+ "MINUTES": "minute(s)",
+ "WEEKS": "week(s)",
+ "COIN-CARRIED": "Coin Carried",
+ "BRASS-PENNIES-BP": "Brass Pennies (BP)",
+ "SILVER-SHILLINGS-SS": "Silver Shillings (SS)",
+ "GOLD-CROWNS-GC": "Gold Crowns (GC)",
+ "TOTAL-GC-VALUE": "Total GC Value",
+ "EXCHANGE-RATE": "Exchange Rate",
+ "EXCHANGE-RATE-DESCRIPTION": "240 brass pennies = 20 silver shilling = 1 gold crown",
+ "ENCUMBRANCE": "Encumbrance",
+ "TRAPPINGS": "Trappings",
+ "COIN": "Coin",
+ "OTHER": "Other",
+ "CARRYING-CAPACITY": "Carrying Max",
+ "PUSH-DRAG-LIFT": "Push/Drag/Lift",
+ "ENCUMBERED": "Encumbered",
+ "ENCUMBERED-MOVEMENT-PENALTY": "Encumbered Movement penalty",
+ "DWARF": "Dwarf",
+ "DWARF-ENCUMBRANCE": "Dwarves can carry twice as much as other characters.",
+ "DWARF-ENCUMBRANCE-CHECK": "Check if you are a Dwarf.",
+ "ENCUMBRANCE-DESCRIPTION": "Encumbrance entered in each row below is:",
+ "ENCUMBRANCE-CHOICE1": "The total encumbrance of the row (ignoring quantity)",
+ "ENCUMBRANCE-CHOICE2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
+ "PAGE-1": "Page 1",
+ "PAGE-2": "Page 2",
+ "PAGE-3": "Page 3",
+ "SHOW-ALL": "Show All",
+ "UNLIMITED": "Unlimited",
+ "ROW-NR": "Row #",
+ "CARRIED-QUESTION": "Carried?",
+ "ABBREVIATE-QUANTITY": "Qty",
+ "TREASURE-LOOT-INVENTORY-NOTES": "Treasure/Loot/Inventory Notes",
+ "PROTECTIVE-ITEMS": "Protective Items",
+ "WORN": "Worn",
+ "HEAD": "Head",
+ "ARMOR-TYPE": "Armor Type",
+ "ARMOR-POINTS": "Armor Points",
+ "ABBREVIATE-ARMOR-POINTS": "AP",
+ "MAGIC-BONUS": "Magic Bonus",
+ "BONUS": "Bonus",
+ "TOTAL-AP": "Total AP",
+ "LEATHER": "Leather",
+ "MAIL": "Mail",
+ "PLATE": "Plate",
+ "TORSO": "Torso",
+ "ARMS": "Arms",
+ "LEGS": "Legs",
+ "LOCATION-DESCRIPTION": "H : Head / B : Body / A : Arms / L : Legs",
+ "TOTAL-ARMOR-ENCUMBRANCE": "Total Armor Encombrance",
+ "TOTAL-WEIGHT-MAX": "The maximum total encumbrance your character can carry without slowing.",
+ "MAX-PUSH-DRAG-LIFT": "This is the maximum encumbrance you can push/drag/lift. If the encumbrance you are pushing/dragging/lifting exceeds your maximum carrying capacity then your Movement drops to 1.",
+ "LIGHT": "Light",
+ "MEDIUM": "Medium",
+ "HEAVY": "Heavy",
+ "LIGHT-ARMOR": "Light Armor",
+ "MEDIUM-ARMOR": "Medium Armor",
+ "HEAVY-ARMOR": "Heavy Armor",
+ "HIT-LOCATIONS": "Hit Locations",
+ "BODY": "Body",
+ "ABBREVIATE-HEAD": "H",
+ "ABBREVIATE-BODY": "B",
+ "ABBREVIATE-ARMS": "A",
+ "ABBREVIATE-LEGS": "L",
+ "LEFT-ARM": "Left Arm",
+ "LEFT-LEG": "Left Leg",
+ "RIGHT-ARM": "Right Arm",
+ "RIGHT-LEG": "Right Leg",
+ "ARMOR-PENALTIES": "Armor Penalties",
+ "ARMOR-PENALTIES-MEDIUM": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
+ "ARMOR-PENALTIES-HEAVY": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
+ "BLOOD-LOSS": "Blood Loss",
+ "BLEEDING": "Bleeding",
+ "ADVANCED-SKILL": "Advanced Skill",
+ "BASIC-SKILL": "Basic Skill",
+ "KNOWLEDGE-SKILL": "Knowledge Skill",
+ "VARIOUS-SKILL": "Various Skill",
+ "TARGET-NUMBER": "Target Number",
+ "TEST-RESULT": "Test Result",
+ "RESULT": "Result",
+ "OUTCOME": "Outcome",
+ "SUCCESS": "Success",
+ "FAILURE": "Failure",
+ "ATTACK-ROLL": "Attack Roll",
+ "MISS": "Miss",
+ "PARRY-ROLL": "Parry Roll",
+ "PARRIED": "Parried",
+ "CASTING-TEST": "Casting Test",
+ "SPELLCASTING-FAILS": "Spellcasting fails",
+ "SPELLCASTING-SUCCEEDS": "Spellcasting succeeds",
+ "INSCRIPTION-TEST": "Inscription Test",
+ "INSCRIPTION-TIME": "Inscription Time",
+ "INSCRIPTION-FAILS": "Inscription fails",
+ "INSCRIPTION-SUCCEEDS": "Inscription succeeds",
+ "HIT-LOCATION": "Hit Location",
+ "HIT-HEAD": "Hit Head",
+ "HIT-BODY": "Hit Body",
+ "HIT-LEFT-ARM": "Hit Left Arm",
+ "HIT-LEFT-LEG": "Hit Left Leg",
+ "HIT-RIGHT-ARM": "Hit Right Arm",
+ "HIT-RIGHT-LEG": "Hit Right Leg",
+ "HIT-LOCATION-NUMBER": "Hit Location {{0}}",
+ "DAMAGE-NUMBER": "Damage {{0}}",
+ "CRITICAL-LOCATION": "Critical Location",
+ "CRITICAL-VALUE": "Critical Value",
+ "CRITICAL-EFFECT": "Critical Effect",
+ "CRITICAL-EFFECT-H1": "Disoriented by the blow. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-H2": "Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H3": "The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-H4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H5": "Knocked to the ground and dazed. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-H6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-H7": "Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-H8": "Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.",
+ "CRITICAL-EFFECT-H9": "Skull pierced by a mighty blow. Death is instantaneous.",
+ "CRITICAL-EFFECT-A1": "Drops anything held in that hand. A shield, if worn, is not affected, since its strapped on.",
+ "CRITICAL-EFFECT-A2": "Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A3": "Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).",
+ "CRITICAL-EFFECT-A4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A5": "Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).",
+ "CRITICAL-EFFECT-A6": "Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-A7": "Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.",
+ "CRITICAL-EFFECT-A8": "Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.",
+ "CRITICAL-EFFECT-A9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-B1": "The wind is knocked out of the character. All tests and attacks suffer a 20% penalty for one round.",
+ "CRITICAL-EFFECT-B2": "Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B3": "Ribs busted by ferocity of attack. Character takes a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-B4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B5": "Knocked to the ground and badly winded. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-B6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-B7": "The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-B8": "Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.",
+ "CRITICAL-EFFECT-B9": "Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.",
+ "CRITICAL-EFFECT-L1": "Stumbles. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-L2": "Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L3": "Leg incapacitated until medical attention is received. Characters Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a 20% penalty.",
+ "CRITICAL-EFFECT-L4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L5": "Knocked to the ground and dazed. All characters tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-L6": "Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-L7": "Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.",
+ "CRITICAL-EFFECT-L8": "Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.",
+ "CRITICAL-EFFECT-L9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-10": "Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.",
+ "BLOOD-SURVIVE": "Survive one more round.",
+ "BLOOD-DEATH": "Death from blood loss!",
+ "OLD-TRAPPINGS": "Use old Trappings layout",
+ "NEW-TRAPPINGS": "Use new Trappings layout",
+ "CHAOS-MANIFESTATION": "Chaos Manifestation",
+ "ROLL-BASIC-TABLES": "Roll on Basic Chaos Manifestaion Tables",
+ "ROLL-EXTENDED-TABLES": "Roll on Extended Chaos Manifestaion Tables",
+ "TZEENTCHS-CURSE": "Tzeentch's Curse",
+ "CHAOS-ROLL": "Chaos Roll",
+ "CHAOS-TABLE": "Chaos Table",
+ "MINOR-NORMAL": "Minor Normal",
+ "MINOR-EXTENDED": "Minor Extended",
+ "MAJOR-NORMAL": "Major Normal",
+ "MAJOR-EXTENDED": "Major Extended",
+ "CATASTROPHIC-NORMAL": "Catastrophic Normal",
+ "CATASTROPHIC-EXTENDED": "Catastrophic Extended",
+ "MINOR": "Minor",
+ "MAJOR": "Major",
+ "CATASTROPHIC": "Catastrophic",
+ "MINOR-CHAOS-MANIFESTATION": "Minor Chaos Manifestation",
+ "MAJOR-CHAOS-MANIFESTATION": "Major Chaos Manifestation",
+ "CATASTROPHIC-CHAOS-MANIFESTATION": "Catastrophic Chaos Manifestation",
+ "YES": "Yes",
+ "NO": "No",
+ "MINOR1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINOR2": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINOR3": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINOR4": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINOR5": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINOR6": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINOR7": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINOR8": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINOR9": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINOR10": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINOR11": "
Unlucky !: Roll on Major Chaos Manifestation instead.",
+ "MINORE1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINORE2": "
Fumblehand: A randomly selected item you are holding or carrying flies 1d10 yards (1d10/2 squares) in a random direction, thrown invisibly by Winds of Chaos.",
+ "MINORE3": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINORE4": "
Nailrot: A randomly chosen finger or toenail turns black and falls off. It will grow back normally.",
+ "MINORE5": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINORE6": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINORE7": "
Waxy Earful: Your ears become entirely plugged with wax, requiring a successful Heal Test to clear. Until you receive such treatment, you suffer a 10% penalty to all tests involving hearing.",
+ "MINORE8": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINORE9": "
Cold Sweats: All those within in 10 yards (5 squares) of you immediately break into a cold sweat lasting 1d10 rounds.",
+ "MINORE10": "
Sleeping Nerves: Every muscle in your body tingles for 1d10 rounds. You suffer a 5% penalty to all tests made in that time.",
+ "MINORE11": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINORE12": "
Milky Eyes: A milky film covers your eyes for 1d10 hours. You suffer a 10% penalty to any tests involving sight in that time.",
+ "MINORE13": "
Bane of Flora: All plant life within 10 yards (5 squares) of you withers and dies.",
+ "MINORE14": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINORE15": "
Handfrozen: The bones and muscles of one of your hands (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move your fingers from their bizarre arrangement for 1d10 minutes.",
+ "MINORE16": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINORE17": "
Creeping Congregation: Insects fill the area around you, buzzing and crawling. They do no harm and disperse within 1d10 rounds, but they are obviousand potentially frighteningto everyone in the area.",
+ "MINORE18": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINORE19": "
Channel Burn: The channels of magic in your body are burned by coursing magic. You suffer a 1 penalty to every Casting Roll you make in the next 1d10 minutes.",
+ "MINORE20": "
Intestinal Rebellion: Your bowels move uncontrollably, soiling both your clothing and pride.",
+ "MINORE21": "
Grave Offence: You uncontrollably shout something horribly offensive to those around you. The GM may overrule you if your invention is insufficiently offensive.",
+ "MINORE22": "
Fluid Transformation: All liquids on your personincluding spell ingredientsturn to brine.",
+ "MINORE23": "
Kin Inconvenienced: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MINORE24": "
Accumulation of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MINORE25": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINORE26": "
Unlucky!: Roll on Major Chaos Manifestation instead.",
+ "MAJOR1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJOR2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJOR3": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJOR4": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJOR5": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJOR6": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJOR7": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJOR8": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJOR9": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJOR10": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJOR11": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "MAJORE1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJORE2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJORE3": "
Hairless: Every hair in your body falls out.",
+ "MAJORE4": "
Blacknail: Every finger and toenail on your body turns black and falls off. They will grow back normally.",
+ "MAJORE5": "
Wracked: You suffer burning pain for 1d10 rounds, suffering a 10% penalty to all tests made in that time.",
+ "MAJORE6": "
Channel Conflagration: The channels of magic in your body are set ablaze by coursing magic. You suffer a 1 penalty to every casting die you roll in the next 1d10 hours.",
+ "MAJORE7": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJORE8": "
Rag Doll: You spontaneously fly through the air 1d10 yards (1d10/5 squares) in a random direction, landing roughly and suffering a Damage 2 hit.",
+ "MAJORE9": "
Fire!: Your clothing bursts into flame (see WFRP, page 136).",
+ "MAJORE10": "
Loadstones: Every piece of metal on your body is permanently magnetized.",
+ "MAJORE11": "
Limbfrozen: The bones and muscles of one of your arms or legs (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move the affected limb for 1d10 hours.",
+ "MAJORE12": "
Tongue-twisted: Chaos energy infuses your mouth; anything you say for the next 1d10 minutes comes out as gibberish, rendering spellcasting impossible during that time.",
+ "MAJORE13": "
Chaotic Wind: Chaos blows through any magical spell ingredients you are carrying. Any spell cast using them will make one of any associated Casting Rolls dice a Chaos die.",
+ "MAJORE14": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJORE15": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJORE16": "
Undone: Every tie, clasp, and fastener of every type on your body flies violently open. Belts come undone, pouches fly open, boots come unlaced, and so on.",
+ "MAJORE17": "
Regurgitate: You throw up uncontrollably, unable to do anything else, for 1d10 rounds. In that time, you spew up much more vomit than could possibly have been contained in your stomach.",
+ "MAJORE18": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJORE19": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJORE20": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJORE21": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJORE22": "
Kin Affected: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MAJORE23": "
Storm of Chaos: Roll on Table 624: Expanded Minor Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "MAJORE24": "
Store of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MAJORE25": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJORE26": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "CATA1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATA2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATA3": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATA4": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA5": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA6": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATA7": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATA8": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATA9": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATA10": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "CATAE1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATAE2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE3": "
Broken: Your will is utterly broken. Your Will Power Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE4": "
Stupefied: Your mind regresses to protect you from a worse fate. Your Intelligence Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE5": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATAE6": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATAE7": "
Rageboil: Everyone within 10 yards (5 squares) of you is immediately and irrationally outraged by your very presence. They all move to attack youeven your alliesand only come to their senses after 1d10 rounds.",
+ "CATAE8": "
Albino Affliction: Your skin and hair are bleached utterly white by roiling Chaos.",
+ "CATAE9": "
Heretical Vision: A Daemon Prince shows you a vision of Chaos. You gain 1d10 Insanity Points. Any time after this event, you can spend 100 xp and gain the Dark Lore (Chaos) talent.",
+ "CATAE10": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATAE11": "
Boiling Blood: For a brief instant, your blood literally boils in your veins. You suffer 2d10 Wounds, which are reduced by Toughness but not armour.",
+ "CATAE12": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATAE13": "
Chaotic Servitors: 1d10 Daemon Imps (see
WFRP, page 229) appear from the Aethyr and do your bidding for 1d10 rounds.",
+ "CATAE14": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATAE15": "
Windblock: You are stuck unable to breathe for 1d10 minutes (see Suffocation in WFRP, page 136), after which you gasp!manage to draw breath.",
+ "CATAE16": "
Lineage Concluded: The infection of Chaos renders you sterile or barren.",
+ "CATAE17": "
Eyefuse: You close your eyes as the Winds of Magic howl about you, and your eyelids are fused shut. You cannot see until this is corrected by magic or surgery.",
+ "CATAE18": "
Spasmodic Paroxysm: Your entire body convulses violently as the pure stuff of Chaos courses over you; you bite off your tongue. You become very difficult to understand and suffer 5 to all Casting Rolls until you are somehow healed.",
+ "CATAE19": "
Witherlimb: A randomly determined limb withers and becomes permanently useless.",
+ "CATAE20": "
Mutating Wind: You must make a Will Power Test or suffer a Chaos Mutation (see WFRP, page 229, or the Old World Bestiary, page 79).",
+ "CATAE21": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATAE22": "
Kin Afflicted: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "CATAE23": "
Vortex of Chaos: Roll on Table 625: Expanded Major Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "CATAE24": "
Hoard of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "CATAE25": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "GODWRATH1": "
Unearthly Vision: Your God chooses this time to grant you a symbolic but confusing vision. This stuns you for 1 round.",
+ "GODWRATH2": "
Prove Your Devotion: A few more prayers are required to finish casting the spell. This result adds 1 half action to the Casting Time of the spell. You must take this extra time even if you failed the Casting Roll.",
+ "GODWRATH3": "
You Try My Patience: You cannot cast another spell for 1d10 rounds. This spell still works as long as you made your Casting Roll.",
+ "GODWRATH4": "
Your Cause is Unworthy: Your spell fails, even if you made the Casting Roll.",
+ "GODWRATH5": "
Stinging Rebuke: Not only does your spell fail, but you also suffer a 10% penalty to your Will Power for 1 minute.",
+ "GODWRATH6": "
What Will You Sacrifice for this Boon?:",
+ "GODWRATH7": "
You Have Sinned Against Me: You have somehow angered your God. You must kneel and repent for 1d10 rounds. This renders you helpless.",
+ "GODWRATH8": "
Daemonic Interference: Your prayer is answered but not by your God. Roll a
Major Chaos Manifestation.",
+ "GODWRATHV1": "
Behold Your Wickedness!: You suffer visions of your failures, which seem to take an eternity but are over in an instant. Gain 1d10 Insanity Points; if you become insane, you gain Heart of Despair.",
+ "GODWRATHV2": "
Lash the Flesh to Purge the Soul: You take 2d10 Wounds, ignoring Toughness Bonus or Armour.",
+ "GODWRATHV3": "
You Shall Not Abuse My Mercy: Your Magic Characteristic is reduced to zero, and increases by one every time you do penance (as if attempting to reduce your Disfavour Pool to zero), until it returns to its original value. If you have no Magic Characteristic, the same happens to your daily allowance of Fortune Points.",
+ "GODWRATHV4": "
Thou Art Accursed and Outcast: You are cast out from the cult, and this is marked on your soul. You take a 30% penalty to all social interactions with followers of your God until you do penance.",
+ "GODWRATHV5": "
Rely Not On These Vanities: All your goods and equipment are stripped from you, leaving you in a tunic. Any non-magical equipment you were carrying is gone forever; magical equipment is mysteriously returned if you do penance. (GMs option: nonmagical but important items may also be returned after penance.)",
+ "GODWRATHV6": "
Called to Account: ",
+ "GODWRATHV7": "
Daemonic Visitation: Roll on the Catastrophic Chaos Manifestation Table instead using the table in WFRP.",
+ "SACRIFICE1": "You vomit up salt water, and feel as though you are almost drowned. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE2": "All warmth and vigour leach from your body. Take a –20% penalty to all actions for the next 1 minute.",
+ "SACRIFICE3": "You automatically fail your next Dodge or Parry Test.",
+ "SACRIFICE4": "You must re-roll your next three successful Tests. If the second roll fails, you fail the Test. If the re-roll succeeds, you succeed and need not roll again.",
+ "SACRIFICE5": "The next time one of your allies suffers an injury, you suffer exactly the same injury. This may mean taking Wounds, or taking a Critical Hit.",
+ "SACRIFICE6": "A brand in the shape of a twin-tailed comet appears on your forehead, inflicting 1d10 Wounds ignoring Toughness Bonus or armour.",
+ "SACRIFICE7": "Your mind becomes that of a beast for three rounds. You flee most situations, but fight if cornered.",
+ "SACRIFICE8": "Your body is rimed with frost. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE9": "You are robbed of your knowledge. You automatically fail any Academic Knowledge Tests you make in the next 1 hour.",
+ "SACRIFICE10": "You lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "OPTIONAL-ARCANE-MARK": "
Optional Arcane Mark: You must pass an Average (+0%) Willpower test or gain an Arcane Mark (see
Realms of Sorcery page 175).",
+ "ARCANE-LORE": "Arcane Lore",
+ "LORE-OF-BEASTS": "Lore of Beasts",
+ "LORE-OF-DEATH": "Lore of Death",
+ "LORE-OF-FIRE": "Lore of Fire",
+ "LORE-OF-HEAVENS": "Lore of the Heavens",
+ "LORE-OF-LIFE": "Lore of Life",
+ "LORE-OF-LIGHT": "Lore of Light",
+ "LORE-OF-METAL": "Lore of Metal",
+ "LORE-OF-SHADOW": "Lore of Shadow",
+ "MARK": "Mark",
+ "MARK-OF": "Mark of",
+ "BEASTS": "Beasts",
+ "DEATH": "Death",
+ "FIRE": "Fire",
+ "HEAVENS": "the Heavens",
+ "LIFE": "Life",
+ "METAL": "Metal",
+ "SHADOW": "Shadow",
+ "WRATH-ROLL": "Wrath Roll",
+ "WRATH-TABLE": "Wrath Table",
+ "WRATH": "Wrath",
+ "VENGEANCE": "Vengeance",
+ "WRATH-OF-THE-GODS": "Wrath of the Gods",
+ "VENGEANCE-OF-THE-GODS": "Vengeance of the Gods",
+ "DISFAVOR-POOL": "Disfavor Pool",
+ "DISFAVOR-ROLL": "Disfavor Roll",
+ "DIVINE-LORE": "Divine Lore",
+ "LORE-OF-MANANN": "Lore of Manann",
+ "LORE-OF-MORR": "Lore of Morr",
+ "LORE-OF-MYRMIDIA": "Lore of Myrmida",
+ "LORE-OF-RANALD": "Lore of Ranald",
+ "LORE-OF-SHALLYA": "Lore of Shallya",
+ "LORE-OF-SIGMAR": "Lore of Sigmar",
+ "LORE-OF-TAAL-RHYA": "Lore of Taal & Rhya",
+ "LORE-OF-ULRIC": "Lore of Ulric",
+ "LORE-OF-VERENA": "Lore of Verena",
+ "MARK-ROLL": "Mark Roll",
+ "MARKS": "Marks",
+ "NO-MARKS": "Don't use Marks optional rule",
+ "USE-MARKS": "Use Marks optional rule",
+ "MARKS-OF-THE-GODS": "Marks of the Gods",
+ "MARKS-OF-MANANN": "Marks of Manann",
+ "MARKS-OF-MORR": "Marks of Morr",
+ "MARKS-OF-MYRMIDIA": "Marks of Myrmida",
+ "MARKS-OF-RANALD": "Marks of Ranald",
+ "MARKS-OF-SHALLYA": "Marks of Shallya",
+ "MARKS-OF-SIGMAR": "Marks of Sigmar",
+ "MARKS-OF-TAAL-RHYA": "Marks of Taal & Rhya",
+ "MARKS-OF-ULRIC": "Marks of Ulric",
+ "MARKS-OF-VERENA": "Marks of Verena",
+ "MARKS-OF": "Marks of",
+ "MANANN": "Manann",
+ "MORR": "Morr",
+ "MYRMIDIA": "Myrmida",
+ "RANALD": "Ranald",
+ "SHALLYA": "Shallya",
+ "SIGMAR": "Sigmar",
+ "TAAL-RHYA": "Taal & Rhya",
+ "ULRIC": "Ulric",
+ "VERENA": "Verena",
+ "NO-LORE": "No Lore selected",
+ "GM-DISCRETION": "GM's discretion",
+ "MARK-GM-DISCRETION": "Mark at GM's discretion",
+ "MARK-MANANN-1": "
Fishy: You are infused with the odours of the sea. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-MANANN-2": "
Pelagic Yearning: You long for the open seas. When not on, or surrounded by, the sea, your Will Power is reduced by 5%.",
+ "MARK-MANANN-3": "
Seaweed Growth: Holy seaweed thrives somewhere on your body. At the GM's discretion, this may apply a -10% penalty to Fellowship Tests in som social situations.",
+ "MARK-MANANN-4": "
Tidal: You are bound to the changing tides. During low tide, you reduce your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. At high tide, increase your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. All other times, and when far from sea, your Characteristics are unchanged.",
+ "MARK-MANANN-5": "
Manann's Mien: You grow taller, your hair darkens, and you develop a brimy smell. You grow larger, increasing your height by 1d10/2 inches and adding 2d10 pounds to your weight. As well, permanently increase your Strength Characteristic by 5%.",
+ "MARK-MANANN-6": "
Piscine Charisma: You become intensely attractive to fish of all kinds. They greet you in open-mouthed wonder and shoal around you in docile masses when you are in the water. For this reason, albatrosses and other seabirds like you. Add +20% to Charm Animal Tests made to interact with sea birds.",
+ "MARK-MANANN-7": "
Rip Tides: Large bodies of water twist and churn in your presence. All Swim Tests made by others with 4 yards (2 squares) of you take a -20% penalty, and a -10% penalty if between 4 and 12 yards (3-6 squares).",
+ "MARK-MANANN-8": "
Webbed: Your toes and fingers become webbed. Gain a +20% bonus to Swim Tests.",
+ "MARK-MANANN-9": "
One With the Sea: Manann reveals the secrets of his realm. You cannot drown in seawater; any time you would drown, you are instead reduced to 0 Wounds and are Helpless, and either float to the surface or wash up on shore. You also add +10% bonus to all Sail, Row, and Navigation Tests whilst at sea.",
+ "MARK-MANANN-10": "
Marked by Manann: A trided, Crown, Wave, or Albatross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channellin Tests when using the Lore of Manann, and a +10% bonus to Fellowship Tests when dealing with other Manannites if they can see the mark.",
+ "MARK-MORR-1": "
Enervated: Your muscles weaken. Permanently reduce your Strength Characteristic by 5%.",
+ "MARK-MORR-2": "
Distracted by Death: Your preoccupation with morbid subjects makes others uncomfortable around you. When interacting with individuals who are not priests in the cult of Morr, you take a -10% penalty to Fellowhip Tests.",
+ "MARK-MORR-4": "
Disturbing Visions: You are plagued by disconnected visions that you know to be portentous, but cannot understand. You take a -10% to Perception tests. Once per day, you may gain a +10% bonus to any single test.",
+ "MARK-MORR-3": "
Skeletal: Your face and scalp draw tightly to your skull. You take a -10% penalty to Charm Tests, but gain a +10% bonus to Intimidate Tests.",
+ "MARK-MORR-5": "
Morr's Mien: You grow taller, your hair darkens, and your skin pales, becoming cool to the touch. You grow larger, gaining 1d10/2 inches in height. As well, increase your Will Power Characteristic by 5%.",
+ "MARK-MORR-6": "
Flock of Ravens: Wherever you go, there always seem to be ravens present. Under most circumstances, they appear in places where one might expect them. Whilst indoors, you see them through windows, and underground, you may see raven cave paintings with disturbing regularity. You gain a +20% bonus to Charm Animal Tests made when interacting with ravens.",
+ "MARK-MORR-7": "
Dead Eyes: A single glance causes others to flinch. Gain the Unsettling Talent.",
+ "MARK-MORR-8": "
Morr's Servant: Sentient Undead shy from your presence. Any creature with the Undead Talent
and a Will Power Characteristic must make a Will Power Test or suffer from Fear. This ignores the Undead Talent's normal exemption to Fear.",
+ "MARK-MORR-9": "
Enlightened: You have gazed beyond the Portal and no longer fear death. Gain the Fearless Talent.",
+ "MARK-MORR-10": "
Marked by Morr: A Rose, Portal, or Raven mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Morr, and a +10% bonus to Fellowship Tests when dealing with other Morrians if they can see the mark.",
+ "MARK-MYRMIDIA-1": "
Vengeful: You become deeply vengeful, which blinds your reason. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-MYRMIDIA-2": "
Rites of War: You feel obliged to recite terms of war before any battle, an act that takes a Full Action. until you complete this honourable rite in combat, you take a -5% penalty to Weapon Skill Tests.",
+ "MARK-MYRMIDIA-3": "
Calculating: You coldly weigh the strengths and weaknesses of all you meet. You take a -10% penalty to Fellowship Tests made to deal with those who you meet for the first time.",
+ "MARK-MYRMIDIA-4": "
Righteous Fury: You punish the wicked, for you are honourable and true. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, but gain a +10% bonus to both Strength and Willpower Tests for the duration of the encounter.",
+ "MARK-MYRMIDIA-5": "
Myrmidia's Mien: Your skin darkens to a deep tan that glints coppery in the light. You grow larger, gaining 1d10/2 inches in height. You also gain a +10% bonus to Command Tests.",
+ "MARK-MYRMIDIA-6": "
Eagle Friend: Eagles like you. You gain a +20% bonus to Charm Animal Tests made when interacting with eagles.",
+ "MARK-MYRMIDIA-7": "
Eagle Eyes: Your irises darken and your eyes become exceptionally sharp. You gain a +20% bonus to Perception Tests involving sight.",
+ "MARK-MYRMIDIA-8": "
Fanatical Love: In combat, you may select one ally as a free action. That ally must have a religious symbol of Myrmidia in plain view. For that round, the ally gains a +10% bonus to all Will Power Tests.",
+ "MARK-MYRMIDIA-9": "
War-honed: Myrmidia reveals the secret of facing war with courage and honour. You gain the Stout-hearted Talent.",
+ "MARK-MYRMIDIA-10": "
Marked by Myrmidia: A Shield and Spear mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Myrmidia, and a +10% bonus to Fellowship Tests when dealing with other myrmidians if they can see the mark.",
+ "MARK-RANALD-1": "
Weak Willed: You become a slave to your passions. Permanently reduce your Will Power Characteristic by 1d10%",
+ "MARK-RANALD-2": "
Liar: You are loathe to tell the truth. Gain a +10% bonus to Blather Tests.",
+ "MARK-RANALD-3": "
Knavish: You exhibit all the untrustworthy characteristics that nobles and priests find repugnant. You take a -10% penalty to all Fellowship Tests when interacting with these individuals.",
+ "MARK-RANALD-4": "
Lithe: You become more wity and nimble. Increase your Agility Characteristic by 1d10%, but reduce your Toughness by the same amount. in addition, you lose 2d10 pounds.",
+ "MARK-RANALD-5": "
Ranald's Mien: You become leaner, your hair and skin darken, and you always seem to smile mischievously. Lose 2d10 pounds, but permanently increase your Fellowship Characteristic by 1d10%",
+ "MARK-RANALD-6": "
Cat Friend: Wherever you go, you seem to attract cats. Moments after entering a community, at least one cat finds you. Each day you remain in the same community, (1d10/2)-1 more cats show up. These cats do not fight on your behalf, but are friendly to you, giving you a +20% bonus to Charm Animal Tests involving these animals. Should you leave the community, the cats do not, generally, follow.",
+ "MARK-RANALD-7": "
Forgettable: People who do not know you find it hard to remember anything more than your disarming smile and flashing eyes. Those who interact with you closely for several hours must pass an Intelligence Test to recall further details.",
+ "MARK-RANALD-8": "
Ranald's Luck: Whenever you use a Fortune Point, roll a d10. If you roll 8, 9, or 10, the Fortune Point works as normal, but isn't spent.",
+ "MARK-RANALD-9": "
Irreverent: Ranald reveals to you the great joke of life. Whenever you are influenced by Fear, Terror, Intimidate, or the Unsettling Talent, and you fail a Will Power Test, you immediately burst into fits of uncontrollable laughter, and ignore the effect. However, whilst laughing (which lasts for 1d10 rounds), you take a -10% penalty to all tests and reduce your Movement Characteristic by 1.",
+ "MARK-RANALD-10": "
Marked by Ranald: A cross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ranald, and a +10% bonus to Fellowship Tests when dealing with other Ranaldans if they can see the mark.",
+ "MARK-SHALLYA-1": "
Pacifist: You find it very hard to even think of striking another. Permanently reduce your Weapon Skill and Ballistic Skill Characteristics by 5%.",
+ "MARK-SHALLYA-2": "
Bleeding Heart: Whenever you are in the vicinity of a creature that is suffering, you take a -10% penalty to all Will Power Tests. Should you leave the suffering individual untended, the penalty increases to -20% and it remains for 24 hours.",
+ "MARK-SHALLYA-3": "
Fear of the Fly Lord: Insects and other agents of decay make you deeply uncomfortable. While in the presence of a swarm of flies, maggots, roaches, or similar critteers, you take a -10% penalty to all Will Power Tests.",
+ "MARK-SHALLYA-4": "
Unworthiness: You always feel you have somehow failed those around you, especially if you could not heal their wounds or save their lives. You take a -10% penalty to Fellowship Tests made to interact with others because of your constant self-deprecating ways.",
+ "MARK-SHALLYA-5": "
Shallya's Mien: Your hair lightens, your eyes flow with holy tears and your face appears innocent. Henceforth, you take a -10% penalty on Perception and Search Tests, but you permanently increase your Fellowship Characteristic by %%. In addition, whenever you make a Heal Test, you repair 1 extra Wound.",
+ "MARK-SHALLYA-6": "
Peaceful Demeanour: You exude peace and tranquillity. Ordinary animals will never attack you unles syou first attack them.",
+ "MARK-SHALLYA-7": "
Healing Hands: Your hands are cool and soothing to the touch. Whenever you make a Heal Test, you repair an additional 2 Wounds.",
+ "MARK-SHALLYA-8": "
Tranquil Aura: Your presence calms aggressive tendencies. All creatures within 4 yards (2 squares) take a -10% penalty to Weapon Skill and Ballistic Skil Tests. This aura does not work on Daemons or Undead.",
+ "MARK-SHALLYA-9": "
Emboldened: You fundamentally understand Shallya's Mercy, and would martyr yourslef rather than retreat from your duties. So long as there are allies or innocents to help and protect, you may act normally when suffering from Fear or Terror, so long as your actions invlude healing those in need, warding their bodies from blows (but not attacking), helping theem reac safety, and the like.",
+ "MARK-SHALLYA-10": "
Marked by Shallya: A Dove, Heart, or Drop of Blood mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Shallya, and a +10% bonus to Fellowship Tests when dealing with other Shallyans if they can see the mark.",
+ "MARK-SIGMAR-1": "
Stubborn: You single-mindedly pursue Sigmar's cause, no matter the consequences. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-SIGMAR-2": "
Hammer Bearer: When wielding a hammer Hand Weapon or Great Weapon, you deal +1 damage. However, you take a -10% penalty to all Ballistic Skill Tests.",
+ "MARK-SIGMAR-3": "
Suspicious: Anyone may be a servant of the Dark Powers. You take a -10% penalty to all Fellowship Tests the first time you meet an individual.",
+ "MARK-SIGMAR-4": "
Grudge Bearer: You really bear grudges. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, byt gain a +10% bonus to both Strength and Will Power Tests for the duration of the encounter.",
+ "MARK-SIGMAR-5": "
Sigmar's Mien: Your hair lightens, your body bulks out and your eyes turn blue. You permanently gain 1d10/2 inches in height, 2d10 pounds in weight, and increase your Toughness Characteristic by 5%.",
+ "MARK-SIGMAR-6": "
Dawongr(Dwarf Friend): Your manner reminds Dwarfs of their ancient promises to Sigmar. You gain a +10% bonus to all Fellowship Tests made when interacting with Dwarfs.",
+ "MARK-SIGMAR-7": "
Greenskin Animosity: The thought of Greenskins fills you with righteous anger. Gain the Grudge-born Fury Talent.",
+ "MARK-SIGMAR-8": "
Symbol of Unity: Your presence inspires others with nationalistic pride. The first time during an encounter that a citizen of the Empire that is within 6 yards (3 squares) makes a Weapon Skill or Ballistic Skill Test against another citizen of the Empire, he takes a -10% penalty.",
+ "MARK-SIGMAR-9": "
Enlightened: Sigmar fills you with his divine purpose. When combating Greenskins or servants of Chaos, you automatically pass all Will Power Tests.",
+ "MARK-SIGMAR-10": "
Marked by Sigmar: A Comet or Hammer mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Sigmar, and a +10% bonus to Fellowship Tests when dealing with other Sigmarites if they can see the mark.",
+ "MARK-TAAL-RHYA-1": "
Wild Mind: Your thoughts are preoccupied with the passing seasons and baser needs. Permanently reduce your Intelligence Charactereistic by 5%.",
+ "MARK-TAAL-RHYA-2": "
Little Friends: Small animals, such as rodents and little birds, are attracted to you. They can be inconvenient, as they nibble everything and leave droppings everywhere. You take a -10% penalty to Fellowship Tests in social situations where such creatures are inappropriate.",
+ "MARK-TAAL-RHYA-3": "
Plant Growth: Holy plant life thrives somwhere on your body. At the GM's discretion, this may apply a -10% penalty yo Fellowship Tests in some social situations.",
+ "MARK-TAAL-RHYA-4": "
Seasonal: You are bound to the passing seasons. During the winter, you reduce your Wounds Characteristic by 2 and your Movement Characteristic by 1. In the autumn, you reduce your Wounds Characteristic by 1. In the spring, you increases your Wounds Characteristic by 1. In the summer, you increase your Wounds Characteristic by 2 and your Movement Characteristic by 1.",
+ "MARK-TAAL-RHYA-5": "
Taal or Rhya's Mien: You have an equal chance of assuming the likeness of Taal or Rhya. If Taal, you grow tall, strong, with shaggy hair. If Rhya, you become more curvaceous, with long flaxen hair, and appealing features. In either case, grow 1d10/2 inches taller and 2d10 pounds heavier. In addition, permanently increase your Fellowship Characteristic by 5%.",
+ "MARK-TAAL-RHYA-6": "
Animal Friend: Animals see you as one of their own, and never attack you evn if you attack them first. Unusual or controlled animals must pass a Challenging (-10%) Will Power Test to attack you.",
+ "MARK-TAAL-RHYA-7": "
Enlivened Flora: Wnever you remain in a natural setting for more than 1 round, all living plants within 4 yards (2 squares) grow healthy and lush. Whilst you are unaffected by this verdant growth, the area counts as difficult terrain afterwards, halving movement through it.",
+ "MARK-TAAL-RHYA-8": "
Tranquil Fauna: Animals are calmed by your presence. You gain a +10% bonus to Animal Care and Animal Training Tests.",
+ "MARK-TAAL-RHYA-9": "
Beast Senses: Taal or Rhya reveals the world around you as they see it. Gain the Keen Senses Talent.",
+ "MARK-TAAL-RHYA-10": "
Marked by Taal or Rhya: An Antlet, Axe, Coil of Live, Sheaf, or Bow and Arrow mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Taal & Rhya, and a +10% bonus to Fellowship Tests when dealing with other Taalites or Rhyans if they can see the mark.",
+ "MARK-ULRIC-1": "
Berserker: Each round in combat, you must pass a Will Power Test or immediately enter a Frenzy as if you had the Frenzy Talent.",
+ "MARK-ULRIC-2": "
Claws: You grow wickedly sharp claws. Permanently reduce your Ballistic Characteristic by 5%. Gain the Natural Weapons Talent.",
+ "MARK-ULRIC-3": "
Wolf's Eyes: You gain the clear, blue eyes of a Winter Wolf. You gain the Night Vision Talent, but can now only see in black and white.",
+ "MARK-ULRIC-4": "
Predator: Those around you become uncomfortable, instinctively aware that a killer is in their midst. You take a -10% penalty to Charm Tests, but gain a +10% bonus on Intimidate Tests.",
+ "MARK-ULRIC-5": "
Ulric's Mien: Your hair dakens, your body bulks, and you skin pales, becoming icy-cold. You grow 1d10/2 inches taller and 2 d10 pounds heavier. In addition, permanently increase your Strength Characteristic by 5%.",
+ "MARK-ULRIC-6": "
Wolf Friend: You attract a wolf companion. This creature is loyal and fights on your behalf. Should you treat the wolf poorly, it abandons you. You can gain this mark multiple times. Each time, you gain an additional wolf.",
+ "MARK-ULRIC-7": "
Pack Leader: You gain a measure of Ultic's undeniable authority. You gain a +10% bonus to all Command Tests.",
+ "MARK-ULRIC-8": "
One with the Wild: Ulric reveals the world around you as he sees it. You gain a +10% bonus to all Outdoor Survival Tests.",
+ "MARK-ULRIC-9": "
Ulric's Servant: Touched by Ulric, you no longer suffer the harmful effects of cold - except when it's triggered by a Wrath of God.",
+ "MARK-ULRIC-10": "
Marked by Ulric: A Wolf mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ulric, and a +10% bonus to Fellowship Tests when dealing with other Ulricans if they can see the mark.",
+ "MARK-VERENA-1": "
Savant: Your intellectual superiority makes it difficult for you to connect with others. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-VERENA-2": "
Daemon's Advocate: You can't help expressing alternative stances. If you allow an opinion or argument to be stated without countering it and balancing matters, take a -10% penalty yo all Will Power Tests for 24 hours.",
+ "MARK-VERENA-3": "
Just Heart: Whenever you see injustice, you must speak out against it unless you pass a Challenging (-10%) Will Power Test.",
+ "MARK-VERENA-4": "
Piercing Gaze: Your all-seeing eyes bore into everything around you. You gain a +10% bonus to all Perception Tests relying on sight, but take a -10% penalty on Charm Tests.",
+ "MARK-VERENA-5": "
Verena's Mien: Your back straightens, eyes clear and your face gains a dignified appearance. You grow 1d10/2 inches taller. In addition, permanently increase your Intelligence Characteristic by 5%.",
+ "MARK-VERENA-6": "
Owl Friend: Owls like you. You gain a +20% bonus on Charm Animal Tests made against owls.",
+ "MARK-VERENA-7": "
Eidetic Recall: With a successful Intelligence Test, you can perfectly recall any text you have read. You also gain a +20% bonus to all other tests involving memory.",
+ "MARK-VERENA-8": "
Voice of Wisdom: Your voice carried the wisdom of Verena Herself. Double the number of people you can affect with a Charm Test.",
+ "MARK-VERENA-9": "
Enlightened: Verena grants you a small portion of her wisdom. You gain a +10% bonus to all Academic Knowledge Tests that you have selected as skills. As well, you may attempt Academic Knowledge Tests outside of your fields of study, alebeit at a -20% penalty.",
+ "MARK-VERENA-10": "
Marked by Verena: An Owl, Scales, or Sword mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Verena, and a +10% bonus to Fellowship Tests when dealing with other Verenans if they can see the mark.",
+ "MARK-BEASTS-1": "
Aloof: Others find you emotionally detached and somewhat rude. Take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-BEASTS-2": "
Restless: You tend not t stay in one place for long, always needing to move about. It's worse when you're in closed spaces.",
+ "MARK-BEASTS-3": "
Dirty: For some reason, you attract dirt and you can never fully get clean.",
+ "MARK-BEASTS-4": "
Hairy: You grow thick hair all over your body. When you shave it off, it regrows quickly.",
+ "MARK-BEASTS-5": "
Feral: Your nails thicken and lenthen and your teeth grow pointed. You have a wild-eyed appearance others find unsettling. You take a -5% penalty to all Fellowship Tests made when interacting non-magic using Humans.",
+ "MARK-BEASTS-6": "
Aura of Savagery: Domesticated animals tend to turn angry, almost violent, while in your presence. All Animal Care and Animal Training Tests made by you or others while you are within 12 yards (4 squares) have their difficulty worsened by one step.",
+ "MARK-BEASTS-7": "
Musk: You exude a strong musky smell that puts others off. You take a -10% penalty to Fellowship Tests when interacting with Nobles, priests, and others of the upper class.",
+ "MARK-BEASTS-8": "
Brutish: You lack refinement and grace, imposing a -5% penalty to your Intelligence or Fellowship Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-BEASTS-9": "
Small Friends: You attract small, though harmless, animals like squirrels, mice, small birds, and so on. They seem to show up when least appropriate, leaving droppings in food and drink, and causing a nuisance. As a result, when in social situations where such creatures aren't appropriate, you take a -5% penalty to Fellowship Tests.",
+ "MARK-BEASTS-10": "
Mark of Ghur: The rune of
Ghur appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Beasts.",
+ "MARK-DEATH-1": "
Pallor: You sallow appearance, with pale skin and almost jaundiced eyes.",
+ "MARK-DEATH-2": "
Clammy Skin: You have cold skin. Asleep, you could be mistaken for dead.",
+ "MARK-DEATH-4": "
Dead Eyes: Your eyes are those of a dead man.",
+ "MARK-DEATH-3": "
Graveyard Stench: You stink of the grave. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-DEATH-5": "
Aura of Death: All plantswithin when you are within 4 yards (2 squares). This extends to equipment that derives from plant materials, worsening craftsmanship by one stop (to a maximum of Poor).",
+ "MARK-DEATH-6": "
Skull-like Visage: Your skin draws tightly to your skill. You take a -5% penalty to Fellowship Tests.",
+ "MARK-DEATH-7": "
Skeletal Fram: Your body muscle mithers, imposing a -5% penalty to your Strength or Toughness Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-DEATH-8": "
Voice of the Dead: Your voice changes so that when you speak, it is in an unsettling whisper. You take a -5% penalty to Animal Training and Fellowship Tests.",
+ "MARK-DEATH-9": "
Haunted: Voices and apparitions of the dead follow you everywhere, distracting you. Take a -10% penalty to Perception Tests.",
+ "MARK-DEATH-10": "
Mark of Shyish: The rune of
Shyish appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Death.",
+ "MARK-FIRE-1": "
Temper: You have a quick temper, losing your cool at the slightest provocation.",
+ "MARK-FIRE-2": "
Hyperactive: You can't sit still. You fidget constantly.",
+ "MARK-FIRE-3": "
Red Hair: Your hair and eyebrows turn bright, fiery red.",
+ "MARK-FIRE-4": "
Face Tattoos: Odd markings, like tattoos, appear on your face. Take a -10% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-FIRE-5": "
Flaming Eyes: Your eyes literally smolder with energy. Animals become nervous when you're around. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-FIRE-6": "
Hot Skin: Your skin is always feverish and you have a flushed appearance.",
+ "MARK-FIRE-7": "
Vulnerable to Cold: You are uncomfortable in the cold, taking a -5% penalty to Weapon Skill and Ballistic Skill Tests when exposed to cold climes.",
+ "MARK-FIRE-8": "
Aura of Brimstone: You stink of brimstone. All characters within 4 yards (2 squares) take a -10% penalty to olfactory-based Perception Tests.",
+ "MARK-FIRE-9": "
Raging Temper: You are volatile, more so than others of the Bright Order. You gain 1 Insanity Point and take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-FIRE-10": "
Mark of Aqshy: The rune of
Aqshy appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Fire.",
+ "MARK-HEAVENS-1": "
Zephyr: Small breezes and winds gather about you, causing paper to rustle, dust to swirl up and other such minor effects.",
+ "MARK-HEAVENS-2": "
Feather Light: Azyr loosens the shackles of gravity. Your body weight decreases by 10%. Your appearance remains unchanged.",
+ "MARK-HEAVENS-3": "
White Hair: Your hair turns snow white. Dyes do not hold.",
+ "MARK-HEAVENS-4": "
Blue Eyes: Your eyes change colour to a startling shade of blue. In areas of low-lighting, they faintly glow. Take a -5% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-HEAVENS-5": "
Disturbing Visions: You commonly see disconnected portentous events that are meaningless to you. The constant barrage is distracting, imposing a -5% penalty yo Perception Tests.",
+ "MARK-HEAVENS-6": "
Scentless: Your natural smell is replaced by the scent of fresh air. Reeking fluids, noxious potions and other sources of stench gradually lose their aroma on contact with your person. Whilst this is advantageous after, say, a walk through a filth spattered street, it does serve to make people and animals uncomfortable in your presence. You take a -5% Fellowship penalty when dealing with people, and a -10% Fellowship penalty when dealing with animals. All attempts to track you using scent are considered Hard (-20%).",
+ "MARK-HEAVENS-7": "
Alarming Visions: Whenever you suffer the effects to Tzeentch's Curse, you must succeed on a Challenging (-10%) Will Power Tests to control the sudden flashes of precognition that come with the botched magic. If you fail, you are stunned for 1 round.",
+ "MARK-HEAVENS-8": "
Aura of Tranquillity: You emit a strange, but peaceful, aura that others find calming. Characters within 4 yards (2 squares) take a -5% penalty to Weapon Skill and Ballistic Skill Tests.",
+ "MARK-HEAVENS-9": "
Stargazer: You become agitated when you are unable to scry the stars. The difficulty of all tests involving Academic Knowledge or Will Power increases by you step for each night you fail to observe the night sky for at least half an hour. All accumulated penalties are removed when you are able to study the heavens once more.",
+ "MARK-HEAVENS-10": "
Mark of Azyr: The rune of
Azyr appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of the Heavens.",
+ "MARK-LIFE-1": "
Plant Growth: A small patch of plantlife begins to thrive upon your skin. These growths are inconsequential - mould under the fingernails, ivy in the hair and so on - but they are somewhat peculiar. They may be removed, but always grow back the following day.",
+ "MARK-LIFE-2": "
Barefoot: You can't abide by wearing footwear and you you must, you take a -5% penalty to Agility Tests.",
+ "MARK-LIFE-3": "
Rapid Hair and Nails: Your hair and fingernails grow at an almost alarming rate. You must spend a portion of each day, trimming them back.",
+ "MARK-LIFE-4": "
Green Skin: Your skin changes colour, assuming a greenish hue. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIFE-5": "
Vulnerability to Fire: Fire deals +1 Damage against you.",
+ "MARK-LIFE-6": "
Great Constitution: You gain Resistance to Disease.",
+ "MARK-LIFE-7": "
Metal Revulsion: You can't bear to touch metal objects of any kind. When you do, you must make a Challenging (-10%) Will Power Test or take a -1 cumulative penalty to your Magic Characteristic for 24 hours. You need not take the Test if struck by a metal weapon in combat.",
+ "MARK-LIFE-8": "
Aura of Growth: You emit an aura of growth and health, restoring life and colour to all plants you pass within 4 yards (2 squares). In natural environments, each of these spaces slows movement as if they were difficult terrain, halving movement through it, though you yourself are unaffected.",
+ "MARK-LIFE-9": "
Bound to the Seasons: You are physically affected by the passage of the seasons. In the winter, you take a -2 penalty to your Wounds Characteristic and a -1 penalty to your Movement Characteristic; in the autumn, you take a -1 penalty to your Wounds Characteristic; in the spring, you gain a +1 bonus to your Wounds Characteristic; in the summer, you gain a +2 bonus to your Wounds Characteristic and a +1 bonus to your Movement Characteristic.",
+ "MARK-LIFE-10": "
Mark of Ghyran: The rune of
Ghyran appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Life.",
+ "MARK-LIGHT-1": "
Choral Voice: Your voice becomes suffused with the harmonious vibrations of
Hysh. When you sing, it sounds as if scores of others are singing alongside you.",
+ "MARK-LIGHT-2": "
Eureka!: You inspire small acts of remembrance and deja-vu in those around you. You have no control over this effect, which tends to make non-magic users a little distracted when talking to you.",
+ "MARK-LIGHT-3": "
Pale: Your skin lightens considerably, bordering on semi-translucent.",
+ "MARK-LIGHT-4": "
Erie Eyes: Your eyes change colour, becoming milky white or have a golden luminance. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIGHT-5": "
Arrogant: Your deep knowledge (or rather your opinion about your own education) comes off as arrogant and pretentious. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-LIGHT-6": "
Paranoid: Given your wisdom, you have a deeper understanding of the nature of the Realm of Chaos, making you suspicious of all those around you. You take a -5% penalty to all Fear Tests.",
+ "MARK-LIGHT-7": "
Vulnerability to Darkness: When in areas of low-lighting, you take a -10% penalty to Channelling Tests.",
+ "MARK-LIGHT-8": "
Aura of Light: You give off a radiant energy that makes other light sources glow brighter than normal. All light sources within 4 yards (2 squares) provide light as if one step stronger. For instance, a candle would shed light as a lamp. (See
WFRP, page 117.) However, within such light, all characters take a -20% penalty to Concealment Tests.",
+ "MARK-LIGHT-9": "
Luminescent: You give off a constant soft glow, making it nearly impossible to conceal your movements. You take a -20% penalty yo all Concealment Tests. However, you shed light equal to torchlight (see
WFRP, page 117.).",
+ "MARK-LIGHT-10": "
Mark of Hysh: The rune of
Hysh appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Light.",
+ "MARK-METAL-1": "
Quicksilver Tears: Your tears and sweat take on the appearance of mercury. For all other intents and purposes they remain unchanged from normal tears and sweat.",
+ "MARK-METAL-2": "
Leaden Tongue: Your voice takes on a harsh tone, akin to metal clashing upon metal. Your singing sounds like a gong related accident.",
+ "MARK-METAL-3": "
Golden Skin: Your skin becomes thick, gaining a subtle golden sheen.",
+ "MARK-METAL-4": "
Stiff Limbs: Your limbs stiffen, making it hard to move around. Take a -5% penalty to your Agility Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-5": "
Magic Conductor: You attract magical energy. All characters within 4 yards (2 squares), take a -10% penalty to Will Power Tests made to resist spells.",
+ "MARK-METAL-6": "
Aura of Magnetism: You emit a strange aura that attracts metals to your flesh. Enemies trying to strike you gain a +5% bonus to Weapon Skill and Ballistic Skill Tests, though anyone else within 4 yards (2 squares) who tries to strike someone other than you takes a -5% penalty on all Weapon Skill and Ballistic Skill Tests.",
+ "MARK-METAL-7": "
Mechanical: When you interact with an animal, it sees you as an object rather than a creature. Animals will only attack you if you first attack them.",
+ "MARK-METAL-8": "
Greater Golden Skin: Your skin hardens into a thick shell. You take a -20% penalty to your Agility Characteristic and a -1 penalty to your Movement Characteristic, but you gain 1 Armour Point to all locations. These points stack with all other forms of Armour, but not leather or studded leather (see page 17 in
Old World Armoury). Modify your starting profile accordingly.",
+ "MARK-METAL-9": "
Slow: You have a hard time moving around. Take a -2 penalty to your Movement Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-10": "
Mark of Chamon: The rune of
Chamon appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Metal.",
+ "MARK-SHADOW-1": "
Flicker: Light seems uncomfortable in your presence. Candles flicker, lanterns dim and fires burn low when you are around.",
+ "MARK-SHADOW-2": "
Trickster: You cloak yourself in deception and misdirection, making you untrustworthy to others. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-3": "
Mantle of Mist: Mist, fog, smoke and other vapours seem drawn to your side. This adds a +5% bonus to Intimidate Tests made in fog banks and other suitable conditions, but does mean you tend to reek of smoke all the time.",
+ "MARK-SHADOW-4": "
Aspect of Ulgu: Your frame lightens and tightens whilst your hair colour changes to grey.",
+ "MARK-SHADOW-5": "
Forgettable: People can't seem to remember your face. Characters who've met you must succeed on an Intelligence Tests to recall who you are.",
+ "MARK-SHADOW-6": "
Disturbing Eyes: Your eyes become grey and swirl with unnatural darkness. You gain a +5% bonus to Intimidate Tests.",
+ "MARK-SHADOW-7": "
Insubstantial: Your body becomes slightly insubstantial. You gain a +10% bonus to Concealment Tests, but you take a -5% penalty to your Toughness Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-8": "
Unnatural Shadow: Your shadow does not behave itself - moving often of it's own accord. The shifting wrongness of your shadow puts folk ill at ease, imposing a -10% penalty to Fellowship Tests made when interacting with non-magic users. Worse, superstitious peasants will need convincing that you are not a Daemon.",
+ "MARK-SHADOW-9": "
Shrouded: Your body draws shadows towards it. You gain a +10% bonus to Concealment Tests.",
+ "MARK-SHADOW-10": "
Mark of Ulgu: The rune of
Ulgu appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Shadow.",
+ "ARCANE-MARK": "Arcane Mark",
+ "CHARACTERISTIC": "Characteristic"
}
\ No newline at end of file
diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/he.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/he.json
index e0d76c9eea..5b2a49ac0f 100644
--- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/he.json
+++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/he.json
@@ -1,286 +1,787 @@
{
- "character-name": "Character Name",
- "career": "Career",
- "career-path": "Career Path",
- "race": "Race",
- "religion": "Religion",
- "concept": "Concept",
- "advancements": "Advancements",
- "xp": "XP",
- "core-stats": "Core Stats",
- "background": "Background",
- "weapons": "Weapons",
- "armor": "Armor",
- "spellbook": "Spellbook ",
- "inventory": "Inventory",
- "character-profile": "Character Profile",
- "main-profile": "Main Profile",
- "main": "Main",
- "abbreviate-weapon-skill": "WS",
- "abbreviate-ballistic-skill": "BS",
- "abbreviate-strength": "S",
- "abbreviate-toughness": "T",
- "abbreviate-agility": "Ag",
- "abbreviate-intelligence": "Int",
- "abbreviate-will-power": "WP",
- "abbreviate-fellowship": "Fel",
- "starting": "Starting",
- "talents": "Talents",
- "advance": "Advance",
- "current": "Current",
- "secondary-profile": "Secondary Profile",
- "secondary": "Secondary",
- "abbreviate-attacks": "A",
- "abbreviate-wounds": "W",
- "abbreviate-strength-bonus": "SB",
- "abbreviate-toughness-bonus": "TB",
- "abbreviate-movement": "M",
- "abbreviate-magic": "Mag",
- "abbreviate-insanity-points": "IP",
- "abbreviate-fate-points": "FP",
- "combat": "Combat",
- "initiative": "Initiative",
- "wounds": "Wounds",
- "fortune": "Fortune",
- "move": "Move",
- "charge": "Charge",
- "run": "Run",
- "leap": "Leap",
- "abbreviate-initiative": "Init",
- "check-luck": "Check if you have the Luck Talent",
- "talent-name": "Talent Name",
- "description": "Descripton",
- "skills": "Career Main Profile",
- "knowledge-and-language-skills": "Knowledge and Language Skills",
- "skill-name": "Skill Name",
- "abbreviate-characteristic": "Char",
- "training": "Training",
- "misc": "Misc",
- "total": "Total",
- "roll": "Roll",
- "abbreviate-gm": "GM",
- "common-knowledge-any": "Common Knowledge (any)",
- "common-knowledge": "Common Knowledge",
- "trained": "Trained",
- "perform-trade-and-other-skills": "Perform, Trade, and Other Skills",
- "basic": "Basic",
- "special-rules": "Special Rules",
- "name": "Name",
- "basic-skills": "Basic Skills",
- "animal-care": "Animal Care",
- "charm": "Charm",
- "command": "Command",
- "concealment": "Concealment",
- "consume-alcohol": "Consume Alcohol",
- "disguise": "Disguise",
- "drive": "Drive",
- "evaluate": "Evaluate",
- "gamble": "Gamble",
- "gossip": "Gossip",
- "haggle": "Haggle",
- "intimidate": "Intimidate",
- "outdoor-survival": "Outdoor Survival",
- "preception": "Perception",
- "ride": "Ride",
- "row": "Row",
- "scale-sheet-surface": "Scale Sheer Surface",
- "search": "Search",
- "silent-move": "Silent Move",
- "swim": "Swim",
- "advanced-skills": "Advanced Skills",
- "animal-training": "Animal Training",
- "blather": "Blather",
- "chanelling": "Chanelling",
- "charm-animal": "Charm Animal",
- "dodge-blow": "Dodge Blow",
- "follow-trail": "Follow Trail",
- "heal": "Heal",
- "hypnotism": "Hypnotism",
- "lip-reading": "Lip Reading",
- "magical-sense": "Magical Sense",
- "navigation": "Navigation",
- "pick-lock": "Pick Lock",
- "prepare-poison": "Prepare Poison",
- "read-and-write": "Read and Write",
- "sail": "Sail",
- "set-trap": "Set Trap",
- "shadowing": "Shadowing",
- "sleight-of-hand": "Sleight of Hand",
- "torture": "Torture",
- "vetroloquism": "Ventriloquism",
- "astrology": "Astrology",
- "star-sign": "Star Sign",
- "doom": "Doom",
- "appearance": "Appearance",
- "gender": "Gender",
- "build": "Build",
- "age": "Age",
- "attr-height": "Height",
- "weight": "Weight",
- "eyes": "Eyes",
- "skin": "Skin",
- "hair": "Hair",
- "history": "History",
- "miscellaneous-notes": "Miscellaneous Notes",
- "starting-career": "Starting Career",
- "career-name": "Career Name",
- "career-main-profile": "Career Main Profile",
- "weapon-skill": "Weapon Skill",
- "ballistic-skill": "Ballistic Skill",
- "strength": "Strength",
- "toughness": "Toughness",
- "agility": "Agility",
- "intelligence": "Intelligence",
- "will-power": "Will Power",
- "fellowship": "Fellowship",
- "career-secondary-profile": "Career Secondary Profile",
- "attacks": "Attacks",
- "strength-bonus": "Strength Bonus",
- "toughness-bonus": "Toughness Bonus",
- "movement": "Movement",
- "magic": "Magic",
- "insanity-points": "Insanity Points",
- "fate-points": "Fate Points",
- "career-skills": "Career Skills",
- "career-talents": "Career Talents",
- "career-exits": "Career Exits",
- "second-career": "Second Career",
- "third-career": "Third Career",
- "fourth-career": "Fourth Career",
- "fifth-career": "Fifth Career",
- "melee-weapons": "Melee Weapons",
- "abbreviate-proficiency": "Prof?",
- "weapon": "Weapon",
- "craftsmanship": "Craftsmanship",
- "ws-bonus": "WS Bonus",
- "to-hit": "To Hit",
- "damage": "Damage",
- "impact": "Impact",
- "defensive": "Defensive",
- "qualities": "Qualities",
- "attack": "Attack",
- "parry": "Parry",
- "poor": "Poor",
- "common": "Common",
- "good": "Good",
- "best": "Best",
- "abbreviate-attack": "Atk",
- "abbreviate-damage": "Dmg",
- "abbreviate-parry": "Pry",
- "ranged-weapons": "Ranged Weapons",
- "bs-bonus": "BS Bonus",
- "type": "Type",
- "reload": "Reload",
- "range": "Range",
- "ammo": "Ammo",
- "shoot": "Shoot",
- "throw": "Throw",
- "free": "Free",
- "half": "Half",
- "full-number": "{{0}} Full",
- "critical-hit": "Critical Hit",
- "critical-roll": "Critical Roll",
- "critical": "Critical",
- "petty": "Petty",
- "lesser": "Lesser",
- "arcane": "Arcane",
- "divine": "Divine",
- "runes": "Runes",
- "perform-chanelling": "Take a Half Action to perform Chanelling",
- "spell-name": "Name",
- "casting-number": "Casting Number",
- "casting-time": "Casting Time",
- "duration": "Duration",
- "target": "Target/AoE",
- "none": "None",
- "1d10magic": "1d10 + Magic",
- "spell-healing": "Spell Healing",
- "cast": "Cast",
- "ingredient-bonus": "Ingredient Bonus",
- "ingredient": "Ingredient",
- "spell-damage": "Spell Damage",
- "spell-description": "Spell Description",
- "petty-spell": "Petty Spell",
- "lesser-spell": "Lesser Spell",
- "arcane-spell": "Arcane Spell",
- "divine-spell": "Divine Spell",
- "rune": "Rune",
- "inscription-number": "Inscription Number",
- "empowerment": "Empowerment",
- "inscribe": "Inscribe",
- "permanent-rune-description": "Permanent Rune Description",
- "temporary-rune-description": "Temporary Rune Description",
- "coin-carried": "Coin Carried",
- "brass-pennies-bp": "Brass Pennies (BP)",
- "silver-shillings-ss": "Silver Shillings (SS)",
- "gold-crowns-gc": "Gold Crowns (GC)",
- "total-gc-value": "Total GC Value",
- "exchange-rate": "Exchange Rate",
- "exchange-rate-description": "240 brass pennies = 20 silver shilling = 1 gold crown",
- "encumbrance": "Encumbrance",
- "trappings": "Trappings",
- "coin": "Coin",
- "other": "Other",
- "carrying-capacity": "Carrying Max",
- "push-drag-lift": "Push/Drag/Lift",
- "encumbered": "Encumbered",
- "dwarf": "Dwarf",
- "dwarf-encumbrance": "Dwarves can carry twice as much as other characters.",
- "encumbrance-description": "Encumbrance entered in each row below is:",
- "encumbrance-choice1": "The total encumbrance of the row (ignoring quantity)",
- "encumbrance-choice2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
- "page1": "Page 1",
- "page2": "Page 2",
- "page3": "Page 3",
- "show-all": "Show All",
- "row-nr": "Row #",
- "carried-question": "Carried?",
- "abbreviate-quantity": "Qty",
- "treasure-loot-inventory-notes": "Treasure/Loot/Inventory Notes",
- "protective-item": "Protective Items",
- "head": "Head",
- "worn": "Worn",
- "armor-type": "Armor Type",
- "armor-points": "Armor Points",
- "magic-bonus": "Magic Bonus",
- "total-ap": "Total AP",
- "leather": "Leather",
- "mail": "Mail",
- "plate": "Plate",
- "torso": "Torso",
- "arms": "Arms",
- "legs": "Legs",
- "armor-penalties": "Armor Penalties",
- "armor-penalties-description1": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
- "armor-penalties-description2": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
- "hit-locations": "Hit Locations",
- "left-arm": "Left Arm",
- "left-leg": "Left Leg",
- "right-arm": "Right Arm",
- "right-leg": "Right Leg",
- "advanced-skill": "Advanced Skill",
- "basic-skill": "Basic Skill",
- "knowledge-skill": "Knowledge Skill",
- "various-skill": "Various Skill",
- "blood-loss": "Blood Loss",
- "bleeding": "Bleeding",
- "casting-test": "Casting Test",
- "outcome": "Outcome",
- "spellcasting-succeeds": "Spellcasting succeeds",
- "hit-left-arm": "Hit Left Arm",
- "hit-right-leg": "Hit Right Leg",
- "hit-location-number": "Hit Location {{0}}",
- "hit-right-arm": "Hit Right Arm",
- "damage-number": "Damage {{0}}",
- "hit-left-leg": "Hit Left Leg",
- "hit-body": "Hit Body",
- "hit-head": "Hit Head",
- "target-number": "Target Number",
- "attack-roll": "Attack Roll",
- "miss": "Miss",
- "parry-roll": "Parry Roll",
- "failure": "Failure",
- "spellcasting-fails": "Spellcasting fails",
- "test-result": "Test Result",
- "characteristic": "Characteristic"
+ "CHARACTER-NAME": "Character Name",
+ "CAREER": "Career",
+ "CAREER-PATH": "Career Path",
+ "RACE": "Race",
+ "RELIGION": "Religion",
+ "CONCEPT": "Concept",
+ "ADVANCEMENTS": "Advancements",
+ "XP": "XP",
+ "XP-EARNED": "XP Earned",
+ "XP-SPENT": "XP Spent",
+ "XP-REST": "XP Rest",
+ "PUBLIC": "Make all rolls public",
+ "WHISPER": "Whisper all rolls to GM",
+ "CORE-STATS": "Core Stats",
+ "BACKGROUND": "Background",
+ "WEAPONS": "Weapons",
+ "ARMOR": "Armor",
+ "SPELLBOOK": "Spellbook",
+ "INVENTORY": "Inventory",
+ "SETTINGS": "Settings",
+ "CHARACTER-PROFILE": "Character Profile",
+ "MAIN-PROFILE": "Main Profile",
+ "MAIN": "Main",
+ "ABBREVIATE-WEAPON-SKILL": "WS",
+ "ABBREVIATE-BALLISTIC-SKILL": "BS",
+ "ABBREVIATE-STRENGTH": "S",
+ "ABBREVIATE-TOUGHNESS": "T",
+ "ABBREVIATE-AGILITY": "Ag",
+ "ABBREVIATE-INTELLIGENCE": "Int",
+ "ABBREVIATE-WILL-POWER": "WP",
+ "ABBREVIATE-FELLOWSHIP": "Fel",
+ "STARTING": "Starting",
+ "TALENTS": "Talents",
+ "ADVANCE": "Advance",
+ "CURRENT": "Current",
+ "MODIFIER": "Modifier",
+ "SECONDARY-PROFILE": "Secondary Profile",
+ "SECONDARY": "Secondary",
+ "ABBREVIATE-ATTACKS": "A",
+ "ABBREVIATE-WOUNDS": "W",
+ "ABBREVIATE-STRENGTH-BONUS": "SB",
+ "ABBREVIATE-TOUGHNESS-BONUS": "TB",
+ "ABBREVIATE-MOVEMENT": "M",
+ "ABBREVIATE-MAGIC": "Mag",
+ "ABBREVIATE-INSANITY-POINTS": "IP",
+ "ABBREVIATE-FATE-POINTS": "FP",
+ "COMBAT": "Combat",
+ "INITIATIVE": "Initiative",
+ "WOUNDS": "Wounds",
+ "FORTUNE": "Fortune",
+ "MOVE": "Move",
+ "CHARGE": "Charge",
+ "RUN": "Run",
+ "LEAP": "Leap",
+ "ABBREVIATE-INITIATIVE": "Init",
+ "CHECK-LUCK": "Check if you have the Luck Talent",
+ "TALENT-NAME": "Talent Name",
+ "DESCRIPTION": "Descripton",
+ "SKILLS": "Skills",
+ "KNOWLEDGE-AND-LANGUAGE-SKILLS": "Knowledge and Language Skills",
+ "KNOWLEDGE": "Knowledge",
+ "SKILL-NAME": "Skill Name",
+ "ABBREVIATE-CHARACTERISTIC": "Char",
+ "TRAINING": "Training",
+ "ABBREVIATE-MISCELLANEOUS": "Misc",
+ "TOTAL": "Total",
+ "ROLL": "Roll",
+ "ABBREVIATE-GM": "GM",
+ "COMMON-KNOWLEDGE-ANY": "Common Knowledge (any)",
+ "COMMON-KNOWLEDGE": "Common Knowledge",
+ "PERFORM-TRADE-AND-OTHER-SKILLS": "Perform, Trade, and Other Skills",
+ "TRAINED": "Trained",
+ "BASIC": "Basic",
+ "SPECIAL-RULES": "Special Rules",
+ "NAME": "Name",
+ "BASIC-SKILLS": "Basic Skills",
+ "ANIMAL-CARE": "Animal Care",
+ "CHARM": "Charm",
+ "COMMAND": "Command",
+ "CONCEALMENT": "Concealment",
+ "CONSUME-ALCOHOL": "Consume Alcohol",
+ "DISGUISE": "Disguise",
+ "DRIVE": "Drive",
+ "EVALUATE": "Evaluate",
+ "GAMBLE": "Gamble",
+ "GOSSIP": "Gossip",
+ "HAGGLE": "Haggle",
+ "INTIMIDATE": "Intimidate",
+ "OUTDOOR-SURVIVAL": "Outdoor Survival",
+ "PERCEPTION": "Perception",
+ "RIDE": "Ride",
+ "ROW": "Row",
+ "SCALE-SHEER-SURFACE": "Scale Sheer Surface",
+ "SEARCH": "Search",
+ "SILENT-MOVE": "Silent Move",
+ "SWIM": "Swim",
+ "ADVANCED-SKILLS": "Advanced Skills",
+ "ANIMAL-TRAINING": "Animal Training",
+ "BLATHER": "Blather",
+ "CHANNELLING": "Channelling",
+ "CHARM-ANIMAL": "Charm Animal",
+ "DODGE-BLOW": "Dodge Blow",
+ "FOLLOW-TRAIL": "Follow Trail",
+ "HEAL": "Heal",
+ "HYPNOTISM": "Hypnotism",
+ "LIP-READING": "Lip Reading",
+ "MAGICAL-SENSE": "Magical Sense",
+ "NAVIGATION": "Navigation",
+ "PICK-LOCK": "Pick Lock",
+ "PREPARE-POISON": "Prepare Poison",
+ "READ-AND-WRITE": "Read and Write",
+ "SAIL": "Sail",
+ "SET-TRAP": "Set Trap",
+ "SHADOWING": "Shadowing",
+ "SLEIGHT-OF-HAND": "Sleight of Hand",
+ "TORTURE": "Torture",
+ "VENTRILOQUISM": "Ventriloquism",
+ "ASTROLOGY": "Astrology",
+ "STAR-SIGN": "Star Sign",
+ "DOOM": "Doom",
+ "APPEARANCE": "Appearance",
+ "GENDER": "Gender",
+ "BUILD": "Build",
+ "AGE": "Age",
+ "HEIGHT": "Height",
+ "WEIGHT": "Weight",
+ "EYES": "Eyes",
+ "SKIN": "Skin",
+ "HAIR": "Hair",
+ "HISTORY": "History",
+ "MISCELLANEOUS-NOTES": "Miscellaneous Notes",
+ "CAREER-NAME": "Career Name",
+ "STARTING-CAREER": "Starting Career",
+ "SECOND-CAREER": "Second Career",
+ "THIRD-CAREER": "Third Career",
+ "FOURTH-CAREER": "Fourth Career",
+ "FIFTH-CAREER": "Fifth Career",
+ "CAREER-ENTERED": "Career Entered",
+ "CAREER-ENTERED_CHECK": "Check if you've entered this career.",
+ "CAREER-MAIN-PROFILE": "Career Main Profile",
+ "WEAPON-SKILL": "Weapon Skill",
+ "BALLISTIC-SKILL": "Ballistic Skill",
+ "STRENGTH": "Strength",
+ "TOUGHNESS": "Toughness",
+ "AGILITY": "Agility",
+ "INTELLIGENCE": "Intelligence",
+ "WILL-POWER": "Will Power",
+ "FELLOWSHIP": "Fellowship",
+ "CAREER-SECONDARY-PROFILE": "Career Secondary Profile",
+ "ATTACKS": "Attacks",
+ "STRENGTH-BONUS": "Strength Bonus",
+ "TOUGHNESS-BONUS": "Toughness Bonus",
+ "MOVEMENT": "Movement",
+ "MAGIC": "Magic",
+ "INSANITY-POINTS": "Insanity Points",
+ "FATE-POINTS": "Fate Points",
+ "CAREER-SKILLS": "Career Skills",
+ "CAREER-TALENTS": "Career Talents",
+ "CAREER-SKILLS-AND-TALENTS": "Career Skills and Talents",
+ "SKILL-OR-TALENT": "Skill or Talent",
+ "CAREER-EXITS": "Career Exits",
+ "TAKEN": "Taken",
+ "MELEE-WEAPONS": "Melee Weapons",
+ "ABBREVIATE-PROFICIENCY": "Prof?",
+ "WEAPON": "Weapon",
+ "CRAFTSMANSHIP": "Craftsmanship",
+ "ABBREVIATE-CRAFTSMANSHIP": "Craft",
+ "ABBREVIATE-ENCUMBRANCE": "Enc",
+ "WS-BONUS": "WS Bonus",
+ "TO-HIT": "To Hit",
+ "DAMAGE": "Damage",
+ "FURY-DAMAGE": "Fury Damage",
+ "DAMAGE-INC-SB": "Melee damage already includes SB.",
+ "IMPACT": "Impact",
+ "ABBREVIATE-IMPACT": "Imp",
+ "DEFENSIVE": "Defensive",
+ "ABBREVIATE-DEFENSIVE": "Def",
+ "QUALITIES": "Qualities",
+ "FRENZY-DESCRIPTION": "Check if you are using the Frenzy Talent",
+ "ATTACK": "Attack",
+ "PARRY": "Parry",
+ "POOR": "Poor",
+ "COMMON": "Common",
+ "GOOD": "Good",
+ "BEST": "Best",
+ "ABBREVIATE-ATTACK": "Atk",
+ "ABBREVIATE-DAMAGE": "Dmg",
+ "ABBREVIATE-PARRY": "Pry",
+ "RANGED-WEAPONS": "Ranged Weapons",
+ "BS-BONUS": "BS Bonus",
+ "TYPE": "Type",
+ "RELOAD": "Reload",
+ "RANGE": "Range",
+ "ABBREVIATE-AMMUNITION": "Ammo",
+ "ABBREVIATE-AMMUNITION-ENCUMBRANCE": "Ammo Enc",
+ "AMMO-ENCUMBRANCE-DESCRIPTION": "Note Encombrance value for 1 piece of ammo.",
+ "SHOOT": "Shoot",
+ "THROW": "Throw",
+ "FREE": "Free",
+ "HALF": "Half",
+ "FULL-NUMBER": "{{0}} Full",
+ "CRITICAL": "Critical",
+ "CRITICAL-HIT": "Critical Hit",
+ "CRITICAL-ROLL": "Critical Roll",
+ "TOTAL-MELEE-WEAPON-ENCUMBRANCE": "Total Melee Weapon Encumbrance",
+ "TOTAL-RANGED-WEAPON-ENCUMBRANCE": "Total Ranged Weapon Encumbrance",
+ "TOTAL-WEAPON-ENCUMBRANCE": "Total Weapon Encumbrance",
+ "PETTY": "Petty",
+ "LESSER": "Lesser",
+ "ARCANE": "Arcane",
+ "DIVINE": "Divine",
+ "RUNES": "Runes",
+ "RITUALS": "Rituals",
+ "PERFORM-CHANNELLING": "Take a Half Action to perform Channelling",
+ "SPELL-NAME": "Name",
+ "CASTING-NUMBER": "Casting Number",
+ "CASTING-TIME": "Casting Time",
+ "DURATION": "Duration",
+ "TARGET": "Target/AoE",
+ "NONE": "None",
+ "1D10MAGIC": "1d10 + Magic",
+ "SPELL-HEALING": "Spell Healing",
+ "CAST": "Cast",
+ "INGREDIENT-BONUS": "Ingredient Bonus",
+ "INGREDIENT": "Ingredient",
+ "SPELL-DAMAGE": "Spell Damage",
+ "SPELL-DESCRIPTION": "Spell Description",
+ "RITUAL-DESCRIPTION": "Ritual Description",
+ "ARCANE-LANGUAGE": "Arcane Language",
+ "REQUIRED-MAGIC": "Required Magic",
+ "XP-COST": "XP Cost",
+ "CONDITIONS": "Conditions",
+ "CONSEQUENCES": "Consquences",
+ "petty-spell": "Petty Spell",
+ "lesser-spell": "Lesser Spell",
+ "arcane-spell": "Arcane Spell",
+ "divine-spell": "Divine Spell",
+ "RUNE": "Rune",
+ "INSCRIPTION-NUMBER": "Inscription Number",
+ "EMPOWERMENT": "Empowerment",
+ "INSCRIBE": "Inscribe",
+ "PERMANENT-RUNE-DESCRIPTION": "Permanent Rune Description",
+ "TEMPORARY-RUNE-DESCRIPTION": "Temporary Rune Description",
+ "MAGIC-USED": "Amount of Magic used",
+ "CHANNELLING-SUCCESS": "Channelling success",
+ "INGREDIENT-USED": "Ingredient used",
+ "RUNE-TYPE": "Rune type",
+ "TEMPORARY": "Temporary",
+ "PERMANENT": "Permanent",
+ "MINUTES": "minute(s)",
+ "WEEKS": "week(s)",
+ "COIN-CARRIED": "Coin Carried",
+ "BRASS-PENNIES-BP": "Brass Pennies (BP)",
+ "SILVER-SHILLINGS-SS": "Silver Shillings (SS)",
+ "GOLD-CROWNS-GC": "Gold Crowns (GC)",
+ "TOTAL-GC-VALUE": "Total GC Value",
+ "EXCHANGE-RATE": "Exchange Rate",
+ "EXCHANGE-RATE-DESCRIPTION": "240 brass pennies = 20 silver shilling = 1 gold crown",
+ "ENCUMBRANCE": "Encumbrance",
+ "TRAPPINGS": "Trappings",
+ "COIN": "Coin",
+ "OTHER": "Other",
+ "CARRYING-CAPACITY": "Carrying Max",
+ "PUSH-DRAG-LIFT": "Push/Drag/Lift",
+ "ENCUMBERED": "Encumbered",
+ "ENCUMBERED-MOVEMENT-PENALTY": "Encumbered Movement penalty",
+ "DWARF": "Dwarf",
+ "DWARF-ENCUMBRANCE": "Dwarves can carry twice as much as other characters.",
+ "DWARF-ENCUMBRANCE-CHECK": "Check if you are a Dwarf.",
+ "ENCUMBRANCE-DESCRIPTION": "Encumbrance entered in each row below is:",
+ "ENCUMBRANCE-CHOICE1": "The total encumbrance of the row (ignoring quantity)",
+ "ENCUMBRANCE-CHOICE2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
+ "PAGE-1": "Page 1",
+ "PAGE-2": "Page 2",
+ "PAGE-3": "Page 3",
+ "SHOW-ALL": "Show All",
+ "UNLIMITED": "Unlimited",
+ "ROW-NR": "Row #",
+ "CARRIED-QUESTION": "Carried?",
+ "ABBREVIATE-QUANTITY": "Qty",
+ "TREASURE-LOOT-INVENTORY-NOTES": "Treasure/Loot/Inventory Notes",
+ "PROTECTIVE-ITEMS": "Protective Items",
+ "WORN": "Worn",
+ "HEAD": "Head",
+ "ARMOR-TYPE": "Armor Type",
+ "ARMOR-POINTS": "Armor Points",
+ "ABBREVIATE-ARMOR-POINTS": "AP",
+ "MAGIC-BONUS": "Magic Bonus",
+ "BONUS": "Bonus",
+ "TOTAL-AP": "Total AP",
+ "LEATHER": "Leather",
+ "MAIL": "Mail",
+ "PLATE": "Plate",
+ "TORSO": "Torso",
+ "ARMS": "Arms",
+ "LEGS": "Legs",
+ "LOCATION-DESCRIPTION": "H : Head / B : Body / A : Arms / L : Legs",
+ "TOTAL-ARMOR-ENCUMBRANCE": "Total Armor Encombrance",
+ "TOTAL-WEIGHT-MAX": "The maximum total encumbrance your character can carry without slowing.",
+ "MAX-PUSH-DRAG-LIFT": "This is the maximum encumbrance you can push/drag/lift. If the encumbrance you are pushing/dragging/lifting exceeds your maximum carrying capacity then your Movement drops to 1.",
+ "LIGHT": "Light",
+ "MEDIUM": "Medium",
+ "HEAVY": "Heavy",
+ "LIGHT-ARMOR": "Light Armor",
+ "MEDIUM-ARMOR": "Medium Armor",
+ "HEAVY-ARMOR": "Heavy Armor",
+ "HIT-LOCATIONS": "Hit Locations",
+ "BODY": "Body",
+ "ABBREVIATE-HEAD": "H",
+ "ABBREVIATE-BODY": "B",
+ "ABBREVIATE-ARMS": "A",
+ "ABBREVIATE-LEGS": "L",
+ "LEFT-ARM": "Left Arm",
+ "LEFT-LEG": "Left Leg",
+ "RIGHT-ARM": "Right Arm",
+ "RIGHT-LEG": "Right Leg",
+ "ARMOR-PENALTIES": "Armor Penalties",
+ "ARMOR-PENALTIES-MEDIUM": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
+ "ARMOR-PENALTIES-HEAVY": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
+ "BLOOD-LOSS": "Blood Loss",
+ "BLEEDING": "Bleeding",
+ "ADVANCED-SKILL": "Advanced Skill",
+ "BASIC-SKILL": "Basic Skill",
+ "KNOWLEDGE-SKILL": "Knowledge Skill",
+ "VARIOUS-SKILL": "Various Skill",
+ "TARGET-NUMBER": "Target Number",
+ "TEST-RESULT": "Test Result",
+ "RESULT": "Result",
+ "OUTCOME": "Outcome",
+ "SUCCESS": "Success",
+ "FAILURE": "Failure",
+ "ATTACK-ROLL": "Attack Roll",
+ "MISS": "Miss",
+ "PARRY-ROLL": "Parry Roll",
+ "PARRIED": "Parried",
+ "CASTING-TEST": "Casting Test",
+ "SPELLCASTING-FAILS": "Spellcasting fails",
+ "SPELLCASTING-SUCCEEDS": "Spellcasting succeeds",
+ "INSCRIPTION-TEST": "Inscription Test",
+ "INSCRIPTION-TIME": "Inscription Time",
+ "INSCRIPTION-FAILS": "Inscription fails",
+ "INSCRIPTION-SUCCEEDS": "Inscription succeeds",
+ "HIT-LOCATION": "Hit Location",
+ "HIT-HEAD": "Hit Head",
+ "HIT-BODY": "Hit Body",
+ "HIT-LEFT-ARM": "Hit Left Arm",
+ "HIT-LEFT-LEG": "Hit Left Leg",
+ "HIT-RIGHT-ARM": "Hit Right Arm",
+ "HIT-RIGHT-LEG": "Hit Right Leg",
+ "HIT-LOCATION-NUMBER": "Hit Location {{0}}",
+ "DAMAGE-NUMBER": "Damage {{0}}",
+ "CRITICAL-LOCATION": "Critical Location",
+ "CRITICAL-VALUE": "Critical Value",
+ "CRITICAL-EFFECT": "Critical Effect",
+ "CRITICAL-EFFECT-H1": "Disoriented by the blow. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-H2": "Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H3": "The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-H4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H5": "Knocked to the ground and dazed. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-H6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-H7": "Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-H8": "Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.",
+ "CRITICAL-EFFECT-H9": "Skull pierced by a mighty blow. Death is instantaneous.",
+ "CRITICAL-EFFECT-A1": "Drops anything held in that hand. A shield, if worn, is not affected, since its strapped on.",
+ "CRITICAL-EFFECT-A2": "Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A3": "Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).",
+ "CRITICAL-EFFECT-A4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A5": "Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).",
+ "CRITICAL-EFFECT-A6": "Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-A7": "Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.",
+ "CRITICAL-EFFECT-A8": "Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.",
+ "CRITICAL-EFFECT-A9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-B1": "The wind is knocked out of the character. All tests and attacks suffer a 20% penalty for one round.",
+ "CRITICAL-EFFECT-B2": "Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B3": "Ribs busted by ferocity of attack. Character takes a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-B4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B5": "Knocked to the ground and badly winded. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-B6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-B7": "The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-B8": "Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.",
+ "CRITICAL-EFFECT-B9": "Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.",
+ "CRITICAL-EFFECT-L1": "Stumbles. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-L2": "Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L3": "Leg incapacitated until medical attention is received. Characters Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a 20% penalty.",
+ "CRITICAL-EFFECT-L4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L5": "Knocked to the ground and dazed. All characters tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-L6": "Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-L7": "Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.",
+ "CRITICAL-EFFECT-L8": "Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.",
+ "CRITICAL-EFFECT-L9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-10": "Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.",
+ "BLOOD-SURVIVE": "Survive one more round.",
+ "BLOOD-DEATH": "Death from blood loss!",
+ "OLD-TRAPPINGS": "Use old Trappings layout",
+ "NEW-TRAPPINGS": "Use new Trappings layout",
+ "CHAOS-MANIFESTATION": "Chaos Manifestation",
+ "ROLL-BASIC-TABLES": "Roll on Basic Chaos Manifestaion Tables",
+ "ROLL-EXTENDED-TABLES": "Roll on Extended Chaos Manifestaion Tables",
+ "TZEENTCHS-CURSE": "Tzeentch's Curse",
+ "CHAOS-ROLL": "Chaos Roll",
+ "CHAOS-TABLE": "Chaos Table",
+ "MINOR-NORMAL": "Minor Normal",
+ "MINOR-EXTENDED": "Minor Extended",
+ "MAJOR-NORMAL": "Major Normal",
+ "MAJOR-EXTENDED": "Major Extended",
+ "CATASTROPHIC-NORMAL": "Catastrophic Normal",
+ "CATASTROPHIC-EXTENDED": "Catastrophic Extended",
+ "MINOR": "Minor",
+ "MAJOR": "Major",
+ "CATASTROPHIC": "Catastrophic",
+ "MINOR-CHAOS-MANIFESTATION": "Minor Chaos Manifestation",
+ "MAJOR-CHAOS-MANIFESTATION": "Major Chaos Manifestation",
+ "CATASTROPHIC-CHAOS-MANIFESTATION": "Catastrophic Chaos Manifestation",
+ "YES": "Yes",
+ "NO": "No",
+ "MINOR1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINOR2": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINOR3": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINOR4": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINOR5": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINOR6": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINOR7": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINOR8": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINOR9": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINOR10": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINOR11": "
Unlucky !: Roll on Major Chaos Manifestation instead.",
+ "MINORE1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINORE2": "
Fumblehand: A randomly selected item you are holding or carrying flies 1d10 yards (1d10/2 squares) in a random direction, thrown invisibly by Winds of Chaos.",
+ "MINORE3": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINORE4": "
Nailrot: A randomly chosen finger or toenail turns black and falls off. It will grow back normally.",
+ "MINORE5": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINORE6": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINORE7": "
Waxy Earful: Your ears become entirely plugged with wax, requiring a successful Heal Test to clear. Until you receive such treatment, you suffer a 10% penalty to all tests involving hearing.",
+ "MINORE8": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINORE9": "
Cold Sweats: All those within in 10 yards (5 squares) of you immediately break into a cold sweat lasting 1d10 rounds.",
+ "MINORE10": "
Sleeping Nerves: Every muscle in your body tingles for 1d10 rounds. You suffer a 5% penalty to all tests made in that time.",
+ "MINORE11": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINORE12": "
Milky Eyes: A milky film covers your eyes for 1d10 hours. You suffer a 10% penalty to any tests involving sight in that time.",
+ "MINORE13": "
Bane of Flora: All plant life within 10 yards (5 squares) of you withers and dies.",
+ "MINORE14": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINORE15": "
Handfrozen: The bones and muscles of one of your hands (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move your fingers from their bizarre arrangement for 1d10 minutes.",
+ "MINORE16": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINORE17": "
Creeping Congregation: Insects fill the area around you, buzzing and crawling. They do no harm and disperse within 1d10 rounds, but they are obviousand potentially frighteningto everyone in the area.",
+ "MINORE18": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINORE19": "
Channel Burn: The channels of magic in your body are burned by coursing magic. You suffer a 1 penalty to every Casting Roll you make in the next 1d10 minutes.",
+ "MINORE20": "
Intestinal Rebellion: Your bowels move uncontrollably, soiling both your clothing and pride.",
+ "MINORE21": "
Grave Offence: You uncontrollably shout something horribly offensive to those around you. The GM may overrule you if your invention is insufficiently offensive.",
+ "MINORE22": "
Fluid Transformation: All liquids on your personincluding spell ingredientsturn to brine.",
+ "MINORE23": "
Kin Inconvenienced: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MINORE24": "
Accumulation of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MINORE25": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINORE26": "
Unlucky!: Roll on Major Chaos Manifestation instead.",
+ "MAJOR1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJOR2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJOR3": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJOR4": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJOR5": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJOR6": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJOR7": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJOR8": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJOR9": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJOR10": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJOR11": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "MAJORE1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJORE2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJORE3": "
Hairless: Every hair in your body falls out.",
+ "MAJORE4": "
Blacknail: Every finger and toenail on your body turns black and falls off. They will grow back normally.",
+ "MAJORE5": "
Wracked: You suffer burning pain for 1d10 rounds, suffering a 10% penalty to all tests made in that time.",
+ "MAJORE6": "
Channel Conflagration: The channels of magic in your body are set ablaze by coursing magic. You suffer a 1 penalty to every casting die you roll in the next 1d10 hours.",
+ "MAJORE7": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJORE8": "
Rag Doll: You spontaneously fly through the air 1d10 yards (1d10/5 squares) in a random direction, landing roughly and suffering a Damage 2 hit.",
+ "MAJORE9": "
Fire!: Your clothing bursts into flame (see WFRP, page 136).",
+ "MAJORE10": "
Loadstones: Every piece of metal on your body is permanently magnetized.",
+ "MAJORE11": "
Limbfrozen: The bones and muscles of one of your arms or legs (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move the affected limb for 1d10 hours.",
+ "MAJORE12": "
Tongue-twisted: Chaos energy infuses your mouth; anything you say for the next 1d10 minutes comes out as gibberish, rendering spellcasting impossible during that time.",
+ "MAJORE13": "
Chaotic Wind: Chaos blows through any magical spell ingredients you are carrying. Any spell cast using them will make one of any associated Casting Rolls dice a Chaos die.",
+ "MAJORE14": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJORE15": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJORE16": "
Undone: Every tie, clasp, and fastener of every type on your body flies violently open. Belts come undone, pouches fly open, boots come unlaced, and so on.",
+ "MAJORE17": "
Regurgitate: You throw up uncontrollably, unable to do anything else, for 1d10 rounds. In that time, you spew up much more vomit than could possibly have been contained in your stomach.",
+ "MAJORE18": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJORE19": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJORE20": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJORE21": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJORE22": "
Kin Affected: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MAJORE23": "
Storm of Chaos: Roll on Table 624: Expanded Minor Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "MAJORE24": "
Store of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MAJORE25": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJORE26": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "CATA1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATA2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATA3": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATA4": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA5": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA6": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATA7": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATA8": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATA9": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATA10": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "CATAE1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATAE2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE3": "
Broken: Your will is utterly broken. Your Will Power Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE4": "
Stupefied: Your mind regresses to protect you from a worse fate. Your Intelligence Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE5": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATAE6": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATAE7": "
Rageboil: Everyone within 10 yards (5 squares) of you is immediately and irrationally outraged by your very presence. They all move to attack youeven your alliesand only come to their senses after 1d10 rounds.",
+ "CATAE8": "
Albino Affliction: Your skin and hair are bleached utterly white by roiling Chaos.",
+ "CATAE9": "
Heretical Vision: A Daemon Prince shows you a vision of Chaos. You gain 1d10 Insanity Points. Any time after this event, you can spend 100 xp and gain the Dark Lore (Chaos) talent.",
+ "CATAE10": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATAE11": "
Boiling Blood: For a brief instant, your blood literally boils in your veins. You suffer 2d10 Wounds, which are reduced by Toughness but not armour.",
+ "CATAE12": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATAE13": "
Chaotic Servitors: 1d10 Daemon Imps (see
WFRP, page 229) appear from the Aethyr and do your bidding for 1d10 rounds.",
+ "CATAE14": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATAE15": "
Windblock: You are stuck unable to breathe for 1d10 minutes (see Suffocation in WFRP, page 136), after which you gasp!manage to draw breath.",
+ "CATAE16": "
Lineage Concluded: The infection of Chaos renders you sterile or barren.",
+ "CATAE17": "
Eyefuse: You close your eyes as the Winds of Magic howl about you, and your eyelids are fused shut. You cannot see until this is corrected by magic or surgery.",
+ "CATAE18": "
Spasmodic Paroxysm: Your entire body convulses violently as the pure stuff of Chaos courses over you; you bite off your tongue. You become very difficult to understand and suffer 5 to all Casting Rolls until you are somehow healed.",
+ "CATAE19": "
Witherlimb: A randomly determined limb withers and becomes permanently useless.",
+ "CATAE20": "
Mutating Wind: You must make a Will Power Test or suffer a Chaos Mutation (see WFRP, page 229, or the Old World Bestiary, page 79).",
+ "CATAE21": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATAE22": "
Kin Afflicted: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "CATAE23": "
Vortex of Chaos: Roll on Table 625: Expanded Major Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "CATAE24": "
Hoard of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "CATAE25": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "GODWRATH1": "
Unearthly Vision: Your God chooses this time to grant you a symbolic but confusing vision. This stuns you for 1 round.",
+ "GODWRATH2": "
Prove Your Devotion: A few more prayers are required to finish casting the spell. This result adds 1 half action to the Casting Time of the spell. You must take this extra time even if you failed the Casting Roll.",
+ "GODWRATH3": "
You Try My Patience: You cannot cast another spell for 1d10 rounds. This spell still works as long as you made your Casting Roll.",
+ "GODWRATH4": "
Your Cause is Unworthy: Your spell fails, even if you made the Casting Roll.",
+ "GODWRATH5": "
Stinging Rebuke: Not only does your spell fail, but you also suffer a 10% penalty to your Will Power for 1 minute.",
+ "GODWRATH6": "
What Will You Sacrifice for this Boon?:",
+ "GODWRATH7": "
You Have Sinned Against Me: You have somehow angered your God. You must kneel and repent for 1d10 rounds. This renders you helpless.",
+ "GODWRATH8": "
Daemonic Interference: Your prayer is answered but not by your God. Roll a
Major Chaos Manifestation.",
+ "GODWRATHV1": "
Behold Your Wickedness!: You suffer visions of your failures, which seem to take an eternity but are over in an instant. Gain 1d10 Insanity Points; if you become insane, you gain Heart of Despair.",
+ "GODWRATHV2": "
Lash the Flesh to Purge the Soul: You take 2d10 Wounds, ignoring Toughness Bonus or Armour.",
+ "GODWRATHV3": "
You Shall Not Abuse My Mercy: Your Magic Characteristic is reduced to zero, and increases by one every time you do penance (as if attempting to reduce your Disfavour Pool to zero), until it returns to its original value. If you have no Magic Characteristic, the same happens to your daily allowance of Fortune Points.",
+ "GODWRATHV4": "
Thou Art Accursed and Outcast: You are cast out from the cult, and this is marked on your soul. You take a 30% penalty to all social interactions with followers of your God until you do penance.",
+ "GODWRATHV5": "
Rely Not On These Vanities: All your goods and equipment are stripped from you, leaving you in a tunic. Any non-magical equipment you were carrying is gone forever; magical equipment is mysteriously returned if you do penance. (GMs option: nonmagical but important items may also be returned after penance.)",
+ "GODWRATHV6": "
Called to Account: ",
+ "GODWRATHV7": "
Daemonic Visitation: Roll on the Catastrophic Chaos Manifestation Table instead using the table in WFRP.",
+ "SACRIFICE1": "You vomit up salt water, and feel as though you are almost drowned. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE2": "All warmth and vigour leach from your body. Take a –20% penalty to all actions for the next 1 minute.",
+ "SACRIFICE3": "You automatically fail your next Dodge or Parry Test.",
+ "SACRIFICE4": "You must re-roll your next three successful Tests. If the second roll fails, you fail the Test. If the re-roll succeeds, you succeed and need not roll again.",
+ "SACRIFICE5": "The next time one of your allies suffers an injury, you suffer exactly the same injury. This may mean taking Wounds, or taking a Critical Hit.",
+ "SACRIFICE6": "A brand in the shape of a twin-tailed comet appears on your forehead, inflicting 1d10 Wounds ignoring Toughness Bonus or armour.",
+ "SACRIFICE7": "Your mind becomes that of a beast for three rounds. You flee most situations, but fight if cornered.",
+ "SACRIFICE8": "Your body is rimed with frost. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE9": "You are robbed of your knowledge. You automatically fail any Academic Knowledge Tests you make in the next 1 hour.",
+ "SACRIFICE10": "You lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "OPTIONAL-ARCANE-MARK": "
Optional Arcane Mark: You must pass an Average (+0%) Willpower test or gain an Arcane Mark (see
Realms of Sorcery page 175).",
+ "ARCANE-LORE": "Arcane Lore",
+ "LORE-OF-BEASTS": "Lore of Beasts",
+ "LORE-OF-DEATH": "Lore of Death",
+ "LORE-OF-FIRE": "Lore of Fire",
+ "LORE-OF-HEAVENS": "Lore of the Heavens",
+ "LORE-OF-LIFE": "Lore of Life",
+ "LORE-OF-LIGHT": "Lore of Light",
+ "LORE-OF-METAL": "Lore of Metal",
+ "LORE-OF-SHADOW": "Lore of Shadow",
+ "MARK": "Mark",
+ "MARK-OF": "Mark of",
+ "BEASTS": "Beasts",
+ "DEATH": "Death",
+ "FIRE": "Fire",
+ "HEAVENS": "the Heavens",
+ "LIFE": "Life",
+ "METAL": "Metal",
+ "SHADOW": "Shadow",
+ "WRATH-ROLL": "Wrath Roll",
+ "WRATH-TABLE": "Wrath Table",
+ "WRATH": "Wrath",
+ "VENGEANCE": "Vengeance",
+ "WRATH-OF-THE-GODS": "Wrath of the Gods",
+ "VENGEANCE-OF-THE-GODS": "Vengeance of the Gods",
+ "DISFAVOR-POOL": "Disfavor Pool",
+ "DISFAVOR-ROLL": "Disfavor Roll",
+ "DIVINE-LORE": "Divine Lore",
+ "LORE-OF-MANANN": "Lore of Manann",
+ "LORE-OF-MORR": "Lore of Morr",
+ "LORE-OF-MYRMIDIA": "Lore of Myrmida",
+ "LORE-OF-RANALD": "Lore of Ranald",
+ "LORE-OF-SHALLYA": "Lore of Shallya",
+ "LORE-OF-SIGMAR": "Lore of Sigmar",
+ "LORE-OF-TAAL-RHYA": "Lore of Taal & Rhya",
+ "LORE-OF-ULRIC": "Lore of Ulric",
+ "LORE-OF-VERENA": "Lore of Verena",
+ "MARK-ROLL": "Mark Roll",
+ "MARKS": "Marks",
+ "NO-MARKS": "Don't use Marks optional rule",
+ "USE-MARKS": "Use Marks optional rule",
+ "MARKS-OF-THE-GODS": "Marks of the Gods",
+ "MARKS-OF-MANANN": "Marks of Manann",
+ "MARKS-OF-MORR": "Marks of Morr",
+ "MARKS-OF-MYRMIDIA": "Marks of Myrmida",
+ "MARKS-OF-RANALD": "Marks of Ranald",
+ "MARKS-OF-SHALLYA": "Marks of Shallya",
+ "MARKS-OF-SIGMAR": "Marks of Sigmar",
+ "MARKS-OF-TAAL-RHYA": "Marks of Taal & Rhya",
+ "MARKS-OF-ULRIC": "Marks of Ulric",
+ "MARKS-OF-VERENA": "Marks of Verena",
+ "MARKS-OF": "Marks of",
+ "MANANN": "Manann",
+ "MORR": "Morr",
+ "MYRMIDIA": "Myrmida",
+ "RANALD": "Ranald",
+ "SHALLYA": "Shallya",
+ "SIGMAR": "Sigmar",
+ "TAAL-RHYA": "Taal & Rhya",
+ "ULRIC": "Ulric",
+ "VERENA": "Verena",
+ "NO-LORE": "No Lore selected",
+ "GM-DISCRETION": "GM's discretion",
+ "MARK-GM-DISCRETION": "Mark at GM's discretion",
+ "MARK-MANANN-1": "
Fishy: You are infused with the odours of the sea. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-MANANN-2": "
Pelagic Yearning: You long for the open seas. When not on, or surrounded by, the sea, your Will Power is reduced by 5%.",
+ "MARK-MANANN-3": "
Seaweed Growth: Holy seaweed thrives somewhere on your body. At the GM's discretion, this may apply a -10% penalty to Fellowship Tests in som social situations.",
+ "MARK-MANANN-4": "
Tidal: You are bound to the changing tides. During low tide, you reduce your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. At high tide, increase your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. All other times, and when far from sea, your Characteristics are unchanged.",
+ "MARK-MANANN-5": "
Manann's Mien: You grow taller, your hair darkens, and you develop a brimy smell. You grow larger, increasing your height by 1d10/2 inches and adding 2d10 pounds to your weight. As well, permanently increase your Strength Characteristic by 5%.",
+ "MARK-MANANN-6": "
Piscine Charisma: You become intensely attractive to fish of all kinds. They greet you in open-mouthed wonder and shoal around you in docile masses when you are in the water. For this reason, albatrosses and other seabirds like you. Add +20% to Charm Animal Tests made to interact with sea birds.",
+ "MARK-MANANN-7": "
Rip Tides: Large bodies of water twist and churn in your presence. All Swim Tests made by others with 4 yards (2 squares) of you take a -20% penalty, and a -10% penalty if between 4 and 12 yards (3-6 squares).",
+ "MARK-MANANN-8": "
Webbed: Your toes and fingers become webbed. Gain a +20% bonus to Swim Tests.",
+ "MARK-MANANN-9": "
One With the Sea: Manann reveals the secrets of his realm. You cannot drown in seawater; any time you would drown, you are instead reduced to 0 Wounds and are Helpless, and either float to the surface or wash up on shore. You also add +10% bonus to all Sail, Row, and Navigation Tests whilst at sea.",
+ "MARK-MANANN-10": "
Marked by Manann: A trided, Crown, Wave, or Albatross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channellin Tests when using the Lore of Manann, and a +10% bonus to Fellowship Tests when dealing with other Manannites if they can see the mark.",
+ "MARK-MORR-1": "
Enervated: Your muscles weaken. Permanently reduce your Strength Characteristic by 5%.",
+ "MARK-MORR-2": "
Distracted by Death: Your preoccupation with morbid subjects makes others uncomfortable around you. When interacting with individuals who are not priests in the cult of Morr, you take a -10% penalty to Fellowhip Tests.",
+ "MARK-MORR-4": "
Disturbing Visions: You are plagued by disconnected visions that you know to be portentous, but cannot understand. You take a -10% to Perception tests. Once per day, you may gain a +10% bonus to any single test.",
+ "MARK-MORR-3": "
Skeletal: Your face and scalp draw tightly to your skull. You take a -10% penalty to Charm Tests, but gain a +10% bonus to Intimidate Tests.",
+ "MARK-MORR-5": "
Morr's Mien: You grow taller, your hair darkens, and your skin pales, becoming cool to the touch. You grow larger, gaining 1d10/2 inches in height. As well, increase your Will Power Characteristic by 5%.",
+ "MARK-MORR-6": "
Flock of Ravens: Wherever you go, there always seem to be ravens present. Under most circumstances, they appear in places where one might expect them. Whilst indoors, you see them through windows, and underground, you may see raven cave paintings with disturbing regularity. You gain a +20% bonus to Charm Animal Tests made when interacting with ravens.",
+ "MARK-MORR-7": "
Dead Eyes: A single glance causes others to flinch. Gain the Unsettling Talent.",
+ "MARK-MORR-8": "
Morr's Servant: Sentient Undead shy from your presence. Any creature with the Undead Talent
and a Will Power Characteristic must make a Will Power Test or suffer from Fear. This ignores the Undead Talent's normal exemption to Fear.",
+ "MARK-MORR-9": "
Enlightened: You have gazed beyond the Portal and no longer fear death. Gain the Fearless Talent.",
+ "MARK-MORR-10": "
Marked by Morr: A Rose, Portal, or Raven mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Morr, and a +10% bonus to Fellowship Tests when dealing with other Morrians if they can see the mark.",
+ "MARK-MYRMIDIA-1": "
Vengeful: You become deeply vengeful, which blinds your reason. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-MYRMIDIA-2": "
Rites of War: You feel obliged to recite terms of war before any battle, an act that takes a Full Action. until you complete this honourable rite in combat, you take a -5% penalty to Weapon Skill Tests.",
+ "MARK-MYRMIDIA-3": "
Calculating: You coldly weigh the strengths and weaknesses of all you meet. You take a -10% penalty to Fellowship Tests made to deal with those who you meet for the first time.",
+ "MARK-MYRMIDIA-4": "
Righteous Fury: You punish the wicked, for you are honourable and true. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, but gain a +10% bonus to both Strength and Willpower Tests for the duration of the encounter.",
+ "MARK-MYRMIDIA-5": "
Myrmidia's Mien: Your skin darkens to a deep tan that glints coppery in the light. You grow larger, gaining 1d10/2 inches in height. You also gain a +10% bonus to Command Tests.",
+ "MARK-MYRMIDIA-6": "
Eagle Friend: Eagles like you. You gain a +20% bonus to Charm Animal Tests made when interacting with eagles.",
+ "MARK-MYRMIDIA-7": "
Eagle Eyes: Your irises darken and your eyes become exceptionally sharp. You gain a +20% bonus to Perception Tests involving sight.",
+ "MARK-MYRMIDIA-8": "
Fanatical Love: In combat, you may select one ally as a free action. That ally must have a religious symbol of Myrmidia in plain view. For that round, the ally gains a +10% bonus to all Will Power Tests.",
+ "MARK-MYRMIDIA-9": "
War-honed: Myrmidia reveals the secret of facing war with courage and honour. You gain the Stout-hearted Talent.",
+ "MARK-MYRMIDIA-10": "
Marked by Myrmidia: A Shield and Spear mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Myrmidia, and a +10% bonus to Fellowship Tests when dealing with other myrmidians if they can see the mark.",
+ "MARK-RANALD-1": "
Weak Willed: You become a slave to your passions. Permanently reduce your Will Power Characteristic by 1d10%",
+ "MARK-RANALD-2": "
Liar: You are loathe to tell the truth. Gain a +10% bonus to Blather Tests.",
+ "MARK-RANALD-3": "
Knavish: You exhibit all the untrustworthy characteristics that nobles and priests find repugnant. You take a -10% penalty to all Fellowship Tests when interacting with these individuals.",
+ "MARK-RANALD-4": "
Lithe: You become more wity and nimble. Increase your Agility Characteristic by 1d10%, but reduce your Toughness by the same amount. in addition, you lose 2d10 pounds.",
+ "MARK-RANALD-5": "
Ranald's Mien: You become leaner, your hair and skin darken, and you always seem to smile mischievously. Lose 2d10 pounds, but permanently increase your Fellowship Characteristic by 1d10%",
+ "MARK-RANALD-6": "
Cat Friend: Wherever you go, you seem to attract cats. Moments after entering a community, at least one cat finds you. Each day you remain in the same community, (1d10/2)-1 more cats show up. These cats do not fight on your behalf, but are friendly to you, giving you a +20% bonus to Charm Animal Tests involving these animals. Should you leave the community, the cats do not, generally, follow.",
+ "MARK-RANALD-7": "
Forgettable: People who do not know you find it hard to remember anything more than your disarming smile and flashing eyes. Those who interact with you closely for several hours must pass an Intelligence Test to recall further details.",
+ "MARK-RANALD-8": "
Ranald's Luck: Whenever you use a Fortune Point, roll a d10. If you roll 8, 9, or 10, the Fortune Point works as normal, but isn't spent.",
+ "MARK-RANALD-9": "
Irreverent: Ranald reveals to you the great joke of life. Whenever you are influenced by Fear, Terror, Intimidate, or the Unsettling Talent, and you fail a Will Power Test, you immediately burst into fits of uncontrollable laughter, and ignore the effect. However, whilst laughing (which lasts for 1d10 rounds), you take a -10% penalty to all tests and reduce your Movement Characteristic by 1.",
+ "MARK-RANALD-10": "
Marked by Ranald: A cross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ranald, and a +10% bonus to Fellowship Tests when dealing with other Ranaldans if they can see the mark.",
+ "MARK-SHALLYA-1": "
Pacifist: You find it very hard to even think of striking another. Permanently reduce your Weapon Skill and Ballistic Skill Characteristics by 5%.",
+ "MARK-SHALLYA-2": "
Bleeding Heart: Whenever you are in the vicinity of a creature that is suffering, you take a -10% penalty to all Will Power Tests. Should you leave the suffering individual untended, the penalty increases to -20% and it remains for 24 hours.",
+ "MARK-SHALLYA-3": "
Fear of the Fly Lord: Insects and other agents of decay make you deeply uncomfortable. While in the presence of a swarm of flies, maggots, roaches, or similar critteers, you take a -10% penalty to all Will Power Tests.",
+ "MARK-SHALLYA-4": "
Unworthiness: You always feel you have somehow failed those around you, especially if you could not heal their wounds or save their lives. You take a -10% penalty to Fellowship Tests made to interact with others because of your constant self-deprecating ways.",
+ "MARK-SHALLYA-5": "
Shallya's Mien: Your hair lightens, your eyes flow with holy tears and your face appears innocent. Henceforth, you take a -10% penalty on Perception and Search Tests, but you permanently increase your Fellowship Characteristic by %%. In addition, whenever you make a Heal Test, you repair 1 extra Wound.",
+ "MARK-SHALLYA-6": "
Peaceful Demeanour: You exude peace and tranquillity. Ordinary animals will never attack you unles syou first attack them.",
+ "MARK-SHALLYA-7": "
Healing Hands: Your hands are cool and soothing to the touch. Whenever you make a Heal Test, you repair an additional 2 Wounds.",
+ "MARK-SHALLYA-8": "
Tranquil Aura: Your presence calms aggressive tendencies. All creatures within 4 yards (2 squares) take a -10% penalty to Weapon Skill and Ballistic Skil Tests. This aura does not work on Daemons or Undead.",
+ "MARK-SHALLYA-9": "
Emboldened: You fundamentally understand Shallya's Mercy, and would martyr yourslef rather than retreat from your duties. So long as there are allies or innocents to help and protect, you may act normally when suffering from Fear or Terror, so long as your actions invlude healing those in need, warding their bodies from blows (but not attacking), helping theem reac safety, and the like.",
+ "MARK-SHALLYA-10": "
Marked by Shallya: A Dove, Heart, or Drop of Blood mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Shallya, and a +10% bonus to Fellowship Tests when dealing with other Shallyans if they can see the mark.",
+ "MARK-SIGMAR-1": "
Stubborn: You single-mindedly pursue Sigmar's cause, no matter the consequences. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-SIGMAR-2": "
Hammer Bearer: When wielding a hammer Hand Weapon or Great Weapon, you deal +1 damage. However, you take a -10% penalty to all Ballistic Skill Tests.",
+ "MARK-SIGMAR-3": "
Suspicious: Anyone may be a servant of the Dark Powers. You take a -10% penalty to all Fellowship Tests the first time you meet an individual.",
+ "MARK-SIGMAR-4": "
Grudge Bearer: You really bear grudges. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, byt gain a +10% bonus to both Strength and Will Power Tests for the duration of the encounter.",
+ "MARK-SIGMAR-5": "
Sigmar's Mien: Your hair lightens, your body bulks out and your eyes turn blue. You permanently gain 1d10/2 inches in height, 2d10 pounds in weight, and increase your Toughness Characteristic by 5%.",
+ "MARK-SIGMAR-6": "
Dawongr(Dwarf Friend): Your manner reminds Dwarfs of their ancient promises to Sigmar. You gain a +10% bonus to all Fellowship Tests made when interacting with Dwarfs.",
+ "MARK-SIGMAR-7": "
Greenskin Animosity: The thought of Greenskins fills you with righteous anger. Gain the Grudge-born Fury Talent.",
+ "MARK-SIGMAR-8": "
Symbol of Unity: Your presence inspires others with nationalistic pride. The first time during an encounter that a citizen of the Empire that is within 6 yards (3 squares) makes a Weapon Skill or Ballistic Skill Test against another citizen of the Empire, he takes a -10% penalty.",
+ "MARK-SIGMAR-9": "
Enlightened: Sigmar fills you with his divine purpose. When combating Greenskins or servants of Chaos, you automatically pass all Will Power Tests.",
+ "MARK-SIGMAR-10": "
Marked by Sigmar: A Comet or Hammer mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Sigmar, and a +10% bonus to Fellowship Tests when dealing with other Sigmarites if they can see the mark.",
+ "MARK-TAAL-RHYA-1": "
Wild Mind: Your thoughts are preoccupied with the passing seasons and baser needs. Permanently reduce your Intelligence Charactereistic by 5%.",
+ "MARK-TAAL-RHYA-2": "
Little Friends: Small animals, such as rodents and little birds, are attracted to you. They can be inconvenient, as they nibble everything and leave droppings everywhere. You take a -10% penalty to Fellowship Tests in social situations where such creatures are inappropriate.",
+ "MARK-TAAL-RHYA-3": "
Plant Growth: Holy plant life thrives somwhere on your body. At the GM's discretion, this may apply a -10% penalty yo Fellowship Tests in some social situations.",
+ "MARK-TAAL-RHYA-4": "
Seasonal: You are bound to the passing seasons. During the winter, you reduce your Wounds Characteristic by 2 and your Movement Characteristic by 1. In the autumn, you reduce your Wounds Characteristic by 1. In the spring, you increases your Wounds Characteristic by 1. In the summer, you increase your Wounds Characteristic by 2 and your Movement Characteristic by 1.",
+ "MARK-TAAL-RHYA-5": "
Taal or Rhya's Mien: You have an equal chance of assuming the likeness of Taal or Rhya. If Taal, you grow tall, strong, with shaggy hair. If Rhya, you become more curvaceous, with long flaxen hair, and appealing features. In either case, grow 1d10/2 inches taller and 2d10 pounds heavier. In addition, permanently increase your Fellowship Characteristic by 5%.",
+ "MARK-TAAL-RHYA-6": "
Animal Friend: Animals see you as one of their own, and never attack you evn if you attack them first. Unusual or controlled animals must pass a Challenging (-10%) Will Power Test to attack you.",
+ "MARK-TAAL-RHYA-7": "
Enlivened Flora: Wnever you remain in a natural setting for more than 1 round, all living plants within 4 yards (2 squares) grow healthy and lush. Whilst you are unaffected by this verdant growth, the area counts as difficult terrain afterwards, halving movement through it.",
+ "MARK-TAAL-RHYA-8": "
Tranquil Fauna: Animals are calmed by your presence. You gain a +10% bonus to Animal Care and Animal Training Tests.",
+ "MARK-TAAL-RHYA-9": "
Beast Senses: Taal or Rhya reveals the world around you as they see it. Gain the Keen Senses Talent.",
+ "MARK-TAAL-RHYA-10": "
Marked by Taal or Rhya: An Antlet, Axe, Coil of Live, Sheaf, or Bow and Arrow mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Taal & Rhya, and a +10% bonus to Fellowship Tests when dealing with other Taalites or Rhyans if they can see the mark.",
+ "MARK-ULRIC-1": "
Berserker: Each round in combat, you must pass a Will Power Test or immediately enter a Frenzy as if you had the Frenzy Talent.",
+ "MARK-ULRIC-2": "
Claws: You grow wickedly sharp claws. Permanently reduce your Ballistic Characteristic by 5%. Gain the Natural Weapons Talent.",
+ "MARK-ULRIC-3": "
Wolf's Eyes: You gain the clear, blue eyes of a Winter Wolf. You gain the Night Vision Talent, but can now only see in black and white.",
+ "MARK-ULRIC-4": "
Predator: Those around you become uncomfortable, instinctively aware that a killer is in their midst. You take a -10% penalty to Charm Tests, but gain a +10% bonus on Intimidate Tests.",
+ "MARK-ULRIC-5": "
Ulric's Mien: Your hair dakens, your body bulks, and you skin pales, becoming icy-cold. You grow 1d10/2 inches taller and 2 d10 pounds heavier. In addition, permanently increase your Strength Characteristic by 5%.",
+ "MARK-ULRIC-6": "
Wolf Friend: You attract a wolf companion. This creature is loyal and fights on your behalf. Should you treat the wolf poorly, it abandons you. You can gain this mark multiple times. Each time, you gain an additional wolf.",
+ "MARK-ULRIC-7": "
Pack Leader: You gain a measure of Ultic's undeniable authority. You gain a +10% bonus to all Command Tests.",
+ "MARK-ULRIC-8": "
One with the Wild: Ulric reveals the world around you as he sees it. You gain a +10% bonus to all Outdoor Survival Tests.",
+ "MARK-ULRIC-9": "
Ulric's Servant: Touched by Ulric, you no longer suffer the harmful effects of cold - except when it's triggered by a Wrath of God.",
+ "MARK-ULRIC-10": "
Marked by Ulric: A Wolf mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ulric, and a +10% bonus to Fellowship Tests when dealing with other Ulricans if they can see the mark.",
+ "MARK-VERENA-1": "
Savant: Your intellectual superiority makes it difficult for you to connect with others. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-VERENA-2": "
Daemon's Advocate: You can't help expressing alternative stances. If you allow an opinion or argument to be stated without countering it and balancing matters, take a -10% penalty yo all Will Power Tests for 24 hours.",
+ "MARK-VERENA-3": "
Just Heart: Whenever you see injustice, you must speak out against it unless you pass a Challenging (-10%) Will Power Test.",
+ "MARK-VERENA-4": "
Piercing Gaze: Your all-seeing eyes bore into everything around you. You gain a +10% bonus to all Perception Tests relying on sight, but take a -10% penalty on Charm Tests.",
+ "MARK-VERENA-5": "
Verena's Mien: Your back straightens, eyes clear and your face gains a dignified appearance. You grow 1d10/2 inches taller. In addition, permanently increase your Intelligence Characteristic by 5%.",
+ "MARK-VERENA-6": "
Owl Friend: Owls like you. You gain a +20% bonus on Charm Animal Tests made against owls.",
+ "MARK-VERENA-7": "
Eidetic Recall: With a successful Intelligence Test, you can perfectly recall any text you have read. You also gain a +20% bonus to all other tests involving memory.",
+ "MARK-VERENA-8": "
Voice of Wisdom: Your voice carried the wisdom of Verena Herself. Double the number of people you can affect with a Charm Test.",
+ "MARK-VERENA-9": "
Enlightened: Verena grants you a small portion of her wisdom. You gain a +10% bonus to all Academic Knowledge Tests that you have selected as skills. As well, you may attempt Academic Knowledge Tests outside of your fields of study, alebeit at a -20% penalty.",
+ "MARK-VERENA-10": "
Marked by Verena: An Owl, Scales, or Sword mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Verena, and a +10% bonus to Fellowship Tests when dealing with other Verenans if they can see the mark.",
+ "MARK-BEASTS-1": "
Aloof: Others find you emotionally detached and somewhat rude. Take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-BEASTS-2": "
Restless: You tend not t stay in one place for long, always needing to move about. It's worse when you're in closed spaces.",
+ "MARK-BEASTS-3": "
Dirty: For some reason, you attract dirt and you can never fully get clean.",
+ "MARK-BEASTS-4": "
Hairy: You grow thick hair all over your body. When you shave it off, it regrows quickly.",
+ "MARK-BEASTS-5": "
Feral: Your nails thicken and lenthen and your teeth grow pointed. You have a wild-eyed appearance others find unsettling. You take a -5% penalty to all Fellowship Tests made when interacting non-magic using Humans.",
+ "MARK-BEASTS-6": "
Aura of Savagery: Domesticated animals tend to turn angry, almost violent, while in your presence. All Animal Care and Animal Training Tests made by you or others while you are within 12 yards (4 squares) have their difficulty worsened by one step.",
+ "MARK-BEASTS-7": "
Musk: You exude a strong musky smell that puts others off. You take a -10% penalty to Fellowship Tests when interacting with Nobles, priests, and others of the upper class.",
+ "MARK-BEASTS-8": "
Brutish: You lack refinement and grace, imposing a -5% penalty to your Intelligence or Fellowship Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-BEASTS-9": "
Small Friends: You attract small, though harmless, animals like squirrels, mice, small birds, and so on. They seem to show up when least appropriate, leaving droppings in food and drink, and causing a nuisance. As a result, when in social situations where such creatures aren't appropriate, you take a -5% penalty to Fellowship Tests.",
+ "MARK-BEASTS-10": "
Mark of Ghur: The rune of
Ghur appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Beasts.",
+ "MARK-DEATH-1": "
Pallor: You sallow appearance, with pale skin and almost jaundiced eyes.",
+ "MARK-DEATH-2": "
Clammy Skin: You have cold skin. Asleep, you could be mistaken for dead.",
+ "MARK-DEATH-4": "
Dead Eyes: Your eyes are those of a dead man.",
+ "MARK-DEATH-3": "
Graveyard Stench: You stink of the grave. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-DEATH-5": "
Aura of Death: All plantswithin when you are within 4 yards (2 squares). This extends to equipment that derives from plant materials, worsening craftsmanship by one stop (to a maximum of Poor).",
+ "MARK-DEATH-6": "
Skull-like Visage: Your skin draws tightly to your skill. You take a -5% penalty to Fellowship Tests.",
+ "MARK-DEATH-7": "
Skeletal Fram: Your body muscle mithers, imposing a -5% penalty to your Strength or Toughness Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-DEATH-8": "
Voice of the Dead: Your voice changes so that when you speak, it is in an unsettling whisper. You take a -5% penalty to Animal Training and Fellowship Tests.",
+ "MARK-DEATH-9": "
Haunted: Voices and apparitions of the dead follow you everywhere, distracting you. Take a -10% penalty to Perception Tests.",
+ "MARK-DEATH-10": "
Mark of Shyish: The rune of
Shyish appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Death.",
+ "MARK-FIRE-1": "
Temper: You have a quick temper, losing your cool at the slightest provocation.",
+ "MARK-FIRE-2": "
Hyperactive: You can't sit still. You fidget constantly.",
+ "MARK-FIRE-3": "
Red Hair: Your hair and eyebrows turn bright, fiery red.",
+ "MARK-FIRE-4": "
Face Tattoos: Odd markings, like tattoos, appear on your face. Take a -10% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-FIRE-5": "
Flaming Eyes: Your eyes literally smolder with energy. Animals become nervous when you're around. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-FIRE-6": "
Hot Skin: Your skin is always feverish and you have a flushed appearance.",
+ "MARK-FIRE-7": "
Vulnerable to Cold: You are uncomfortable in the cold, taking a -5% penalty to Weapon Skill and Ballistic Skill Tests when exposed to cold climes.",
+ "MARK-FIRE-8": "
Aura of Brimstone: You stink of brimstone. All characters within 4 yards (2 squares) take a -10% penalty to olfactory-based Perception Tests.",
+ "MARK-FIRE-9": "
Raging Temper: You are volatile, more so than others of the Bright Order. You gain 1 Insanity Point and take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-FIRE-10": "
Mark of Aqshy: The rune of
Aqshy appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Fire.",
+ "MARK-HEAVENS-1": "
Zephyr: Small breezes and winds gather about you, causing paper to rustle, dust to swirl up and other such minor effects.",
+ "MARK-HEAVENS-2": "
Feather Light: Azyr loosens the shackles of gravity. Your body weight decreases by 10%. Your appearance remains unchanged.",
+ "MARK-HEAVENS-3": "
White Hair: Your hair turns snow white. Dyes do not hold.",
+ "MARK-HEAVENS-4": "
Blue Eyes: Your eyes change colour to a startling shade of blue. In areas of low-lighting, they faintly glow. Take a -5% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-HEAVENS-5": "
Disturbing Visions: You commonly see disconnected portentous events that are meaningless to you. The constant barrage is distracting, imposing a -5% penalty yo Perception Tests.",
+ "MARK-HEAVENS-6": "
Scentless: Your natural smell is replaced by the scent of fresh air. Reeking fluids, noxious potions and other sources of stench gradually lose their aroma on contact with your person. Whilst this is advantageous after, say, a walk through a filth spattered street, it does serve to make people and animals uncomfortable in your presence. You take a -5% Fellowship penalty when dealing with people, and a -10% Fellowship penalty when dealing with animals. All attempts to track you using scent are considered Hard (-20%).",
+ "MARK-HEAVENS-7": "
Alarming Visions: Whenever you suffer the effects to Tzeentch's Curse, you must succeed on a Challenging (-10%) Will Power Tests to control the sudden flashes of precognition that come with the botched magic. If you fail, you are stunned for 1 round.",
+ "MARK-HEAVENS-8": "
Aura of Tranquillity: You emit a strange, but peaceful, aura that others find calming. Characters within 4 yards (2 squares) take a -5% penalty to Weapon Skill and Ballistic Skill Tests.",
+ "MARK-HEAVENS-9": "
Stargazer: You become agitated when you are unable to scry the stars. The difficulty of all tests involving Academic Knowledge or Will Power increases by you step for each night you fail to observe the night sky for at least half an hour. All accumulated penalties are removed when you are able to study the heavens once more.",
+ "MARK-HEAVENS-10": "
Mark of Azyr: The rune of
Azyr appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of the Heavens.",
+ "MARK-LIFE-1": "
Plant Growth: A small patch of plantlife begins to thrive upon your skin. These growths are inconsequential - mould under the fingernails, ivy in the hair and so on - but they are somewhat peculiar. They may be removed, but always grow back the following day.",
+ "MARK-LIFE-2": "
Barefoot: You can't abide by wearing footwear and you you must, you take a -5% penalty to Agility Tests.",
+ "MARK-LIFE-3": "
Rapid Hair and Nails: Your hair and fingernails grow at an almost alarming rate. You must spend a portion of each day, trimming them back.",
+ "MARK-LIFE-4": "
Green Skin: Your skin changes colour, assuming a greenish hue. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIFE-5": "
Vulnerability to Fire: Fire deals +1 Damage against you.",
+ "MARK-LIFE-6": "
Great Constitution: You gain Resistance to Disease.",
+ "MARK-LIFE-7": "
Metal Revulsion: You can't bear to touch metal objects of any kind. When you do, you must make a Challenging (-10%) Will Power Test or take a -1 cumulative penalty to your Magic Characteristic for 24 hours. You need not take the Test if struck by a metal weapon in combat.",
+ "MARK-LIFE-8": "
Aura of Growth: You emit an aura of growth and health, restoring life and colour to all plants you pass within 4 yards (2 squares). In natural environments, each of these spaces slows movement as if they were difficult terrain, halving movement through it, though you yourself are unaffected.",
+ "MARK-LIFE-9": "
Bound to the Seasons: You are physically affected by the passage of the seasons. In the winter, you take a -2 penalty to your Wounds Characteristic and a -1 penalty to your Movement Characteristic; in the autumn, you take a -1 penalty to your Wounds Characteristic; in the spring, you gain a +1 bonus to your Wounds Characteristic; in the summer, you gain a +2 bonus to your Wounds Characteristic and a +1 bonus to your Movement Characteristic.",
+ "MARK-LIFE-10": "
Mark of Ghyran: The rune of
Ghyran appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Life.",
+ "MARK-LIGHT-1": "
Choral Voice: Your voice becomes suffused with the harmonious vibrations of
Hysh. When you sing, it sounds as if scores of others are singing alongside you.",
+ "MARK-LIGHT-2": "
Eureka!: You inspire small acts of remembrance and deja-vu in those around you. You have no control over this effect, which tends to make non-magic users a little distracted when talking to you.",
+ "MARK-LIGHT-3": "
Pale: Your skin lightens considerably, bordering on semi-translucent.",
+ "MARK-LIGHT-4": "
Erie Eyes: Your eyes change colour, becoming milky white or have a golden luminance. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIGHT-5": "
Arrogant: Your deep knowledge (or rather your opinion about your own education) comes off as arrogant and pretentious. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-LIGHT-6": "
Paranoid: Given your wisdom, you have a deeper understanding of the nature of the Realm of Chaos, making you suspicious of all those around you. You take a -5% penalty to all Fear Tests.",
+ "MARK-LIGHT-7": "
Vulnerability to Darkness: When in areas of low-lighting, you take a -10% penalty to Channelling Tests.",
+ "MARK-LIGHT-8": "
Aura of Light: You give off a radiant energy that makes other light sources glow brighter than normal. All light sources within 4 yards (2 squares) provide light as if one step stronger. For instance, a candle would shed light as a lamp. (See
WFRP, page 117.) However, within such light, all characters take a -20% penalty to Concealment Tests.",
+ "MARK-LIGHT-9": "
Luminescent: You give off a constant soft glow, making it nearly impossible to conceal your movements. You take a -20% penalty yo all Concealment Tests. However, you shed light equal to torchlight (see
WFRP, page 117.).",
+ "MARK-LIGHT-10": "
Mark of Hysh: The rune of
Hysh appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Light.",
+ "MARK-METAL-1": "
Quicksilver Tears: Your tears and sweat take on the appearance of mercury. For all other intents and purposes they remain unchanged from normal tears and sweat.",
+ "MARK-METAL-2": "
Leaden Tongue: Your voice takes on a harsh tone, akin to metal clashing upon metal. Your singing sounds like a gong related accident.",
+ "MARK-METAL-3": "
Golden Skin: Your skin becomes thick, gaining a subtle golden sheen.",
+ "MARK-METAL-4": "
Stiff Limbs: Your limbs stiffen, making it hard to move around. Take a -5% penalty to your Agility Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-5": "
Magic Conductor: You attract magical energy. All characters within 4 yards (2 squares), take a -10% penalty to Will Power Tests made to resist spells.",
+ "MARK-METAL-6": "
Aura of Magnetism: You emit a strange aura that attracts metals to your flesh. Enemies trying to strike you gain a +5% bonus to Weapon Skill and Ballistic Skill Tests, though anyone else within 4 yards (2 squares) who tries to strike someone other than you takes a -5% penalty on all Weapon Skill and Ballistic Skill Tests.",
+ "MARK-METAL-7": "
Mechanical: When you interact with an animal, it sees you as an object rather than a creature. Animals will only attack you if you first attack them.",
+ "MARK-METAL-8": "
Greater Golden Skin: Your skin hardens into a thick shell. You take a -20% penalty to your Agility Characteristic and a -1 penalty to your Movement Characteristic, but you gain 1 Armour Point to all locations. These points stack with all other forms of Armour, but not leather or studded leather (see page 17 in
Old World Armoury). Modify your starting profile accordingly.",
+ "MARK-METAL-9": "
Slow: You have a hard time moving around. Take a -2 penalty to your Movement Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-10": "
Mark of Chamon: The rune of
Chamon appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Metal.",
+ "MARK-SHADOW-1": "
Flicker: Light seems uncomfortable in your presence. Candles flicker, lanterns dim and fires burn low when you are around.",
+ "MARK-SHADOW-2": "
Trickster: You cloak yourself in deception and misdirection, making you untrustworthy to others. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-3": "
Mantle of Mist: Mist, fog, smoke and other vapours seem drawn to your side. This adds a +5% bonus to Intimidate Tests made in fog banks and other suitable conditions, but does mean you tend to reek of smoke all the time.",
+ "MARK-SHADOW-4": "
Aspect of Ulgu: Your frame lightens and tightens whilst your hair colour changes to grey.",
+ "MARK-SHADOW-5": "
Forgettable: People can't seem to remember your face. Characters who've met you must succeed on an Intelligence Tests to recall who you are.",
+ "MARK-SHADOW-6": "
Disturbing Eyes: Your eyes become grey and swirl with unnatural darkness. You gain a +5% bonus to Intimidate Tests.",
+ "MARK-SHADOW-7": "
Insubstantial: Your body becomes slightly insubstantial. You gain a +10% bonus to Concealment Tests, but you take a -5% penalty to your Toughness Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-8": "
Unnatural Shadow: Your shadow does not behave itself - moving often of it's own accord. The shifting wrongness of your shadow puts folk ill at ease, imposing a -10% penalty to Fellowship Tests made when interacting with non-magic users. Worse, superstitious peasants will need convincing that you are not a Daemon.",
+ "MARK-SHADOW-9": "
Shrouded: Your body draws shadows towards it. You gain a +10% bonus to Concealment Tests.",
+ "MARK-SHADOW-10": "
Mark of Ulgu: The rune of
Ulgu appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Shadow.",
+ "ARCANE-MARK": "Arcane Mark",
+ "CHARACTERISTIC": "Characteristic"
}
\ No newline at end of file
diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/it.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/it.json
index 83faee35e3..7c34cb65f1 100644
--- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/it.json
+++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/it.json
@@ -1,286 +1,787 @@
{
- "character-name": "Nome del personaggio",
- "career": "Carriera",
- "career-path": "Progresso Carriera",
- "race": "Razza",
- "religion": "Religione",
- "concept": "Concetto",
- "advancements": "Avanzamenti",
- "xp": "PX",
- "core-stats": "Caratteristiche Base",
- "background": "Background",
- "weapons": "Armi",
- "armor": "Armatura",
- "spellbook": "Libro degli Incantesimi",
- "inventory": "Inventario",
- "character-profile": "Profilo del Personaggio",
- "main-profile": "Profilo Principale",
- "main": "Principale",
- "abbreviate-weapon-skill": "AC",
- "abbreviate-ballistic-skill": "AB",
- "abbreviate-strength": "F",
- "abbreviate-toughness": "R",
- "abbreviate-agility": "Ag",
- "abbreviate-intelligence": "Int",
- "abbreviate-will-power": "Vol",
- "abbreviate-fellowship": "Sim",
- "starting": "Iniziale",
- "talents": "Talenti",
- "advance": "Avanzamenti",
- "current": "Correnti",
- "secondary-profile": "Profilo Secondario",
- "secondary": "Secondario",
- "abbreviate-attacks": "A",
- "abbreviate-wounds": "FE",
- "abbreviate-strength-bonus": "BF",
- "abbreviate-toughness-bonus": "BR",
- "abbreviate-movement": "M",
- "abbreviate-magic": "Mag",
- "abbreviate-insanity-points": "Fol",
- "abbreviate-fate-points": "PF",
- "combat": "Combattimento",
- "initiative": "Iniziativa",
- "wounds": "Ferite",
- "fortune": "Fortuna",
- "move": "Movimento",
- "charge": "Carica",
- "run": "Corsa",
- "leap": "Salto",
- "abbreviate-initiative": "Iniz",
- "check-luck": "Spunta se hai il talento Fortunato",
- "talent-name": "Nome Talento",
- "description": "Descrizione",
- "skills": "Abilità",
- "knowledge-and-language-skills": "Abilità di Conoscenza e Linguistica",
- "skill-name": "Nome Abilità",
- "abbreviate-characteristic": "Caratt",
- "training": "Allenamento",
- "misc": "Misc",
- "total": "Totale",
- "roll": "Tira",
- "abbreviate-gm": "GM",
- "common-knowledge-any": "Conoscenze Comuni (Qualunque)",
- "common-knowledge": "Common Knowledge",
- "trained": "Trained",
- "perform-trade-and-other-skills": "Esibirsi, Professione, e Altre Abilità",
- "basic": "Basic",
- "special-rules": "Special Rules",
- "name": "Nome",
- "basic-skills": "Abilità Base",
- "animal-care": "Allevare Animali",
- "charm": "Affascinare",
- "command": "Comandare",
- "concealment": "Nascondersi",
- "consume-alcohol": "Bere Alcolici",
- "disguise": "Camuffare",
- "drive": "Guidare",
- "evaluate": "Valutare",
- "gamble": "Giocare d'azzardo",
- "gossip": "Pettegolezzo",
- "haggle": "Mercanteggiare",
- "intimidate": "Intimidire",
- "outdoor-survival": "Outdoor Survival",
- "preception": "Percepire",
- "ride": "Cavalcare",
- "row": "Remare",
- "scale-sheet-surface": "Scalare",
- "search": "Cercare",
- "silent-move": "Muoversi Silenziosamente",
- "swim": "Nuotare",
- "advanced-skills": "Abilità Avanzate",
- "animal-training": "Addestrare Animali",
- "blather": "Ciarlare",
- "chanelling": "Incanalare",
- "charm-animal": "Affascinare Animale",
- "dodge-blow": "Schivare",
- "follow-trail": "Seguire Tracce",
- "heal": "Guarire",
- "hypnotism": "Ipnotismo",
- "lip-reading": "Lettura Labbiale",
- "magical-sense": "Senso Magico",
- "navigation": "Orientarsi",
- "pick-lock": "Scassinare",
- "prepare-poison": "Preparare Veleni",
- "read-and-write": "Leggere e Scrivere",
- "sail": "Navigare",
- "set-trap": "Posizionare Trappole",
- "shadowing": "Pedinare",
- "sleight-of-hand": "Gioco di prestigio",
- "torture": "Torturare",
- "vetroloquism": "Ventriloquismo",
- "astrology": "Astrologia",
- "star-sign": "Segno Stellare",
- "doom": "Destino",
- "appearance": "Aspetto",
- "gender": "Sesso",
- "build": "Corporatura",
- "age": "Età",
- "attr-height": "Altezza",
- "weight": "Peso",
- "eyes": "Occhi",
- "skin": "Pelle",
- "hair": "Capelli",
- "history": "Storia",
- "miscellaneous-notes": "Note Varie",
- "starting-career": "Carriera Iniziale",
- "career-name": "Career Name",
- "career-main-profile": "Profilo Principale di Carriera",
- "weapon-skill": "Ablità di Combattimento",
- "ballistic-skill": "Abilità Balistica",
- "strength": "Forza",
- "toughness": "Resistenza",
- "agility": "Agilità",
- "intelligence": "Intelligenza",
- "will-power": "Volontà",
- "fellowship": "Simpatia",
- "career-secondary-profile": "Profilo Secondario di Carriera",
- "attacks": "Attacchi",
- "strength-bonus": "Bonus Forza",
- "toughness-bonus": "Bonus Resistenza",
- "movement": "Movimento",
- "magic": "Magia",
- "insanity-points": "Punti Follia",
- "fate-points": "Punti Fato",
- "career-skills": "Abilità di Carriera",
- "career-talents": "Talenti di Carriera",
- "career-exits": "Uscite di Carriera",
- "second-career": "Seconda Carriera",
- "third-career": "Terza Carriera",
- "fourth-career": "Quarta Carriera",
- "fifth-career": "Quinta Carriera",
- "melee-weapons": "Armi Corpo a Corpo",
- "abbreviate-proficiency": "Comp?",
- "weapon": "Arma",
- "craftsmanship": "Fattura",
- "ws-bonus": "Bonus ad AC",
- "to-hit": "Per Colpire",
- "damage": "Danno",
- "impact": "Impatto",
- "defensive": "Difensiva",
- "qualities": "Qualità",
- "attack": "Attacco",
- "parry": "Parata",
- "poor": "Poor",
- "common": "Common",
- "good": "Good",
- "best": "Best",
- "abbreviate-attack": "Att",
- "abbreviate-damage": "D",
- "abbreviate-parry": "P",
- "ranged-weapons": "Armi a Distanza",
- "bs-bonus": "Bonus ad AB",
- "type": "Tipo",
- "reload": "Ricarica",
- "range": "Raggio",
- "ammo": "Munizioni",
- "shoot": "Shoot",
- "throw": "Throw",
- "free": "Free",
- "half": "Half",
- "full-number": "{{0}} Full",
- "critical-hit": "Critical Hit",
- "critical-roll": "Critical Roll",
- "critical": "Critical",
- "petty": "Comune",
- "lesser": "Minore",
- "arcane": "Arcana",
- "divine": "Divina",
- "runes": "Rune",
- "perform-chanelling": "Take a Half Action to perform Chanelling",
- "spell-name": "Name",
- "casting-number": "Numero di Lancio",
- "casting-time": "Tempo di Lancio",
- "duration": "Durata",
- "target": "Bersaglio/Area",
- "none": "None",
- "1d10magic": "1d10 + Magic",
- "spell-healing": "Guarigione Incantesimo",
- "cast": "Lancio",
- "ingredient-bonus": "Ingredienti Bonus",
- "ingredient": "Ingredienti",
- "spell-damage": "Danno Incantesimo",
- "spell-description": "Descrizione Incantesimo",
- "petty-spell": "Incantesimo Comune",
- "lesser-spell": "Incantesimo Minore",
- "arcane-spell": "Incantesimo Arcano",
- "divine-spell": "Incantesimo Divino",
- "rune": "Runa",
- "inscription-number": "Numero Iscrizione",
- "empowerment": "Potenziamento",
- "inscribe": "Iscrizione",
- "permanent-rune-description": "Descrizione Runa Permanente",
- "temporary-rune-description": "Descrizione Runa Temporanea",
- "coin-carried": "Monete Trasportate",
- "brass-pennies-bp": "Penny di Rame (PR)",
- "silver-shillings-ss": "Scellini d'Argento (SA)",
- "gold-crowns-gc": "Corone (C)",
- "total-gc-value": "Valore complessivo in C",
- "exchange-rate": "Tasso di Cambio",
- "exchange-rate-description": "240 penny di rame = 20 scellini d'argento = 1 corona",
- "encumbrance": "Ingombro",
- "trappings": "Attrezzatura",
- "coin": "Moneta",
- "other": "Altro",
- "carrying-capacity": "Massimo Trasportabile",
- "push-drag-lift": "Spingi/Trascina/Solleva",
- "encumbered": "Ingombrato",
- "dwarf": "Nano",
- "dwarf-encumbrance": "I nani possono trasportare il doppio rispetto agli altri personaggi.",
- "encumbrance-description": "L'ingombro inserito in ogni riga sotto equivale a:",
- "encumbrance-choice1": "The total encumbrance of the row (ignoring quantity)",
- "encumbrance-choice2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
- "page1": "Pagina 1",
- "page2": "Pagina 2",
- "page3": "Pagina 3",
- "show-all": "Mostra Tutto",
- "row-nr": "Riga #",
- "carried-question": "Trasportato?",
- "abbreviate-quantity": "Qtà",
- "treasure-loot-inventory-notes": "Tesoro/Bottino/Note Inventario",
- "protective-item": "Oggetti Protettivi",
- "head": "Testa",
- "worn": "Indossato",
- "armor-type": "Tipo Armatura",
- "armor-points": "Punti Armatura",
- "magic-bonus": "Bonus caratt. Magia",
- "total-ap": "Totale PA",
- "leather": "Cuoio",
- "mail": "Maglia",
- "plate": "Piastre",
- "torso": "Busto",
- "arms": "Braccia",
- "legs": "Gambe",
- "armor-penalties": "Penalità Armatura",
- "armor-penalties-description1": "Indossare un'armatura media o pesante impone una pelità pari a -10% all'Ag.",
- "armor-penalties-description2": "Indossare un'armatura pesante da un malus pari a -1 al movimento, a meno che non si abbia il talento Robusto.",
- "hit-locations": "Locazioni Danni",
- "left-arm": "Braccio Sinistro",
- "left-leg": "Gamba Sinistra",
- "right-arm": "Braccio Destro",
- "right-leg": "Gamba Destra",
- "advanced-skill": "Advanced Skill",
- "basic-skill": "Basic Skill",
- "knowledge-skill": "Knowledge Skill",
- "various-skill": "Various Skill",
- "blood-loss": "Blood Loss",
- "bleeding": "Bleeding",
- "casting-test": "Casting Test",
- "outcome": "Outcome",
- "spellcasting-succeeds": "Spellcasting succeeds",
- "hit-left-arm": "Hit Left Arm",
- "hit-right-leg": "Hit Right Leg",
- "hit-location-number": "Hit Location {{0}}",
- "hit-right-arm": "Hit Right Arm",
- "damage-number": "Damage {{0}}",
- "hit-left-leg": "Hit Left Leg",
- "hit-body": "Hit Body",
- "hit-head": "Hit Head",
- "target-number": "Target Number",
- "attack-roll": "Attack Roll",
- "miss": "Miss",
- "parry-roll": "Parry Roll",
- "failure": "Failure",
- "spellcasting-fails": "Spellcasting fails",
- "test-result": "Test Result",
- "characteristic": "Characteristic"
+ "CHARACTER-NAME": "Character Name",
+ "CAREER": "Career",
+ "CAREER-PATH": "Career Path",
+ "RACE": "Race",
+ "RELIGION": "Religion",
+ "CONCEPT": "Concept",
+ "ADVANCEMENTS": "Advancements",
+ "XP": "XP",
+ "XP-EARNED": "XP Earned",
+ "XP-SPENT": "XP Spent",
+ "XP-REST": "XP Rest",
+ "PUBLIC": "Make all rolls public",
+ "WHISPER": "Whisper all rolls to GM",
+ "CORE-STATS": "Core Stats",
+ "BACKGROUND": "Background",
+ "WEAPONS": "Weapons",
+ "ARMOR": "Armor",
+ "SPELLBOOK": "Spellbook",
+ "INVENTORY": "Inventory",
+ "SETTINGS": "Settings",
+ "CHARACTER-PROFILE": "Character Profile",
+ "MAIN-PROFILE": "Main Profile",
+ "MAIN": "Main",
+ "ABBREVIATE-WEAPON-SKILL": "WS",
+ "ABBREVIATE-BALLISTIC-SKILL": "BS",
+ "ABBREVIATE-STRENGTH": "S",
+ "ABBREVIATE-TOUGHNESS": "T",
+ "ABBREVIATE-AGILITY": "Ag",
+ "ABBREVIATE-INTELLIGENCE": "Int",
+ "ABBREVIATE-WILL-POWER": "WP",
+ "ABBREVIATE-FELLOWSHIP": "Fel",
+ "STARTING": "Starting",
+ "TALENTS": "Talents",
+ "ADVANCE": "Advance",
+ "CURRENT": "Current",
+ "MODIFIER": "Modifier",
+ "SECONDARY-PROFILE": "Secondary Profile",
+ "SECONDARY": "Secondary",
+ "ABBREVIATE-ATTACKS": "A",
+ "ABBREVIATE-WOUNDS": "W",
+ "ABBREVIATE-STRENGTH-BONUS": "SB",
+ "ABBREVIATE-TOUGHNESS-BONUS": "TB",
+ "ABBREVIATE-MOVEMENT": "M",
+ "ABBREVIATE-MAGIC": "Mag",
+ "ABBREVIATE-INSANITY-POINTS": "IP",
+ "ABBREVIATE-FATE-POINTS": "FP",
+ "COMBAT": "Combat",
+ "INITIATIVE": "Initiative",
+ "WOUNDS": "Wounds",
+ "FORTUNE": "Fortune",
+ "MOVE": "Move",
+ "CHARGE": "Charge",
+ "RUN": "Run",
+ "LEAP": "Leap",
+ "ABBREVIATE-INITIATIVE": "Init",
+ "CHECK-LUCK": "Check if you have the Luck Talent",
+ "TALENT-NAME": "Talent Name",
+ "DESCRIPTION": "Descripton",
+ "SKILLS": "Skills",
+ "KNOWLEDGE-AND-LANGUAGE-SKILLS": "Knowledge and Language Skills",
+ "KNOWLEDGE": "Knowledge",
+ "SKILL-NAME": "Skill Name",
+ "ABBREVIATE-CHARACTERISTIC": "Char",
+ "TRAINING": "Training",
+ "ABBREVIATE-MISCELLANEOUS": "Misc",
+ "TOTAL": "Total",
+ "ROLL": "Roll",
+ "ABBREVIATE-GM": "GM",
+ "COMMON-KNOWLEDGE-ANY": "Common Knowledge (any)",
+ "COMMON-KNOWLEDGE": "Common Knowledge",
+ "PERFORM-TRADE-AND-OTHER-SKILLS": "Perform, Trade, and Other Skills",
+ "TRAINED": "Trained",
+ "BASIC": "Basic",
+ "SPECIAL-RULES": "Special Rules",
+ "NAME": "Name",
+ "BASIC-SKILLS": "Basic Skills",
+ "ANIMAL-CARE": "Animal Care",
+ "CHARM": "Charm",
+ "COMMAND": "Command",
+ "CONCEALMENT": "Concealment",
+ "CONSUME-ALCOHOL": "Consume Alcohol",
+ "DISGUISE": "Disguise",
+ "DRIVE": "Drive",
+ "EVALUATE": "Evaluate",
+ "GAMBLE": "Gamble",
+ "GOSSIP": "Gossip",
+ "HAGGLE": "Haggle",
+ "INTIMIDATE": "Intimidate",
+ "OUTDOOR-SURVIVAL": "Outdoor Survival",
+ "PERCEPTION": "Perception",
+ "RIDE": "Ride",
+ "ROW": "Row",
+ "SCALE-SHEER-SURFACE": "Scale Sheer Surface",
+ "SEARCH": "Search",
+ "SILENT-MOVE": "Silent Move",
+ "SWIM": "Swim",
+ "ADVANCED-SKILLS": "Advanced Skills",
+ "ANIMAL-TRAINING": "Animal Training",
+ "BLATHER": "Blather",
+ "CHANNELLING": "Channelling",
+ "CHARM-ANIMAL": "Charm Animal",
+ "DODGE-BLOW": "Dodge Blow",
+ "FOLLOW-TRAIL": "Follow Trail",
+ "HEAL": "Heal",
+ "HYPNOTISM": "Hypnotism",
+ "LIP-READING": "Lip Reading",
+ "MAGICAL-SENSE": "Magical Sense",
+ "NAVIGATION": "Navigation",
+ "PICK-LOCK": "Pick Lock",
+ "PREPARE-POISON": "Prepare Poison",
+ "READ-AND-WRITE": "Read and Write",
+ "SAIL": "Sail",
+ "SET-TRAP": "Set Trap",
+ "SHADOWING": "Shadowing",
+ "SLEIGHT-OF-HAND": "Sleight of Hand",
+ "TORTURE": "Torture",
+ "VENTRILOQUISM": "Ventriloquism",
+ "ASTROLOGY": "Astrology",
+ "STAR-SIGN": "Star Sign",
+ "DOOM": "Doom",
+ "APPEARANCE": "Appearance",
+ "GENDER": "Gender",
+ "BUILD": "Build",
+ "AGE": "Age",
+ "HEIGHT": "Height",
+ "WEIGHT": "Weight",
+ "EYES": "Eyes",
+ "SKIN": "Skin",
+ "HAIR": "Hair",
+ "HISTORY": "History",
+ "MISCELLANEOUS-NOTES": "Miscellaneous Notes",
+ "CAREER-NAME": "Career Name",
+ "STARTING-CAREER": "Starting Career",
+ "SECOND-CAREER": "Second Career",
+ "THIRD-CAREER": "Third Career",
+ "FOURTH-CAREER": "Fourth Career",
+ "FIFTH-CAREER": "Fifth Career",
+ "CAREER-ENTERED": "Career Entered",
+ "CAREER-ENTERED_CHECK": "Check if you've entered this career.",
+ "CAREER-MAIN-PROFILE": "Career Main Profile",
+ "WEAPON-SKILL": "Weapon Skill",
+ "BALLISTIC-SKILL": "Ballistic Skill",
+ "STRENGTH": "Strength",
+ "TOUGHNESS": "Toughness",
+ "AGILITY": "Agility",
+ "INTELLIGENCE": "Intelligence",
+ "WILL-POWER": "Will Power",
+ "FELLOWSHIP": "Fellowship",
+ "CAREER-SECONDARY-PROFILE": "Career Secondary Profile",
+ "ATTACKS": "Attacks",
+ "STRENGTH-BONUS": "Strength Bonus",
+ "TOUGHNESS-BONUS": "Toughness Bonus",
+ "MOVEMENT": "Movement",
+ "MAGIC": "Magic",
+ "INSANITY-POINTS": "Insanity Points",
+ "FATE-POINTS": "Fate Points",
+ "CAREER-SKILLS": "Career Skills",
+ "CAREER-TALENTS": "Career Talents",
+ "CAREER-SKILLS-AND-TALENTS": "Career Skills and Talents",
+ "SKILL-OR-TALENT": "Skill or Talent",
+ "CAREER-EXITS": "Career Exits",
+ "TAKEN": "Taken",
+ "MELEE-WEAPONS": "Melee Weapons",
+ "ABBREVIATE-PROFICIENCY": "Prof?",
+ "WEAPON": "Weapon",
+ "CRAFTSMANSHIP": "Craftsmanship",
+ "ABBREVIATE-CRAFTSMANSHIP": "Craft",
+ "ABBREVIATE-ENCUMBRANCE": "Enc",
+ "WS-BONUS": "WS Bonus",
+ "TO-HIT": "To Hit",
+ "DAMAGE": "Damage",
+ "FURY-DAMAGE": "Fury Damage",
+ "DAMAGE-INC-SB": "Melee damage already includes SB.",
+ "IMPACT": "Impact",
+ "ABBREVIATE-IMPACT": "Imp",
+ "DEFENSIVE": "Defensive",
+ "ABBREVIATE-DEFENSIVE": "Def",
+ "QUALITIES": "Qualities",
+ "FRENZY-DESCRIPTION": "Check if you are using the Frenzy Talent",
+ "ATTACK": "Attack",
+ "PARRY": "Parry",
+ "POOR": "Poor",
+ "COMMON": "Common",
+ "GOOD": "Good",
+ "BEST": "Best",
+ "ABBREVIATE-ATTACK": "Atk",
+ "ABBREVIATE-DAMAGE": "Dmg",
+ "ABBREVIATE-PARRY": "Pry",
+ "RANGED-WEAPONS": "Ranged Weapons",
+ "BS-BONUS": "BS Bonus",
+ "TYPE": "Type",
+ "RELOAD": "Reload",
+ "RANGE": "Range",
+ "ABBREVIATE-AMMUNITION": "Ammo",
+ "ABBREVIATE-AMMUNITION-ENCUMBRANCE": "Ammo Enc",
+ "AMMO-ENCUMBRANCE-DESCRIPTION": "Note Encombrance value for 1 piece of ammo.",
+ "SHOOT": "Shoot",
+ "THROW": "Throw",
+ "FREE": "Free",
+ "HALF": "Half",
+ "FULL-NUMBER": "{{0}} Full",
+ "CRITICAL": "Critical",
+ "CRITICAL-HIT": "Critical Hit",
+ "CRITICAL-ROLL": "Critical Roll",
+ "TOTAL-MELEE-WEAPON-ENCUMBRANCE": "Total Melee Weapon Encumbrance",
+ "TOTAL-RANGED-WEAPON-ENCUMBRANCE": "Total Ranged Weapon Encumbrance",
+ "TOTAL-WEAPON-ENCUMBRANCE": "Total Weapon Encumbrance",
+ "PETTY": "Petty",
+ "LESSER": "Lesser",
+ "ARCANE": "Arcane",
+ "DIVINE": "Divine",
+ "RUNES": "Runes",
+ "RITUALS": "Rituals",
+ "PERFORM-CHANNELLING": "Take a Half Action to perform Channelling",
+ "SPELL-NAME": "Name",
+ "CASTING-NUMBER": "Casting Number",
+ "CASTING-TIME": "Casting Time",
+ "DURATION": "Duration",
+ "TARGET": "Target/AoE",
+ "NONE": "None",
+ "1D10MAGIC": "1d10 + Magic",
+ "SPELL-HEALING": "Spell Healing",
+ "CAST": "Cast",
+ "INGREDIENT-BONUS": "Ingredient Bonus",
+ "INGREDIENT": "Ingredient",
+ "SPELL-DAMAGE": "Spell Damage",
+ "SPELL-DESCRIPTION": "Spell Description",
+ "RITUAL-DESCRIPTION": "Ritual Description",
+ "ARCANE-LANGUAGE": "Arcane Language",
+ "REQUIRED-MAGIC": "Required Magic",
+ "XP-COST": "XP Cost",
+ "CONDITIONS": "Conditions",
+ "CONSEQUENCES": "Consquences",
+ "petty-spell": "Incantesimo Comune",
+ "lesser-spell": "Incantesimo Minore",
+ "arcane-spell": "Incantesimo Arcano",
+ "divine-spell": "Incantesimo Divino",
+ "RUNE": "Rune",
+ "INSCRIPTION-NUMBER": "Inscription Number",
+ "EMPOWERMENT": "Empowerment",
+ "INSCRIBE": "Inscribe",
+ "PERMANENT-RUNE-DESCRIPTION": "Permanent Rune Description",
+ "TEMPORARY-RUNE-DESCRIPTION": "Temporary Rune Description",
+ "MAGIC-USED": "Amount of Magic used",
+ "CHANNELLING-SUCCESS": "Channelling success",
+ "INGREDIENT-USED": "Ingredient used",
+ "RUNE-TYPE": "Rune type",
+ "TEMPORARY": "Temporary",
+ "PERMANENT": "Permanent",
+ "MINUTES": "minute(s)",
+ "WEEKS": "week(s)",
+ "COIN-CARRIED": "Coin Carried",
+ "BRASS-PENNIES-BP": "Brass Pennies (BP)",
+ "SILVER-SHILLINGS-SS": "Silver Shillings (SS)",
+ "GOLD-CROWNS-GC": "Gold Crowns (GC)",
+ "TOTAL-GC-VALUE": "Total GC Value",
+ "EXCHANGE-RATE": "Exchange Rate",
+ "EXCHANGE-RATE-DESCRIPTION": "240 brass pennies = 20 silver shilling = 1 gold crown",
+ "ENCUMBRANCE": "Encumbrance",
+ "TRAPPINGS": "Trappings",
+ "COIN": "Coin",
+ "OTHER": "Other",
+ "CARRYING-CAPACITY": "Carrying Max",
+ "PUSH-DRAG-LIFT": "Push/Drag/Lift",
+ "ENCUMBERED": "Encumbered",
+ "ENCUMBERED-MOVEMENT-PENALTY": "Encumbered Movement penalty",
+ "DWARF": "Dwarf",
+ "DWARF-ENCUMBRANCE": "Dwarves can carry twice as much as other characters.",
+ "DWARF-ENCUMBRANCE-CHECK": "Check if you are a Dwarf.",
+ "ENCUMBRANCE-DESCRIPTION": "Encumbrance entered in each row below is:",
+ "ENCUMBRANCE-CHOICE1": "The total encumbrance of the row (ignoring quantity)",
+ "ENCUMBRANCE-CHOICE2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
+ "PAGE-1": "Page 1",
+ "PAGE-2": "Page 2",
+ "PAGE-3": "Page 3",
+ "SHOW-ALL": "Show All",
+ "UNLIMITED": "Unlimited",
+ "ROW-NR": "Row #",
+ "CARRIED-QUESTION": "Carried?",
+ "ABBREVIATE-QUANTITY": "Qty",
+ "TREASURE-LOOT-INVENTORY-NOTES": "Treasure/Loot/Inventory Notes",
+ "PROTECTIVE-ITEMS": "Protective Items",
+ "WORN": "Worn",
+ "HEAD": "Head",
+ "ARMOR-TYPE": "Armor Type",
+ "ARMOR-POINTS": "Armor Points",
+ "ABBREVIATE-ARMOR-POINTS": "AP",
+ "MAGIC-BONUS": "Magic Bonus",
+ "BONUS": "Bonus",
+ "TOTAL-AP": "Total AP",
+ "LEATHER": "Leather",
+ "MAIL": "Mail",
+ "PLATE": "Plate",
+ "TORSO": "Torso",
+ "ARMS": "Arms",
+ "LEGS": "Legs",
+ "LOCATION-DESCRIPTION": "H : Head / B : Body / A : Arms / L : Legs",
+ "TOTAL-ARMOR-ENCUMBRANCE": "Total Armor Encombrance",
+ "TOTAL-WEIGHT-MAX": "The maximum total encumbrance your character can carry without slowing.",
+ "MAX-PUSH-DRAG-LIFT": "This is the maximum encumbrance you can push/drag/lift. If the encumbrance you are pushing/dragging/lifting exceeds your maximum carrying capacity then your Movement drops to 1.",
+ "LIGHT": "Light",
+ "MEDIUM": "Medium",
+ "HEAVY": "Heavy",
+ "LIGHT-ARMOR": "Light Armor",
+ "MEDIUM-ARMOR": "Medium Armor",
+ "HEAVY-ARMOR": "Heavy Armor",
+ "HIT-LOCATIONS": "Hit Locations",
+ "BODY": "Body",
+ "ABBREVIATE-HEAD": "H",
+ "ABBREVIATE-BODY": "B",
+ "ABBREVIATE-ARMS": "A",
+ "ABBREVIATE-LEGS": "L",
+ "LEFT-ARM": "Left Arm",
+ "LEFT-LEG": "Left Leg",
+ "RIGHT-ARM": "Right Arm",
+ "RIGHT-LEG": "Right Leg",
+ "ARMOR-PENALTIES": "Armor Penalties",
+ "ARMOR-PENALTIES-MEDIUM": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
+ "ARMOR-PENALTIES-HEAVY": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
+ "BLOOD-LOSS": "Blood Loss",
+ "BLEEDING": "Bleeding",
+ "ADVANCED-SKILL": "Advanced Skill",
+ "BASIC-SKILL": "Basic Skill",
+ "KNOWLEDGE-SKILL": "Knowledge Skill",
+ "VARIOUS-SKILL": "Various Skill",
+ "TARGET-NUMBER": "Target Number",
+ "TEST-RESULT": "Test Result",
+ "RESULT": "Result",
+ "OUTCOME": "Outcome",
+ "SUCCESS": "Success",
+ "FAILURE": "Failure",
+ "ATTACK-ROLL": "Attack Roll",
+ "MISS": "Miss",
+ "PARRY-ROLL": "Parry Roll",
+ "PARRIED": "Parried",
+ "CASTING-TEST": "Casting Test",
+ "SPELLCASTING-FAILS": "Spellcasting fails",
+ "SPELLCASTING-SUCCEEDS": "Spellcasting succeeds",
+ "INSCRIPTION-TEST": "Inscription Test",
+ "INSCRIPTION-TIME": "Inscription Time",
+ "INSCRIPTION-FAILS": "Inscription fails",
+ "INSCRIPTION-SUCCEEDS": "Inscription succeeds",
+ "HIT-LOCATION": "Hit Location",
+ "HIT-HEAD": "Hit Head",
+ "HIT-BODY": "Hit Body",
+ "HIT-LEFT-ARM": "Hit Left Arm",
+ "HIT-LEFT-LEG": "Hit Left Leg",
+ "HIT-RIGHT-ARM": "Hit Right Arm",
+ "HIT-RIGHT-LEG": "Hit Right Leg",
+ "HIT-LOCATION-NUMBER": "Hit Location {{0}}",
+ "DAMAGE-NUMBER": "Damage {{0}}",
+ "CRITICAL-LOCATION": "Critical Location",
+ "CRITICAL-VALUE": "Critical Value",
+ "CRITICAL-EFFECT": "Critical Effect",
+ "CRITICAL-EFFECT-H1": "Disoriented by the blow. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-H2": "Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H3": "The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-H4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H5": "Knocked to the ground and dazed. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-H6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-H7": "Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-H8": "Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.",
+ "CRITICAL-EFFECT-H9": "Skull pierced by a mighty blow. Death is instantaneous.",
+ "CRITICAL-EFFECT-A1": "Drops anything held in that hand. A shield, if worn, is not affected, since its strapped on.",
+ "CRITICAL-EFFECT-A2": "Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A3": "Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).",
+ "CRITICAL-EFFECT-A4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A5": "Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).",
+ "CRITICAL-EFFECT-A6": "Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-A7": "Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.",
+ "CRITICAL-EFFECT-A8": "Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.",
+ "CRITICAL-EFFECT-A9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-B1": "The wind is knocked out of the character. All tests and attacks suffer a 20% penalty for one round.",
+ "CRITICAL-EFFECT-B2": "Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B3": "Ribs busted by ferocity of attack. Character takes a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-B4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B5": "Knocked to the ground and badly winded. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-B6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-B7": "The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-B8": "Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.",
+ "CRITICAL-EFFECT-B9": "Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.",
+ "CRITICAL-EFFECT-L1": "Stumbles. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-L2": "Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L3": "Leg incapacitated until medical attention is received. Characters Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a 20% penalty.",
+ "CRITICAL-EFFECT-L4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L5": "Knocked to the ground and dazed. All characters tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-L6": "Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-L7": "Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.",
+ "CRITICAL-EFFECT-L8": "Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.",
+ "CRITICAL-EFFECT-L9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-10": "Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.",
+ "BLOOD-SURVIVE": "Survive one more round.",
+ "BLOOD-DEATH": "Death from blood loss!",
+ "OLD-TRAPPINGS": "Use old Trappings layout",
+ "NEW-TRAPPINGS": "Use new Trappings layout",
+ "CHAOS-MANIFESTATION": "Chaos Manifestation",
+ "ROLL-BASIC-TABLES": "Roll on Basic Chaos Manifestaion Tables",
+ "ROLL-EXTENDED-TABLES": "Roll on Extended Chaos Manifestaion Tables",
+ "TZEENTCHS-CURSE": "Tzeentch's Curse",
+ "CHAOS-ROLL": "Chaos Roll",
+ "CHAOS-TABLE": "Chaos Table",
+ "MINOR-NORMAL": "Minor Normal",
+ "MINOR-EXTENDED": "Minor Extended",
+ "MAJOR-NORMAL": "Major Normal",
+ "MAJOR-EXTENDED": "Major Extended",
+ "CATASTROPHIC-NORMAL": "Catastrophic Normal",
+ "CATASTROPHIC-EXTENDED": "Catastrophic Extended",
+ "MINOR": "Minor",
+ "MAJOR": "Major",
+ "CATASTROPHIC": "Catastrophic",
+ "MINOR-CHAOS-MANIFESTATION": "Minor Chaos Manifestation",
+ "MAJOR-CHAOS-MANIFESTATION": "Major Chaos Manifestation",
+ "CATASTROPHIC-CHAOS-MANIFESTATION": "Catastrophic Chaos Manifestation",
+ "YES": "Yes",
+ "NO": "No",
+ "MINOR1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINOR2": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINOR3": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINOR4": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINOR5": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINOR6": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINOR7": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINOR8": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINOR9": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINOR10": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINOR11": "
Unlucky !: Roll on Major Chaos Manifestation instead.",
+ "MINORE1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINORE2": "
Fumblehand: A randomly selected item you are holding or carrying flies 1d10 yards (1d10/2 squares) in a random direction, thrown invisibly by Winds of Chaos.",
+ "MINORE3": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINORE4": "
Nailrot: A randomly chosen finger or toenail turns black and falls off. It will grow back normally.",
+ "MINORE5": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINORE6": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINORE7": "
Waxy Earful: Your ears become entirely plugged with wax, requiring a successful Heal Test to clear. Until you receive such treatment, you suffer a 10% penalty to all tests involving hearing.",
+ "MINORE8": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINORE9": "
Cold Sweats: All those within in 10 yards (5 squares) of you immediately break into a cold sweat lasting 1d10 rounds.",
+ "MINORE10": "
Sleeping Nerves: Every muscle in your body tingles for 1d10 rounds. You suffer a 5% penalty to all tests made in that time.",
+ "MINORE11": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINORE12": "
Milky Eyes: A milky film covers your eyes for 1d10 hours. You suffer a 10% penalty to any tests involving sight in that time.",
+ "MINORE13": "
Bane of Flora: All plant life within 10 yards (5 squares) of you withers and dies.",
+ "MINORE14": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINORE15": "
Handfrozen: The bones and muscles of one of your hands (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move your fingers from their bizarre arrangement for 1d10 minutes.",
+ "MINORE16": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINORE17": "
Creeping Congregation: Insects fill the area around you, buzzing and crawling. They do no harm and disperse within 1d10 rounds, but they are obviousand potentially frighteningto everyone in the area.",
+ "MINORE18": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINORE19": "
Channel Burn: The channels of magic in your body are burned by coursing magic. You suffer a 1 penalty to every Casting Roll you make in the next 1d10 minutes.",
+ "MINORE20": "
Intestinal Rebellion: Your bowels move uncontrollably, soiling both your clothing and pride.",
+ "MINORE21": "
Grave Offence: You uncontrollably shout something horribly offensive to those around you. The GM may overrule you if your invention is insufficiently offensive.",
+ "MINORE22": "
Fluid Transformation: All liquids on your personincluding spell ingredientsturn to brine.",
+ "MINORE23": "
Kin Inconvenienced: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MINORE24": "
Accumulation of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MINORE25": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINORE26": "
Unlucky!: Roll on Major Chaos Manifestation instead.",
+ "MAJOR1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJOR2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJOR3": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJOR4": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJOR5": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJOR6": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJOR7": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJOR8": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJOR9": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJOR10": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJOR11": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "MAJORE1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJORE2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJORE3": "
Hairless: Every hair in your body falls out.",
+ "MAJORE4": "
Blacknail: Every finger and toenail on your body turns black and falls off. They will grow back normally.",
+ "MAJORE5": "
Wracked: You suffer burning pain for 1d10 rounds, suffering a 10% penalty to all tests made in that time.",
+ "MAJORE6": "
Channel Conflagration: The channels of magic in your body are set ablaze by coursing magic. You suffer a 1 penalty to every casting die you roll in the next 1d10 hours.",
+ "MAJORE7": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJORE8": "
Rag Doll: You spontaneously fly through the air 1d10 yards (1d10/5 squares) in a random direction, landing roughly and suffering a Damage 2 hit.",
+ "MAJORE9": "
Fire!: Your clothing bursts into flame (see WFRP, page 136).",
+ "MAJORE10": "
Loadstones: Every piece of metal on your body is permanently magnetized.",
+ "MAJORE11": "
Limbfrozen: The bones and muscles of one of your arms or legs (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move the affected limb for 1d10 hours.",
+ "MAJORE12": "
Tongue-twisted: Chaos energy infuses your mouth; anything you say for the next 1d10 minutes comes out as gibberish, rendering spellcasting impossible during that time.",
+ "MAJORE13": "
Chaotic Wind: Chaos blows through any magical spell ingredients you are carrying. Any spell cast using them will make one of any associated Casting Rolls dice a Chaos die.",
+ "MAJORE14": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJORE15": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJORE16": "
Undone: Every tie, clasp, and fastener of every type on your body flies violently open. Belts come undone, pouches fly open, boots come unlaced, and so on.",
+ "MAJORE17": "
Regurgitate: You throw up uncontrollably, unable to do anything else, for 1d10 rounds. In that time, you spew up much more vomit than could possibly have been contained in your stomach.",
+ "MAJORE18": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJORE19": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJORE20": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJORE21": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJORE22": "
Kin Affected: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MAJORE23": "
Storm of Chaos: Roll on Table 624: Expanded Minor Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "MAJORE24": "
Store of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MAJORE25": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJORE26": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "CATA1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATA2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATA3": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATA4": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA5": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA6": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATA7": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATA8": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATA9": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATA10": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "CATAE1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATAE2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE3": "
Broken: Your will is utterly broken. Your Will Power Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE4": "
Stupefied: Your mind regresses to protect you from a worse fate. Your Intelligence Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE5": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATAE6": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATAE7": "
Rageboil: Everyone within 10 yards (5 squares) of you is immediately and irrationally outraged by your very presence. They all move to attack youeven your alliesand only come to their senses after 1d10 rounds.",
+ "CATAE8": "
Albino Affliction: Your skin and hair are bleached utterly white by roiling Chaos.",
+ "CATAE9": "
Heretical Vision: A Daemon Prince shows you a vision of Chaos. You gain 1d10 Insanity Points. Any time after this event, you can spend 100 xp and gain the Dark Lore (Chaos) talent.",
+ "CATAE10": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATAE11": "
Boiling Blood: For a brief instant, your blood literally boils in your veins. You suffer 2d10 Wounds, which are reduced by Toughness but not armour.",
+ "CATAE12": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATAE13": "
Chaotic Servitors: 1d10 Daemon Imps (see
WFRP, page 229) appear from the Aethyr and do your bidding for 1d10 rounds.",
+ "CATAE14": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATAE15": "
Windblock: You are stuck unable to breathe for 1d10 minutes (see Suffocation in WFRP, page 136), after which you gasp!manage to draw breath.",
+ "CATAE16": "
Lineage Concluded: The infection of Chaos renders you sterile or barren.",
+ "CATAE17": "
Eyefuse: You close your eyes as the Winds of Magic howl about you, and your eyelids are fused shut. You cannot see until this is corrected by magic or surgery.",
+ "CATAE18": "
Spasmodic Paroxysm: Your entire body convulses violently as the pure stuff of Chaos courses over you; you bite off your tongue. You become very difficult to understand and suffer 5 to all Casting Rolls until you are somehow healed.",
+ "CATAE19": "
Witherlimb: A randomly determined limb withers and becomes permanently useless.",
+ "CATAE20": "
Mutating Wind: You must make a Will Power Test or suffer a Chaos Mutation (see WFRP, page 229, or the Old World Bestiary, page 79).",
+ "CATAE21": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATAE22": "
Kin Afflicted: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "CATAE23": "
Vortex of Chaos: Roll on Table 625: Expanded Major Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "CATAE24": "
Hoard of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "CATAE25": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "GODWRATH1": "
Unearthly Vision: Your God chooses this time to grant you a symbolic but confusing vision. This stuns you for 1 round.",
+ "GODWRATH2": "
Prove Your Devotion: A few more prayers are required to finish casting the spell. This result adds 1 half action to the Casting Time of the spell. You must take this extra time even if you failed the Casting Roll.",
+ "GODWRATH3": "
You Try My Patience: You cannot cast another spell for 1d10 rounds. This spell still works as long as you made your Casting Roll.",
+ "GODWRATH4": "
Your Cause is Unworthy: Your spell fails, even if you made the Casting Roll.",
+ "GODWRATH5": "
Stinging Rebuke: Not only does your spell fail, but you also suffer a 10% penalty to your Will Power for 1 minute.",
+ "GODWRATH6": "
What Will You Sacrifice for this Boon?:",
+ "GODWRATH7": "
You Have Sinned Against Me: You have somehow angered your God. You must kneel and repent for 1d10 rounds. This renders you helpless.",
+ "GODWRATH8": "
Daemonic Interference: Your prayer is answered but not by your God. Roll a
Major Chaos Manifestation.",
+ "GODWRATHV1": "
Behold Your Wickedness!: You suffer visions of your failures, which seem to take an eternity but are over in an instant. Gain 1d10 Insanity Points; if you become insane, you gain Heart of Despair.",
+ "GODWRATHV2": "
Lash the Flesh to Purge the Soul: You take 2d10 Wounds, ignoring Toughness Bonus or Armour.",
+ "GODWRATHV3": "
You Shall Not Abuse My Mercy: Your Magic Characteristic is reduced to zero, and increases by one every time you do penance (as if attempting to reduce your Disfavour Pool to zero), until it returns to its original value. If you have no Magic Characteristic, the same happens to your daily allowance of Fortune Points.",
+ "GODWRATHV4": "
Thou Art Accursed and Outcast: You are cast out from the cult, and this is marked on your soul. You take a 30% penalty to all social interactions with followers of your God until you do penance.",
+ "GODWRATHV5": "
Rely Not On These Vanities: All your goods and equipment are stripped from you, leaving you in a tunic. Any non-magical equipment you were carrying is gone forever; magical equipment is mysteriously returned if you do penance. (GMs option: nonmagical but important items may also be returned after penance.)",
+ "GODWRATHV6": "
Called to Account: ",
+ "GODWRATHV7": "
Daemonic Visitation: Roll on the Catastrophic Chaos Manifestation Table instead using the table in WFRP.",
+ "SACRIFICE1": "You vomit up salt water, and feel as though you are almost drowned. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE2": "All warmth and vigour leach from your body. Take a –20% penalty to all actions for the next 1 minute.",
+ "SACRIFICE3": "You automatically fail your next Dodge or Parry Test.",
+ "SACRIFICE4": "You must re-roll your next three successful Tests. If the second roll fails, you fail the Test. If the re-roll succeeds, you succeed and need not roll again.",
+ "SACRIFICE5": "The next time one of your allies suffers an injury, you suffer exactly the same injury. This may mean taking Wounds, or taking a Critical Hit.",
+ "SACRIFICE6": "A brand in the shape of a twin-tailed comet appears on your forehead, inflicting 1d10 Wounds ignoring Toughness Bonus or armour.",
+ "SACRIFICE7": "Your mind becomes that of a beast for three rounds. You flee most situations, but fight if cornered.",
+ "SACRIFICE8": "Your body is rimed with frost. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE9": "You are robbed of your knowledge. You automatically fail any Academic Knowledge Tests you make in the next 1 hour.",
+ "SACRIFICE10": "You lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "OPTIONAL-ARCANE-MARK": "
Optional Arcane Mark: You must pass an Average (+0%) Willpower test or gain an Arcane Mark (see
Realms of Sorcery page 175).",
+ "ARCANE-LORE": "Arcane Lore",
+ "LORE-OF-BEASTS": "Lore of Beasts",
+ "LORE-OF-DEATH": "Lore of Death",
+ "LORE-OF-FIRE": "Lore of Fire",
+ "LORE-OF-HEAVENS": "Lore of the Heavens",
+ "LORE-OF-LIFE": "Lore of Life",
+ "LORE-OF-LIGHT": "Lore of Light",
+ "LORE-OF-METAL": "Lore of Metal",
+ "LORE-OF-SHADOW": "Lore of Shadow",
+ "MARK": "Mark",
+ "MARK-OF": "Mark of",
+ "BEASTS": "Beasts",
+ "DEATH": "Death",
+ "FIRE": "Fire",
+ "HEAVENS": "the Heavens",
+ "LIFE": "Life",
+ "METAL": "Metal",
+ "SHADOW": "Shadow",
+ "WRATH-ROLL": "Wrath Roll",
+ "WRATH-TABLE": "Wrath Table",
+ "WRATH": "Wrath",
+ "VENGEANCE": "Vengeance",
+ "WRATH-OF-THE-GODS": "Wrath of the Gods",
+ "VENGEANCE-OF-THE-GODS": "Vengeance of the Gods",
+ "DISFAVOR-POOL": "Disfavor Pool",
+ "DISFAVOR-ROLL": "Disfavor Roll",
+ "DIVINE-LORE": "Divine Lore",
+ "LORE-OF-MANANN": "Lore of Manann",
+ "LORE-OF-MORR": "Lore of Morr",
+ "LORE-OF-MYRMIDIA": "Lore of Myrmida",
+ "LORE-OF-RANALD": "Lore of Ranald",
+ "LORE-OF-SHALLYA": "Lore of Shallya",
+ "LORE-OF-SIGMAR": "Lore of Sigmar",
+ "LORE-OF-TAAL-RHYA": "Lore of Taal & Rhya",
+ "LORE-OF-ULRIC": "Lore of Ulric",
+ "LORE-OF-VERENA": "Lore of Verena",
+ "MARK-ROLL": "Mark Roll",
+ "MARKS": "Marks",
+ "NO-MARKS": "Don't use Marks optional rule",
+ "USE-MARKS": "Use Marks optional rule",
+ "MARKS-OF-THE-GODS": "Marks of the Gods",
+ "MARKS-OF-MANANN": "Marks of Manann",
+ "MARKS-OF-MORR": "Marks of Morr",
+ "MARKS-OF-MYRMIDIA": "Marks of Myrmida",
+ "MARKS-OF-RANALD": "Marks of Ranald",
+ "MARKS-OF-SHALLYA": "Marks of Shallya",
+ "MARKS-OF-SIGMAR": "Marks of Sigmar",
+ "MARKS-OF-TAAL-RHYA": "Marks of Taal & Rhya",
+ "MARKS-OF-ULRIC": "Marks of Ulric",
+ "MARKS-OF-VERENA": "Marks of Verena",
+ "MARKS-OF": "Marks of",
+ "MANANN": "Manann",
+ "MORR": "Morr",
+ "MYRMIDIA": "Myrmida",
+ "RANALD": "Ranald",
+ "SHALLYA": "Shallya",
+ "SIGMAR": "Sigmar",
+ "TAAL-RHYA": "Taal & Rhya",
+ "ULRIC": "Ulric",
+ "VERENA": "Verena",
+ "NO-LORE": "No Lore selected",
+ "GM-DISCRETION": "GM's discretion",
+ "MARK-GM-DISCRETION": "Mark at GM's discretion",
+ "MARK-MANANN-1": "
Fishy: You are infused with the odours of the sea. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-MANANN-2": "
Pelagic Yearning: You long for the open seas. When not on, or surrounded by, the sea, your Will Power is reduced by 5%.",
+ "MARK-MANANN-3": "
Seaweed Growth: Holy seaweed thrives somewhere on your body. At the GM's discretion, this may apply a -10% penalty to Fellowship Tests in som social situations.",
+ "MARK-MANANN-4": "
Tidal: You are bound to the changing tides. During low tide, you reduce your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. At high tide, increase your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. All other times, and when far from sea, your Characteristics are unchanged.",
+ "MARK-MANANN-5": "
Manann's Mien: You grow taller, your hair darkens, and you develop a brimy smell. You grow larger, increasing your height by 1d10/2 inches and adding 2d10 pounds to your weight. As well, permanently increase your Strength Characteristic by 5%.",
+ "MARK-MANANN-6": "
Piscine Charisma: You become intensely attractive to fish of all kinds. They greet you in open-mouthed wonder and shoal around you in docile masses when you are in the water. For this reason, albatrosses and other seabirds like you. Add +20% to Charm Animal Tests made to interact with sea birds.",
+ "MARK-MANANN-7": "
Rip Tides: Large bodies of water twist and churn in your presence. All Swim Tests made by others with 4 yards (2 squares) of you take a -20% penalty, and a -10% penalty if between 4 and 12 yards (3-6 squares).",
+ "MARK-MANANN-8": "
Webbed: Your toes and fingers become webbed. Gain a +20% bonus to Swim Tests.",
+ "MARK-MANANN-9": "
One With the Sea: Manann reveals the secrets of his realm. You cannot drown in seawater; any time you would drown, you are instead reduced to 0 Wounds and are Helpless, and either float to the surface or wash up on shore. You also add +10% bonus to all Sail, Row, and Navigation Tests whilst at sea.",
+ "MARK-MANANN-10": "
Marked by Manann: A trided, Crown, Wave, or Albatross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channellin Tests when using the Lore of Manann, and a +10% bonus to Fellowship Tests when dealing with other Manannites if they can see the mark.",
+ "MARK-MORR-1": "
Enervated: Your muscles weaken. Permanently reduce your Strength Characteristic by 5%.",
+ "MARK-MORR-2": "
Distracted by Death: Your preoccupation with morbid subjects makes others uncomfortable around you. When interacting with individuals who are not priests in the cult of Morr, you take a -10% penalty to Fellowhip Tests.",
+ "MARK-MORR-4": "
Disturbing Visions: You are plagued by disconnected visions that you know to be portentous, but cannot understand. You take a -10% to Perception tests. Once per day, you may gain a +10% bonus to any single test.",
+ "MARK-MORR-3": "
Skeletal: Your face and scalp draw tightly to your skull. You take a -10% penalty to Charm Tests, but gain a +10% bonus to Intimidate Tests.",
+ "MARK-MORR-5": "
Morr's Mien: You grow taller, your hair darkens, and your skin pales, becoming cool to the touch. You grow larger, gaining 1d10/2 inches in height. As well, increase your Will Power Characteristic by 5%.",
+ "MARK-MORR-6": "
Flock of Ravens: Wherever you go, there always seem to be ravens present. Under most circumstances, they appear in places where one might expect them. Whilst indoors, you see them through windows, and underground, you may see raven cave paintings with disturbing regularity. You gain a +20% bonus to Charm Animal Tests made when interacting with ravens.",
+ "MARK-MORR-7": "
Dead Eyes: A single glance causes others to flinch. Gain the Unsettling Talent.",
+ "MARK-MORR-8": "
Morr's Servant: Sentient Undead shy from your presence. Any creature with the Undead Talent
and a Will Power Characteristic must make a Will Power Test or suffer from Fear. This ignores the Undead Talent's normal exemption to Fear.",
+ "MARK-MORR-9": "
Enlightened: You have gazed beyond the Portal and no longer fear death. Gain the Fearless Talent.",
+ "MARK-MORR-10": "
Marked by Morr: A Rose, Portal, or Raven mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Morr, and a +10% bonus to Fellowship Tests when dealing with other Morrians if they can see the mark.",
+ "MARK-MYRMIDIA-1": "
Vengeful: You become deeply vengeful, which blinds your reason. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-MYRMIDIA-2": "
Rites of War: You feel obliged to recite terms of war before any battle, an act that takes a Full Action. until you complete this honourable rite in combat, you take a -5% penalty to Weapon Skill Tests.",
+ "MARK-MYRMIDIA-3": "
Calculating: You coldly weigh the strengths and weaknesses of all you meet. You take a -10% penalty to Fellowship Tests made to deal with those who you meet for the first time.",
+ "MARK-MYRMIDIA-4": "
Righteous Fury: You punish the wicked, for you are honourable and true. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, but gain a +10% bonus to both Strength and Willpower Tests for the duration of the encounter.",
+ "MARK-MYRMIDIA-5": "
Myrmidia's Mien: Your skin darkens to a deep tan that glints coppery in the light. You grow larger, gaining 1d10/2 inches in height. You also gain a +10% bonus to Command Tests.",
+ "MARK-MYRMIDIA-6": "
Eagle Friend: Eagles like you. You gain a +20% bonus to Charm Animal Tests made when interacting with eagles.",
+ "MARK-MYRMIDIA-7": "
Eagle Eyes: Your irises darken and your eyes become exceptionally sharp. You gain a +20% bonus to Perception Tests involving sight.",
+ "MARK-MYRMIDIA-8": "
Fanatical Love: In combat, you may select one ally as a free action. That ally must have a religious symbol of Myrmidia in plain view. For that round, the ally gains a +10% bonus to all Will Power Tests.",
+ "MARK-MYRMIDIA-9": "
War-honed: Myrmidia reveals the secret of facing war with courage and honour. You gain the Stout-hearted Talent.",
+ "MARK-MYRMIDIA-10": "
Marked by Myrmidia: A Shield and Spear mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Myrmidia, and a +10% bonus to Fellowship Tests when dealing with other myrmidians if they can see the mark.",
+ "MARK-RANALD-1": "
Weak Willed: You become a slave to your passions. Permanently reduce your Will Power Characteristic by 1d10%",
+ "MARK-RANALD-2": "
Liar: You are loathe to tell the truth. Gain a +10% bonus to Blather Tests.",
+ "MARK-RANALD-3": "
Knavish: You exhibit all the untrustworthy characteristics that nobles and priests find repugnant. You take a -10% penalty to all Fellowship Tests when interacting with these individuals.",
+ "MARK-RANALD-4": "
Lithe: You become more wity and nimble. Increase your Agility Characteristic by 1d10%, but reduce your Toughness by the same amount. in addition, you lose 2d10 pounds.",
+ "MARK-RANALD-5": "
Ranald's Mien: You become leaner, your hair and skin darken, and you always seem to smile mischievously. Lose 2d10 pounds, but permanently increase your Fellowship Characteristic by 1d10%",
+ "MARK-RANALD-6": "
Cat Friend: Wherever you go, you seem to attract cats. Moments after entering a community, at least one cat finds you. Each day you remain in the same community, (1d10/2)-1 more cats show up. These cats do not fight on your behalf, but are friendly to you, giving you a +20% bonus to Charm Animal Tests involving these animals. Should you leave the community, the cats do not, generally, follow.",
+ "MARK-RANALD-7": "
Forgettable: People who do not know you find it hard to remember anything more than your disarming smile and flashing eyes. Those who interact with you closely for several hours must pass an Intelligence Test to recall further details.",
+ "MARK-RANALD-8": "
Ranald's Luck: Whenever you use a Fortune Point, roll a d10. If you roll 8, 9, or 10, the Fortune Point works as normal, but isn't spent.",
+ "MARK-RANALD-9": "
Irreverent: Ranald reveals to you the great joke of life. Whenever you are influenced by Fear, Terror, Intimidate, or the Unsettling Talent, and you fail a Will Power Test, you immediately burst into fits of uncontrollable laughter, and ignore the effect. However, whilst laughing (which lasts for 1d10 rounds), you take a -10% penalty to all tests and reduce your Movement Characteristic by 1.",
+ "MARK-RANALD-10": "
Marked by Ranald: A cross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ranald, and a +10% bonus to Fellowship Tests when dealing with other Ranaldans if they can see the mark.",
+ "MARK-SHALLYA-1": "
Pacifist: You find it very hard to even think of striking another. Permanently reduce your Weapon Skill and Ballistic Skill Characteristics by 5%.",
+ "MARK-SHALLYA-2": "
Bleeding Heart: Whenever you are in the vicinity of a creature that is suffering, you take a -10% penalty to all Will Power Tests. Should you leave the suffering individual untended, the penalty increases to -20% and it remains for 24 hours.",
+ "MARK-SHALLYA-3": "
Fear of the Fly Lord: Insects and other agents of decay make you deeply uncomfortable. While in the presence of a swarm of flies, maggots, roaches, or similar critteers, you take a -10% penalty to all Will Power Tests.",
+ "MARK-SHALLYA-4": "
Unworthiness: You always feel you have somehow failed those around you, especially if you could not heal their wounds or save their lives. You take a -10% penalty to Fellowship Tests made to interact with others because of your constant self-deprecating ways.",
+ "MARK-SHALLYA-5": "
Shallya's Mien: Your hair lightens, your eyes flow with holy tears and your face appears innocent. Henceforth, you take a -10% penalty on Perception and Search Tests, but you permanently increase your Fellowship Characteristic by %%. In addition, whenever you make a Heal Test, you repair 1 extra Wound.",
+ "MARK-SHALLYA-6": "
Peaceful Demeanour: You exude peace and tranquillity. Ordinary animals will never attack you unles syou first attack them.",
+ "MARK-SHALLYA-7": "
Healing Hands: Your hands are cool and soothing to the touch. Whenever you make a Heal Test, you repair an additional 2 Wounds.",
+ "MARK-SHALLYA-8": "
Tranquil Aura: Your presence calms aggressive tendencies. All creatures within 4 yards (2 squares) take a -10% penalty to Weapon Skill and Ballistic Skil Tests. This aura does not work on Daemons or Undead.",
+ "MARK-SHALLYA-9": "
Emboldened: You fundamentally understand Shallya's Mercy, and would martyr yourslef rather than retreat from your duties. So long as there are allies or innocents to help and protect, you may act normally when suffering from Fear or Terror, so long as your actions invlude healing those in need, warding their bodies from blows (but not attacking), helping theem reac safety, and the like.",
+ "MARK-SHALLYA-10": "
Marked by Shallya: A Dove, Heart, or Drop of Blood mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Shallya, and a +10% bonus to Fellowship Tests when dealing with other Shallyans if they can see the mark.",
+ "MARK-SIGMAR-1": "
Stubborn: You single-mindedly pursue Sigmar's cause, no matter the consequences. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-SIGMAR-2": "
Hammer Bearer: When wielding a hammer Hand Weapon or Great Weapon, you deal +1 damage. However, you take a -10% penalty to all Ballistic Skill Tests.",
+ "MARK-SIGMAR-3": "
Suspicious: Anyone may be a servant of the Dark Powers. You take a -10% penalty to all Fellowship Tests the first time you meet an individual.",
+ "MARK-SIGMAR-4": "
Grudge Bearer: You really bear grudges. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, byt gain a +10% bonus to both Strength and Will Power Tests for the duration of the encounter.",
+ "MARK-SIGMAR-5": "
Sigmar's Mien: Your hair lightens, your body bulks out and your eyes turn blue. You permanently gain 1d10/2 inches in height, 2d10 pounds in weight, and increase your Toughness Characteristic by 5%.",
+ "MARK-SIGMAR-6": "
Dawongr(Dwarf Friend): Your manner reminds Dwarfs of their ancient promises to Sigmar. You gain a +10% bonus to all Fellowship Tests made when interacting with Dwarfs.",
+ "MARK-SIGMAR-7": "
Greenskin Animosity: The thought of Greenskins fills you with righteous anger. Gain the Grudge-born Fury Talent.",
+ "MARK-SIGMAR-8": "
Symbol of Unity: Your presence inspires others with nationalistic pride. The first time during an encounter that a citizen of the Empire that is within 6 yards (3 squares) makes a Weapon Skill or Ballistic Skill Test against another citizen of the Empire, he takes a -10% penalty.",
+ "MARK-SIGMAR-9": "
Enlightened: Sigmar fills you with his divine purpose. When combating Greenskins or servants of Chaos, you automatically pass all Will Power Tests.",
+ "MARK-SIGMAR-10": "
Marked by Sigmar: A Comet or Hammer mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Sigmar, and a +10% bonus to Fellowship Tests when dealing with other Sigmarites if they can see the mark.",
+ "MARK-TAAL-RHYA-1": "
Wild Mind: Your thoughts are preoccupied with the passing seasons and baser needs. Permanently reduce your Intelligence Charactereistic by 5%.",
+ "MARK-TAAL-RHYA-2": "
Little Friends: Small animals, such as rodents and little birds, are attracted to you. They can be inconvenient, as they nibble everything and leave droppings everywhere. You take a -10% penalty to Fellowship Tests in social situations where such creatures are inappropriate.",
+ "MARK-TAAL-RHYA-3": "
Plant Growth: Holy plant life thrives somwhere on your body. At the GM's discretion, this may apply a -10% penalty yo Fellowship Tests in some social situations.",
+ "MARK-TAAL-RHYA-4": "
Seasonal: You are bound to the passing seasons. During the winter, you reduce your Wounds Characteristic by 2 and your Movement Characteristic by 1. In the autumn, you reduce your Wounds Characteristic by 1. In the spring, you increases your Wounds Characteristic by 1. In the summer, you increase your Wounds Characteristic by 2 and your Movement Characteristic by 1.",
+ "MARK-TAAL-RHYA-5": "
Taal or Rhya's Mien: You have an equal chance of assuming the likeness of Taal or Rhya. If Taal, you grow tall, strong, with shaggy hair. If Rhya, you become more curvaceous, with long flaxen hair, and appealing features. In either case, grow 1d10/2 inches taller and 2d10 pounds heavier. In addition, permanently increase your Fellowship Characteristic by 5%.",
+ "MARK-TAAL-RHYA-6": "
Animal Friend: Animals see you as one of their own, and never attack you evn if you attack them first. Unusual or controlled animals must pass a Challenging (-10%) Will Power Test to attack you.",
+ "MARK-TAAL-RHYA-7": "
Enlivened Flora: Wnever you remain in a natural setting for more than 1 round, all living plants within 4 yards (2 squares) grow healthy and lush. Whilst you are unaffected by this verdant growth, the area counts as difficult terrain afterwards, halving movement through it.",
+ "MARK-TAAL-RHYA-8": "
Tranquil Fauna: Animals are calmed by your presence. You gain a +10% bonus to Animal Care and Animal Training Tests.",
+ "MARK-TAAL-RHYA-9": "
Beast Senses: Taal or Rhya reveals the world around you as they see it. Gain the Keen Senses Talent.",
+ "MARK-TAAL-RHYA-10": "
Marked by Taal or Rhya: An Antlet, Axe, Coil of Live, Sheaf, or Bow and Arrow mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Taal & Rhya, and a +10% bonus to Fellowship Tests when dealing with other Taalites or Rhyans if they can see the mark.",
+ "MARK-ULRIC-1": "
Berserker: Each round in combat, you must pass a Will Power Test or immediately enter a Frenzy as if you had the Frenzy Talent.",
+ "MARK-ULRIC-2": "
Claws: You grow wickedly sharp claws. Permanently reduce your Ballistic Characteristic by 5%. Gain the Natural Weapons Talent.",
+ "MARK-ULRIC-3": "
Wolf's Eyes: You gain the clear, blue eyes of a Winter Wolf. You gain the Night Vision Talent, but can now only see in black and white.",
+ "MARK-ULRIC-4": "
Predator: Those around you become uncomfortable, instinctively aware that a killer is in their midst. You take a -10% penalty to Charm Tests, but gain a +10% bonus on Intimidate Tests.",
+ "MARK-ULRIC-5": "
Ulric's Mien: Your hair dakens, your body bulks, and you skin pales, becoming icy-cold. You grow 1d10/2 inches taller and 2 d10 pounds heavier. In addition, permanently increase your Strength Characteristic by 5%.",
+ "MARK-ULRIC-6": "
Wolf Friend: You attract a wolf companion. This creature is loyal and fights on your behalf. Should you treat the wolf poorly, it abandons you. You can gain this mark multiple times. Each time, you gain an additional wolf.",
+ "MARK-ULRIC-7": "
Pack Leader: You gain a measure of Ultic's undeniable authority. You gain a +10% bonus to all Command Tests.",
+ "MARK-ULRIC-8": "
One with the Wild: Ulric reveals the world around you as he sees it. You gain a +10% bonus to all Outdoor Survival Tests.",
+ "MARK-ULRIC-9": "
Ulric's Servant: Touched by Ulric, you no longer suffer the harmful effects of cold - except when it's triggered by a Wrath of God.",
+ "MARK-ULRIC-10": "
Marked by Ulric: A Wolf mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ulric, and a +10% bonus to Fellowship Tests when dealing with other Ulricans if they can see the mark.",
+ "MARK-VERENA-1": "
Savant: Your intellectual superiority makes it difficult for you to connect with others. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-VERENA-2": "
Daemon's Advocate: You can't help expressing alternative stances. If you allow an opinion or argument to be stated without countering it and balancing matters, take a -10% penalty yo all Will Power Tests for 24 hours.",
+ "MARK-VERENA-3": "
Just Heart: Whenever you see injustice, you must speak out against it unless you pass a Challenging (-10%) Will Power Test.",
+ "MARK-VERENA-4": "
Piercing Gaze: Your all-seeing eyes bore into everything around you. You gain a +10% bonus to all Perception Tests relying on sight, but take a -10% penalty on Charm Tests.",
+ "MARK-VERENA-5": "
Verena's Mien: Your back straightens, eyes clear and your face gains a dignified appearance. You grow 1d10/2 inches taller. In addition, permanently increase your Intelligence Characteristic by 5%.",
+ "MARK-VERENA-6": "
Owl Friend: Owls like you. You gain a +20% bonus on Charm Animal Tests made against owls.",
+ "MARK-VERENA-7": "
Eidetic Recall: With a successful Intelligence Test, you can perfectly recall any text you have read. You also gain a +20% bonus to all other tests involving memory.",
+ "MARK-VERENA-8": "
Voice of Wisdom: Your voice carried the wisdom of Verena Herself. Double the number of people you can affect with a Charm Test.",
+ "MARK-VERENA-9": "
Enlightened: Verena grants you a small portion of her wisdom. You gain a +10% bonus to all Academic Knowledge Tests that you have selected as skills. As well, you may attempt Academic Knowledge Tests outside of your fields of study, alebeit at a -20% penalty.",
+ "MARK-VERENA-10": "
Marked by Verena: An Owl, Scales, or Sword mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Verena, and a +10% bonus to Fellowship Tests when dealing with other Verenans if they can see the mark.",
+ "MARK-BEASTS-1": "
Aloof: Others find you emotionally detached and somewhat rude. Take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-BEASTS-2": "
Restless: You tend not t stay in one place for long, always needing to move about. It's worse when you're in closed spaces.",
+ "MARK-BEASTS-3": "
Dirty: For some reason, you attract dirt and you can never fully get clean.",
+ "MARK-BEASTS-4": "
Hairy: You grow thick hair all over your body. When you shave it off, it regrows quickly.",
+ "MARK-BEASTS-5": "
Feral: Your nails thicken and lenthen and your teeth grow pointed. You have a wild-eyed appearance others find unsettling. You take a -5% penalty to all Fellowship Tests made when interacting non-magic using Humans.",
+ "MARK-BEASTS-6": "
Aura of Savagery: Domesticated animals tend to turn angry, almost violent, while in your presence. All Animal Care and Animal Training Tests made by you or others while you are within 12 yards (4 squares) have their difficulty worsened by one step.",
+ "MARK-BEASTS-7": "
Musk: You exude a strong musky smell that puts others off. You take a -10% penalty to Fellowship Tests when interacting with Nobles, priests, and others of the upper class.",
+ "MARK-BEASTS-8": "
Brutish: You lack refinement and grace, imposing a -5% penalty to your Intelligence or Fellowship Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-BEASTS-9": "
Small Friends: You attract small, though harmless, animals like squirrels, mice, small birds, and so on. They seem to show up when least appropriate, leaving droppings in food and drink, and causing a nuisance. As a result, when in social situations where such creatures aren't appropriate, you take a -5% penalty to Fellowship Tests.",
+ "MARK-BEASTS-10": "
Mark of Ghur: The rune of
Ghur appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Beasts.",
+ "MARK-DEATH-1": "
Pallor: You sallow appearance, with pale skin and almost jaundiced eyes.",
+ "MARK-DEATH-2": "
Clammy Skin: You have cold skin. Asleep, you could be mistaken for dead.",
+ "MARK-DEATH-4": "
Dead Eyes: Your eyes are those of a dead man.",
+ "MARK-DEATH-3": "
Graveyard Stench: You stink of the grave. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-DEATH-5": "
Aura of Death: All plantswithin when you are within 4 yards (2 squares). This extends to equipment that derives from plant materials, worsening craftsmanship by one stop (to a maximum of Poor).",
+ "MARK-DEATH-6": "
Skull-like Visage: Your skin draws tightly to your skill. You take a -5% penalty to Fellowship Tests.",
+ "MARK-DEATH-7": "
Skeletal Fram: Your body muscle mithers, imposing a -5% penalty to your Strength or Toughness Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-DEATH-8": "
Voice of the Dead: Your voice changes so that when you speak, it is in an unsettling whisper. You take a -5% penalty to Animal Training and Fellowship Tests.",
+ "MARK-DEATH-9": "
Haunted: Voices and apparitions of the dead follow you everywhere, distracting you. Take a -10% penalty to Perception Tests.",
+ "MARK-DEATH-10": "
Mark of Shyish: The rune of
Shyish appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Death.",
+ "MARK-FIRE-1": "
Temper: You have a quick temper, losing your cool at the slightest provocation.",
+ "MARK-FIRE-2": "
Hyperactive: You can't sit still. You fidget constantly.",
+ "MARK-FIRE-3": "
Red Hair: Your hair and eyebrows turn bright, fiery red.",
+ "MARK-FIRE-4": "
Face Tattoos: Odd markings, like tattoos, appear on your face. Take a -10% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-FIRE-5": "
Flaming Eyes: Your eyes literally smolder with energy. Animals become nervous when you're around. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-FIRE-6": "
Hot Skin: Your skin is always feverish and you have a flushed appearance.",
+ "MARK-FIRE-7": "
Vulnerable to Cold: You are uncomfortable in the cold, taking a -5% penalty to Weapon Skill and Ballistic Skill Tests when exposed to cold climes.",
+ "MARK-FIRE-8": "
Aura of Brimstone: You stink of brimstone. All characters within 4 yards (2 squares) take a -10% penalty to olfactory-based Perception Tests.",
+ "MARK-FIRE-9": "
Raging Temper: You are volatile, more so than others of the Bright Order. You gain 1 Insanity Point and take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-FIRE-10": "
Mark of Aqshy: The rune of
Aqshy appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Fire.",
+ "MARK-HEAVENS-1": "
Zephyr: Small breezes and winds gather about you, causing paper to rustle, dust to swirl up and other such minor effects.",
+ "MARK-HEAVENS-2": "
Feather Light: Azyr loosens the shackles of gravity. Your body weight decreases by 10%. Your appearance remains unchanged.",
+ "MARK-HEAVENS-3": "
White Hair: Your hair turns snow white. Dyes do not hold.",
+ "MARK-HEAVENS-4": "
Blue Eyes: Your eyes change colour to a startling shade of blue. In areas of low-lighting, they faintly glow. Take a -5% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-HEAVENS-5": "
Disturbing Visions: You commonly see disconnected portentous events that are meaningless to you. The constant barrage is distracting, imposing a -5% penalty yo Perception Tests.",
+ "MARK-HEAVENS-6": "
Scentless: Your natural smell is replaced by the scent of fresh air. Reeking fluids, noxious potions and other sources of stench gradually lose their aroma on contact with your person. Whilst this is advantageous after, say, a walk through a filth spattered street, it does serve to make people and animals uncomfortable in your presence. You take a -5% Fellowship penalty when dealing with people, and a -10% Fellowship penalty when dealing with animals. All attempts to track you using scent are considered Hard (-20%).",
+ "MARK-HEAVENS-7": "
Alarming Visions: Whenever you suffer the effects to Tzeentch's Curse, you must succeed on a Challenging (-10%) Will Power Tests to control the sudden flashes of precognition that come with the botched magic. If you fail, you are stunned for 1 round.",
+ "MARK-HEAVENS-8": "
Aura of Tranquillity: You emit a strange, but peaceful, aura that others find calming. Characters within 4 yards (2 squares) take a -5% penalty to Weapon Skill and Ballistic Skill Tests.",
+ "MARK-HEAVENS-9": "
Stargazer: You become agitated when you are unable to scry the stars. The difficulty of all tests involving Academic Knowledge or Will Power increases by you step for each night you fail to observe the night sky for at least half an hour. All accumulated penalties are removed when you are able to study the heavens once more.",
+ "MARK-HEAVENS-10": "
Mark of Azyr: The rune of
Azyr appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of the Heavens.",
+ "MARK-LIFE-1": "
Plant Growth: A small patch of plantlife begins to thrive upon your skin. These growths are inconsequential - mould under the fingernails, ivy in the hair and so on - but they are somewhat peculiar. They may be removed, but always grow back the following day.",
+ "MARK-LIFE-2": "
Barefoot: You can't abide by wearing footwear and you you must, you take a -5% penalty to Agility Tests.",
+ "MARK-LIFE-3": "
Rapid Hair and Nails: Your hair and fingernails grow at an almost alarming rate. You must spend a portion of each day, trimming them back.",
+ "MARK-LIFE-4": "
Green Skin: Your skin changes colour, assuming a greenish hue. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIFE-5": "
Vulnerability to Fire: Fire deals +1 Damage against you.",
+ "MARK-LIFE-6": "
Great Constitution: You gain Resistance to Disease.",
+ "MARK-LIFE-7": "
Metal Revulsion: You can't bear to touch metal objects of any kind. When you do, you must make a Challenging (-10%) Will Power Test or take a -1 cumulative penalty to your Magic Characteristic for 24 hours. You need not take the Test if struck by a metal weapon in combat.",
+ "MARK-LIFE-8": "
Aura of Growth: You emit an aura of growth and health, restoring life and colour to all plants you pass within 4 yards (2 squares). In natural environments, each of these spaces slows movement as if they were difficult terrain, halving movement through it, though you yourself are unaffected.",
+ "MARK-LIFE-9": "
Bound to the Seasons: You are physically affected by the passage of the seasons. In the winter, you take a -2 penalty to your Wounds Characteristic and a -1 penalty to your Movement Characteristic; in the autumn, you take a -1 penalty to your Wounds Characteristic; in the spring, you gain a +1 bonus to your Wounds Characteristic; in the summer, you gain a +2 bonus to your Wounds Characteristic and a +1 bonus to your Movement Characteristic.",
+ "MARK-LIFE-10": "
Mark of Ghyran: The rune of
Ghyran appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Life.",
+ "MARK-LIGHT-1": "
Choral Voice: Your voice becomes suffused with the harmonious vibrations of
Hysh. When you sing, it sounds as if scores of others are singing alongside you.",
+ "MARK-LIGHT-2": "
Eureka!: You inspire small acts of remembrance and deja-vu in those around you. You have no control over this effect, which tends to make non-magic users a little distracted when talking to you.",
+ "MARK-LIGHT-3": "
Pale: Your skin lightens considerably, bordering on semi-translucent.",
+ "MARK-LIGHT-4": "
Erie Eyes: Your eyes change colour, becoming milky white or have a golden luminance. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIGHT-5": "
Arrogant: Your deep knowledge (or rather your opinion about your own education) comes off as arrogant and pretentious. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-LIGHT-6": "
Paranoid: Given your wisdom, you have a deeper understanding of the nature of the Realm of Chaos, making you suspicious of all those around you. You take a -5% penalty to all Fear Tests.",
+ "MARK-LIGHT-7": "
Vulnerability to Darkness: When in areas of low-lighting, you take a -10% penalty to Channelling Tests.",
+ "MARK-LIGHT-8": "
Aura of Light: You give off a radiant energy that makes other light sources glow brighter than normal. All light sources within 4 yards (2 squares) provide light as if one step stronger. For instance, a candle would shed light as a lamp. (See
WFRP, page 117.) However, within such light, all characters take a -20% penalty to Concealment Tests.",
+ "MARK-LIGHT-9": "
Luminescent: You give off a constant soft glow, making it nearly impossible to conceal your movements. You take a -20% penalty yo all Concealment Tests. However, you shed light equal to torchlight (see
WFRP, page 117.).",
+ "MARK-LIGHT-10": "
Mark of Hysh: The rune of
Hysh appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Light.",
+ "MARK-METAL-1": "
Quicksilver Tears: Your tears and sweat take on the appearance of mercury. For all other intents and purposes they remain unchanged from normal tears and sweat.",
+ "MARK-METAL-2": "
Leaden Tongue: Your voice takes on a harsh tone, akin to metal clashing upon metal. Your singing sounds like a gong related accident.",
+ "MARK-METAL-3": "
Golden Skin: Your skin becomes thick, gaining a subtle golden sheen.",
+ "MARK-METAL-4": "
Stiff Limbs: Your limbs stiffen, making it hard to move around. Take a -5% penalty to your Agility Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-5": "
Magic Conductor: You attract magical energy. All characters within 4 yards (2 squares), take a -10% penalty to Will Power Tests made to resist spells.",
+ "MARK-METAL-6": "
Aura of Magnetism: You emit a strange aura that attracts metals to your flesh. Enemies trying to strike you gain a +5% bonus to Weapon Skill and Ballistic Skill Tests, though anyone else within 4 yards (2 squares) who tries to strike someone other than you takes a -5% penalty on all Weapon Skill and Ballistic Skill Tests.",
+ "MARK-METAL-7": "
Mechanical: When you interact with an animal, it sees you as an object rather than a creature. Animals will only attack you if you first attack them.",
+ "MARK-METAL-8": "
Greater Golden Skin: Your skin hardens into a thick shell. You take a -20% penalty to your Agility Characteristic and a -1 penalty to your Movement Characteristic, but you gain 1 Armour Point to all locations. These points stack with all other forms of Armour, but not leather or studded leather (see page 17 in
Old World Armoury). Modify your starting profile accordingly.",
+ "MARK-METAL-9": "
Slow: You have a hard time moving around. Take a -2 penalty to your Movement Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-10": "
Mark of Chamon: The rune of
Chamon appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Metal.",
+ "MARK-SHADOW-1": "
Flicker: Light seems uncomfortable in your presence. Candles flicker, lanterns dim and fires burn low when you are around.",
+ "MARK-SHADOW-2": "
Trickster: You cloak yourself in deception and misdirection, making you untrustworthy to others. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-3": "
Mantle of Mist: Mist, fog, smoke and other vapours seem drawn to your side. This adds a +5% bonus to Intimidate Tests made in fog banks and other suitable conditions, but does mean you tend to reek of smoke all the time.",
+ "MARK-SHADOW-4": "
Aspect of Ulgu: Your frame lightens and tightens whilst your hair colour changes to grey.",
+ "MARK-SHADOW-5": "
Forgettable: People can't seem to remember your face. Characters who've met you must succeed on an Intelligence Tests to recall who you are.",
+ "MARK-SHADOW-6": "
Disturbing Eyes: Your eyes become grey and swirl with unnatural darkness. You gain a +5% bonus to Intimidate Tests.",
+ "MARK-SHADOW-7": "
Insubstantial: Your body becomes slightly insubstantial. You gain a +10% bonus to Concealment Tests, but you take a -5% penalty to your Toughness Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-8": "
Unnatural Shadow: Your shadow does not behave itself - moving often of it's own accord. The shifting wrongness of your shadow puts folk ill at ease, imposing a -10% penalty to Fellowship Tests made when interacting with non-magic users. Worse, superstitious peasants will need convincing that you are not a Daemon.",
+ "MARK-SHADOW-9": "
Shrouded: Your body draws shadows towards it. You gain a +10% bonus to Concealment Tests.",
+ "MARK-SHADOW-10": "
Mark of Ulgu: The rune of
Ulgu appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Shadow.",
+ "ARCANE-MARK": "Arcane Mark",
+ "CHARACTERISTIC": "Characteristic"
}
\ No newline at end of file
diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/ja.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/ja.json
index e0d76c9eea..5b2a49ac0f 100644
--- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/ja.json
+++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/ja.json
@@ -1,286 +1,787 @@
{
- "character-name": "Character Name",
- "career": "Career",
- "career-path": "Career Path",
- "race": "Race",
- "religion": "Religion",
- "concept": "Concept",
- "advancements": "Advancements",
- "xp": "XP",
- "core-stats": "Core Stats",
- "background": "Background",
- "weapons": "Weapons",
- "armor": "Armor",
- "spellbook": "Spellbook ",
- "inventory": "Inventory",
- "character-profile": "Character Profile",
- "main-profile": "Main Profile",
- "main": "Main",
- "abbreviate-weapon-skill": "WS",
- "abbreviate-ballistic-skill": "BS",
- "abbreviate-strength": "S",
- "abbreviate-toughness": "T",
- "abbreviate-agility": "Ag",
- "abbreviate-intelligence": "Int",
- "abbreviate-will-power": "WP",
- "abbreviate-fellowship": "Fel",
- "starting": "Starting",
- "talents": "Talents",
- "advance": "Advance",
- "current": "Current",
- "secondary-profile": "Secondary Profile",
- "secondary": "Secondary",
- "abbreviate-attacks": "A",
- "abbreviate-wounds": "W",
- "abbreviate-strength-bonus": "SB",
- "abbreviate-toughness-bonus": "TB",
- "abbreviate-movement": "M",
- "abbreviate-magic": "Mag",
- "abbreviate-insanity-points": "IP",
- "abbreviate-fate-points": "FP",
- "combat": "Combat",
- "initiative": "Initiative",
- "wounds": "Wounds",
- "fortune": "Fortune",
- "move": "Move",
- "charge": "Charge",
- "run": "Run",
- "leap": "Leap",
- "abbreviate-initiative": "Init",
- "check-luck": "Check if you have the Luck Talent",
- "talent-name": "Talent Name",
- "description": "Descripton",
- "skills": "Career Main Profile",
- "knowledge-and-language-skills": "Knowledge and Language Skills",
- "skill-name": "Skill Name",
- "abbreviate-characteristic": "Char",
- "training": "Training",
- "misc": "Misc",
- "total": "Total",
- "roll": "Roll",
- "abbreviate-gm": "GM",
- "common-knowledge-any": "Common Knowledge (any)",
- "common-knowledge": "Common Knowledge",
- "trained": "Trained",
- "perform-trade-and-other-skills": "Perform, Trade, and Other Skills",
- "basic": "Basic",
- "special-rules": "Special Rules",
- "name": "Name",
- "basic-skills": "Basic Skills",
- "animal-care": "Animal Care",
- "charm": "Charm",
- "command": "Command",
- "concealment": "Concealment",
- "consume-alcohol": "Consume Alcohol",
- "disguise": "Disguise",
- "drive": "Drive",
- "evaluate": "Evaluate",
- "gamble": "Gamble",
- "gossip": "Gossip",
- "haggle": "Haggle",
- "intimidate": "Intimidate",
- "outdoor-survival": "Outdoor Survival",
- "preception": "Perception",
- "ride": "Ride",
- "row": "Row",
- "scale-sheet-surface": "Scale Sheer Surface",
- "search": "Search",
- "silent-move": "Silent Move",
- "swim": "Swim",
- "advanced-skills": "Advanced Skills",
- "animal-training": "Animal Training",
- "blather": "Blather",
- "chanelling": "Chanelling",
- "charm-animal": "Charm Animal",
- "dodge-blow": "Dodge Blow",
- "follow-trail": "Follow Trail",
- "heal": "Heal",
- "hypnotism": "Hypnotism",
- "lip-reading": "Lip Reading",
- "magical-sense": "Magical Sense",
- "navigation": "Navigation",
- "pick-lock": "Pick Lock",
- "prepare-poison": "Prepare Poison",
- "read-and-write": "Read and Write",
- "sail": "Sail",
- "set-trap": "Set Trap",
- "shadowing": "Shadowing",
- "sleight-of-hand": "Sleight of Hand",
- "torture": "Torture",
- "vetroloquism": "Ventriloquism",
- "astrology": "Astrology",
- "star-sign": "Star Sign",
- "doom": "Doom",
- "appearance": "Appearance",
- "gender": "Gender",
- "build": "Build",
- "age": "Age",
- "attr-height": "Height",
- "weight": "Weight",
- "eyes": "Eyes",
- "skin": "Skin",
- "hair": "Hair",
- "history": "History",
- "miscellaneous-notes": "Miscellaneous Notes",
- "starting-career": "Starting Career",
- "career-name": "Career Name",
- "career-main-profile": "Career Main Profile",
- "weapon-skill": "Weapon Skill",
- "ballistic-skill": "Ballistic Skill",
- "strength": "Strength",
- "toughness": "Toughness",
- "agility": "Agility",
- "intelligence": "Intelligence",
- "will-power": "Will Power",
- "fellowship": "Fellowship",
- "career-secondary-profile": "Career Secondary Profile",
- "attacks": "Attacks",
- "strength-bonus": "Strength Bonus",
- "toughness-bonus": "Toughness Bonus",
- "movement": "Movement",
- "magic": "Magic",
- "insanity-points": "Insanity Points",
- "fate-points": "Fate Points",
- "career-skills": "Career Skills",
- "career-talents": "Career Talents",
- "career-exits": "Career Exits",
- "second-career": "Second Career",
- "third-career": "Third Career",
- "fourth-career": "Fourth Career",
- "fifth-career": "Fifth Career",
- "melee-weapons": "Melee Weapons",
- "abbreviate-proficiency": "Prof?",
- "weapon": "Weapon",
- "craftsmanship": "Craftsmanship",
- "ws-bonus": "WS Bonus",
- "to-hit": "To Hit",
- "damage": "Damage",
- "impact": "Impact",
- "defensive": "Defensive",
- "qualities": "Qualities",
- "attack": "Attack",
- "parry": "Parry",
- "poor": "Poor",
- "common": "Common",
- "good": "Good",
- "best": "Best",
- "abbreviate-attack": "Atk",
- "abbreviate-damage": "Dmg",
- "abbreviate-parry": "Pry",
- "ranged-weapons": "Ranged Weapons",
- "bs-bonus": "BS Bonus",
- "type": "Type",
- "reload": "Reload",
- "range": "Range",
- "ammo": "Ammo",
- "shoot": "Shoot",
- "throw": "Throw",
- "free": "Free",
- "half": "Half",
- "full-number": "{{0}} Full",
- "critical-hit": "Critical Hit",
- "critical-roll": "Critical Roll",
- "critical": "Critical",
- "petty": "Petty",
- "lesser": "Lesser",
- "arcane": "Arcane",
- "divine": "Divine",
- "runes": "Runes",
- "perform-chanelling": "Take a Half Action to perform Chanelling",
- "spell-name": "Name",
- "casting-number": "Casting Number",
- "casting-time": "Casting Time",
- "duration": "Duration",
- "target": "Target/AoE",
- "none": "None",
- "1d10magic": "1d10 + Magic",
- "spell-healing": "Spell Healing",
- "cast": "Cast",
- "ingredient-bonus": "Ingredient Bonus",
- "ingredient": "Ingredient",
- "spell-damage": "Spell Damage",
- "spell-description": "Spell Description",
- "petty-spell": "Petty Spell",
- "lesser-spell": "Lesser Spell",
- "arcane-spell": "Arcane Spell",
- "divine-spell": "Divine Spell",
- "rune": "Rune",
- "inscription-number": "Inscription Number",
- "empowerment": "Empowerment",
- "inscribe": "Inscribe",
- "permanent-rune-description": "Permanent Rune Description",
- "temporary-rune-description": "Temporary Rune Description",
- "coin-carried": "Coin Carried",
- "brass-pennies-bp": "Brass Pennies (BP)",
- "silver-shillings-ss": "Silver Shillings (SS)",
- "gold-crowns-gc": "Gold Crowns (GC)",
- "total-gc-value": "Total GC Value",
- "exchange-rate": "Exchange Rate",
- "exchange-rate-description": "240 brass pennies = 20 silver shilling = 1 gold crown",
- "encumbrance": "Encumbrance",
- "trappings": "Trappings",
- "coin": "Coin",
- "other": "Other",
- "carrying-capacity": "Carrying Max",
- "push-drag-lift": "Push/Drag/Lift",
- "encumbered": "Encumbered",
- "dwarf": "Dwarf",
- "dwarf-encumbrance": "Dwarves can carry twice as much as other characters.",
- "encumbrance-description": "Encumbrance entered in each row below is:",
- "encumbrance-choice1": "The total encumbrance of the row (ignoring quantity)",
- "encumbrance-choice2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
- "page1": "Page 1",
- "page2": "Page 2",
- "page3": "Page 3",
- "show-all": "Show All",
- "row-nr": "Row #",
- "carried-question": "Carried?",
- "abbreviate-quantity": "Qty",
- "treasure-loot-inventory-notes": "Treasure/Loot/Inventory Notes",
- "protective-item": "Protective Items",
- "head": "Head",
- "worn": "Worn",
- "armor-type": "Armor Type",
- "armor-points": "Armor Points",
- "magic-bonus": "Magic Bonus",
- "total-ap": "Total AP",
- "leather": "Leather",
- "mail": "Mail",
- "plate": "Plate",
- "torso": "Torso",
- "arms": "Arms",
- "legs": "Legs",
- "armor-penalties": "Armor Penalties",
- "armor-penalties-description1": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
- "armor-penalties-description2": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
- "hit-locations": "Hit Locations",
- "left-arm": "Left Arm",
- "left-leg": "Left Leg",
- "right-arm": "Right Arm",
- "right-leg": "Right Leg",
- "advanced-skill": "Advanced Skill",
- "basic-skill": "Basic Skill",
- "knowledge-skill": "Knowledge Skill",
- "various-skill": "Various Skill",
- "blood-loss": "Blood Loss",
- "bleeding": "Bleeding",
- "casting-test": "Casting Test",
- "outcome": "Outcome",
- "spellcasting-succeeds": "Spellcasting succeeds",
- "hit-left-arm": "Hit Left Arm",
- "hit-right-leg": "Hit Right Leg",
- "hit-location-number": "Hit Location {{0}}",
- "hit-right-arm": "Hit Right Arm",
- "damage-number": "Damage {{0}}",
- "hit-left-leg": "Hit Left Leg",
- "hit-body": "Hit Body",
- "hit-head": "Hit Head",
- "target-number": "Target Number",
- "attack-roll": "Attack Roll",
- "miss": "Miss",
- "parry-roll": "Parry Roll",
- "failure": "Failure",
- "spellcasting-fails": "Spellcasting fails",
- "test-result": "Test Result",
- "characteristic": "Characteristic"
+ "CHARACTER-NAME": "Character Name",
+ "CAREER": "Career",
+ "CAREER-PATH": "Career Path",
+ "RACE": "Race",
+ "RELIGION": "Religion",
+ "CONCEPT": "Concept",
+ "ADVANCEMENTS": "Advancements",
+ "XP": "XP",
+ "XP-EARNED": "XP Earned",
+ "XP-SPENT": "XP Spent",
+ "XP-REST": "XP Rest",
+ "PUBLIC": "Make all rolls public",
+ "WHISPER": "Whisper all rolls to GM",
+ "CORE-STATS": "Core Stats",
+ "BACKGROUND": "Background",
+ "WEAPONS": "Weapons",
+ "ARMOR": "Armor",
+ "SPELLBOOK": "Spellbook",
+ "INVENTORY": "Inventory",
+ "SETTINGS": "Settings",
+ "CHARACTER-PROFILE": "Character Profile",
+ "MAIN-PROFILE": "Main Profile",
+ "MAIN": "Main",
+ "ABBREVIATE-WEAPON-SKILL": "WS",
+ "ABBREVIATE-BALLISTIC-SKILL": "BS",
+ "ABBREVIATE-STRENGTH": "S",
+ "ABBREVIATE-TOUGHNESS": "T",
+ "ABBREVIATE-AGILITY": "Ag",
+ "ABBREVIATE-INTELLIGENCE": "Int",
+ "ABBREVIATE-WILL-POWER": "WP",
+ "ABBREVIATE-FELLOWSHIP": "Fel",
+ "STARTING": "Starting",
+ "TALENTS": "Talents",
+ "ADVANCE": "Advance",
+ "CURRENT": "Current",
+ "MODIFIER": "Modifier",
+ "SECONDARY-PROFILE": "Secondary Profile",
+ "SECONDARY": "Secondary",
+ "ABBREVIATE-ATTACKS": "A",
+ "ABBREVIATE-WOUNDS": "W",
+ "ABBREVIATE-STRENGTH-BONUS": "SB",
+ "ABBREVIATE-TOUGHNESS-BONUS": "TB",
+ "ABBREVIATE-MOVEMENT": "M",
+ "ABBREVIATE-MAGIC": "Mag",
+ "ABBREVIATE-INSANITY-POINTS": "IP",
+ "ABBREVIATE-FATE-POINTS": "FP",
+ "COMBAT": "Combat",
+ "INITIATIVE": "Initiative",
+ "WOUNDS": "Wounds",
+ "FORTUNE": "Fortune",
+ "MOVE": "Move",
+ "CHARGE": "Charge",
+ "RUN": "Run",
+ "LEAP": "Leap",
+ "ABBREVIATE-INITIATIVE": "Init",
+ "CHECK-LUCK": "Check if you have the Luck Talent",
+ "TALENT-NAME": "Talent Name",
+ "DESCRIPTION": "Descripton",
+ "SKILLS": "Skills",
+ "KNOWLEDGE-AND-LANGUAGE-SKILLS": "Knowledge and Language Skills",
+ "KNOWLEDGE": "Knowledge",
+ "SKILL-NAME": "Skill Name",
+ "ABBREVIATE-CHARACTERISTIC": "Char",
+ "TRAINING": "Training",
+ "ABBREVIATE-MISCELLANEOUS": "Misc",
+ "TOTAL": "Total",
+ "ROLL": "Roll",
+ "ABBREVIATE-GM": "GM",
+ "COMMON-KNOWLEDGE-ANY": "Common Knowledge (any)",
+ "COMMON-KNOWLEDGE": "Common Knowledge",
+ "PERFORM-TRADE-AND-OTHER-SKILLS": "Perform, Trade, and Other Skills",
+ "TRAINED": "Trained",
+ "BASIC": "Basic",
+ "SPECIAL-RULES": "Special Rules",
+ "NAME": "Name",
+ "BASIC-SKILLS": "Basic Skills",
+ "ANIMAL-CARE": "Animal Care",
+ "CHARM": "Charm",
+ "COMMAND": "Command",
+ "CONCEALMENT": "Concealment",
+ "CONSUME-ALCOHOL": "Consume Alcohol",
+ "DISGUISE": "Disguise",
+ "DRIVE": "Drive",
+ "EVALUATE": "Evaluate",
+ "GAMBLE": "Gamble",
+ "GOSSIP": "Gossip",
+ "HAGGLE": "Haggle",
+ "INTIMIDATE": "Intimidate",
+ "OUTDOOR-SURVIVAL": "Outdoor Survival",
+ "PERCEPTION": "Perception",
+ "RIDE": "Ride",
+ "ROW": "Row",
+ "SCALE-SHEER-SURFACE": "Scale Sheer Surface",
+ "SEARCH": "Search",
+ "SILENT-MOVE": "Silent Move",
+ "SWIM": "Swim",
+ "ADVANCED-SKILLS": "Advanced Skills",
+ "ANIMAL-TRAINING": "Animal Training",
+ "BLATHER": "Blather",
+ "CHANNELLING": "Channelling",
+ "CHARM-ANIMAL": "Charm Animal",
+ "DODGE-BLOW": "Dodge Blow",
+ "FOLLOW-TRAIL": "Follow Trail",
+ "HEAL": "Heal",
+ "HYPNOTISM": "Hypnotism",
+ "LIP-READING": "Lip Reading",
+ "MAGICAL-SENSE": "Magical Sense",
+ "NAVIGATION": "Navigation",
+ "PICK-LOCK": "Pick Lock",
+ "PREPARE-POISON": "Prepare Poison",
+ "READ-AND-WRITE": "Read and Write",
+ "SAIL": "Sail",
+ "SET-TRAP": "Set Trap",
+ "SHADOWING": "Shadowing",
+ "SLEIGHT-OF-HAND": "Sleight of Hand",
+ "TORTURE": "Torture",
+ "VENTRILOQUISM": "Ventriloquism",
+ "ASTROLOGY": "Astrology",
+ "STAR-SIGN": "Star Sign",
+ "DOOM": "Doom",
+ "APPEARANCE": "Appearance",
+ "GENDER": "Gender",
+ "BUILD": "Build",
+ "AGE": "Age",
+ "HEIGHT": "Height",
+ "WEIGHT": "Weight",
+ "EYES": "Eyes",
+ "SKIN": "Skin",
+ "HAIR": "Hair",
+ "HISTORY": "History",
+ "MISCELLANEOUS-NOTES": "Miscellaneous Notes",
+ "CAREER-NAME": "Career Name",
+ "STARTING-CAREER": "Starting Career",
+ "SECOND-CAREER": "Second Career",
+ "THIRD-CAREER": "Third Career",
+ "FOURTH-CAREER": "Fourth Career",
+ "FIFTH-CAREER": "Fifth Career",
+ "CAREER-ENTERED": "Career Entered",
+ "CAREER-ENTERED_CHECK": "Check if you've entered this career.",
+ "CAREER-MAIN-PROFILE": "Career Main Profile",
+ "WEAPON-SKILL": "Weapon Skill",
+ "BALLISTIC-SKILL": "Ballistic Skill",
+ "STRENGTH": "Strength",
+ "TOUGHNESS": "Toughness",
+ "AGILITY": "Agility",
+ "INTELLIGENCE": "Intelligence",
+ "WILL-POWER": "Will Power",
+ "FELLOWSHIP": "Fellowship",
+ "CAREER-SECONDARY-PROFILE": "Career Secondary Profile",
+ "ATTACKS": "Attacks",
+ "STRENGTH-BONUS": "Strength Bonus",
+ "TOUGHNESS-BONUS": "Toughness Bonus",
+ "MOVEMENT": "Movement",
+ "MAGIC": "Magic",
+ "INSANITY-POINTS": "Insanity Points",
+ "FATE-POINTS": "Fate Points",
+ "CAREER-SKILLS": "Career Skills",
+ "CAREER-TALENTS": "Career Talents",
+ "CAREER-SKILLS-AND-TALENTS": "Career Skills and Talents",
+ "SKILL-OR-TALENT": "Skill or Talent",
+ "CAREER-EXITS": "Career Exits",
+ "TAKEN": "Taken",
+ "MELEE-WEAPONS": "Melee Weapons",
+ "ABBREVIATE-PROFICIENCY": "Prof?",
+ "WEAPON": "Weapon",
+ "CRAFTSMANSHIP": "Craftsmanship",
+ "ABBREVIATE-CRAFTSMANSHIP": "Craft",
+ "ABBREVIATE-ENCUMBRANCE": "Enc",
+ "WS-BONUS": "WS Bonus",
+ "TO-HIT": "To Hit",
+ "DAMAGE": "Damage",
+ "FURY-DAMAGE": "Fury Damage",
+ "DAMAGE-INC-SB": "Melee damage already includes SB.",
+ "IMPACT": "Impact",
+ "ABBREVIATE-IMPACT": "Imp",
+ "DEFENSIVE": "Defensive",
+ "ABBREVIATE-DEFENSIVE": "Def",
+ "QUALITIES": "Qualities",
+ "FRENZY-DESCRIPTION": "Check if you are using the Frenzy Talent",
+ "ATTACK": "Attack",
+ "PARRY": "Parry",
+ "POOR": "Poor",
+ "COMMON": "Common",
+ "GOOD": "Good",
+ "BEST": "Best",
+ "ABBREVIATE-ATTACK": "Atk",
+ "ABBREVIATE-DAMAGE": "Dmg",
+ "ABBREVIATE-PARRY": "Pry",
+ "RANGED-WEAPONS": "Ranged Weapons",
+ "BS-BONUS": "BS Bonus",
+ "TYPE": "Type",
+ "RELOAD": "Reload",
+ "RANGE": "Range",
+ "ABBREVIATE-AMMUNITION": "Ammo",
+ "ABBREVIATE-AMMUNITION-ENCUMBRANCE": "Ammo Enc",
+ "AMMO-ENCUMBRANCE-DESCRIPTION": "Note Encombrance value for 1 piece of ammo.",
+ "SHOOT": "Shoot",
+ "THROW": "Throw",
+ "FREE": "Free",
+ "HALF": "Half",
+ "FULL-NUMBER": "{{0}} Full",
+ "CRITICAL": "Critical",
+ "CRITICAL-HIT": "Critical Hit",
+ "CRITICAL-ROLL": "Critical Roll",
+ "TOTAL-MELEE-WEAPON-ENCUMBRANCE": "Total Melee Weapon Encumbrance",
+ "TOTAL-RANGED-WEAPON-ENCUMBRANCE": "Total Ranged Weapon Encumbrance",
+ "TOTAL-WEAPON-ENCUMBRANCE": "Total Weapon Encumbrance",
+ "PETTY": "Petty",
+ "LESSER": "Lesser",
+ "ARCANE": "Arcane",
+ "DIVINE": "Divine",
+ "RUNES": "Runes",
+ "RITUALS": "Rituals",
+ "PERFORM-CHANNELLING": "Take a Half Action to perform Channelling",
+ "SPELL-NAME": "Name",
+ "CASTING-NUMBER": "Casting Number",
+ "CASTING-TIME": "Casting Time",
+ "DURATION": "Duration",
+ "TARGET": "Target/AoE",
+ "NONE": "None",
+ "1D10MAGIC": "1d10 + Magic",
+ "SPELL-HEALING": "Spell Healing",
+ "CAST": "Cast",
+ "INGREDIENT-BONUS": "Ingredient Bonus",
+ "INGREDIENT": "Ingredient",
+ "SPELL-DAMAGE": "Spell Damage",
+ "SPELL-DESCRIPTION": "Spell Description",
+ "RITUAL-DESCRIPTION": "Ritual Description",
+ "ARCANE-LANGUAGE": "Arcane Language",
+ "REQUIRED-MAGIC": "Required Magic",
+ "XP-COST": "XP Cost",
+ "CONDITIONS": "Conditions",
+ "CONSEQUENCES": "Consquences",
+ "petty-spell": "Petty Spell",
+ "lesser-spell": "Lesser Spell",
+ "arcane-spell": "Arcane Spell",
+ "divine-spell": "Divine Spell",
+ "RUNE": "Rune",
+ "INSCRIPTION-NUMBER": "Inscription Number",
+ "EMPOWERMENT": "Empowerment",
+ "INSCRIBE": "Inscribe",
+ "PERMANENT-RUNE-DESCRIPTION": "Permanent Rune Description",
+ "TEMPORARY-RUNE-DESCRIPTION": "Temporary Rune Description",
+ "MAGIC-USED": "Amount of Magic used",
+ "CHANNELLING-SUCCESS": "Channelling success",
+ "INGREDIENT-USED": "Ingredient used",
+ "RUNE-TYPE": "Rune type",
+ "TEMPORARY": "Temporary",
+ "PERMANENT": "Permanent",
+ "MINUTES": "minute(s)",
+ "WEEKS": "week(s)",
+ "COIN-CARRIED": "Coin Carried",
+ "BRASS-PENNIES-BP": "Brass Pennies (BP)",
+ "SILVER-SHILLINGS-SS": "Silver Shillings (SS)",
+ "GOLD-CROWNS-GC": "Gold Crowns (GC)",
+ "TOTAL-GC-VALUE": "Total GC Value",
+ "EXCHANGE-RATE": "Exchange Rate",
+ "EXCHANGE-RATE-DESCRIPTION": "240 brass pennies = 20 silver shilling = 1 gold crown",
+ "ENCUMBRANCE": "Encumbrance",
+ "TRAPPINGS": "Trappings",
+ "COIN": "Coin",
+ "OTHER": "Other",
+ "CARRYING-CAPACITY": "Carrying Max",
+ "PUSH-DRAG-LIFT": "Push/Drag/Lift",
+ "ENCUMBERED": "Encumbered",
+ "ENCUMBERED-MOVEMENT-PENALTY": "Encumbered Movement penalty",
+ "DWARF": "Dwarf",
+ "DWARF-ENCUMBRANCE": "Dwarves can carry twice as much as other characters.",
+ "DWARF-ENCUMBRANCE-CHECK": "Check if you are a Dwarf.",
+ "ENCUMBRANCE-DESCRIPTION": "Encumbrance entered in each row below is:",
+ "ENCUMBRANCE-CHOICE1": "The total encumbrance of the row (ignoring quantity)",
+ "ENCUMBRANCE-CHOICE2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
+ "PAGE-1": "Page 1",
+ "PAGE-2": "Page 2",
+ "PAGE-3": "Page 3",
+ "SHOW-ALL": "Show All",
+ "UNLIMITED": "Unlimited",
+ "ROW-NR": "Row #",
+ "CARRIED-QUESTION": "Carried?",
+ "ABBREVIATE-QUANTITY": "Qty",
+ "TREASURE-LOOT-INVENTORY-NOTES": "Treasure/Loot/Inventory Notes",
+ "PROTECTIVE-ITEMS": "Protective Items",
+ "WORN": "Worn",
+ "HEAD": "Head",
+ "ARMOR-TYPE": "Armor Type",
+ "ARMOR-POINTS": "Armor Points",
+ "ABBREVIATE-ARMOR-POINTS": "AP",
+ "MAGIC-BONUS": "Magic Bonus",
+ "BONUS": "Bonus",
+ "TOTAL-AP": "Total AP",
+ "LEATHER": "Leather",
+ "MAIL": "Mail",
+ "PLATE": "Plate",
+ "TORSO": "Torso",
+ "ARMS": "Arms",
+ "LEGS": "Legs",
+ "LOCATION-DESCRIPTION": "H : Head / B : Body / A : Arms / L : Legs",
+ "TOTAL-ARMOR-ENCUMBRANCE": "Total Armor Encombrance",
+ "TOTAL-WEIGHT-MAX": "The maximum total encumbrance your character can carry without slowing.",
+ "MAX-PUSH-DRAG-LIFT": "This is the maximum encumbrance you can push/drag/lift. If the encumbrance you are pushing/dragging/lifting exceeds your maximum carrying capacity then your Movement drops to 1.",
+ "LIGHT": "Light",
+ "MEDIUM": "Medium",
+ "HEAVY": "Heavy",
+ "LIGHT-ARMOR": "Light Armor",
+ "MEDIUM-ARMOR": "Medium Armor",
+ "HEAVY-ARMOR": "Heavy Armor",
+ "HIT-LOCATIONS": "Hit Locations",
+ "BODY": "Body",
+ "ABBREVIATE-HEAD": "H",
+ "ABBREVIATE-BODY": "B",
+ "ABBREVIATE-ARMS": "A",
+ "ABBREVIATE-LEGS": "L",
+ "LEFT-ARM": "Left Arm",
+ "LEFT-LEG": "Left Leg",
+ "RIGHT-ARM": "Right Arm",
+ "RIGHT-LEG": "Right Leg",
+ "ARMOR-PENALTIES": "Armor Penalties",
+ "ARMOR-PENALTIES-MEDIUM": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
+ "ARMOR-PENALTIES-HEAVY": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
+ "BLOOD-LOSS": "Blood Loss",
+ "BLEEDING": "Bleeding",
+ "ADVANCED-SKILL": "Advanced Skill",
+ "BASIC-SKILL": "Basic Skill",
+ "KNOWLEDGE-SKILL": "Knowledge Skill",
+ "VARIOUS-SKILL": "Various Skill",
+ "TARGET-NUMBER": "Target Number",
+ "TEST-RESULT": "Test Result",
+ "RESULT": "Result",
+ "OUTCOME": "Outcome",
+ "SUCCESS": "Success",
+ "FAILURE": "Failure",
+ "ATTACK-ROLL": "Attack Roll",
+ "MISS": "Miss",
+ "PARRY-ROLL": "Parry Roll",
+ "PARRIED": "Parried",
+ "CASTING-TEST": "Casting Test",
+ "SPELLCASTING-FAILS": "Spellcasting fails",
+ "SPELLCASTING-SUCCEEDS": "Spellcasting succeeds",
+ "INSCRIPTION-TEST": "Inscription Test",
+ "INSCRIPTION-TIME": "Inscription Time",
+ "INSCRIPTION-FAILS": "Inscription fails",
+ "INSCRIPTION-SUCCEEDS": "Inscription succeeds",
+ "HIT-LOCATION": "Hit Location",
+ "HIT-HEAD": "Hit Head",
+ "HIT-BODY": "Hit Body",
+ "HIT-LEFT-ARM": "Hit Left Arm",
+ "HIT-LEFT-LEG": "Hit Left Leg",
+ "HIT-RIGHT-ARM": "Hit Right Arm",
+ "HIT-RIGHT-LEG": "Hit Right Leg",
+ "HIT-LOCATION-NUMBER": "Hit Location {{0}}",
+ "DAMAGE-NUMBER": "Damage {{0}}",
+ "CRITICAL-LOCATION": "Critical Location",
+ "CRITICAL-VALUE": "Critical Value",
+ "CRITICAL-EFFECT": "Critical Effect",
+ "CRITICAL-EFFECT-H1": "Disoriented by the blow. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-H2": "Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H3": "The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-H4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H5": "Knocked to the ground and dazed. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-H6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-H7": "Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-H8": "Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.",
+ "CRITICAL-EFFECT-H9": "Skull pierced by a mighty blow. Death is instantaneous.",
+ "CRITICAL-EFFECT-A1": "Drops anything held in that hand. A shield, if worn, is not affected, since its strapped on.",
+ "CRITICAL-EFFECT-A2": "Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A3": "Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).",
+ "CRITICAL-EFFECT-A4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A5": "Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).",
+ "CRITICAL-EFFECT-A6": "Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-A7": "Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.",
+ "CRITICAL-EFFECT-A8": "Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.",
+ "CRITICAL-EFFECT-A9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-B1": "The wind is knocked out of the character. All tests and attacks suffer a 20% penalty for one round.",
+ "CRITICAL-EFFECT-B2": "Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B3": "Ribs busted by ferocity of attack. Character takes a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-B4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B5": "Knocked to the ground and badly winded. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-B6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-B7": "The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-B8": "Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.",
+ "CRITICAL-EFFECT-B9": "Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.",
+ "CRITICAL-EFFECT-L1": "Stumbles. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-L2": "Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L3": "Leg incapacitated until medical attention is received. Characters Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a 20% penalty.",
+ "CRITICAL-EFFECT-L4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L5": "Knocked to the ground and dazed. All characters tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-L6": "Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-L7": "Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.",
+ "CRITICAL-EFFECT-L8": "Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.",
+ "CRITICAL-EFFECT-L9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-10": "Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.",
+ "BLOOD-SURVIVE": "Survive one more round.",
+ "BLOOD-DEATH": "Death from blood loss!",
+ "OLD-TRAPPINGS": "Use old Trappings layout",
+ "NEW-TRAPPINGS": "Use new Trappings layout",
+ "CHAOS-MANIFESTATION": "Chaos Manifestation",
+ "ROLL-BASIC-TABLES": "Roll on Basic Chaos Manifestaion Tables",
+ "ROLL-EXTENDED-TABLES": "Roll on Extended Chaos Manifestaion Tables",
+ "TZEENTCHS-CURSE": "Tzeentch's Curse",
+ "CHAOS-ROLL": "Chaos Roll",
+ "CHAOS-TABLE": "Chaos Table",
+ "MINOR-NORMAL": "Minor Normal",
+ "MINOR-EXTENDED": "Minor Extended",
+ "MAJOR-NORMAL": "Major Normal",
+ "MAJOR-EXTENDED": "Major Extended",
+ "CATASTROPHIC-NORMAL": "Catastrophic Normal",
+ "CATASTROPHIC-EXTENDED": "Catastrophic Extended",
+ "MINOR": "Minor",
+ "MAJOR": "Major",
+ "CATASTROPHIC": "Catastrophic",
+ "MINOR-CHAOS-MANIFESTATION": "Minor Chaos Manifestation",
+ "MAJOR-CHAOS-MANIFESTATION": "Major Chaos Manifestation",
+ "CATASTROPHIC-CHAOS-MANIFESTATION": "Catastrophic Chaos Manifestation",
+ "YES": "Yes",
+ "NO": "No",
+ "MINOR1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINOR2": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINOR3": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINOR4": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINOR5": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINOR6": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINOR7": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINOR8": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINOR9": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINOR10": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINOR11": "
Unlucky !: Roll on Major Chaos Manifestation instead.",
+ "MINORE1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINORE2": "
Fumblehand: A randomly selected item you are holding or carrying flies 1d10 yards (1d10/2 squares) in a random direction, thrown invisibly by Winds of Chaos.",
+ "MINORE3": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINORE4": "
Nailrot: A randomly chosen finger or toenail turns black and falls off. It will grow back normally.",
+ "MINORE5": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINORE6": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINORE7": "
Waxy Earful: Your ears become entirely plugged with wax, requiring a successful Heal Test to clear. Until you receive such treatment, you suffer a 10% penalty to all tests involving hearing.",
+ "MINORE8": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINORE9": "
Cold Sweats: All those within in 10 yards (5 squares) of you immediately break into a cold sweat lasting 1d10 rounds.",
+ "MINORE10": "
Sleeping Nerves: Every muscle in your body tingles for 1d10 rounds. You suffer a 5% penalty to all tests made in that time.",
+ "MINORE11": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINORE12": "
Milky Eyes: A milky film covers your eyes for 1d10 hours. You suffer a 10% penalty to any tests involving sight in that time.",
+ "MINORE13": "
Bane of Flora: All plant life within 10 yards (5 squares) of you withers and dies.",
+ "MINORE14": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINORE15": "
Handfrozen: The bones and muscles of one of your hands (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move your fingers from their bizarre arrangement for 1d10 minutes.",
+ "MINORE16": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINORE17": "
Creeping Congregation: Insects fill the area around you, buzzing and crawling. They do no harm and disperse within 1d10 rounds, but they are obviousand potentially frighteningto everyone in the area.",
+ "MINORE18": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINORE19": "
Channel Burn: The channels of magic in your body are burned by coursing magic. You suffer a 1 penalty to every Casting Roll you make in the next 1d10 minutes.",
+ "MINORE20": "
Intestinal Rebellion: Your bowels move uncontrollably, soiling both your clothing and pride.",
+ "MINORE21": "
Grave Offence: You uncontrollably shout something horribly offensive to those around you. The GM may overrule you if your invention is insufficiently offensive.",
+ "MINORE22": "
Fluid Transformation: All liquids on your personincluding spell ingredientsturn to brine.",
+ "MINORE23": "
Kin Inconvenienced: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MINORE24": "
Accumulation of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MINORE25": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINORE26": "
Unlucky!: Roll on Major Chaos Manifestation instead.",
+ "MAJOR1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJOR2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJOR3": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJOR4": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJOR5": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJOR6": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJOR7": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJOR8": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJOR9": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJOR10": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJOR11": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "MAJORE1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJORE2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJORE3": "
Hairless: Every hair in your body falls out.",
+ "MAJORE4": "
Blacknail: Every finger and toenail on your body turns black and falls off. They will grow back normally.",
+ "MAJORE5": "
Wracked: You suffer burning pain for 1d10 rounds, suffering a 10% penalty to all tests made in that time.",
+ "MAJORE6": "
Channel Conflagration: The channels of magic in your body are set ablaze by coursing magic. You suffer a 1 penalty to every casting die you roll in the next 1d10 hours.",
+ "MAJORE7": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJORE8": "
Rag Doll: You spontaneously fly through the air 1d10 yards (1d10/5 squares) in a random direction, landing roughly and suffering a Damage 2 hit.",
+ "MAJORE9": "
Fire!: Your clothing bursts into flame (see WFRP, page 136).",
+ "MAJORE10": "
Loadstones: Every piece of metal on your body is permanently magnetized.",
+ "MAJORE11": "
Limbfrozen: The bones and muscles of one of your arms or legs (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move the affected limb for 1d10 hours.",
+ "MAJORE12": "
Tongue-twisted: Chaos energy infuses your mouth; anything you say for the next 1d10 minutes comes out as gibberish, rendering spellcasting impossible during that time.",
+ "MAJORE13": "
Chaotic Wind: Chaos blows through any magical spell ingredients you are carrying. Any spell cast using them will make one of any associated Casting Rolls dice a Chaos die.",
+ "MAJORE14": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJORE15": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJORE16": "
Undone: Every tie, clasp, and fastener of every type on your body flies violently open. Belts come undone, pouches fly open, boots come unlaced, and so on.",
+ "MAJORE17": "
Regurgitate: You throw up uncontrollably, unable to do anything else, for 1d10 rounds. In that time, you spew up much more vomit than could possibly have been contained in your stomach.",
+ "MAJORE18": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJORE19": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJORE20": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJORE21": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJORE22": "
Kin Affected: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MAJORE23": "
Storm of Chaos: Roll on Table 624: Expanded Minor Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "MAJORE24": "
Store of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MAJORE25": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJORE26": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "CATA1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATA2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATA3": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATA4": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA5": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA6": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATA7": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATA8": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATA9": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATA10": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "CATAE1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATAE2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE3": "
Broken: Your will is utterly broken. Your Will Power Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE4": "
Stupefied: Your mind regresses to protect you from a worse fate. Your Intelligence Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE5": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATAE6": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATAE7": "
Rageboil: Everyone within 10 yards (5 squares) of you is immediately and irrationally outraged by your very presence. They all move to attack youeven your alliesand only come to their senses after 1d10 rounds.",
+ "CATAE8": "
Albino Affliction: Your skin and hair are bleached utterly white by roiling Chaos.",
+ "CATAE9": "
Heretical Vision: A Daemon Prince shows you a vision of Chaos. You gain 1d10 Insanity Points. Any time after this event, you can spend 100 xp and gain the Dark Lore (Chaos) talent.",
+ "CATAE10": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATAE11": "
Boiling Blood: For a brief instant, your blood literally boils in your veins. You suffer 2d10 Wounds, which are reduced by Toughness but not armour.",
+ "CATAE12": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATAE13": "
Chaotic Servitors: 1d10 Daemon Imps (see
WFRP, page 229) appear from the Aethyr and do your bidding for 1d10 rounds.",
+ "CATAE14": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATAE15": "
Windblock: You are stuck unable to breathe for 1d10 minutes (see Suffocation in WFRP, page 136), after which you gasp!manage to draw breath.",
+ "CATAE16": "
Lineage Concluded: The infection of Chaos renders you sterile or barren.",
+ "CATAE17": "
Eyefuse: You close your eyes as the Winds of Magic howl about you, and your eyelids are fused shut. You cannot see until this is corrected by magic or surgery.",
+ "CATAE18": "
Spasmodic Paroxysm: Your entire body convulses violently as the pure stuff of Chaos courses over you; you bite off your tongue. You become very difficult to understand and suffer 5 to all Casting Rolls until you are somehow healed.",
+ "CATAE19": "
Witherlimb: A randomly determined limb withers and becomes permanently useless.",
+ "CATAE20": "
Mutating Wind: You must make a Will Power Test or suffer a Chaos Mutation (see WFRP, page 229, or the Old World Bestiary, page 79).",
+ "CATAE21": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATAE22": "
Kin Afflicted: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "CATAE23": "
Vortex of Chaos: Roll on Table 625: Expanded Major Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "CATAE24": "
Hoard of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "CATAE25": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "GODWRATH1": "
Unearthly Vision: Your God chooses this time to grant you a symbolic but confusing vision. This stuns you for 1 round.",
+ "GODWRATH2": "
Prove Your Devotion: A few more prayers are required to finish casting the spell. This result adds 1 half action to the Casting Time of the spell. You must take this extra time even if you failed the Casting Roll.",
+ "GODWRATH3": "
You Try My Patience: You cannot cast another spell for 1d10 rounds. This spell still works as long as you made your Casting Roll.",
+ "GODWRATH4": "
Your Cause is Unworthy: Your spell fails, even if you made the Casting Roll.",
+ "GODWRATH5": "
Stinging Rebuke: Not only does your spell fail, but you also suffer a 10% penalty to your Will Power for 1 minute.",
+ "GODWRATH6": "
What Will You Sacrifice for this Boon?:",
+ "GODWRATH7": "
You Have Sinned Against Me: You have somehow angered your God. You must kneel and repent for 1d10 rounds. This renders you helpless.",
+ "GODWRATH8": "
Daemonic Interference: Your prayer is answered but not by your God. Roll a
Major Chaos Manifestation.",
+ "GODWRATHV1": "
Behold Your Wickedness!: You suffer visions of your failures, which seem to take an eternity but are over in an instant. Gain 1d10 Insanity Points; if you become insane, you gain Heart of Despair.",
+ "GODWRATHV2": "
Lash the Flesh to Purge the Soul: You take 2d10 Wounds, ignoring Toughness Bonus or Armour.",
+ "GODWRATHV3": "
You Shall Not Abuse My Mercy: Your Magic Characteristic is reduced to zero, and increases by one every time you do penance (as if attempting to reduce your Disfavour Pool to zero), until it returns to its original value. If you have no Magic Characteristic, the same happens to your daily allowance of Fortune Points.",
+ "GODWRATHV4": "
Thou Art Accursed and Outcast: You are cast out from the cult, and this is marked on your soul. You take a 30% penalty to all social interactions with followers of your God until you do penance.",
+ "GODWRATHV5": "
Rely Not On These Vanities: All your goods and equipment are stripped from you, leaving you in a tunic. Any non-magical equipment you were carrying is gone forever; magical equipment is mysteriously returned if you do penance. (GMs option: nonmagical but important items may also be returned after penance.)",
+ "GODWRATHV6": "
Called to Account: ",
+ "GODWRATHV7": "
Daemonic Visitation: Roll on the Catastrophic Chaos Manifestation Table instead using the table in WFRP.",
+ "SACRIFICE1": "You vomit up salt water, and feel as though you are almost drowned. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE2": "All warmth and vigour leach from your body. Take a –20% penalty to all actions for the next 1 minute.",
+ "SACRIFICE3": "You automatically fail your next Dodge or Parry Test.",
+ "SACRIFICE4": "You must re-roll your next three successful Tests. If the second roll fails, you fail the Test. If the re-roll succeeds, you succeed and need not roll again.",
+ "SACRIFICE5": "The next time one of your allies suffers an injury, you suffer exactly the same injury. This may mean taking Wounds, or taking a Critical Hit.",
+ "SACRIFICE6": "A brand in the shape of a twin-tailed comet appears on your forehead, inflicting 1d10 Wounds ignoring Toughness Bonus or armour.",
+ "SACRIFICE7": "Your mind becomes that of a beast for three rounds. You flee most situations, but fight if cornered.",
+ "SACRIFICE8": "Your body is rimed with frost. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE9": "You are robbed of your knowledge. You automatically fail any Academic Knowledge Tests you make in the next 1 hour.",
+ "SACRIFICE10": "You lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "OPTIONAL-ARCANE-MARK": "
Optional Arcane Mark: You must pass an Average (+0%) Willpower test or gain an Arcane Mark (see
Realms of Sorcery page 175).",
+ "ARCANE-LORE": "Arcane Lore",
+ "LORE-OF-BEASTS": "Lore of Beasts",
+ "LORE-OF-DEATH": "Lore of Death",
+ "LORE-OF-FIRE": "Lore of Fire",
+ "LORE-OF-HEAVENS": "Lore of the Heavens",
+ "LORE-OF-LIFE": "Lore of Life",
+ "LORE-OF-LIGHT": "Lore of Light",
+ "LORE-OF-METAL": "Lore of Metal",
+ "LORE-OF-SHADOW": "Lore of Shadow",
+ "MARK": "Mark",
+ "MARK-OF": "Mark of",
+ "BEASTS": "Beasts",
+ "DEATH": "Death",
+ "FIRE": "Fire",
+ "HEAVENS": "the Heavens",
+ "LIFE": "Life",
+ "METAL": "Metal",
+ "SHADOW": "Shadow",
+ "WRATH-ROLL": "Wrath Roll",
+ "WRATH-TABLE": "Wrath Table",
+ "WRATH": "Wrath",
+ "VENGEANCE": "Vengeance",
+ "WRATH-OF-THE-GODS": "Wrath of the Gods",
+ "VENGEANCE-OF-THE-GODS": "Vengeance of the Gods",
+ "DISFAVOR-POOL": "Disfavor Pool",
+ "DISFAVOR-ROLL": "Disfavor Roll",
+ "DIVINE-LORE": "Divine Lore",
+ "LORE-OF-MANANN": "Lore of Manann",
+ "LORE-OF-MORR": "Lore of Morr",
+ "LORE-OF-MYRMIDIA": "Lore of Myrmida",
+ "LORE-OF-RANALD": "Lore of Ranald",
+ "LORE-OF-SHALLYA": "Lore of Shallya",
+ "LORE-OF-SIGMAR": "Lore of Sigmar",
+ "LORE-OF-TAAL-RHYA": "Lore of Taal & Rhya",
+ "LORE-OF-ULRIC": "Lore of Ulric",
+ "LORE-OF-VERENA": "Lore of Verena",
+ "MARK-ROLL": "Mark Roll",
+ "MARKS": "Marks",
+ "NO-MARKS": "Don't use Marks optional rule",
+ "USE-MARKS": "Use Marks optional rule",
+ "MARKS-OF-THE-GODS": "Marks of the Gods",
+ "MARKS-OF-MANANN": "Marks of Manann",
+ "MARKS-OF-MORR": "Marks of Morr",
+ "MARKS-OF-MYRMIDIA": "Marks of Myrmida",
+ "MARKS-OF-RANALD": "Marks of Ranald",
+ "MARKS-OF-SHALLYA": "Marks of Shallya",
+ "MARKS-OF-SIGMAR": "Marks of Sigmar",
+ "MARKS-OF-TAAL-RHYA": "Marks of Taal & Rhya",
+ "MARKS-OF-ULRIC": "Marks of Ulric",
+ "MARKS-OF-VERENA": "Marks of Verena",
+ "MARKS-OF": "Marks of",
+ "MANANN": "Manann",
+ "MORR": "Morr",
+ "MYRMIDIA": "Myrmida",
+ "RANALD": "Ranald",
+ "SHALLYA": "Shallya",
+ "SIGMAR": "Sigmar",
+ "TAAL-RHYA": "Taal & Rhya",
+ "ULRIC": "Ulric",
+ "VERENA": "Verena",
+ "NO-LORE": "No Lore selected",
+ "GM-DISCRETION": "GM's discretion",
+ "MARK-GM-DISCRETION": "Mark at GM's discretion",
+ "MARK-MANANN-1": "
Fishy: You are infused with the odours of the sea. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-MANANN-2": "
Pelagic Yearning: You long for the open seas. When not on, or surrounded by, the sea, your Will Power is reduced by 5%.",
+ "MARK-MANANN-3": "
Seaweed Growth: Holy seaweed thrives somewhere on your body. At the GM's discretion, this may apply a -10% penalty to Fellowship Tests in som social situations.",
+ "MARK-MANANN-4": "
Tidal: You are bound to the changing tides. During low tide, you reduce your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. At high tide, increase your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. All other times, and when far from sea, your Characteristics are unchanged.",
+ "MARK-MANANN-5": "
Manann's Mien: You grow taller, your hair darkens, and you develop a brimy smell. You grow larger, increasing your height by 1d10/2 inches and adding 2d10 pounds to your weight. As well, permanently increase your Strength Characteristic by 5%.",
+ "MARK-MANANN-6": "
Piscine Charisma: You become intensely attractive to fish of all kinds. They greet you in open-mouthed wonder and shoal around you in docile masses when you are in the water. For this reason, albatrosses and other seabirds like you. Add +20% to Charm Animal Tests made to interact with sea birds.",
+ "MARK-MANANN-7": "
Rip Tides: Large bodies of water twist and churn in your presence. All Swim Tests made by others with 4 yards (2 squares) of you take a -20% penalty, and a -10% penalty if between 4 and 12 yards (3-6 squares).",
+ "MARK-MANANN-8": "
Webbed: Your toes and fingers become webbed. Gain a +20% bonus to Swim Tests.",
+ "MARK-MANANN-9": "
One With the Sea: Manann reveals the secrets of his realm. You cannot drown in seawater; any time you would drown, you are instead reduced to 0 Wounds and are Helpless, and either float to the surface or wash up on shore. You also add +10% bonus to all Sail, Row, and Navigation Tests whilst at sea.",
+ "MARK-MANANN-10": "
Marked by Manann: A trided, Crown, Wave, or Albatross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channellin Tests when using the Lore of Manann, and a +10% bonus to Fellowship Tests when dealing with other Manannites if they can see the mark.",
+ "MARK-MORR-1": "
Enervated: Your muscles weaken. Permanently reduce your Strength Characteristic by 5%.",
+ "MARK-MORR-2": "
Distracted by Death: Your preoccupation with morbid subjects makes others uncomfortable around you. When interacting with individuals who are not priests in the cult of Morr, you take a -10% penalty to Fellowhip Tests.",
+ "MARK-MORR-4": "
Disturbing Visions: You are plagued by disconnected visions that you know to be portentous, but cannot understand. You take a -10% to Perception tests. Once per day, you may gain a +10% bonus to any single test.",
+ "MARK-MORR-3": "
Skeletal: Your face and scalp draw tightly to your skull. You take a -10% penalty to Charm Tests, but gain a +10% bonus to Intimidate Tests.",
+ "MARK-MORR-5": "
Morr's Mien: You grow taller, your hair darkens, and your skin pales, becoming cool to the touch. You grow larger, gaining 1d10/2 inches in height. As well, increase your Will Power Characteristic by 5%.",
+ "MARK-MORR-6": "
Flock of Ravens: Wherever you go, there always seem to be ravens present. Under most circumstances, they appear in places where one might expect them. Whilst indoors, you see them through windows, and underground, you may see raven cave paintings with disturbing regularity. You gain a +20% bonus to Charm Animal Tests made when interacting with ravens.",
+ "MARK-MORR-7": "
Dead Eyes: A single glance causes others to flinch. Gain the Unsettling Talent.",
+ "MARK-MORR-8": "
Morr's Servant: Sentient Undead shy from your presence. Any creature with the Undead Talent
and a Will Power Characteristic must make a Will Power Test or suffer from Fear. This ignores the Undead Talent's normal exemption to Fear.",
+ "MARK-MORR-9": "
Enlightened: You have gazed beyond the Portal and no longer fear death. Gain the Fearless Talent.",
+ "MARK-MORR-10": "
Marked by Morr: A Rose, Portal, or Raven mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Morr, and a +10% bonus to Fellowship Tests when dealing with other Morrians if they can see the mark.",
+ "MARK-MYRMIDIA-1": "
Vengeful: You become deeply vengeful, which blinds your reason. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-MYRMIDIA-2": "
Rites of War: You feel obliged to recite terms of war before any battle, an act that takes a Full Action. until you complete this honourable rite in combat, you take a -5% penalty to Weapon Skill Tests.",
+ "MARK-MYRMIDIA-3": "
Calculating: You coldly weigh the strengths and weaknesses of all you meet. You take a -10% penalty to Fellowship Tests made to deal with those who you meet for the first time.",
+ "MARK-MYRMIDIA-4": "
Righteous Fury: You punish the wicked, for you are honourable and true. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, but gain a +10% bonus to both Strength and Willpower Tests for the duration of the encounter.",
+ "MARK-MYRMIDIA-5": "
Myrmidia's Mien: Your skin darkens to a deep tan that glints coppery in the light. You grow larger, gaining 1d10/2 inches in height. You also gain a +10% bonus to Command Tests.",
+ "MARK-MYRMIDIA-6": "
Eagle Friend: Eagles like you. You gain a +20% bonus to Charm Animal Tests made when interacting with eagles.",
+ "MARK-MYRMIDIA-7": "
Eagle Eyes: Your irises darken and your eyes become exceptionally sharp. You gain a +20% bonus to Perception Tests involving sight.",
+ "MARK-MYRMIDIA-8": "
Fanatical Love: In combat, you may select one ally as a free action. That ally must have a religious symbol of Myrmidia in plain view. For that round, the ally gains a +10% bonus to all Will Power Tests.",
+ "MARK-MYRMIDIA-9": "
War-honed: Myrmidia reveals the secret of facing war with courage and honour. You gain the Stout-hearted Talent.",
+ "MARK-MYRMIDIA-10": "
Marked by Myrmidia: A Shield and Spear mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Myrmidia, and a +10% bonus to Fellowship Tests when dealing with other myrmidians if they can see the mark.",
+ "MARK-RANALD-1": "
Weak Willed: You become a slave to your passions. Permanently reduce your Will Power Characteristic by 1d10%",
+ "MARK-RANALD-2": "
Liar: You are loathe to tell the truth. Gain a +10% bonus to Blather Tests.",
+ "MARK-RANALD-3": "
Knavish: You exhibit all the untrustworthy characteristics that nobles and priests find repugnant. You take a -10% penalty to all Fellowship Tests when interacting with these individuals.",
+ "MARK-RANALD-4": "
Lithe: You become more wity and nimble. Increase your Agility Characteristic by 1d10%, but reduce your Toughness by the same amount. in addition, you lose 2d10 pounds.",
+ "MARK-RANALD-5": "
Ranald's Mien: You become leaner, your hair and skin darken, and you always seem to smile mischievously. Lose 2d10 pounds, but permanently increase your Fellowship Characteristic by 1d10%",
+ "MARK-RANALD-6": "
Cat Friend: Wherever you go, you seem to attract cats. Moments after entering a community, at least one cat finds you. Each day you remain in the same community, (1d10/2)-1 more cats show up. These cats do not fight on your behalf, but are friendly to you, giving you a +20% bonus to Charm Animal Tests involving these animals. Should you leave the community, the cats do not, generally, follow.",
+ "MARK-RANALD-7": "
Forgettable: People who do not know you find it hard to remember anything more than your disarming smile and flashing eyes. Those who interact with you closely for several hours must pass an Intelligence Test to recall further details.",
+ "MARK-RANALD-8": "
Ranald's Luck: Whenever you use a Fortune Point, roll a d10. If you roll 8, 9, or 10, the Fortune Point works as normal, but isn't spent.",
+ "MARK-RANALD-9": "
Irreverent: Ranald reveals to you the great joke of life. Whenever you are influenced by Fear, Terror, Intimidate, or the Unsettling Talent, and you fail a Will Power Test, you immediately burst into fits of uncontrollable laughter, and ignore the effect. However, whilst laughing (which lasts for 1d10 rounds), you take a -10% penalty to all tests and reduce your Movement Characteristic by 1.",
+ "MARK-RANALD-10": "
Marked by Ranald: A cross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ranald, and a +10% bonus to Fellowship Tests when dealing with other Ranaldans if they can see the mark.",
+ "MARK-SHALLYA-1": "
Pacifist: You find it very hard to even think of striking another. Permanently reduce your Weapon Skill and Ballistic Skill Characteristics by 5%.",
+ "MARK-SHALLYA-2": "
Bleeding Heart: Whenever you are in the vicinity of a creature that is suffering, you take a -10% penalty to all Will Power Tests. Should you leave the suffering individual untended, the penalty increases to -20% and it remains for 24 hours.",
+ "MARK-SHALLYA-3": "
Fear of the Fly Lord: Insects and other agents of decay make you deeply uncomfortable. While in the presence of a swarm of flies, maggots, roaches, or similar critteers, you take a -10% penalty to all Will Power Tests.",
+ "MARK-SHALLYA-4": "
Unworthiness: You always feel you have somehow failed those around you, especially if you could not heal their wounds or save their lives. You take a -10% penalty to Fellowship Tests made to interact with others because of your constant self-deprecating ways.",
+ "MARK-SHALLYA-5": "
Shallya's Mien: Your hair lightens, your eyes flow with holy tears and your face appears innocent. Henceforth, you take a -10% penalty on Perception and Search Tests, but you permanently increase your Fellowship Characteristic by %%. In addition, whenever you make a Heal Test, you repair 1 extra Wound.",
+ "MARK-SHALLYA-6": "
Peaceful Demeanour: You exude peace and tranquillity. Ordinary animals will never attack you unles syou first attack them.",
+ "MARK-SHALLYA-7": "
Healing Hands: Your hands are cool and soothing to the touch. Whenever you make a Heal Test, you repair an additional 2 Wounds.",
+ "MARK-SHALLYA-8": "
Tranquil Aura: Your presence calms aggressive tendencies. All creatures within 4 yards (2 squares) take a -10% penalty to Weapon Skill and Ballistic Skil Tests. This aura does not work on Daemons or Undead.",
+ "MARK-SHALLYA-9": "
Emboldened: You fundamentally understand Shallya's Mercy, and would martyr yourslef rather than retreat from your duties. So long as there are allies or innocents to help and protect, you may act normally when suffering from Fear or Terror, so long as your actions invlude healing those in need, warding their bodies from blows (but not attacking), helping theem reac safety, and the like.",
+ "MARK-SHALLYA-10": "
Marked by Shallya: A Dove, Heart, or Drop of Blood mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Shallya, and a +10% bonus to Fellowship Tests when dealing with other Shallyans if they can see the mark.",
+ "MARK-SIGMAR-1": "
Stubborn: You single-mindedly pursue Sigmar's cause, no matter the consequences. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-SIGMAR-2": "
Hammer Bearer: When wielding a hammer Hand Weapon or Great Weapon, you deal +1 damage. However, you take a -10% penalty to all Ballistic Skill Tests.",
+ "MARK-SIGMAR-3": "
Suspicious: Anyone may be a servant of the Dark Powers. You take a -10% penalty to all Fellowship Tests the first time you meet an individual.",
+ "MARK-SIGMAR-4": "
Grudge Bearer: You really bear grudges. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, byt gain a +10% bonus to both Strength and Will Power Tests for the duration of the encounter.",
+ "MARK-SIGMAR-5": "
Sigmar's Mien: Your hair lightens, your body bulks out and your eyes turn blue. You permanently gain 1d10/2 inches in height, 2d10 pounds in weight, and increase your Toughness Characteristic by 5%.",
+ "MARK-SIGMAR-6": "
Dawongr(Dwarf Friend): Your manner reminds Dwarfs of their ancient promises to Sigmar. You gain a +10% bonus to all Fellowship Tests made when interacting with Dwarfs.",
+ "MARK-SIGMAR-7": "
Greenskin Animosity: The thought of Greenskins fills you with righteous anger. Gain the Grudge-born Fury Talent.",
+ "MARK-SIGMAR-8": "
Symbol of Unity: Your presence inspires others with nationalistic pride. The first time during an encounter that a citizen of the Empire that is within 6 yards (3 squares) makes a Weapon Skill or Ballistic Skill Test against another citizen of the Empire, he takes a -10% penalty.",
+ "MARK-SIGMAR-9": "
Enlightened: Sigmar fills you with his divine purpose. When combating Greenskins or servants of Chaos, you automatically pass all Will Power Tests.",
+ "MARK-SIGMAR-10": "
Marked by Sigmar: A Comet or Hammer mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Sigmar, and a +10% bonus to Fellowship Tests when dealing with other Sigmarites if they can see the mark.",
+ "MARK-TAAL-RHYA-1": "
Wild Mind: Your thoughts are preoccupied with the passing seasons and baser needs. Permanently reduce your Intelligence Charactereistic by 5%.",
+ "MARK-TAAL-RHYA-2": "
Little Friends: Small animals, such as rodents and little birds, are attracted to you. They can be inconvenient, as they nibble everything and leave droppings everywhere. You take a -10% penalty to Fellowship Tests in social situations where such creatures are inappropriate.",
+ "MARK-TAAL-RHYA-3": "
Plant Growth: Holy plant life thrives somwhere on your body. At the GM's discretion, this may apply a -10% penalty yo Fellowship Tests in some social situations.",
+ "MARK-TAAL-RHYA-4": "
Seasonal: You are bound to the passing seasons. During the winter, you reduce your Wounds Characteristic by 2 and your Movement Characteristic by 1. In the autumn, you reduce your Wounds Characteristic by 1. In the spring, you increases your Wounds Characteristic by 1. In the summer, you increase your Wounds Characteristic by 2 and your Movement Characteristic by 1.",
+ "MARK-TAAL-RHYA-5": "
Taal or Rhya's Mien: You have an equal chance of assuming the likeness of Taal or Rhya. If Taal, you grow tall, strong, with shaggy hair. If Rhya, you become more curvaceous, with long flaxen hair, and appealing features. In either case, grow 1d10/2 inches taller and 2d10 pounds heavier. In addition, permanently increase your Fellowship Characteristic by 5%.",
+ "MARK-TAAL-RHYA-6": "
Animal Friend: Animals see you as one of their own, and never attack you evn if you attack them first. Unusual or controlled animals must pass a Challenging (-10%) Will Power Test to attack you.",
+ "MARK-TAAL-RHYA-7": "
Enlivened Flora: Wnever you remain in a natural setting for more than 1 round, all living plants within 4 yards (2 squares) grow healthy and lush. Whilst you are unaffected by this verdant growth, the area counts as difficult terrain afterwards, halving movement through it.",
+ "MARK-TAAL-RHYA-8": "
Tranquil Fauna: Animals are calmed by your presence. You gain a +10% bonus to Animal Care and Animal Training Tests.",
+ "MARK-TAAL-RHYA-9": "
Beast Senses: Taal or Rhya reveals the world around you as they see it. Gain the Keen Senses Talent.",
+ "MARK-TAAL-RHYA-10": "
Marked by Taal or Rhya: An Antlet, Axe, Coil of Live, Sheaf, or Bow and Arrow mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Taal & Rhya, and a +10% bonus to Fellowship Tests when dealing with other Taalites or Rhyans if they can see the mark.",
+ "MARK-ULRIC-1": "
Berserker: Each round in combat, you must pass a Will Power Test or immediately enter a Frenzy as if you had the Frenzy Talent.",
+ "MARK-ULRIC-2": "
Claws: You grow wickedly sharp claws. Permanently reduce your Ballistic Characteristic by 5%. Gain the Natural Weapons Talent.",
+ "MARK-ULRIC-3": "
Wolf's Eyes: You gain the clear, blue eyes of a Winter Wolf. You gain the Night Vision Talent, but can now only see in black and white.",
+ "MARK-ULRIC-4": "
Predator: Those around you become uncomfortable, instinctively aware that a killer is in their midst. You take a -10% penalty to Charm Tests, but gain a +10% bonus on Intimidate Tests.",
+ "MARK-ULRIC-5": "
Ulric's Mien: Your hair dakens, your body bulks, and you skin pales, becoming icy-cold. You grow 1d10/2 inches taller and 2 d10 pounds heavier. In addition, permanently increase your Strength Characteristic by 5%.",
+ "MARK-ULRIC-6": "
Wolf Friend: You attract a wolf companion. This creature is loyal and fights on your behalf. Should you treat the wolf poorly, it abandons you. You can gain this mark multiple times. Each time, you gain an additional wolf.",
+ "MARK-ULRIC-7": "
Pack Leader: You gain a measure of Ultic's undeniable authority. You gain a +10% bonus to all Command Tests.",
+ "MARK-ULRIC-8": "
One with the Wild: Ulric reveals the world around you as he sees it. You gain a +10% bonus to all Outdoor Survival Tests.",
+ "MARK-ULRIC-9": "
Ulric's Servant: Touched by Ulric, you no longer suffer the harmful effects of cold - except when it's triggered by a Wrath of God.",
+ "MARK-ULRIC-10": "
Marked by Ulric: A Wolf mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ulric, and a +10% bonus to Fellowship Tests when dealing with other Ulricans if they can see the mark.",
+ "MARK-VERENA-1": "
Savant: Your intellectual superiority makes it difficult for you to connect with others. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-VERENA-2": "
Daemon's Advocate: You can't help expressing alternative stances. If you allow an opinion or argument to be stated without countering it and balancing matters, take a -10% penalty yo all Will Power Tests for 24 hours.",
+ "MARK-VERENA-3": "
Just Heart: Whenever you see injustice, you must speak out against it unless you pass a Challenging (-10%) Will Power Test.",
+ "MARK-VERENA-4": "
Piercing Gaze: Your all-seeing eyes bore into everything around you. You gain a +10% bonus to all Perception Tests relying on sight, but take a -10% penalty on Charm Tests.",
+ "MARK-VERENA-5": "
Verena's Mien: Your back straightens, eyes clear and your face gains a dignified appearance. You grow 1d10/2 inches taller. In addition, permanently increase your Intelligence Characteristic by 5%.",
+ "MARK-VERENA-6": "
Owl Friend: Owls like you. You gain a +20% bonus on Charm Animal Tests made against owls.",
+ "MARK-VERENA-7": "
Eidetic Recall: With a successful Intelligence Test, you can perfectly recall any text you have read. You also gain a +20% bonus to all other tests involving memory.",
+ "MARK-VERENA-8": "
Voice of Wisdom: Your voice carried the wisdom of Verena Herself. Double the number of people you can affect with a Charm Test.",
+ "MARK-VERENA-9": "
Enlightened: Verena grants you a small portion of her wisdom. You gain a +10% bonus to all Academic Knowledge Tests that you have selected as skills. As well, you may attempt Academic Knowledge Tests outside of your fields of study, alebeit at a -20% penalty.",
+ "MARK-VERENA-10": "
Marked by Verena: An Owl, Scales, or Sword mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Verena, and a +10% bonus to Fellowship Tests when dealing with other Verenans if they can see the mark.",
+ "MARK-BEASTS-1": "
Aloof: Others find you emotionally detached and somewhat rude. Take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-BEASTS-2": "
Restless: You tend not t stay in one place for long, always needing to move about. It's worse when you're in closed spaces.",
+ "MARK-BEASTS-3": "
Dirty: For some reason, you attract dirt and you can never fully get clean.",
+ "MARK-BEASTS-4": "
Hairy: You grow thick hair all over your body. When you shave it off, it regrows quickly.",
+ "MARK-BEASTS-5": "
Feral: Your nails thicken and lenthen and your teeth grow pointed. You have a wild-eyed appearance others find unsettling. You take a -5% penalty to all Fellowship Tests made when interacting non-magic using Humans.",
+ "MARK-BEASTS-6": "
Aura of Savagery: Domesticated animals tend to turn angry, almost violent, while in your presence. All Animal Care and Animal Training Tests made by you or others while you are within 12 yards (4 squares) have their difficulty worsened by one step.",
+ "MARK-BEASTS-7": "
Musk: You exude a strong musky smell that puts others off. You take a -10% penalty to Fellowship Tests when interacting with Nobles, priests, and others of the upper class.",
+ "MARK-BEASTS-8": "
Brutish: You lack refinement and grace, imposing a -5% penalty to your Intelligence or Fellowship Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-BEASTS-9": "
Small Friends: You attract small, though harmless, animals like squirrels, mice, small birds, and so on. They seem to show up when least appropriate, leaving droppings in food and drink, and causing a nuisance. As a result, when in social situations where such creatures aren't appropriate, you take a -5% penalty to Fellowship Tests.",
+ "MARK-BEASTS-10": "
Mark of Ghur: The rune of
Ghur appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Beasts.",
+ "MARK-DEATH-1": "
Pallor: You sallow appearance, with pale skin and almost jaundiced eyes.",
+ "MARK-DEATH-2": "
Clammy Skin: You have cold skin. Asleep, you could be mistaken for dead.",
+ "MARK-DEATH-4": "
Dead Eyes: Your eyes are those of a dead man.",
+ "MARK-DEATH-3": "
Graveyard Stench: You stink of the grave. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-DEATH-5": "
Aura of Death: All plantswithin when you are within 4 yards (2 squares). This extends to equipment that derives from plant materials, worsening craftsmanship by one stop (to a maximum of Poor).",
+ "MARK-DEATH-6": "
Skull-like Visage: Your skin draws tightly to your skill. You take a -5% penalty to Fellowship Tests.",
+ "MARK-DEATH-7": "
Skeletal Fram: Your body muscle mithers, imposing a -5% penalty to your Strength or Toughness Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-DEATH-8": "
Voice of the Dead: Your voice changes so that when you speak, it is in an unsettling whisper. You take a -5% penalty to Animal Training and Fellowship Tests.",
+ "MARK-DEATH-9": "
Haunted: Voices and apparitions of the dead follow you everywhere, distracting you. Take a -10% penalty to Perception Tests.",
+ "MARK-DEATH-10": "
Mark of Shyish: The rune of
Shyish appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Death.",
+ "MARK-FIRE-1": "
Temper: You have a quick temper, losing your cool at the slightest provocation.",
+ "MARK-FIRE-2": "
Hyperactive: You can't sit still. You fidget constantly.",
+ "MARK-FIRE-3": "
Red Hair: Your hair and eyebrows turn bright, fiery red.",
+ "MARK-FIRE-4": "
Face Tattoos: Odd markings, like tattoos, appear on your face. Take a -10% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-FIRE-5": "
Flaming Eyes: Your eyes literally smolder with energy. Animals become nervous when you're around. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-FIRE-6": "
Hot Skin: Your skin is always feverish and you have a flushed appearance.",
+ "MARK-FIRE-7": "
Vulnerable to Cold: You are uncomfortable in the cold, taking a -5% penalty to Weapon Skill and Ballistic Skill Tests when exposed to cold climes.",
+ "MARK-FIRE-8": "
Aura of Brimstone: You stink of brimstone. All characters within 4 yards (2 squares) take a -10% penalty to olfactory-based Perception Tests.",
+ "MARK-FIRE-9": "
Raging Temper: You are volatile, more so than others of the Bright Order. You gain 1 Insanity Point and take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-FIRE-10": "
Mark of Aqshy: The rune of
Aqshy appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Fire.",
+ "MARK-HEAVENS-1": "
Zephyr: Small breezes and winds gather about you, causing paper to rustle, dust to swirl up and other such minor effects.",
+ "MARK-HEAVENS-2": "
Feather Light: Azyr loosens the shackles of gravity. Your body weight decreases by 10%. Your appearance remains unchanged.",
+ "MARK-HEAVENS-3": "
White Hair: Your hair turns snow white. Dyes do not hold.",
+ "MARK-HEAVENS-4": "
Blue Eyes: Your eyes change colour to a startling shade of blue. In areas of low-lighting, they faintly glow. Take a -5% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-HEAVENS-5": "
Disturbing Visions: You commonly see disconnected portentous events that are meaningless to you. The constant barrage is distracting, imposing a -5% penalty yo Perception Tests.",
+ "MARK-HEAVENS-6": "
Scentless: Your natural smell is replaced by the scent of fresh air. Reeking fluids, noxious potions and other sources of stench gradually lose their aroma on contact with your person. Whilst this is advantageous after, say, a walk through a filth spattered street, it does serve to make people and animals uncomfortable in your presence. You take a -5% Fellowship penalty when dealing with people, and a -10% Fellowship penalty when dealing with animals. All attempts to track you using scent are considered Hard (-20%).",
+ "MARK-HEAVENS-7": "
Alarming Visions: Whenever you suffer the effects to Tzeentch's Curse, you must succeed on a Challenging (-10%) Will Power Tests to control the sudden flashes of precognition that come with the botched magic. If you fail, you are stunned for 1 round.",
+ "MARK-HEAVENS-8": "
Aura of Tranquillity: You emit a strange, but peaceful, aura that others find calming. Characters within 4 yards (2 squares) take a -5% penalty to Weapon Skill and Ballistic Skill Tests.",
+ "MARK-HEAVENS-9": "
Stargazer: You become agitated when you are unable to scry the stars. The difficulty of all tests involving Academic Knowledge or Will Power increases by you step for each night you fail to observe the night sky for at least half an hour. All accumulated penalties are removed when you are able to study the heavens once more.",
+ "MARK-HEAVENS-10": "
Mark of Azyr: The rune of
Azyr appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of the Heavens.",
+ "MARK-LIFE-1": "
Plant Growth: A small patch of plantlife begins to thrive upon your skin. These growths are inconsequential - mould under the fingernails, ivy in the hair and so on - but they are somewhat peculiar. They may be removed, but always grow back the following day.",
+ "MARK-LIFE-2": "
Barefoot: You can't abide by wearing footwear and you you must, you take a -5% penalty to Agility Tests.",
+ "MARK-LIFE-3": "
Rapid Hair and Nails: Your hair and fingernails grow at an almost alarming rate. You must spend a portion of each day, trimming them back.",
+ "MARK-LIFE-4": "
Green Skin: Your skin changes colour, assuming a greenish hue. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIFE-5": "
Vulnerability to Fire: Fire deals +1 Damage against you.",
+ "MARK-LIFE-6": "
Great Constitution: You gain Resistance to Disease.",
+ "MARK-LIFE-7": "
Metal Revulsion: You can't bear to touch metal objects of any kind. When you do, you must make a Challenging (-10%) Will Power Test or take a -1 cumulative penalty to your Magic Characteristic for 24 hours. You need not take the Test if struck by a metal weapon in combat.",
+ "MARK-LIFE-8": "
Aura of Growth: You emit an aura of growth and health, restoring life and colour to all plants you pass within 4 yards (2 squares). In natural environments, each of these spaces slows movement as if they were difficult terrain, halving movement through it, though you yourself are unaffected.",
+ "MARK-LIFE-9": "
Bound to the Seasons: You are physically affected by the passage of the seasons. In the winter, you take a -2 penalty to your Wounds Characteristic and a -1 penalty to your Movement Characteristic; in the autumn, you take a -1 penalty to your Wounds Characteristic; in the spring, you gain a +1 bonus to your Wounds Characteristic; in the summer, you gain a +2 bonus to your Wounds Characteristic and a +1 bonus to your Movement Characteristic.",
+ "MARK-LIFE-10": "
Mark of Ghyran: The rune of
Ghyran appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Life.",
+ "MARK-LIGHT-1": "
Choral Voice: Your voice becomes suffused with the harmonious vibrations of
Hysh. When you sing, it sounds as if scores of others are singing alongside you.",
+ "MARK-LIGHT-2": "
Eureka!: You inspire small acts of remembrance and deja-vu in those around you. You have no control over this effect, which tends to make non-magic users a little distracted when talking to you.",
+ "MARK-LIGHT-3": "
Pale: Your skin lightens considerably, bordering on semi-translucent.",
+ "MARK-LIGHT-4": "
Erie Eyes: Your eyes change colour, becoming milky white or have a golden luminance. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIGHT-5": "
Arrogant: Your deep knowledge (or rather your opinion about your own education) comes off as arrogant and pretentious. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-LIGHT-6": "
Paranoid: Given your wisdom, you have a deeper understanding of the nature of the Realm of Chaos, making you suspicious of all those around you. You take a -5% penalty to all Fear Tests.",
+ "MARK-LIGHT-7": "
Vulnerability to Darkness: When in areas of low-lighting, you take a -10% penalty to Channelling Tests.",
+ "MARK-LIGHT-8": "
Aura of Light: You give off a radiant energy that makes other light sources glow brighter than normal. All light sources within 4 yards (2 squares) provide light as if one step stronger. For instance, a candle would shed light as a lamp. (See
WFRP, page 117.) However, within such light, all characters take a -20% penalty to Concealment Tests.",
+ "MARK-LIGHT-9": "
Luminescent: You give off a constant soft glow, making it nearly impossible to conceal your movements. You take a -20% penalty yo all Concealment Tests. However, you shed light equal to torchlight (see
WFRP, page 117.).",
+ "MARK-LIGHT-10": "
Mark of Hysh: The rune of
Hysh appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Light.",
+ "MARK-METAL-1": "
Quicksilver Tears: Your tears and sweat take on the appearance of mercury. For all other intents and purposes they remain unchanged from normal tears and sweat.",
+ "MARK-METAL-2": "
Leaden Tongue: Your voice takes on a harsh tone, akin to metal clashing upon metal. Your singing sounds like a gong related accident.",
+ "MARK-METAL-3": "
Golden Skin: Your skin becomes thick, gaining a subtle golden sheen.",
+ "MARK-METAL-4": "
Stiff Limbs: Your limbs stiffen, making it hard to move around. Take a -5% penalty to your Agility Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-5": "
Magic Conductor: You attract magical energy. All characters within 4 yards (2 squares), take a -10% penalty to Will Power Tests made to resist spells.",
+ "MARK-METAL-6": "
Aura of Magnetism: You emit a strange aura that attracts metals to your flesh. Enemies trying to strike you gain a +5% bonus to Weapon Skill and Ballistic Skill Tests, though anyone else within 4 yards (2 squares) who tries to strike someone other than you takes a -5% penalty on all Weapon Skill and Ballistic Skill Tests.",
+ "MARK-METAL-7": "
Mechanical: When you interact with an animal, it sees you as an object rather than a creature. Animals will only attack you if you first attack them.",
+ "MARK-METAL-8": "
Greater Golden Skin: Your skin hardens into a thick shell. You take a -20% penalty to your Agility Characteristic and a -1 penalty to your Movement Characteristic, but you gain 1 Armour Point to all locations. These points stack with all other forms of Armour, but not leather or studded leather (see page 17 in
Old World Armoury). Modify your starting profile accordingly.",
+ "MARK-METAL-9": "
Slow: You have a hard time moving around. Take a -2 penalty to your Movement Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-10": "
Mark of Chamon: The rune of
Chamon appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Metal.",
+ "MARK-SHADOW-1": "
Flicker: Light seems uncomfortable in your presence. Candles flicker, lanterns dim and fires burn low when you are around.",
+ "MARK-SHADOW-2": "
Trickster: You cloak yourself in deception and misdirection, making you untrustworthy to others. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-3": "
Mantle of Mist: Mist, fog, smoke and other vapours seem drawn to your side. This adds a +5% bonus to Intimidate Tests made in fog banks and other suitable conditions, but does mean you tend to reek of smoke all the time.",
+ "MARK-SHADOW-4": "
Aspect of Ulgu: Your frame lightens and tightens whilst your hair colour changes to grey.",
+ "MARK-SHADOW-5": "
Forgettable: People can't seem to remember your face. Characters who've met you must succeed on an Intelligence Tests to recall who you are.",
+ "MARK-SHADOW-6": "
Disturbing Eyes: Your eyes become grey and swirl with unnatural darkness. You gain a +5% bonus to Intimidate Tests.",
+ "MARK-SHADOW-7": "
Insubstantial: Your body becomes slightly insubstantial. You gain a +10% bonus to Concealment Tests, but you take a -5% penalty to your Toughness Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-8": "
Unnatural Shadow: Your shadow does not behave itself - moving often of it's own accord. The shifting wrongness of your shadow puts folk ill at ease, imposing a -10% penalty to Fellowship Tests made when interacting with non-magic users. Worse, superstitious peasants will need convincing that you are not a Daemon.",
+ "MARK-SHADOW-9": "
Shrouded: Your body draws shadows towards it. You gain a +10% bonus to Concealment Tests.",
+ "MARK-SHADOW-10": "
Mark of Ulgu: The rune of
Ulgu appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Shadow.",
+ "ARCANE-MARK": "Arcane Mark",
+ "CHARACTERISTIC": "Characteristic"
}
\ No newline at end of file
diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/ko.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/ko.json
index e0d76c9eea..5b2a49ac0f 100644
--- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/ko.json
+++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/ko.json
@@ -1,286 +1,787 @@
{
- "character-name": "Character Name",
- "career": "Career",
- "career-path": "Career Path",
- "race": "Race",
- "religion": "Religion",
- "concept": "Concept",
- "advancements": "Advancements",
- "xp": "XP",
- "core-stats": "Core Stats",
- "background": "Background",
- "weapons": "Weapons",
- "armor": "Armor",
- "spellbook": "Spellbook ",
- "inventory": "Inventory",
- "character-profile": "Character Profile",
- "main-profile": "Main Profile",
- "main": "Main",
- "abbreviate-weapon-skill": "WS",
- "abbreviate-ballistic-skill": "BS",
- "abbreviate-strength": "S",
- "abbreviate-toughness": "T",
- "abbreviate-agility": "Ag",
- "abbreviate-intelligence": "Int",
- "abbreviate-will-power": "WP",
- "abbreviate-fellowship": "Fel",
- "starting": "Starting",
- "talents": "Talents",
- "advance": "Advance",
- "current": "Current",
- "secondary-profile": "Secondary Profile",
- "secondary": "Secondary",
- "abbreviate-attacks": "A",
- "abbreviate-wounds": "W",
- "abbreviate-strength-bonus": "SB",
- "abbreviate-toughness-bonus": "TB",
- "abbreviate-movement": "M",
- "abbreviate-magic": "Mag",
- "abbreviate-insanity-points": "IP",
- "abbreviate-fate-points": "FP",
- "combat": "Combat",
- "initiative": "Initiative",
- "wounds": "Wounds",
- "fortune": "Fortune",
- "move": "Move",
- "charge": "Charge",
- "run": "Run",
- "leap": "Leap",
- "abbreviate-initiative": "Init",
- "check-luck": "Check if you have the Luck Talent",
- "talent-name": "Talent Name",
- "description": "Descripton",
- "skills": "Career Main Profile",
- "knowledge-and-language-skills": "Knowledge and Language Skills",
- "skill-name": "Skill Name",
- "abbreviate-characteristic": "Char",
- "training": "Training",
- "misc": "Misc",
- "total": "Total",
- "roll": "Roll",
- "abbreviate-gm": "GM",
- "common-knowledge-any": "Common Knowledge (any)",
- "common-knowledge": "Common Knowledge",
- "trained": "Trained",
- "perform-trade-and-other-skills": "Perform, Trade, and Other Skills",
- "basic": "Basic",
- "special-rules": "Special Rules",
- "name": "Name",
- "basic-skills": "Basic Skills",
- "animal-care": "Animal Care",
- "charm": "Charm",
- "command": "Command",
- "concealment": "Concealment",
- "consume-alcohol": "Consume Alcohol",
- "disguise": "Disguise",
- "drive": "Drive",
- "evaluate": "Evaluate",
- "gamble": "Gamble",
- "gossip": "Gossip",
- "haggle": "Haggle",
- "intimidate": "Intimidate",
- "outdoor-survival": "Outdoor Survival",
- "preception": "Perception",
- "ride": "Ride",
- "row": "Row",
- "scale-sheet-surface": "Scale Sheer Surface",
- "search": "Search",
- "silent-move": "Silent Move",
- "swim": "Swim",
- "advanced-skills": "Advanced Skills",
- "animal-training": "Animal Training",
- "blather": "Blather",
- "chanelling": "Chanelling",
- "charm-animal": "Charm Animal",
- "dodge-blow": "Dodge Blow",
- "follow-trail": "Follow Trail",
- "heal": "Heal",
- "hypnotism": "Hypnotism",
- "lip-reading": "Lip Reading",
- "magical-sense": "Magical Sense",
- "navigation": "Navigation",
- "pick-lock": "Pick Lock",
- "prepare-poison": "Prepare Poison",
- "read-and-write": "Read and Write",
- "sail": "Sail",
- "set-trap": "Set Trap",
- "shadowing": "Shadowing",
- "sleight-of-hand": "Sleight of Hand",
- "torture": "Torture",
- "vetroloquism": "Ventriloquism",
- "astrology": "Astrology",
- "star-sign": "Star Sign",
- "doom": "Doom",
- "appearance": "Appearance",
- "gender": "Gender",
- "build": "Build",
- "age": "Age",
- "attr-height": "Height",
- "weight": "Weight",
- "eyes": "Eyes",
- "skin": "Skin",
- "hair": "Hair",
- "history": "History",
- "miscellaneous-notes": "Miscellaneous Notes",
- "starting-career": "Starting Career",
- "career-name": "Career Name",
- "career-main-profile": "Career Main Profile",
- "weapon-skill": "Weapon Skill",
- "ballistic-skill": "Ballistic Skill",
- "strength": "Strength",
- "toughness": "Toughness",
- "agility": "Agility",
- "intelligence": "Intelligence",
- "will-power": "Will Power",
- "fellowship": "Fellowship",
- "career-secondary-profile": "Career Secondary Profile",
- "attacks": "Attacks",
- "strength-bonus": "Strength Bonus",
- "toughness-bonus": "Toughness Bonus",
- "movement": "Movement",
- "magic": "Magic",
- "insanity-points": "Insanity Points",
- "fate-points": "Fate Points",
- "career-skills": "Career Skills",
- "career-talents": "Career Talents",
- "career-exits": "Career Exits",
- "second-career": "Second Career",
- "third-career": "Third Career",
- "fourth-career": "Fourth Career",
- "fifth-career": "Fifth Career",
- "melee-weapons": "Melee Weapons",
- "abbreviate-proficiency": "Prof?",
- "weapon": "Weapon",
- "craftsmanship": "Craftsmanship",
- "ws-bonus": "WS Bonus",
- "to-hit": "To Hit",
- "damage": "Damage",
- "impact": "Impact",
- "defensive": "Defensive",
- "qualities": "Qualities",
- "attack": "Attack",
- "parry": "Parry",
- "poor": "Poor",
- "common": "Common",
- "good": "Good",
- "best": "Best",
- "abbreviate-attack": "Atk",
- "abbreviate-damage": "Dmg",
- "abbreviate-parry": "Pry",
- "ranged-weapons": "Ranged Weapons",
- "bs-bonus": "BS Bonus",
- "type": "Type",
- "reload": "Reload",
- "range": "Range",
- "ammo": "Ammo",
- "shoot": "Shoot",
- "throw": "Throw",
- "free": "Free",
- "half": "Half",
- "full-number": "{{0}} Full",
- "critical-hit": "Critical Hit",
- "critical-roll": "Critical Roll",
- "critical": "Critical",
- "petty": "Petty",
- "lesser": "Lesser",
- "arcane": "Arcane",
- "divine": "Divine",
- "runes": "Runes",
- "perform-chanelling": "Take a Half Action to perform Chanelling",
- "spell-name": "Name",
- "casting-number": "Casting Number",
- "casting-time": "Casting Time",
- "duration": "Duration",
- "target": "Target/AoE",
- "none": "None",
- "1d10magic": "1d10 + Magic",
- "spell-healing": "Spell Healing",
- "cast": "Cast",
- "ingredient-bonus": "Ingredient Bonus",
- "ingredient": "Ingredient",
- "spell-damage": "Spell Damage",
- "spell-description": "Spell Description",
- "petty-spell": "Petty Spell",
- "lesser-spell": "Lesser Spell",
- "arcane-spell": "Arcane Spell",
- "divine-spell": "Divine Spell",
- "rune": "Rune",
- "inscription-number": "Inscription Number",
- "empowerment": "Empowerment",
- "inscribe": "Inscribe",
- "permanent-rune-description": "Permanent Rune Description",
- "temporary-rune-description": "Temporary Rune Description",
- "coin-carried": "Coin Carried",
- "brass-pennies-bp": "Brass Pennies (BP)",
- "silver-shillings-ss": "Silver Shillings (SS)",
- "gold-crowns-gc": "Gold Crowns (GC)",
- "total-gc-value": "Total GC Value",
- "exchange-rate": "Exchange Rate",
- "exchange-rate-description": "240 brass pennies = 20 silver shilling = 1 gold crown",
- "encumbrance": "Encumbrance",
- "trappings": "Trappings",
- "coin": "Coin",
- "other": "Other",
- "carrying-capacity": "Carrying Max",
- "push-drag-lift": "Push/Drag/Lift",
- "encumbered": "Encumbered",
- "dwarf": "Dwarf",
- "dwarf-encumbrance": "Dwarves can carry twice as much as other characters.",
- "encumbrance-description": "Encumbrance entered in each row below is:",
- "encumbrance-choice1": "The total encumbrance of the row (ignoring quantity)",
- "encumbrance-choice2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
- "page1": "Page 1",
- "page2": "Page 2",
- "page3": "Page 3",
- "show-all": "Show All",
- "row-nr": "Row #",
- "carried-question": "Carried?",
- "abbreviate-quantity": "Qty",
- "treasure-loot-inventory-notes": "Treasure/Loot/Inventory Notes",
- "protective-item": "Protective Items",
- "head": "Head",
- "worn": "Worn",
- "armor-type": "Armor Type",
- "armor-points": "Armor Points",
- "magic-bonus": "Magic Bonus",
- "total-ap": "Total AP",
- "leather": "Leather",
- "mail": "Mail",
- "plate": "Plate",
- "torso": "Torso",
- "arms": "Arms",
- "legs": "Legs",
- "armor-penalties": "Armor Penalties",
- "armor-penalties-description1": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
- "armor-penalties-description2": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
- "hit-locations": "Hit Locations",
- "left-arm": "Left Arm",
- "left-leg": "Left Leg",
- "right-arm": "Right Arm",
- "right-leg": "Right Leg",
- "advanced-skill": "Advanced Skill",
- "basic-skill": "Basic Skill",
- "knowledge-skill": "Knowledge Skill",
- "various-skill": "Various Skill",
- "blood-loss": "Blood Loss",
- "bleeding": "Bleeding",
- "casting-test": "Casting Test",
- "outcome": "Outcome",
- "spellcasting-succeeds": "Spellcasting succeeds",
- "hit-left-arm": "Hit Left Arm",
- "hit-right-leg": "Hit Right Leg",
- "hit-location-number": "Hit Location {{0}}",
- "hit-right-arm": "Hit Right Arm",
- "damage-number": "Damage {{0}}",
- "hit-left-leg": "Hit Left Leg",
- "hit-body": "Hit Body",
- "hit-head": "Hit Head",
- "target-number": "Target Number",
- "attack-roll": "Attack Roll",
- "miss": "Miss",
- "parry-roll": "Parry Roll",
- "failure": "Failure",
- "spellcasting-fails": "Spellcasting fails",
- "test-result": "Test Result",
- "characteristic": "Characteristic"
+ "CHARACTER-NAME": "Character Name",
+ "CAREER": "Career",
+ "CAREER-PATH": "Career Path",
+ "RACE": "Race",
+ "RELIGION": "Religion",
+ "CONCEPT": "Concept",
+ "ADVANCEMENTS": "Advancements",
+ "XP": "XP",
+ "XP-EARNED": "XP Earned",
+ "XP-SPENT": "XP Spent",
+ "XP-REST": "XP Rest",
+ "PUBLIC": "Make all rolls public",
+ "WHISPER": "Whisper all rolls to GM",
+ "CORE-STATS": "Core Stats",
+ "BACKGROUND": "Background",
+ "WEAPONS": "Weapons",
+ "ARMOR": "Armor",
+ "SPELLBOOK": "Spellbook",
+ "INVENTORY": "Inventory",
+ "SETTINGS": "Settings",
+ "CHARACTER-PROFILE": "Character Profile",
+ "MAIN-PROFILE": "Main Profile",
+ "MAIN": "Main",
+ "ABBREVIATE-WEAPON-SKILL": "WS",
+ "ABBREVIATE-BALLISTIC-SKILL": "BS",
+ "ABBREVIATE-STRENGTH": "S",
+ "ABBREVIATE-TOUGHNESS": "T",
+ "ABBREVIATE-AGILITY": "Ag",
+ "ABBREVIATE-INTELLIGENCE": "Int",
+ "ABBREVIATE-WILL-POWER": "WP",
+ "ABBREVIATE-FELLOWSHIP": "Fel",
+ "STARTING": "Starting",
+ "TALENTS": "Talents",
+ "ADVANCE": "Advance",
+ "CURRENT": "Current",
+ "MODIFIER": "Modifier",
+ "SECONDARY-PROFILE": "Secondary Profile",
+ "SECONDARY": "Secondary",
+ "ABBREVIATE-ATTACKS": "A",
+ "ABBREVIATE-WOUNDS": "W",
+ "ABBREVIATE-STRENGTH-BONUS": "SB",
+ "ABBREVIATE-TOUGHNESS-BONUS": "TB",
+ "ABBREVIATE-MOVEMENT": "M",
+ "ABBREVIATE-MAGIC": "Mag",
+ "ABBREVIATE-INSANITY-POINTS": "IP",
+ "ABBREVIATE-FATE-POINTS": "FP",
+ "COMBAT": "Combat",
+ "INITIATIVE": "Initiative",
+ "WOUNDS": "Wounds",
+ "FORTUNE": "Fortune",
+ "MOVE": "Move",
+ "CHARGE": "Charge",
+ "RUN": "Run",
+ "LEAP": "Leap",
+ "ABBREVIATE-INITIATIVE": "Init",
+ "CHECK-LUCK": "Check if you have the Luck Talent",
+ "TALENT-NAME": "Talent Name",
+ "DESCRIPTION": "Descripton",
+ "SKILLS": "Skills",
+ "KNOWLEDGE-AND-LANGUAGE-SKILLS": "Knowledge and Language Skills",
+ "KNOWLEDGE": "Knowledge",
+ "SKILL-NAME": "Skill Name",
+ "ABBREVIATE-CHARACTERISTIC": "Char",
+ "TRAINING": "Training",
+ "ABBREVIATE-MISCELLANEOUS": "Misc",
+ "TOTAL": "Total",
+ "ROLL": "Roll",
+ "ABBREVIATE-GM": "GM",
+ "COMMON-KNOWLEDGE-ANY": "Common Knowledge (any)",
+ "COMMON-KNOWLEDGE": "Common Knowledge",
+ "PERFORM-TRADE-AND-OTHER-SKILLS": "Perform, Trade, and Other Skills",
+ "TRAINED": "Trained",
+ "BASIC": "Basic",
+ "SPECIAL-RULES": "Special Rules",
+ "NAME": "Name",
+ "BASIC-SKILLS": "Basic Skills",
+ "ANIMAL-CARE": "Animal Care",
+ "CHARM": "Charm",
+ "COMMAND": "Command",
+ "CONCEALMENT": "Concealment",
+ "CONSUME-ALCOHOL": "Consume Alcohol",
+ "DISGUISE": "Disguise",
+ "DRIVE": "Drive",
+ "EVALUATE": "Evaluate",
+ "GAMBLE": "Gamble",
+ "GOSSIP": "Gossip",
+ "HAGGLE": "Haggle",
+ "INTIMIDATE": "Intimidate",
+ "OUTDOOR-SURVIVAL": "Outdoor Survival",
+ "PERCEPTION": "Perception",
+ "RIDE": "Ride",
+ "ROW": "Row",
+ "SCALE-SHEER-SURFACE": "Scale Sheer Surface",
+ "SEARCH": "Search",
+ "SILENT-MOVE": "Silent Move",
+ "SWIM": "Swim",
+ "ADVANCED-SKILLS": "Advanced Skills",
+ "ANIMAL-TRAINING": "Animal Training",
+ "BLATHER": "Blather",
+ "CHANNELLING": "Channelling",
+ "CHARM-ANIMAL": "Charm Animal",
+ "DODGE-BLOW": "Dodge Blow",
+ "FOLLOW-TRAIL": "Follow Trail",
+ "HEAL": "Heal",
+ "HYPNOTISM": "Hypnotism",
+ "LIP-READING": "Lip Reading",
+ "MAGICAL-SENSE": "Magical Sense",
+ "NAVIGATION": "Navigation",
+ "PICK-LOCK": "Pick Lock",
+ "PREPARE-POISON": "Prepare Poison",
+ "READ-AND-WRITE": "Read and Write",
+ "SAIL": "Sail",
+ "SET-TRAP": "Set Trap",
+ "SHADOWING": "Shadowing",
+ "SLEIGHT-OF-HAND": "Sleight of Hand",
+ "TORTURE": "Torture",
+ "VENTRILOQUISM": "Ventriloquism",
+ "ASTROLOGY": "Astrology",
+ "STAR-SIGN": "Star Sign",
+ "DOOM": "Doom",
+ "APPEARANCE": "Appearance",
+ "GENDER": "Gender",
+ "BUILD": "Build",
+ "AGE": "Age",
+ "HEIGHT": "Height",
+ "WEIGHT": "Weight",
+ "EYES": "Eyes",
+ "SKIN": "Skin",
+ "HAIR": "Hair",
+ "HISTORY": "History",
+ "MISCELLANEOUS-NOTES": "Miscellaneous Notes",
+ "CAREER-NAME": "Career Name",
+ "STARTING-CAREER": "Starting Career",
+ "SECOND-CAREER": "Second Career",
+ "THIRD-CAREER": "Third Career",
+ "FOURTH-CAREER": "Fourth Career",
+ "FIFTH-CAREER": "Fifth Career",
+ "CAREER-ENTERED": "Career Entered",
+ "CAREER-ENTERED_CHECK": "Check if you've entered this career.",
+ "CAREER-MAIN-PROFILE": "Career Main Profile",
+ "WEAPON-SKILL": "Weapon Skill",
+ "BALLISTIC-SKILL": "Ballistic Skill",
+ "STRENGTH": "Strength",
+ "TOUGHNESS": "Toughness",
+ "AGILITY": "Agility",
+ "INTELLIGENCE": "Intelligence",
+ "WILL-POWER": "Will Power",
+ "FELLOWSHIP": "Fellowship",
+ "CAREER-SECONDARY-PROFILE": "Career Secondary Profile",
+ "ATTACKS": "Attacks",
+ "STRENGTH-BONUS": "Strength Bonus",
+ "TOUGHNESS-BONUS": "Toughness Bonus",
+ "MOVEMENT": "Movement",
+ "MAGIC": "Magic",
+ "INSANITY-POINTS": "Insanity Points",
+ "FATE-POINTS": "Fate Points",
+ "CAREER-SKILLS": "Career Skills",
+ "CAREER-TALENTS": "Career Talents",
+ "CAREER-SKILLS-AND-TALENTS": "Career Skills and Talents",
+ "SKILL-OR-TALENT": "Skill or Talent",
+ "CAREER-EXITS": "Career Exits",
+ "TAKEN": "Taken",
+ "MELEE-WEAPONS": "Melee Weapons",
+ "ABBREVIATE-PROFICIENCY": "Prof?",
+ "WEAPON": "Weapon",
+ "CRAFTSMANSHIP": "Craftsmanship",
+ "ABBREVIATE-CRAFTSMANSHIP": "Craft",
+ "ABBREVIATE-ENCUMBRANCE": "Enc",
+ "WS-BONUS": "WS Bonus",
+ "TO-HIT": "To Hit",
+ "DAMAGE": "Damage",
+ "FURY-DAMAGE": "Fury Damage",
+ "DAMAGE-INC-SB": "Melee damage already includes SB.",
+ "IMPACT": "Impact",
+ "ABBREVIATE-IMPACT": "Imp",
+ "DEFENSIVE": "Defensive",
+ "ABBREVIATE-DEFENSIVE": "Def",
+ "QUALITIES": "Qualities",
+ "FRENZY-DESCRIPTION": "Check if you are using the Frenzy Talent",
+ "ATTACK": "Attack",
+ "PARRY": "Parry",
+ "POOR": "Poor",
+ "COMMON": "Common",
+ "GOOD": "Good",
+ "BEST": "Best",
+ "ABBREVIATE-ATTACK": "Atk",
+ "ABBREVIATE-DAMAGE": "Dmg",
+ "ABBREVIATE-PARRY": "Pry",
+ "RANGED-WEAPONS": "Ranged Weapons",
+ "BS-BONUS": "BS Bonus",
+ "TYPE": "Type",
+ "RELOAD": "Reload",
+ "RANGE": "Range",
+ "ABBREVIATE-AMMUNITION": "Ammo",
+ "ABBREVIATE-AMMUNITION-ENCUMBRANCE": "Ammo Enc",
+ "AMMO-ENCUMBRANCE-DESCRIPTION": "Note Encombrance value for 1 piece of ammo.",
+ "SHOOT": "Shoot",
+ "THROW": "Throw",
+ "FREE": "Free",
+ "HALF": "Half",
+ "FULL-NUMBER": "{{0}} Full",
+ "CRITICAL": "Critical",
+ "CRITICAL-HIT": "Critical Hit",
+ "CRITICAL-ROLL": "Critical Roll",
+ "TOTAL-MELEE-WEAPON-ENCUMBRANCE": "Total Melee Weapon Encumbrance",
+ "TOTAL-RANGED-WEAPON-ENCUMBRANCE": "Total Ranged Weapon Encumbrance",
+ "TOTAL-WEAPON-ENCUMBRANCE": "Total Weapon Encumbrance",
+ "PETTY": "Petty",
+ "LESSER": "Lesser",
+ "ARCANE": "Arcane",
+ "DIVINE": "Divine",
+ "RUNES": "Runes",
+ "RITUALS": "Rituals",
+ "PERFORM-CHANNELLING": "Take a Half Action to perform Channelling",
+ "SPELL-NAME": "Name",
+ "CASTING-NUMBER": "Casting Number",
+ "CASTING-TIME": "Casting Time",
+ "DURATION": "Duration",
+ "TARGET": "Target/AoE",
+ "NONE": "None",
+ "1D10MAGIC": "1d10 + Magic",
+ "SPELL-HEALING": "Spell Healing",
+ "CAST": "Cast",
+ "INGREDIENT-BONUS": "Ingredient Bonus",
+ "INGREDIENT": "Ingredient",
+ "SPELL-DAMAGE": "Spell Damage",
+ "SPELL-DESCRIPTION": "Spell Description",
+ "RITUAL-DESCRIPTION": "Ritual Description",
+ "ARCANE-LANGUAGE": "Arcane Language",
+ "REQUIRED-MAGIC": "Required Magic",
+ "XP-COST": "XP Cost",
+ "CONDITIONS": "Conditions",
+ "CONSEQUENCES": "Consquences",
+ "petty-spell": "Petty Spell",
+ "lesser-spell": "Lesser Spell",
+ "arcane-spell": "Arcane Spell",
+ "divine-spell": "Divine Spell",
+ "RUNE": "Rune",
+ "INSCRIPTION-NUMBER": "Inscription Number",
+ "EMPOWERMENT": "Empowerment",
+ "INSCRIBE": "Inscribe",
+ "PERMANENT-RUNE-DESCRIPTION": "Permanent Rune Description",
+ "TEMPORARY-RUNE-DESCRIPTION": "Temporary Rune Description",
+ "MAGIC-USED": "Amount of Magic used",
+ "CHANNELLING-SUCCESS": "Channelling success",
+ "INGREDIENT-USED": "Ingredient used",
+ "RUNE-TYPE": "Rune type",
+ "TEMPORARY": "Temporary",
+ "PERMANENT": "Permanent",
+ "MINUTES": "minute(s)",
+ "WEEKS": "week(s)",
+ "COIN-CARRIED": "Coin Carried",
+ "BRASS-PENNIES-BP": "Brass Pennies (BP)",
+ "SILVER-SHILLINGS-SS": "Silver Shillings (SS)",
+ "GOLD-CROWNS-GC": "Gold Crowns (GC)",
+ "TOTAL-GC-VALUE": "Total GC Value",
+ "EXCHANGE-RATE": "Exchange Rate",
+ "EXCHANGE-RATE-DESCRIPTION": "240 brass pennies = 20 silver shilling = 1 gold crown",
+ "ENCUMBRANCE": "Encumbrance",
+ "TRAPPINGS": "Trappings",
+ "COIN": "Coin",
+ "OTHER": "Other",
+ "CARRYING-CAPACITY": "Carrying Max",
+ "PUSH-DRAG-LIFT": "Push/Drag/Lift",
+ "ENCUMBERED": "Encumbered",
+ "ENCUMBERED-MOVEMENT-PENALTY": "Encumbered Movement penalty",
+ "DWARF": "Dwarf",
+ "DWARF-ENCUMBRANCE": "Dwarves can carry twice as much as other characters.",
+ "DWARF-ENCUMBRANCE-CHECK": "Check if you are a Dwarf.",
+ "ENCUMBRANCE-DESCRIPTION": "Encumbrance entered in each row below is:",
+ "ENCUMBRANCE-CHOICE1": "The total encumbrance of the row (ignoring quantity)",
+ "ENCUMBRANCE-CHOICE2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
+ "PAGE-1": "Page 1",
+ "PAGE-2": "Page 2",
+ "PAGE-3": "Page 3",
+ "SHOW-ALL": "Show All",
+ "UNLIMITED": "Unlimited",
+ "ROW-NR": "Row #",
+ "CARRIED-QUESTION": "Carried?",
+ "ABBREVIATE-QUANTITY": "Qty",
+ "TREASURE-LOOT-INVENTORY-NOTES": "Treasure/Loot/Inventory Notes",
+ "PROTECTIVE-ITEMS": "Protective Items",
+ "WORN": "Worn",
+ "HEAD": "Head",
+ "ARMOR-TYPE": "Armor Type",
+ "ARMOR-POINTS": "Armor Points",
+ "ABBREVIATE-ARMOR-POINTS": "AP",
+ "MAGIC-BONUS": "Magic Bonus",
+ "BONUS": "Bonus",
+ "TOTAL-AP": "Total AP",
+ "LEATHER": "Leather",
+ "MAIL": "Mail",
+ "PLATE": "Plate",
+ "TORSO": "Torso",
+ "ARMS": "Arms",
+ "LEGS": "Legs",
+ "LOCATION-DESCRIPTION": "H : Head / B : Body / A : Arms / L : Legs",
+ "TOTAL-ARMOR-ENCUMBRANCE": "Total Armor Encombrance",
+ "TOTAL-WEIGHT-MAX": "The maximum total encumbrance your character can carry without slowing.",
+ "MAX-PUSH-DRAG-LIFT": "This is the maximum encumbrance you can push/drag/lift. If the encumbrance you are pushing/dragging/lifting exceeds your maximum carrying capacity then your Movement drops to 1.",
+ "LIGHT": "Light",
+ "MEDIUM": "Medium",
+ "HEAVY": "Heavy",
+ "LIGHT-ARMOR": "Light Armor",
+ "MEDIUM-ARMOR": "Medium Armor",
+ "HEAVY-ARMOR": "Heavy Armor",
+ "HIT-LOCATIONS": "Hit Locations",
+ "BODY": "Body",
+ "ABBREVIATE-HEAD": "H",
+ "ABBREVIATE-BODY": "B",
+ "ABBREVIATE-ARMS": "A",
+ "ABBREVIATE-LEGS": "L",
+ "LEFT-ARM": "Left Arm",
+ "LEFT-LEG": "Left Leg",
+ "RIGHT-ARM": "Right Arm",
+ "RIGHT-LEG": "Right Leg",
+ "ARMOR-PENALTIES": "Armor Penalties",
+ "ARMOR-PENALTIES-MEDIUM": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
+ "ARMOR-PENALTIES-HEAVY": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
+ "BLOOD-LOSS": "Blood Loss",
+ "BLEEDING": "Bleeding",
+ "ADVANCED-SKILL": "Advanced Skill",
+ "BASIC-SKILL": "Basic Skill",
+ "KNOWLEDGE-SKILL": "Knowledge Skill",
+ "VARIOUS-SKILL": "Various Skill",
+ "TARGET-NUMBER": "Target Number",
+ "TEST-RESULT": "Test Result",
+ "RESULT": "Result",
+ "OUTCOME": "Outcome",
+ "SUCCESS": "Success",
+ "FAILURE": "Failure",
+ "ATTACK-ROLL": "Attack Roll",
+ "MISS": "Miss",
+ "PARRY-ROLL": "Parry Roll",
+ "PARRIED": "Parried",
+ "CASTING-TEST": "Casting Test",
+ "SPELLCASTING-FAILS": "Spellcasting fails",
+ "SPELLCASTING-SUCCEEDS": "Spellcasting succeeds",
+ "INSCRIPTION-TEST": "Inscription Test",
+ "INSCRIPTION-TIME": "Inscription Time",
+ "INSCRIPTION-FAILS": "Inscription fails",
+ "INSCRIPTION-SUCCEEDS": "Inscription succeeds",
+ "HIT-LOCATION": "Hit Location",
+ "HIT-HEAD": "Hit Head",
+ "HIT-BODY": "Hit Body",
+ "HIT-LEFT-ARM": "Hit Left Arm",
+ "HIT-LEFT-LEG": "Hit Left Leg",
+ "HIT-RIGHT-ARM": "Hit Right Arm",
+ "HIT-RIGHT-LEG": "Hit Right Leg",
+ "HIT-LOCATION-NUMBER": "Hit Location {{0}}",
+ "DAMAGE-NUMBER": "Damage {{0}}",
+ "CRITICAL-LOCATION": "Critical Location",
+ "CRITICAL-VALUE": "Critical Value",
+ "CRITICAL-EFFECT": "Critical Effect",
+ "CRITICAL-EFFECT-H1": "Disoriented by the blow. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-H2": "Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H3": "The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-H4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H5": "Knocked to the ground and dazed. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-H6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-H7": "Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-H8": "Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.",
+ "CRITICAL-EFFECT-H9": "Skull pierced by a mighty blow. Death is instantaneous.",
+ "CRITICAL-EFFECT-A1": "Drops anything held in that hand. A shield, if worn, is not affected, since its strapped on.",
+ "CRITICAL-EFFECT-A2": "Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A3": "Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).",
+ "CRITICAL-EFFECT-A4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A5": "Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).",
+ "CRITICAL-EFFECT-A6": "Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-A7": "Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.",
+ "CRITICAL-EFFECT-A8": "Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.",
+ "CRITICAL-EFFECT-A9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-B1": "The wind is knocked out of the character. All tests and attacks suffer a 20% penalty for one round.",
+ "CRITICAL-EFFECT-B2": "Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B3": "Ribs busted by ferocity of attack. Character takes a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-B4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B5": "Knocked to the ground and badly winded. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-B6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-B7": "The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-B8": "Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.",
+ "CRITICAL-EFFECT-B9": "Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.",
+ "CRITICAL-EFFECT-L1": "Stumbles. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-L2": "Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L3": "Leg incapacitated until medical attention is received. Characters Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a 20% penalty.",
+ "CRITICAL-EFFECT-L4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L5": "Knocked to the ground and dazed. All characters tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-L6": "Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-L7": "Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.",
+ "CRITICAL-EFFECT-L8": "Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.",
+ "CRITICAL-EFFECT-L9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-10": "Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.",
+ "BLOOD-SURVIVE": "Survive one more round.",
+ "BLOOD-DEATH": "Death from blood loss!",
+ "OLD-TRAPPINGS": "Use old Trappings layout",
+ "NEW-TRAPPINGS": "Use new Trappings layout",
+ "CHAOS-MANIFESTATION": "Chaos Manifestation",
+ "ROLL-BASIC-TABLES": "Roll on Basic Chaos Manifestaion Tables",
+ "ROLL-EXTENDED-TABLES": "Roll on Extended Chaos Manifestaion Tables",
+ "TZEENTCHS-CURSE": "Tzeentch's Curse",
+ "CHAOS-ROLL": "Chaos Roll",
+ "CHAOS-TABLE": "Chaos Table",
+ "MINOR-NORMAL": "Minor Normal",
+ "MINOR-EXTENDED": "Minor Extended",
+ "MAJOR-NORMAL": "Major Normal",
+ "MAJOR-EXTENDED": "Major Extended",
+ "CATASTROPHIC-NORMAL": "Catastrophic Normal",
+ "CATASTROPHIC-EXTENDED": "Catastrophic Extended",
+ "MINOR": "Minor",
+ "MAJOR": "Major",
+ "CATASTROPHIC": "Catastrophic",
+ "MINOR-CHAOS-MANIFESTATION": "Minor Chaos Manifestation",
+ "MAJOR-CHAOS-MANIFESTATION": "Major Chaos Manifestation",
+ "CATASTROPHIC-CHAOS-MANIFESTATION": "Catastrophic Chaos Manifestation",
+ "YES": "Yes",
+ "NO": "No",
+ "MINOR1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINOR2": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINOR3": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINOR4": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINOR5": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINOR6": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINOR7": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINOR8": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINOR9": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINOR10": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINOR11": "
Unlucky !: Roll on Major Chaos Manifestation instead.",
+ "MINORE1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINORE2": "
Fumblehand: A randomly selected item you are holding or carrying flies 1d10 yards (1d10/2 squares) in a random direction, thrown invisibly by Winds of Chaos.",
+ "MINORE3": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINORE4": "
Nailrot: A randomly chosen finger or toenail turns black and falls off. It will grow back normally.",
+ "MINORE5": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINORE6": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINORE7": "
Waxy Earful: Your ears become entirely plugged with wax, requiring a successful Heal Test to clear. Until you receive such treatment, you suffer a 10% penalty to all tests involving hearing.",
+ "MINORE8": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINORE9": "
Cold Sweats: All those within in 10 yards (5 squares) of you immediately break into a cold sweat lasting 1d10 rounds.",
+ "MINORE10": "
Sleeping Nerves: Every muscle in your body tingles for 1d10 rounds. You suffer a 5% penalty to all tests made in that time.",
+ "MINORE11": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINORE12": "
Milky Eyes: A milky film covers your eyes for 1d10 hours. You suffer a 10% penalty to any tests involving sight in that time.",
+ "MINORE13": "
Bane of Flora: All plant life within 10 yards (5 squares) of you withers and dies.",
+ "MINORE14": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINORE15": "
Handfrozen: The bones and muscles of one of your hands (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move your fingers from their bizarre arrangement for 1d10 minutes.",
+ "MINORE16": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINORE17": "
Creeping Congregation: Insects fill the area around you, buzzing and crawling. They do no harm and disperse within 1d10 rounds, but they are obviousand potentially frighteningto everyone in the area.",
+ "MINORE18": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINORE19": "
Channel Burn: The channels of magic in your body are burned by coursing magic. You suffer a 1 penalty to every Casting Roll you make in the next 1d10 minutes.",
+ "MINORE20": "
Intestinal Rebellion: Your bowels move uncontrollably, soiling both your clothing and pride.",
+ "MINORE21": "
Grave Offence: You uncontrollably shout something horribly offensive to those around you. The GM may overrule you if your invention is insufficiently offensive.",
+ "MINORE22": "
Fluid Transformation: All liquids on your personincluding spell ingredientsturn to brine.",
+ "MINORE23": "
Kin Inconvenienced: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MINORE24": "
Accumulation of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MINORE25": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINORE26": "
Unlucky!: Roll on Major Chaos Manifestation instead.",
+ "MAJOR1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJOR2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJOR3": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJOR4": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJOR5": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJOR6": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJOR7": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJOR8": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJOR9": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJOR10": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJOR11": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "MAJORE1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJORE2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJORE3": "
Hairless: Every hair in your body falls out.",
+ "MAJORE4": "
Blacknail: Every finger and toenail on your body turns black and falls off. They will grow back normally.",
+ "MAJORE5": "
Wracked: You suffer burning pain for 1d10 rounds, suffering a 10% penalty to all tests made in that time.",
+ "MAJORE6": "
Channel Conflagration: The channels of magic in your body are set ablaze by coursing magic. You suffer a 1 penalty to every casting die you roll in the next 1d10 hours.",
+ "MAJORE7": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJORE8": "
Rag Doll: You spontaneously fly through the air 1d10 yards (1d10/5 squares) in a random direction, landing roughly and suffering a Damage 2 hit.",
+ "MAJORE9": "
Fire!: Your clothing bursts into flame (see WFRP, page 136).",
+ "MAJORE10": "
Loadstones: Every piece of metal on your body is permanently magnetized.",
+ "MAJORE11": "
Limbfrozen: The bones and muscles of one of your arms or legs (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move the affected limb for 1d10 hours.",
+ "MAJORE12": "
Tongue-twisted: Chaos energy infuses your mouth; anything you say for the next 1d10 minutes comes out as gibberish, rendering spellcasting impossible during that time.",
+ "MAJORE13": "
Chaotic Wind: Chaos blows through any magical spell ingredients you are carrying. Any spell cast using them will make one of any associated Casting Rolls dice a Chaos die.",
+ "MAJORE14": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJORE15": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJORE16": "
Undone: Every tie, clasp, and fastener of every type on your body flies violently open. Belts come undone, pouches fly open, boots come unlaced, and so on.",
+ "MAJORE17": "
Regurgitate: You throw up uncontrollably, unable to do anything else, for 1d10 rounds. In that time, you spew up much more vomit than could possibly have been contained in your stomach.",
+ "MAJORE18": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJORE19": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJORE20": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJORE21": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJORE22": "
Kin Affected: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MAJORE23": "
Storm of Chaos: Roll on Table 624: Expanded Minor Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "MAJORE24": "
Store of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MAJORE25": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJORE26": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "CATA1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATA2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATA3": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATA4": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA5": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA6": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATA7": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATA8": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATA9": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATA10": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "CATAE1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATAE2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE3": "
Broken: Your will is utterly broken. Your Will Power Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE4": "
Stupefied: Your mind regresses to protect you from a worse fate. Your Intelligence Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE5": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATAE6": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATAE7": "
Rageboil: Everyone within 10 yards (5 squares) of you is immediately and irrationally outraged by your very presence. They all move to attack youeven your alliesand only come to their senses after 1d10 rounds.",
+ "CATAE8": "
Albino Affliction: Your skin and hair are bleached utterly white by roiling Chaos.",
+ "CATAE9": "
Heretical Vision: A Daemon Prince shows you a vision of Chaos. You gain 1d10 Insanity Points. Any time after this event, you can spend 100 xp and gain the Dark Lore (Chaos) talent.",
+ "CATAE10": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATAE11": "
Boiling Blood: For a brief instant, your blood literally boils in your veins. You suffer 2d10 Wounds, which are reduced by Toughness but not armour.",
+ "CATAE12": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATAE13": "
Chaotic Servitors: 1d10 Daemon Imps (see
WFRP, page 229) appear from the Aethyr and do your bidding for 1d10 rounds.",
+ "CATAE14": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATAE15": "
Windblock: You are stuck unable to breathe for 1d10 minutes (see Suffocation in WFRP, page 136), after which you gasp!manage to draw breath.",
+ "CATAE16": "
Lineage Concluded: The infection of Chaos renders you sterile or barren.",
+ "CATAE17": "
Eyefuse: You close your eyes as the Winds of Magic howl about you, and your eyelids are fused shut. You cannot see until this is corrected by magic or surgery.",
+ "CATAE18": "
Spasmodic Paroxysm: Your entire body convulses violently as the pure stuff of Chaos courses over you; you bite off your tongue. You become very difficult to understand and suffer 5 to all Casting Rolls until you are somehow healed.",
+ "CATAE19": "
Witherlimb: A randomly determined limb withers and becomes permanently useless.",
+ "CATAE20": "
Mutating Wind: You must make a Will Power Test or suffer a Chaos Mutation (see WFRP, page 229, or the Old World Bestiary, page 79).",
+ "CATAE21": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATAE22": "
Kin Afflicted: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "CATAE23": "
Vortex of Chaos: Roll on Table 625: Expanded Major Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "CATAE24": "
Hoard of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "CATAE25": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "GODWRATH1": "
Unearthly Vision: Your God chooses this time to grant you a symbolic but confusing vision. This stuns you for 1 round.",
+ "GODWRATH2": "
Prove Your Devotion: A few more prayers are required to finish casting the spell. This result adds 1 half action to the Casting Time of the spell. You must take this extra time even if you failed the Casting Roll.",
+ "GODWRATH3": "
You Try My Patience: You cannot cast another spell for 1d10 rounds. This spell still works as long as you made your Casting Roll.",
+ "GODWRATH4": "
Your Cause is Unworthy: Your spell fails, even if you made the Casting Roll.",
+ "GODWRATH5": "
Stinging Rebuke: Not only does your spell fail, but you also suffer a 10% penalty to your Will Power for 1 minute.",
+ "GODWRATH6": "
What Will You Sacrifice for this Boon?:",
+ "GODWRATH7": "
You Have Sinned Against Me: You have somehow angered your God. You must kneel and repent for 1d10 rounds. This renders you helpless.",
+ "GODWRATH8": "
Daemonic Interference: Your prayer is answered but not by your God. Roll a
Major Chaos Manifestation.",
+ "GODWRATHV1": "
Behold Your Wickedness!: You suffer visions of your failures, which seem to take an eternity but are over in an instant. Gain 1d10 Insanity Points; if you become insane, you gain Heart of Despair.",
+ "GODWRATHV2": "
Lash the Flesh to Purge the Soul: You take 2d10 Wounds, ignoring Toughness Bonus or Armour.",
+ "GODWRATHV3": "
You Shall Not Abuse My Mercy: Your Magic Characteristic is reduced to zero, and increases by one every time you do penance (as if attempting to reduce your Disfavour Pool to zero), until it returns to its original value. If you have no Magic Characteristic, the same happens to your daily allowance of Fortune Points.",
+ "GODWRATHV4": "
Thou Art Accursed and Outcast: You are cast out from the cult, and this is marked on your soul. You take a 30% penalty to all social interactions with followers of your God until you do penance.",
+ "GODWRATHV5": "
Rely Not On These Vanities: All your goods and equipment are stripped from you, leaving you in a tunic. Any non-magical equipment you were carrying is gone forever; magical equipment is mysteriously returned if you do penance. (GMs option: nonmagical but important items may also be returned after penance.)",
+ "GODWRATHV6": "
Called to Account: ",
+ "GODWRATHV7": "
Daemonic Visitation: Roll on the Catastrophic Chaos Manifestation Table instead using the table in WFRP.",
+ "SACRIFICE1": "You vomit up salt water, and feel as though you are almost drowned. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE2": "All warmth and vigour leach from your body. Take a –20% penalty to all actions for the next 1 minute.",
+ "SACRIFICE3": "You automatically fail your next Dodge or Parry Test.",
+ "SACRIFICE4": "You must re-roll your next three successful Tests. If the second roll fails, you fail the Test. If the re-roll succeeds, you succeed and need not roll again.",
+ "SACRIFICE5": "The next time one of your allies suffers an injury, you suffer exactly the same injury. This may mean taking Wounds, or taking a Critical Hit.",
+ "SACRIFICE6": "A brand in the shape of a twin-tailed comet appears on your forehead, inflicting 1d10 Wounds ignoring Toughness Bonus or armour.",
+ "SACRIFICE7": "Your mind becomes that of a beast for three rounds. You flee most situations, but fight if cornered.",
+ "SACRIFICE8": "Your body is rimed with frost. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE9": "You are robbed of your knowledge. You automatically fail any Academic Knowledge Tests you make in the next 1 hour.",
+ "SACRIFICE10": "You lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "OPTIONAL-ARCANE-MARK": "
Optional Arcane Mark: You must pass an Average (+0%) Willpower test or gain an Arcane Mark (see
Realms of Sorcery page 175).",
+ "ARCANE-LORE": "Arcane Lore",
+ "LORE-OF-BEASTS": "Lore of Beasts",
+ "LORE-OF-DEATH": "Lore of Death",
+ "LORE-OF-FIRE": "Lore of Fire",
+ "LORE-OF-HEAVENS": "Lore of the Heavens",
+ "LORE-OF-LIFE": "Lore of Life",
+ "LORE-OF-LIGHT": "Lore of Light",
+ "LORE-OF-METAL": "Lore of Metal",
+ "LORE-OF-SHADOW": "Lore of Shadow",
+ "MARK": "Mark",
+ "MARK-OF": "Mark of",
+ "BEASTS": "Beasts",
+ "DEATH": "Death",
+ "FIRE": "Fire",
+ "HEAVENS": "the Heavens",
+ "LIFE": "Life",
+ "METAL": "Metal",
+ "SHADOW": "Shadow",
+ "WRATH-ROLL": "Wrath Roll",
+ "WRATH-TABLE": "Wrath Table",
+ "WRATH": "Wrath",
+ "VENGEANCE": "Vengeance",
+ "WRATH-OF-THE-GODS": "Wrath of the Gods",
+ "VENGEANCE-OF-THE-GODS": "Vengeance of the Gods",
+ "DISFAVOR-POOL": "Disfavor Pool",
+ "DISFAVOR-ROLL": "Disfavor Roll",
+ "DIVINE-LORE": "Divine Lore",
+ "LORE-OF-MANANN": "Lore of Manann",
+ "LORE-OF-MORR": "Lore of Morr",
+ "LORE-OF-MYRMIDIA": "Lore of Myrmida",
+ "LORE-OF-RANALD": "Lore of Ranald",
+ "LORE-OF-SHALLYA": "Lore of Shallya",
+ "LORE-OF-SIGMAR": "Lore of Sigmar",
+ "LORE-OF-TAAL-RHYA": "Lore of Taal & Rhya",
+ "LORE-OF-ULRIC": "Lore of Ulric",
+ "LORE-OF-VERENA": "Lore of Verena",
+ "MARK-ROLL": "Mark Roll",
+ "MARKS": "Marks",
+ "NO-MARKS": "Don't use Marks optional rule",
+ "USE-MARKS": "Use Marks optional rule",
+ "MARKS-OF-THE-GODS": "Marks of the Gods",
+ "MARKS-OF-MANANN": "Marks of Manann",
+ "MARKS-OF-MORR": "Marks of Morr",
+ "MARKS-OF-MYRMIDIA": "Marks of Myrmida",
+ "MARKS-OF-RANALD": "Marks of Ranald",
+ "MARKS-OF-SHALLYA": "Marks of Shallya",
+ "MARKS-OF-SIGMAR": "Marks of Sigmar",
+ "MARKS-OF-TAAL-RHYA": "Marks of Taal & Rhya",
+ "MARKS-OF-ULRIC": "Marks of Ulric",
+ "MARKS-OF-VERENA": "Marks of Verena",
+ "MARKS-OF": "Marks of",
+ "MANANN": "Manann",
+ "MORR": "Morr",
+ "MYRMIDIA": "Myrmida",
+ "RANALD": "Ranald",
+ "SHALLYA": "Shallya",
+ "SIGMAR": "Sigmar",
+ "TAAL-RHYA": "Taal & Rhya",
+ "ULRIC": "Ulric",
+ "VERENA": "Verena",
+ "NO-LORE": "No Lore selected",
+ "GM-DISCRETION": "GM's discretion",
+ "MARK-GM-DISCRETION": "Mark at GM's discretion",
+ "MARK-MANANN-1": "
Fishy: You are infused with the odours of the sea. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-MANANN-2": "
Pelagic Yearning: You long for the open seas. When not on, or surrounded by, the sea, your Will Power is reduced by 5%.",
+ "MARK-MANANN-3": "
Seaweed Growth: Holy seaweed thrives somewhere on your body. At the GM's discretion, this may apply a -10% penalty to Fellowship Tests in som social situations.",
+ "MARK-MANANN-4": "
Tidal: You are bound to the changing tides. During low tide, you reduce your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. At high tide, increase your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. All other times, and when far from sea, your Characteristics are unchanged.",
+ "MARK-MANANN-5": "
Manann's Mien: You grow taller, your hair darkens, and you develop a brimy smell. You grow larger, increasing your height by 1d10/2 inches and adding 2d10 pounds to your weight. As well, permanently increase your Strength Characteristic by 5%.",
+ "MARK-MANANN-6": "
Piscine Charisma: You become intensely attractive to fish of all kinds. They greet you in open-mouthed wonder and shoal around you in docile masses when you are in the water. For this reason, albatrosses and other seabirds like you. Add +20% to Charm Animal Tests made to interact with sea birds.",
+ "MARK-MANANN-7": "
Rip Tides: Large bodies of water twist and churn in your presence. All Swim Tests made by others with 4 yards (2 squares) of you take a -20% penalty, and a -10% penalty if between 4 and 12 yards (3-6 squares).",
+ "MARK-MANANN-8": "
Webbed: Your toes and fingers become webbed. Gain a +20% bonus to Swim Tests.",
+ "MARK-MANANN-9": "
One With the Sea: Manann reveals the secrets of his realm. You cannot drown in seawater; any time you would drown, you are instead reduced to 0 Wounds and are Helpless, and either float to the surface or wash up on shore. You also add +10% bonus to all Sail, Row, and Navigation Tests whilst at sea.",
+ "MARK-MANANN-10": "
Marked by Manann: A trided, Crown, Wave, or Albatross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channellin Tests when using the Lore of Manann, and a +10% bonus to Fellowship Tests when dealing with other Manannites if they can see the mark.",
+ "MARK-MORR-1": "
Enervated: Your muscles weaken. Permanently reduce your Strength Characteristic by 5%.",
+ "MARK-MORR-2": "
Distracted by Death: Your preoccupation with morbid subjects makes others uncomfortable around you. When interacting with individuals who are not priests in the cult of Morr, you take a -10% penalty to Fellowhip Tests.",
+ "MARK-MORR-4": "
Disturbing Visions: You are plagued by disconnected visions that you know to be portentous, but cannot understand. You take a -10% to Perception tests. Once per day, you may gain a +10% bonus to any single test.",
+ "MARK-MORR-3": "
Skeletal: Your face and scalp draw tightly to your skull. You take a -10% penalty to Charm Tests, but gain a +10% bonus to Intimidate Tests.",
+ "MARK-MORR-5": "
Morr's Mien: You grow taller, your hair darkens, and your skin pales, becoming cool to the touch. You grow larger, gaining 1d10/2 inches in height. As well, increase your Will Power Characteristic by 5%.",
+ "MARK-MORR-6": "
Flock of Ravens: Wherever you go, there always seem to be ravens present. Under most circumstances, they appear in places where one might expect them. Whilst indoors, you see them through windows, and underground, you may see raven cave paintings with disturbing regularity. You gain a +20% bonus to Charm Animal Tests made when interacting with ravens.",
+ "MARK-MORR-7": "
Dead Eyes: A single glance causes others to flinch. Gain the Unsettling Talent.",
+ "MARK-MORR-8": "
Morr's Servant: Sentient Undead shy from your presence. Any creature with the Undead Talent
and a Will Power Characteristic must make a Will Power Test or suffer from Fear. This ignores the Undead Talent's normal exemption to Fear.",
+ "MARK-MORR-9": "
Enlightened: You have gazed beyond the Portal and no longer fear death. Gain the Fearless Talent.",
+ "MARK-MORR-10": "
Marked by Morr: A Rose, Portal, or Raven mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Morr, and a +10% bonus to Fellowship Tests when dealing with other Morrians if they can see the mark.",
+ "MARK-MYRMIDIA-1": "
Vengeful: You become deeply vengeful, which blinds your reason. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-MYRMIDIA-2": "
Rites of War: You feel obliged to recite terms of war before any battle, an act that takes a Full Action. until you complete this honourable rite in combat, you take a -5% penalty to Weapon Skill Tests.",
+ "MARK-MYRMIDIA-3": "
Calculating: You coldly weigh the strengths and weaknesses of all you meet. You take a -10% penalty to Fellowship Tests made to deal with those who you meet for the first time.",
+ "MARK-MYRMIDIA-4": "
Righteous Fury: You punish the wicked, for you are honourable and true. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, but gain a +10% bonus to both Strength and Willpower Tests for the duration of the encounter.",
+ "MARK-MYRMIDIA-5": "
Myrmidia's Mien: Your skin darkens to a deep tan that glints coppery in the light. You grow larger, gaining 1d10/2 inches in height. You also gain a +10% bonus to Command Tests.",
+ "MARK-MYRMIDIA-6": "
Eagle Friend: Eagles like you. You gain a +20% bonus to Charm Animal Tests made when interacting with eagles.",
+ "MARK-MYRMIDIA-7": "
Eagle Eyes: Your irises darken and your eyes become exceptionally sharp. You gain a +20% bonus to Perception Tests involving sight.",
+ "MARK-MYRMIDIA-8": "
Fanatical Love: In combat, you may select one ally as a free action. That ally must have a religious symbol of Myrmidia in plain view. For that round, the ally gains a +10% bonus to all Will Power Tests.",
+ "MARK-MYRMIDIA-9": "
War-honed: Myrmidia reveals the secret of facing war with courage and honour. You gain the Stout-hearted Talent.",
+ "MARK-MYRMIDIA-10": "
Marked by Myrmidia: A Shield and Spear mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Myrmidia, and a +10% bonus to Fellowship Tests when dealing with other myrmidians if they can see the mark.",
+ "MARK-RANALD-1": "
Weak Willed: You become a slave to your passions. Permanently reduce your Will Power Characteristic by 1d10%",
+ "MARK-RANALD-2": "
Liar: You are loathe to tell the truth. Gain a +10% bonus to Blather Tests.",
+ "MARK-RANALD-3": "
Knavish: You exhibit all the untrustworthy characteristics that nobles and priests find repugnant. You take a -10% penalty to all Fellowship Tests when interacting with these individuals.",
+ "MARK-RANALD-4": "
Lithe: You become more wity and nimble. Increase your Agility Characteristic by 1d10%, but reduce your Toughness by the same amount. in addition, you lose 2d10 pounds.",
+ "MARK-RANALD-5": "
Ranald's Mien: You become leaner, your hair and skin darken, and you always seem to smile mischievously. Lose 2d10 pounds, but permanently increase your Fellowship Characteristic by 1d10%",
+ "MARK-RANALD-6": "
Cat Friend: Wherever you go, you seem to attract cats. Moments after entering a community, at least one cat finds you. Each day you remain in the same community, (1d10/2)-1 more cats show up. These cats do not fight on your behalf, but are friendly to you, giving you a +20% bonus to Charm Animal Tests involving these animals. Should you leave the community, the cats do not, generally, follow.",
+ "MARK-RANALD-7": "
Forgettable: People who do not know you find it hard to remember anything more than your disarming smile and flashing eyes. Those who interact with you closely for several hours must pass an Intelligence Test to recall further details.",
+ "MARK-RANALD-8": "
Ranald's Luck: Whenever you use a Fortune Point, roll a d10. If you roll 8, 9, or 10, the Fortune Point works as normal, but isn't spent.",
+ "MARK-RANALD-9": "
Irreverent: Ranald reveals to you the great joke of life. Whenever you are influenced by Fear, Terror, Intimidate, or the Unsettling Talent, and you fail a Will Power Test, you immediately burst into fits of uncontrollable laughter, and ignore the effect. However, whilst laughing (which lasts for 1d10 rounds), you take a -10% penalty to all tests and reduce your Movement Characteristic by 1.",
+ "MARK-RANALD-10": "
Marked by Ranald: A cross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ranald, and a +10% bonus to Fellowship Tests when dealing with other Ranaldans if they can see the mark.",
+ "MARK-SHALLYA-1": "
Pacifist: You find it very hard to even think of striking another. Permanently reduce your Weapon Skill and Ballistic Skill Characteristics by 5%.",
+ "MARK-SHALLYA-2": "
Bleeding Heart: Whenever you are in the vicinity of a creature that is suffering, you take a -10% penalty to all Will Power Tests. Should you leave the suffering individual untended, the penalty increases to -20% and it remains for 24 hours.",
+ "MARK-SHALLYA-3": "
Fear of the Fly Lord: Insects and other agents of decay make you deeply uncomfortable. While in the presence of a swarm of flies, maggots, roaches, or similar critteers, you take a -10% penalty to all Will Power Tests.",
+ "MARK-SHALLYA-4": "
Unworthiness: You always feel you have somehow failed those around you, especially if you could not heal their wounds or save their lives. You take a -10% penalty to Fellowship Tests made to interact with others because of your constant self-deprecating ways.",
+ "MARK-SHALLYA-5": "
Shallya's Mien: Your hair lightens, your eyes flow with holy tears and your face appears innocent. Henceforth, you take a -10% penalty on Perception and Search Tests, but you permanently increase your Fellowship Characteristic by %%. In addition, whenever you make a Heal Test, you repair 1 extra Wound.",
+ "MARK-SHALLYA-6": "
Peaceful Demeanour: You exude peace and tranquillity. Ordinary animals will never attack you unles syou first attack them.",
+ "MARK-SHALLYA-7": "
Healing Hands: Your hands are cool and soothing to the touch. Whenever you make a Heal Test, you repair an additional 2 Wounds.",
+ "MARK-SHALLYA-8": "
Tranquil Aura: Your presence calms aggressive tendencies. All creatures within 4 yards (2 squares) take a -10% penalty to Weapon Skill and Ballistic Skil Tests. This aura does not work on Daemons or Undead.",
+ "MARK-SHALLYA-9": "
Emboldened: You fundamentally understand Shallya's Mercy, and would martyr yourslef rather than retreat from your duties. So long as there are allies or innocents to help and protect, you may act normally when suffering from Fear or Terror, so long as your actions invlude healing those in need, warding their bodies from blows (but not attacking), helping theem reac safety, and the like.",
+ "MARK-SHALLYA-10": "
Marked by Shallya: A Dove, Heart, or Drop of Blood mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Shallya, and a +10% bonus to Fellowship Tests when dealing with other Shallyans if they can see the mark.",
+ "MARK-SIGMAR-1": "
Stubborn: You single-mindedly pursue Sigmar's cause, no matter the consequences. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-SIGMAR-2": "
Hammer Bearer: When wielding a hammer Hand Weapon or Great Weapon, you deal +1 damage. However, you take a -10% penalty to all Ballistic Skill Tests.",
+ "MARK-SIGMAR-3": "
Suspicious: Anyone may be a servant of the Dark Powers. You take a -10% penalty to all Fellowship Tests the first time you meet an individual.",
+ "MARK-SIGMAR-4": "
Grudge Bearer: You really bear grudges. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, byt gain a +10% bonus to both Strength and Will Power Tests for the duration of the encounter.",
+ "MARK-SIGMAR-5": "
Sigmar's Mien: Your hair lightens, your body bulks out and your eyes turn blue. You permanently gain 1d10/2 inches in height, 2d10 pounds in weight, and increase your Toughness Characteristic by 5%.",
+ "MARK-SIGMAR-6": "
Dawongr(Dwarf Friend): Your manner reminds Dwarfs of their ancient promises to Sigmar. You gain a +10% bonus to all Fellowship Tests made when interacting with Dwarfs.",
+ "MARK-SIGMAR-7": "
Greenskin Animosity: The thought of Greenskins fills you with righteous anger. Gain the Grudge-born Fury Talent.",
+ "MARK-SIGMAR-8": "
Symbol of Unity: Your presence inspires others with nationalistic pride. The first time during an encounter that a citizen of the Empire that is within 6 yards (3 squares) makes a Weapon Skill or Ballistic Skill Test against another citizen of the Empire, he takes a -10% penalty.",
+ "MARK-SIGMAR-9": "
Enlightened: Sigmar fills you with his divine purpose. When combating Greenskins or servants of Chaos, you automatically pass all Will Power Tests.",
+ "MARK-SIGMAR-10": "
Marked by Sigmar: A Comet or Hammer mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Sigmar, and a +10% bonus to Fellowship Tests when dealing with other Sigmarites if they can see the mark.",
+ "MARK-TAAL-RHYA-1": "
Wild Mind: Your thoughts are preoccupied with the passing seasons and baser needs. Permanently reduce your Intelligence Charactereistic by 5%.",
+ "MARK-TAAL-RHYA-2": "
Little Friends: Small animals, such as rodents and little birds, are attracted to you. They can be inconvenient, as they nibble everything and leave droppings everywhere. You take a -10% penalty to Fellowship Tests in social situations where such creatures are inappropriate.",
+ "MARK-TAAL-RHYA-3": "
Plant Growth: Holy plant life thrives somwhere on your body. At the GM's discretion, this may apply a -10% penalty yo Fellowship Tests in some social situations.",
+ "MARK-TAAL-RHYA-4": "
Seasonal: You are bound to the passing seasons. During the winter, you reduce your Wounds Characteristic by 2 and your Movement Characteristic by 1. In the autumn, you reduce your Wounds Characteristic by 1. In the spring, you increases your Wounds Characteristic by 1. In the summer, you increase your Wounds Characteristic by 2 and your Movement Characteristic by 1.",
+ "MARK-TAAL-RHYA-5": "
Taal or Rhya's Mien: You have an equal chance of assuming the likeness of Taal or Rhya. If Taal, you grow tall, strong, with shaggy hair. If Rhya, you become more curvaceous, with long flaxen hair, and appealing features. In either case, grow 1d10/2 inches taller and 2d10 pounds heavier. In addition, permanently increase your Fellowship Characteristic by 5%.",
+ "MARK-TAAL-RHYA-6": "
Animal Friend: Animals see you as one of their own, and never attack you evn if you attack them first. Unusual or controlled animals must pass a Challenging (-10%) Will Power Test to attack you.",
+ "MARK-TAAL-RHYA-7": "
Enlivened Flora: Wnever you remain in a natural setting for more than 1 round, all living plants within 4 yards (2 squares) grow healthy and lush. Whilst you are unaffected by this verdant growth, the area counts as difficult terrain afterwards, halving movement through it.",
+ "MARK-TAAL-RHYA-8": "
Tranquil Fauna: Animals are calmed by your presence. You gain a +10% bonus to Animal Care and Animal Training Tests.",
+ "MARK-TAAL-RHYA-9": "
Beast Senses: Taal or Rhya reveals the world around you as they see it. Gain the Keen Senses Talent.",
+ "MARK-TAAL-RHYA-10": "
Marked by Taal or Rhya: An Antlet, Axe, Coil of Live, Sheaf, or Bow and Arrow mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Taal & Rhya, and a +10% bonus to Fellowship Tests when dealing with other Taalites or Rhyans if they can see the mark.",
+ "MARK-ULRIC-1": "
Berserker: Each round in combat, you must pass a Will Power Test or immediately enter a Frenzy as if you had the Frenzy Talent.",
+ "MARK-ULRIC-2": "
Claws: You grow wickedly sharp claws. Permanently reduce your Ballistic Characteristic by 5%. Gain the Natural Weapons Talent.",
+ "MARK-ULRIC-3": "
Wolf's Eyes: You gain the clear, blue eyes of a Winter Wolf. You gain the Night Vision Talent, but can now only see in black and white.",
+ "MARK-ULRIC-4": "
Predator: Those around you become uncomfortable, instinctively aware that a killer is in their midst. You take a -10% penalty to Charm Tests, but gain a +10% bonus on Intimidate Tests.",
+ "MARK-ULRIC-5": "
Ulric's Mien: Your hair dakens, your body bulks, and you skin pales, becoming icy-cold. You grow 1d10/2 inches taller and 2 d10 pounds heavier. In addition, permanently increase your Strength Characteristic by 5%.",
+ "MARK-ULRIC-6": "
Wolf Friend: You attract a wolf companion. This creature is loyal and fights on your behalf. Should you treat the wolf poorly, it abandons you. You can gain this mark multiple times. Each time, you gain an additional wolf.",
+ "MARK-ULRIC-7": "
Pack Leader: You gain a measure of Ultic's undeniable authority. You gain a +10% bonus to all Command Tests.",
+ "MARK-ULRIC-8": "
One with the Wild: Ulric reveals the world around you as he sees it. You gain a +10% bonus to all Outdoor Survival Tests.",
+ "MARK-ULRIC-9": "
Ulric's Servant: Touched by Ulric, you no longer suffer the harmful effects of cold - except when it's triggered by a Wrath of God.",
+ "MARK-ULRIC-10": "
Marked by Ulric: A Wolf mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ulric, and a +10% bonus to Fellowship Tests when dealing with other Ulricans if they can see the mark.",
+ "MARK-VERENA-1": "
Savant: Your intellectual superiority makes it difficult for you to connect with others. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-VERENA-2": "
Daemon's Advocate: You can't help expressing alternative stances. If you allow an opinion or argument to be stated without countering it and balancing matters, take a -10% penalty yo all Will Power Tests for 24 hours.",
+ "MARK-VERENA-3": "
Just Heart: Whenever you see injustice, you must speak out against it unless you pass a Challenging (-10%) Will Power Test.",
+ "MARK-VERENA-4": "
Piercing Gaze: Your all-seeing eyes bore into everything around you. You gain a +10% bonus to all Perception Tests relying on sight, but take a -10% penalty on Charm Tests.",
+ "MARK-VERENA-5": "
Verena's Mien: Your back straightens, eyes clear and your face gains a dignified appearance. You grow 1d10/2 inches taller. In addition, permanently increase your Intelligence Characteristic by 5%.",
+ "MARK-VERENA-6": "
Owl Friend: Owls like you. You gain a +20% bonus on Charm Animal Tests made against owls.",
+ "MARK-VERENA-7": "
Eidetic Recall: With a successful Intelligence Test, you can perfectly recall any text you have read. You also gain a +20% bonus to all other tests involving memory.",
+ "MARK-VERENA-8": "
Voice of Wisdom: Your voice carried the wisdom of Verena Herself. Double the number of people you can affect with a Charm Test.",
+ "MARK-VERENA-9": "
Enlightened: Verena grants you a small portion of her wisdom. You gain a +10% bonus to all Academic Knowledge Tests that you have selected as skills. As well, you may attempt Academic Knowledge Tests outside of your fields of study, alebeit at a -20% penalty.",
+ "MARK-VERENA-10": "
Marked by Verena: An Owl, Scales, or Sword mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Verena, and a +10% bonus to Fellowship Tests when dealing with other Verenans if they can see the mark.",
+ "MARK-BEASTS-1": "
Aloof: Others find you emotionally detached and somewhat rude. Take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-BEASTS-2": "
Restless: You tend not t stay in one place for long, always needing to move about. It's worse when you're in closed spaces.",
+ "MARK-BEASTS-3": "
Dirty: For some reason, you attract dirt and you can never fully get clean.",
+ "MARK-BEASTS-4": "
Hairy: You grow thick hair all over your body. When you shave it off, it regrows quickly.",
+ "MARK-BEASTS-5": "
Feral: Your nails thicken and lenthen and your teeth grow pointed. You have a wild-eyed appearance others find unsettling. You take a -5% penalty to all Fellowship Tests made when interacting non-magic using Humans.",
+ "MARK-BEASTS-6": "
Aura of Savagery: Domesticated animals tend to turn angry, almost violent, while in your presence. All Animal Care and Animal Training Tests made by you or others while you are within 12 yards (4 squares) have their difficulty worsened by one step.",
+ "MARK-BEASTS-7": "
Musk: You exude a strong musky smell that puts others off. You take a -10% penalty to Fellowship Tests when interacting with Nobles, priests, and others of the upper class.",
+ "MARK-BEASTS-8": "
Brutish: You lack refinement and grace, imposing a -5% penalty to your Intelligence or Fellowship Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-BEASTS-9": "
Small Friends: You attract small, though harmless, animals like squirrels, mice, small birds, and so on. They seem to show up when least appropriate, leaving droppings in food and drink, and causing a nuisance. As a result, when in social situations where such creatures aren't appropriate, you take a -5% penalty to Fellowship Tests.",
+ "MARK-BEASTS-10": "
Mark of Ghur: The rune of
Ghur appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Beasts.",
+ "MARK-DEATH-1": "
Pallor: You sallow appearance, with pale skin and almost jaundiced eyes.",
+ "MARK-DEATH-2": "
Clammy Skin: You have cold skin. Asleep, you could be mistaken for dead.",
+ "MARK-DEATH-4": "
Dead Eyes: Your eyes are those of a dead man.",
+ "MARK-DEATH-3": "
Graveyard Stench: You stink of the grave. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-DEATH-5": "
Aura of Death: All plantswithin when you are within 4 yards (2 squares). This extends to equipment that derives from plant materials, worsening craftsmanship by one stop (to a maximum of Poor).",
+ "MARK-DEATH-6": "
Skull-like Visage: Your skin draws tightly to your skill. You take a -5% penalty to Fellowship Tests.",
+ "MARK-DEATH-7": "
Skeletal Fram: Your body muscle mithers, imposing a -5% penalty to your Strength or Toughness Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-DEATH-8": "
Voice of the Dead: Your voice changes so that when you speak, it is in an unsettling whisper. You take a -5% penalty to Animal Training and Fellowship Tests.",
+ "MARK-DEATH-9": "
Haunted: Voices and apparitions of the dead follow you everywhere, distracting you. Take a -10% penalty to Perception Tests.",
+ "MARK-DEATH-10": "
Mark of Shyish: The rune of
Shyish appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Death.",
+ "MARK-FIRE-1": "
Temper: You have a quick temper, losing your cool at the slightest provocation.",
+ "MARK-FIRE-2": "
Hyperactive: You can't sit still. You fidget constantly.",
+ "MARK-FIRE-3": "
Red Hair: Your hair and eyebrows turn bright, fiery red.",
+ "MARK-FIRE-4": "
Face Tattoos: Odd markings, like tattoos, appear on your face. Take a -10% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-FIRE-5": "
Flaming Eyes: Your eyes literally smolder with energy. Animals become nervous when you're around. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-FIRE-6": "
Hot Skin: Your skin is always feverish and you have a flushed appearance.",
+ "MARK-FIRE-7": "
Vulnerable to Cold: You are uncomfortable in the cold, taking a -5% penalty to Weapon Skill and Ballistic Skill Tests when exposed to cold climes.",
+ "MARK-FIRE-8": "
Aura of Brimstone: You stink of brimstone. All characters within 4 yards (2 squares) take a -10% penalty to olfactory-based Perception Tests.",
+ "MARK-FIRE-9": "
Raging Temper: You are volatile, more so than others of the Bright Order. You gain 1 Insanity Point and take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-FIRE-10": "
Mark of Aqshy: The rune of
Aqshy appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Fire.",
+ "MARK-HEAVENS-1": "
Zephyr: Small breezes and winds gather about you, causing paper to rustle, dust to swirl up and other such minor effects.",
+ "MARK-HEAVENS-2": "
Feather Light: Azyr loosens the shackles of gravity. Your body weight decreases by 10%. Your appearance remains unchanged.",
+ "MARK-HEAVENS-3": "
White Hair: Your hair turns snow white. Dyes do not hold.",
+ "MARK-HEAVENS-4": "
Blue Eyes: Your eyes change colour to a startling shade of blue. In areas of low-lighting, they faintly glow. Take a -5% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-HEAVENS-5": "
Disturbing Visions: You commonly see disconnected portentous events that are meaningless to you. The constant barrage is distracting, imposing a -5% penalty yo Perception Tests.",
+ "MARK-HEAVENS-6": "
Scentless: Your natural smell is replaced by the scent of fresh air. Reeking fluids, noxious potions and other sources of stench gradually lose their aroma on contact with your person. Whilst this is advantageous after, say, a walk through a filth spattered street, it does serve to make people and animals uncomfortable in your presence. You take a -5% Fellowship penalty when dealing with people, and a -10% Fellowship penalty when dealing with animals. All attempts to track you using scent are considered Hard (-20%).",
+ "MARK-HEAVENS-7": "
Alarming Visions: Whenever you suffer the effects to Tzeentch's Curse, you must succeed on a Challenging (-10%) Will Power Tests to control the sudden flashes of precognition that come with the botched magic. If you fail, you are stunned for 1 round.",
+ "MARK-HEAVENS-8": "
Aura of Tranquillity: You emit a strange, but peaceful, aura that others find calming. Characters within 4 yards (2 squares) take a -5% penalty to Weapon Skill and Ballistic Skill Tests.",
+ "MARK-HEAVENS-9": "
Stargazer: You become agitated when you are unable to scry the stars. The difficulty of all tests involving Academic Knowledge or Will Power increases by you step for each night you fail to observe the night sky for at least half an hour. All accumulated penalties are removed when you are able to study the heavens once more.",
+ "MARK-HEAVENS-10": "
Mark of Azyr: The rune of
Azyr appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of the Heavens.",
+ "MARK-LIFE-1": "
Plant Growth: A small patch of plantlife begins to thrive upon your skin. These growths are inconsequential - mould under the fingernails, ivy in the hair and so on - but they are somewhat peculiar. They may be removed, but always grow back the following day.",
+ "MARK-LIFE-2": "
Barefoot: You can't abide by wearing footwear and you you must, you take a -5% penalty to Agility Tests.",
+ "MARK-LIFE-3": "
Rapid Hair and Nails: Your hair and fingernails grow at an almost alarming rate. You must spend a portion of each day, trimming them back.",
+ "MARK-LIFE-4": "
Green Skin: Your skin changes colour, assuming a greenish hue. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIFE-5": "
Vulnerability to Fire: Fire deals +1 Damage against you.",
+ "MARK-LIFE-6": "
Great Constitution: You gain Resistance to Disease.",
+ "MARK-LIFE-7": "
Metal Revulsion: You can't bear to touch metal objects of any kind. When you do, you must make a Challenging (-10%) Will Power Test or take a -1 cumulative penalty to your Magic Characteristic for 24 hours. You need not take the Test if struck by a metal weapon in combat.",
+ "MARK-LIFE-8": "
Aura of Growth: You emit an aura of growth and health, restoring life and colour to all plants you pass within 4 yards (2 squares). In natural environments, each of these spaces slows movement as if they were difficult terrain, halving movement through it, though you yourself are unaffected.",
+ "MARK-LIFE-9": "
Bound to the Seasons: You are physically affected by the passage of the seasons. In the winter, you take a -2 penalty to your Wounds Characteristic and a -1 penalty to your Movement Characteristic; in the autumn, you take a -1 penalty to your Wounds Characteristic; in the spring, you gain a +1 bonus to your Wounds Characteristic; in the summer, you gain a +2 bonus to your Wounds Characteristic and a +1 bonus to your Movement Characteristic.",
+ "MARK-LIFE-10": "
Mark of Ghyran: The rune of
Ghyran appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Life.",
+ "MARK-LIGHT-1": "
Choral Voice: Your voice becomes suffused with the harmonious vibrations of
Hysh. When you sing, it sounds as if scores of others are singing alongside you.",
+ "MARK-LIGHT-2": "
Eureka!: You inspire small acts of remembrance and deja-vu in those around you. You have no control over this effect, which tends to make non-magic users a little distracted when talking to you.",
+ "MARK-LIGHT-3": "
Pale: Your skin lightens considerably, bordering on semi-translucent.",
+ "MARK-LIGHT-4": "
Erie Eyes: Your eyes change colour, becoming milky white or have a golden luminance. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIGHT-5": "
Arrogant: Your deep knowledge (or rather your opinion about your own education) comes off as arrogant and pretentious. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-LIGHT-6": "
Paranoid: Given your wisdom, you have a deeper understanding of the nature of the Realm of Chaos, making you suspicious of all those around you. You take a -5% penalty to all Fear Tests.",
+ "MARK-LIGHT-7": "
Vulnerability to Darkness: When in areas of low-lighting, you take a -10% penalty to Channelling Tests.",
+ "MARK-LIGHT-8": "
Aura of Light: You give off a radiant energy that makes other light sources glow brighter than normal. All light sources within 4 yards (2 squares) provide light as if one step stronger. For instance, a candle would shed light as a lamp. (See
WFRP, page 117.) However, within such light, all characters take a -20% penalty to Concealment Tests.",
+ "MARK-LIGHT-9": "
Luminescent: You give off a constant soft glow, making it nearly impossible to conceal your movements. You take a -20% penalty yo all Concealment Tests. However, you shed light equal to torchlight (see
WFRP, page 117.).",
+ "MARK-LIGHT-10": "
Mark of Hysh: The rune of
Hysh appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Light.",
+ "MARK-METAL-1": "
Quicksilver Tears: Your tears and sweat take on the appearance of mercury. For all other intents and purposes they remain unchanged from normal tears and sweat.",
+ "MARK-METAL-2": "
Leaden Tongue: Your voice takes on a harsh tone, akin to metal clashing upon metal. Your singing sounds like a gong related accident.",
+ "MARK-METAL-3": "
Golden Skin: Your skin becomes thick, gaining a subtle golden sheen.",
+ "MARK-METAL-4": "
Stiff Limbs: Your limbs stiffen, making it hard to move around. Take a -5% penalty to your Agility Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-5": "
Magic Conductor: You attract magical energy. All characters within 4 yards (2 squares), take a -10% penalty to Will Power Tests made to resist spells.",
+ "MARK-METAL-6": "
Aura of Magnetism: You emit a strange aura that attracts metals to your flesh. Enemies trying to strike you gain a +5% bonus to Weapon Skill and Ballistic Skill Tests, though anyone else within 4 yards (2 squares) who tries to strike someone other than you takes a -5% penalty on all Weapon Skill and Ballistic Skill Tests.",
+ "MARK-METAL-7": "
Mechanical: When you interact with an animal, it sees you as an object rather than a creature. Animals will only attack you if you first attack them.",
+ "MARK-METAL-8": "
Greater Golden Skin: Your skin hardens into a thick shell. You take a -20% penalty to your Agility Characteristic and a -1 penalty to your Movement Characteristic, but you gain 1 Armour Point to all locations. These points stack with all other forms of Armour, but not leather or studded leather (see page 17 in
Old World Armoury). Modify your starting profile accordingly.",
+ "MARK-METAL-9": "
Slow: You have a hard time moving around. Take a -2 penalty to your Movement Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-10": "
Mark of Chamon: The rune of
Chamon appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Metal.",
+ "MARK-SHADOW-1": "
Flicker: Light seems uncomfortable in your presence. Candles flicker, lanterns dim and fires burn low when you are around.",
+ "MARK-SHADOW-2": "
Trickster: You cloak yourself in deception and misdirection, making you untrustworthy to others. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-3": "
Mantle of Mist: Mist, fog, smoke and other vapours seem drawn to your side. This adds a +5% bonus to Intimidate Tests made in fog banks and other suitable conditions, but does mean you tend to reek of smoke all the time.",
+ "MARK-SHADOW-4": "
Aspect of Ulgu: Your frame lightens and tightens whilst your hair colour changes to grey.",
+ "MARK-SHADOW-5": "
Forgettable: People can't seem to remember your face. Characters who've met you must succeed on an Intelligence Tests to recall who you are.",
+ "MARK-SHADOW-6": "
Disturbing Eyes: Your eyes become grey and swirl with unnatural darkness. You gain a +5% bonus to Intimidate Tests.",
+ "MARK-SHADOW-7": "
Insubstantial: Your body becomes slightly insubstantial. You gain a +10% bonus to Concealment Tests, but you take a -5% penalty to your Toughness Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-8": "
Unnatural Shadow: Your shadow does not behave itself - moving often of it's own accord. The shifting wrongness of your shadow puts folk ill at ease, imposing a -10% penalty to Fellowship Tests made when interacting with non-magic users. Worse, superstitious peasants will need convincing that you are not a Daemon.",
+ "MARK-SHADOW-9": "
Shrouded: Your body draws shadows towards it. You gain a +10% bonus to Concealment Tests.",
+ "MARK-SHADOW-10": "
Mark of Ulgu: The rune of
Ulgu appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Shadow.",
+ "ARCANE-MARK": "Arcane Mark",
+ "CHARACTERISTIC": "Characteristic"
}
\ No newline at end of file
diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/nl.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/nl.json
index e0d76c9eea..5b2a49ac0f 100644
--- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/nl.json
+++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/nl.json
@@ -1,286 +1,787 @@
{
- "character-name": "Character Name",
- "career": "Career",
- "career-path": "Career Path",
- "race": "Race",
- "religion": "Religion",
- "concept": "Concept",
- "advancements": "Advancements",
- "xp": "XP",
- "core-stats": "Core Stats",
- "background": "Background",
- "weapons": "Weapons",
- "armor": "Armor",
- "spellbook": "Spellbook ",
- "inventory": "Inventory",
- "character-profile": "Character Profile",
- "main-profile": "Main Profile",
- "main": "Main",
- "abbreviate-weapon-skill": "WS",
- "abbreviate-ballistic-skill": "BS",
- "abbreviate-strength": "S",
- "abbreviate-toughness": "T",
- "abbreviate-agility": "Ag",
- "abbreviate-intelligence": "Int",
- "abbreviate-will-power": "WP",
- "abbreviate-fellowship": "Fel",
- "starting": "Starting",
- "talents": "Talents",
- "advance": "Advance",
- "current": "Current",
- "secondary-profile": "Secondary Profile",
- "secondary": "Secondary",
- "abbreviate-attacks": "A",
- "abbreviate-wounds": "W",
- "abbreviate-strength-bonus": "SB",
- "abbreviate-toughness-bonus": "TB",
- "abbreviate-movement": "M",
- "abbreviate-magic": "Mag",
- "abbreviate-insanity-points": "IP",
- "abbreviate-fate-points": "FP",
- "combat": "Combat",
- "initiative": "Initiative",
- "wounds": "Wounds",
- "fortune": "Fortune",
- "move": "Move",
- "charge": "Charge",
- "run": "Run",
- "leap": "Leap",
- "abbreviate-initiative": "Init",
- "check-luck": "Check if you have the Luck Talent",
- "talent-name": "Talent Name",
- "description": "Descripton",
- "skills": "Career Main Profile",
- "knowledge-and-language-skills": "Knowledge and Language Skills",
- "skill-name": "Skill Name",
- "abbreviate-characteristic": "Char",
- "training": "Training",
- "misc": "Misc",
- "total": "Total",
- "roll": "Roll",
- "abbreviate-gm": "GM",
- "common-knowledge-any": "Common Knowledge (any)",
- "common-knowledge": "Common Knowledge",
- "trained": "Trained",
- "perform-trade-and-other-skills": "Perform, Trade, and Other Skills",
- "basic": "Basic",
- "special-rules": "Special Rules",
- "name": "Name",
- "basic-skills": "Basic Skills",
- "animal-care": "Animal Care",
- "charm": "Charm",
- "command": "Command",
- "concealment": "Concealment",
- "consume-alcohol": "Consume Alcohol",
- "disguise": "Disguise",
- "drive": "Drive",
- "evaluate": "Evaluate",
- "gamble": "Gamble",
- "gossip": "Gossip",
- "haggle": "Haggle",
- "intimidate": "Intimidate",
- "outdoor-survival": "Outdoor Survival",
- "preception": "Perception",
- "ride": "Ride",
- "row": "Row",
- "scale-sheet-surface": "Scale Sheer Surface",
- "search": "Search",
- "silent-move": "Silent Move",
- "swim": "Swim",
- "advanced-skills": "Advanced Skills",
- "animal-training": "Animal Training",
- "blather": "Blather",
- "chanelling": "Chanelling",
- "charm-animal": "Charm Animal",
- "dodge-blow": "Dodge Blow",
- "follow-trail": "Follow Trail",
- "heal": "Heal",
- "hypnotism": "Hypnotism",
- "lip-reading": "Lip Reading",
- "magical-sense": "Magical Sense",
- "navigation": "Navigation",
- "pick-lock": "Pick Lock",
- "prepare-poison": "Prepare Poison",
- "read-and-write": "Read and Write",
- "sail": "Sail",
- "set-trap": "Set Trap",
- "shadowing": "Shadowing",
- "sleight-of-hand": "Sleight of Hand",
- "torture": "Torture",
- "vetroloquism": "Ventriloquism",
- "astrology": "Astrology",
- "star-sign": "Star Sign",
- "doom": "Doom",
- "appearance": "Appearance",
- "gender": "Gender",
- "build": "Build",
- "age": "Age",
- "attr-height": "Height",
- "weight": "Weight",
- "eyes": "Eyes",
- "skin": "Skin",
- "hair": "Hair",
- "history": "History",
- "miscellaneous-notes": "Miscellaneous Notes",
- "starting-career": "Starting Career",
- "career-name": "Career Name",
- "career-main-profile": "Career Main Profile",
- "weapon-skill": "Weapon Skill",
- "ballistic-skill": "Ballistic Skill",
- "strength": "Strength",
- "toughness": "Toughness",
- "agility": "Agility",
- "intelligence": "Intelligence",
- "will-power": "Will Power",
- "fellowship": "Fellowship",
- "career-secondary-profile": "Career Secondary Profile",
- "attacks": "Attacks",
- "strength-bonus": "Strength Bonus",
- "toughness-bonus": "Toughness Bonus",
- "movement": "Movement",
- "magic": "Magic",
- "insanity-points": "Insanity Points",
- "fate-points": "Fate Points",
- "career-skills": "Career Skills",
- "career-talents": "Career Talents",
- "career-exits": "Career Exits",
- "second-career": "Second Career",
- "third-career": "Third Career",
- "fourth-career": "Fourth Career",
- "fifth-career": "Fifth Career",
- "melee-weapons": "Melee Weapons",
- "abbreviate-proficiency": "Prof?",
- "weapon": "Weapon",
- "craftsmanship": "Craftsmanship",
- "ws-bonus": "WS Bonus",
- "to-hit": "To Hit",
- "damage": "Damage",
- "impact": "Impact",
- "defensive": "Defensive",
- "qualities": "Qualities",
- "attack": "Attack",
- "parry": "Parry",
- "poor": "Poor",
- "common": "Common",
- "good": "Good",
- "best": "Best",
- "abbreviate-attack": "Atk",
- "abbreviate-damage": "Dmg",
- "abbreviate-parry": "Pry",
- "ranged-weapons": "Ranged Weapons",
- "bs-bonus": "BS Bonus",
- "type": "Type",
- "reload": "Reload",
- "range": "Range",
- "ammo": "Ammo",
- "shoot": "Shoot",
- "throw": "Throw",
- "free": "Free",
- "half": "Half",
- "full-number": "{{0}} Full",
- "critical-hit": "Critical Hit",
- "critical-roll": "Critical Roll",
- "critical": "Critical",
- "petty": "Petty",
- "lesser": "Lesser",
- "arcane": "Arcane",
- "divine": "Divine",
- "runes": "Runes",
- "perform-chanelling": "Take a Half Action to perform Chanelling",
- "spell-name": "Name",
- "casting-number": "Casting Number",
- "casting-time": "Casting Time",
- "duration": "Duration",
- "target": "Target/AoE",
- "none": "None",
- "1d10magic": "1d10 + Magic",
- "spell-healing": "Spell Healing",
- "cast": "Cast",
- "ingredient-bonus": "Ingredient Bonus",
- "ingredient": "Ingredient",
- "spell-damage": "Spell Damage",
- "spell-description": "Spell Description",
- "petty-spell": "Petty Spell",
- "lesser-spell": "Lesser Spell",
- "arcane-spell": "Arcane Spell",
- "divine-spell": "Divine Spell",
- "rune": "Rune",
- "inscription-number": "Inscription Number",
- "empowerment": "Empowerment",
- "inscribe": "Inscribe",
- "permanent-rune-description": "Permanent Rune Description",
- "temporary-rune-description": "Temporary Rune Description",
- "coin-carried": "Coin Carried",
- "brass-pennies-bp": "Brass Pennies (BP)",
- "silver-shillings-ss": "Silver Shillings (SS)",
- "gold-crowns-gc": "Gold Crowns (GC)",
- "total-gc-value": "Total GC Value",
- "exchange-rate": "Exchange Rate",
- "exchange-rate-description": "240 brass pennies = 20 silver shilling = 1 gold crown",
- "encumbrance": "Encumbrance",
- "trappings": "Trappings",
- "coin": "Coin",
- "other": "Other",
- "carrying-capacity": "Carrying Max",
- "push-drag-lift": "Push/Drag/Lift",
- "encumbered": "Encumbered",
- "dwarf": "Dwarf",
- "dwarf-encumbrance": "Dwarves can carry twice as much as other characters.",
- "encumbrance-description": "Encumbrance entered in each row below is:",
- "encumbrance-choice1": "The total encumbrance of the row (ignoring quantity)",
- "encumbrance-choice2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
- "page1": "Page 1",
- "page2": "Page 2",
- "page3": "Page 3",
- "show-all": "Show All",
- "row-nr": "Row #",
- "carried-question": "Carried?",
- "abbreviate-quantity": "Qty",
- "treasure-loot-inventory-notes": "Treasure/Loot/Inventory Notes",
- "protective-item": "Protective Items",
- "head": "Head",
- "worn": "Worn",
- "armor-type": "Armor Type",
- "armor-points": "Armor Points",
- "magic-bonus": "Magic Bonus",
- "total-ap": "Total AP",
- "leather": "Leather",
- "mail": "Mail",
- "plate": "Plate",
- "torso": "Torso",
- "arms": "Arms",
- "legs": "Legs",
- "armor-penalties": "Armor Penalties",
- "armor-penalties-description1": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
- "armor-penalties-description2": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
- "hit-locations": "Hit Locations",
- "left-arm": "Left Arm",
- "left-leg": "Left Leg",
- "right-arm": "Right Arm",
- "right-leg": "Right Leg",
- "advanced-skill": "Advanced Skill",
- "basic-skill": "Basic Skill",
- "knowledge-skill": "Knowledge Skill",
- "various-skill": "Various Skill",
- "blood-loss": "Blood Loss",
- "bleeding": "Bleeding",
- "casting-test": "Casting Test",
- "outcome": "Outcome",
- "spellcasting-succeeds": "Spellcasting succeeds",
- "hit-left-arm": "Hit Left Arm",
- "hit-right-leg": "Hit Right Leg",
- "hit-location-number": "Hit Location {{0}}",
- "hit-right-arm": "Hit Right Arm",
- "damage-number": "Damage {{0}}",
- "hit-left-leg": "Hit Left Leg",
- "hit-body": "Hit Body",
- "hit-head": "Hit Head",
- "target-number": "Target Number",
- "attack-roll": "Attack Roll",
- "miss": "Miss",
- "parry-roll": "Parry Roll",
- "failure": "Failure",
- "spellcasting-fails": "Spellcasting fails",
- "test-result": "Test Result",
- "characteristic": "Characteristic"
+ "CHARACTER-NAME": "Character Name",
+ "CAREER": "Career",
+ "CAREER-PATH": "Career Path",
+ "RACE": "Race",
+ "RELIGION": "Religion",
+ "CONCEPT": "Concept",
+ "ADVANCEMENTS": "Advancements",
+ "XP": "XP",
+ "XP-EARNED": "XP Earned",
+ "XP-SPENT": "XP Spent",
+ "XP-REST": "XP Rest",
+ "PUBLIC": "Make all rolls public",
+ "WHISPER": "Whisper all rolls to GM",
+ "CORE-STATS": "Core Stats",
+ "BACKGROUND": "Background",
+ "WEAPONS": "Weapons",
+ "ARMOR": "Armor",
+ "SPELLBOOK": "Spellbook",
+ "INVENTORY": "Inventory",
+ "SETTINGS": "Settings",
+ "CHARACTER-PROFILE": "Character Profile",
+ "MAIN-PROFILE": "Main Profile",
+ "MAIN": "Main",
+ "ABBREVIATE-WEAPON-SKILL": "WS",
+ "ABBREVIATE-BALLISTIC-SKILL": "BS",
+ "ABBREVIATE-STRENGTH": "S",
+ "ABBREVIATE-TOUGHNESS": "T",
+ "ABBREVIATE-AGILITY": "Ag",
+ "ABBREVIATE-INTELLIGENCE": "Int",
+ "ABBREVIATE-WILL-POWER": "WP",
+ "ABBREVIATE-FELLOWSHIP": "Fel",
+ "STARTING": "Starting",
+ "TALENTS": "Talents",
+ "ADVANCE": "Advance",
+ "CURRENT": "Current",
+ "MODIFIER": "Modifier",
+ "SECONDARY-PROFILE": "Secondary Profile",
+ "SECONDARY": "Secondary",
+ "ABBREVIATE-ATTACKS": "A",
+ "ABBREVIATE-WOUNDS": "W",
+ "ABBREVIATE-STRENGTH-BONUS": "SB",
+ "ABBREVIATE-TOUGHNESS-BONUS": "TB",
+ "ABBREVIATE-MOVEMENT": "M",
+ "ABBREVIATE-MAGIC": "Mag",
+ "ABBREVIATE-INSANITY-POINTS": "IP",
+ "ABBREVIATE-FATE-POINTS": "FP",
+ "COMBAT": "Combat",
+ "INITIATIVE": "Initiative",
+ "WOUNDS": "Wounds",
+ "FORTUNE": "Fortune",
+ "MOVE": "Move",
+ "CHARGE": "Charge",
+ "RUN": "Run",
+ "LEAP": "Leap",
+ "ABBREVIATE-INITIATIVE": "Init",
+ "CHECK-LUCK": "Check if you have the Luck Talent",
+ "TALENT-NAME": "Talent Name",
+ "DESCRIPTION": "Descripton",
+ "SKILLS": "Skills",
+ "KNOWLEDGE-AND-LANGUAGE-SKILLS": "Knowledge and Language Skills",
+ "KNOWLEDGE": "Knowledge",
+ "SKILL-NAME": "Skill Name",
+ "ABBREVIATE-CHARACTERISTIC": "Char",
+ "TRAINING": "Training",
+ "ABBREVIATE-MISCELLANEOUS": "Misc",
+ "TOTAL": "Total",
+ "ROLL": "Roll",
+ "ABBREVIATE-GM": "GM",
+ "COMMON-KNOWLEDGE-ANY": "Common Knowledge (any)",
+ "COMMON-KNOWLEDGE": "Common Knowledge",
+ "PERFORM-TRADE-AND-OTHER-SKILLS": "Perform, Trade, and Other Skills",
+ "TRAINED": "Trained",
+ "BASIC": "Basic",
+ "SPECIAL-RULES": "Special Rules",
+ "NAME": "Name",
+ "BASIC-SKILLS": "Basic Skills",
+ "ANIMAL-CARE": "Animal Care",
+ "CHARM": "Charm",
+ "COMMAND": "Command",
+ "CONCEALMENT": "Concealment",
+ "CONSUME-ALCOHOL": "Consume Alcohol",
+ "DISGUISE": "Disguise",
+ "DRIVE": "Drive",
+ "EVALUATE": "Evaluate",
+ "GAMBLE": "Gamble",
+ "GOSSIP": "Gossip",
+ "HAGGLE": "Haggle",
+ "INTIMIDATE": "Intimidate",
+ "OUTDOOR-SURVIVAL": "Outdoor Survival",
+ "PERCEPTION": "Perception",
+ "RIDE": "Ride",
+ "ROW": "Row",
+ "SCALE-SHEER-SURFACE": "Scale Sheer Surface",
+ "SEARCH": "Search",
+ "SILENT-MOVE": "Silent Move",
+ "SWIM": "Swim",
+ "ADVANCED-SKILLS": "Advanced Skills",
+ "ANIMAL-TRAINING": "Animal Training",
+ "BLATHER": "Blather",
+ "CHANNELLING": "Channelling",
+ "CHARM-ANIMAL": "Charm Animal",
+ "DODGE-BLOW": "Dodge Blow",
+ "FOLLOW-TRAIL": "Follow Trail",
+ "HEAL": "Heal",
+ "HYPNOTISM": "Hypnotism",
+ "LIP-READING": "Lip Reading",
+ "MAGICAL-SENSE": "Magical Sense",
+ "NAVIGATION": "Navigation",
+ "PICK-LOCK": "Pick Lock",
+ "PREPARE-POISON": "Prepare Poison",
+ "READ-AND-WRITE": "Read and Write",
+ "SAIL": "Sail",
+ "SET-TRAP": "Set Trap",
+ "SHADOWING": "Shadowing",
+ "SLEIGHT-OF-HAND": "Sleight of Hand",
+ "TORTURE": "Torture",
+ "VENTRILOQUISM": "Ventriloquism",
+ "ASTROLOGY": "Astrology",
+ "STAR-SIGN": "Star Sign",
+ "DOOM": "Doom",
+ "APPEARANCE": "Appearance",
+ "GENDER": "Gender",
+ "BUILD": "Build",
+ "AGE": "Age",
+ "HEIGHT": "Height",
+ "WEIGHT": "Weight",
+ "EYES": "Eyes",
+ "SKIN": "Skin",
+ "HAIR": "Hair",
+ "HISTORY": "History",
+ "MISCELLANEOUS-NOTES": "Miscellaneous Notes",
+ "CAREER-NAME": "Career Name",
+ "STARTING-CAREER": "Starting Career",
+ "SECOND-CAREER": "Second Career",
+ "THIRD-CAREER": "Third Career",
+ "FOURTH-CAREER": "Fourth Career",
+ "FIFTH-CAREER": "Fifth Career",
+ "CAREER-ENTERED": "Career Entered",
+ "CAREER-ENTERED_CHECK": "Check if you've entered this career.",
+ "CAREER-MAIN-PROFILE": "Career Main Profile",
+ "WEAPON-SKILL": "Weapon Skill",
+ "BALLISTIC-SKILL": "Ballistic Skill",
+ "STRENGTH": "Strength",
+ "TOUGHNESS": "Toughness",
+ "AGILITY": "Agility",
+ "INTELLIGENCE": "Intelligence",
+ "WILL-POWER": "Will Power",
+ "FELLOWSHIP": "Fellowship",
+ "CAREER-SECONDARY-PROFILE": "Career Secondary Profile",
+ "ATTACKS": "Attacks",
+ "STRENGTH-BONUS": "Strength Bonus",
+ "TOUGHNESS-BONUS": "Toughness Bonus",
+ "MOVEMENT": "Movement",
+ "MAGIC": "Magic",
+ "INSANITY-POINTS": "Insanity Points",
+ "FATE-POINTS": "Fate Points",
+ "CAREER-SKILLS": "Career Skills",
+ "CAREER-TALENTS": "Career Talents",
+ "CAREER-SKILLS-AND-TALENTS": "Career Skills and Talents",
+ "SKILL-OR-TALENT": "Skill or Talent",
+ "CAREER-EXITS": "Career Exits",
+ "TAKEN": "Taken",
+ "MELEE-WEAPONS": "Melee Weapons",
+ "ABBREVIATE-PROFICIENCY": "Prof?",
+ "WEAPON": "Weapon",
+ "CRAFTSMANSHIP": "Craftsmanship",
+ "ABBREVIATE-CRAFTSMANSHIP": "Craft",
+ "ABBREVIATE-ENCUMBRANCE": "Enc",
+ "WS-BONUS": "WS Bonus",
+ "TO-HIT": "To Hit",
+ "DAMAGE": "Damage",
+ "FURY-DAMAGE": "Fury Damage",
+ "DAMAGE-INC-SB": "Melee damage already includes SB.",
+ "IMPACT": "Impact",
+ "ABBREVIATE-IMPACT": "Imp",
+ "DEFENSIVE": "Defensive",
+ "ABBREVIATE-DEFENSIVE": "Def",
+ "QUALITIES": "Qualities",
+ "FRENZY-DESCRIPTION": "Check if you are using the Frenzy Talent",
+ "ATTACK": "Attack",
+ "PARRY": "Parry",
+ "POOR": "Poor",
+ "COMMON": "Common",
+ "GOOD": "Good",
+ "BEST": "Best",
+ "ABBREVIATE-ATTACK": "Atk",
+ "ABBREVIATE-DAMAGE": "Dmg",
+ "ABBREVIATE-PARRY": "Pry",
+ "RANGED-WEAPONS": "Ranged Weapons",
+ "BS-BONUS": "BS Bonus",
+ "TYPE": "Type",
+ "RELOAD": "Reload",
+ "RANGE": "Range",
+ "ABBREVIATE-AMMUNITION": "Ammo",
+ "ABBREVIATE-AMMUNITION-ENCUMBRANCE": "Ammo Enc",
+ "AMMO-ENCUMBRANCE-DESCRIPTION": "Note Encombrance value for 1 piece of ammo.",
+ "SHOOT": "Shoot",
+ "THROW": "Throw",
+ "FREE": "Free",
+ "HALF": "Half",
+ "FULL-NUMBER": "{{0}} Full",
+ "CRITICAL": "Critical",
+ "CRITICAL-HIT": "Critical Hit",
+ "CRITICAL-ROLL": "Critical Roll",
+ "TOTAL-MELEE-WEAPON-ENCUMBRANCE": "Total Melee Weapon Encumbrance",
+ "TOTAL-RANGED-WEAPON-ENCUMBRANCE": "Total Ranged Weapon Encumbrance",
+ "TOTAL-WEAPON-ENCUMBRANCE": "Total Weapon Encumbrance",
+ "PETTY": "Petty",
+ "LESSER": "Lesser",
+ "ARCANE": "Arcane",
+ "DIVINE": "Divine",
+ "RUNES": "Runes",
+ "RITUALS": "Rituals",
+ "PERFORM-CHANNELLING": "Take a Half Action to perform Channelling",
+ "SPELL-NAME": "Name",
+ "CASTING-NUMBER": "Casting Number",
+ "CASTING-TIME": "Casting Time",
+ "DURATION": "Duration",
+ "TARGET": "Target/AoE",
+ "NONE": "None",
+ "1D10MAGIC": "1d10 + Magic",
+ "SPELL-HEALING": "Spell Healing",
+ "CAST": "Cast",
+ "INGREDIENT-BONUS": "Ingredient Bonus",
+ "INGREDIENT": "Ingredient",
+ "SPELL-DAMAGE": "Spell Damage",
+ "SPELL-DESCRIPTION": "Spell Description",
+ "RITUAL-DESCRIPTION": "Ritual Description",
+ "ARCANE-LANGUAGE": "Arcane Language",
+ "REQUIRED-MAGIC": "Required Magic",
+ "XP-COST": "XP Cost",
+ "CONDITIONS": "Conditions",
+ "CONSEQUENCES": "Consquences",
+ "petty-spell": "Petty Spell",
+ "lesser-spell": "Lesser Spell",
+ "arcane-spell": "Arcane Spell",
+ "divine-spell": "Divine Spell",
+ "RUNE": "Rune",
+ "INSCRIPTION-NUMBER": "Inscription Number",
+ "EMPOWERMENT": "Empowerment",
+ "INSCRIBE": "Inscribe",
+ "PERMANENT-RUNE-DESCRIPTION": "Permanent Rune Description",
+ "TEMPORARY-RUNE-DESCRIPTION": "Temporary Rune Description",
+ "MAGIC-USED": "Amount of Magic used",
+ "CHANNELLING-SUCCESS": "Channelling success",
+ "INGREDIENT-USED": "Ingredient used",
+ "RUNE-TYPE": "Rune type",
+ "TEMPORARY": "Temporary",
+ "PERMANENT": "Permanent",
+ "MINUTES": "minute(s)",
+ "WEEKS": "week(s)",
+ "COIN-CARRIED": "Coin Carried",
+ "BRASS-PENNIES-BP": "Brass Pennies (BP)",
+ "SILVER-SHILLINGS-SS": "Silver Shillings (SS)",
+ "GOLD-CROWNS-GC": "Gold Crowns (GC)",
+ "TOTAL-GC-VALUE": "Total GC Value",
+ "EXCHANGE-RATE": "Exchange Rate",
+ "EXCHANGE-RATE-DESCRIPTION": "240 brass pennies = 20 silver shilling = 1 gold crown",
+ "ENCUMBRANCE": "Encumbrance",
+ "TRAPPINGS": "Trappings",
+ "COIN": "Coin",
+ "OTHER": "Other",
+ "CARRYING-CAPACITY": "Carrying Max",
+ "PUSH-DRAG-LIFT": "Push/Drag/Lift",
+ "ENCUMBERED": "Encumbered",
+ "ENCUMBERED-MOVEMENT-PENALTY": "Encumbered Movement penalty",
+ "DWARF": "Dwarf",
+ "DWARF-ENCUMBRANCE": "Dwarves can carry twice as much as other characters.",
+ "DWARF-ENCUMBRANCE-CHECK": "Check if you are a Dwarf.",
+ "ENCUMBRANCE-DESCRIPTION": "Encumbrance entered in each row below is:",
+ "ENCUMBRANCE-CHOICE1": "The total encumbrance of the row (ignoring quantity)",
+ "ENCUMBRANCE-CHOICE2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
+ "PAGE-1": "Page 1",
+ "PAGE-2": "Page 2",
+ "PAGE-3": "Page 3",
+ "SHOW-ALL": "Show All",
+ "UNLIMITED": "Unlimited",
+ "ROW-NR": "Row #",
+ "CARRIED-QUESTION": "Carried?",
+ "ABBREVIATE-QUANTITY": "Qty",
+ "TREASURE-LOOT-INVENTORY-NOTES": "Treasure/Loot/Inventory Notes",
+ "PROTECTIVE-ITEMS": "Protective Items",
+ "WORN": "Worn",
+ "HEAD": "Head",
+ "ARMOR-TYPE": "Armor Type",
+ "ARMOR-POINTS": "Armor Points",
+ "ABBREVIATE-ARMOR-POINTS": "AP",
+ "MAGIC-BONUS": "Magic Bonus",
+ "BONUS": "Bonus",
+ "TOTAL-AP": "Total AP",
+ "LEATHER": "Leather",
+ "MAIL": "Mail",
+ "PLATE": "Plate",
+ "TORSO": "Torso",
+ "ARMS": "Arms",
+ "LEGS": "Legs",
+ "LOCATION-DESCRIPTION": "H : Head / B : Body / A : Arms / L : Legs",
+ "TOTAL-ARMOR-ENCUMBRANCE": "Total Armor Encombrance",
+ "TOTAL-WEIGHT-MAX": "The maximum total encumbrance your character can carry without slowing.",
+ "MAX-PUSH-DRAG-LIFT": "This is the maximum encumbrance you can push/drag/lift. If the encumbrance you are pushing/dragging/lifting exceeds your maximum carrying capacity then your Movement drops to 1.",
+ "LIGHT": "Light",
+ "MEDIUM": "Medium",
+ "HEAVY": "Heavy",
+ "LIGHT-ARMOR": "Light Armor",
+ "MEDIUM-ARMOR": "Medium Armor",
+ "HEAVY-ARMOR": "Heavy Armor",
+ "HIT-LOCATIONS": "Hit Locations",
+ "BODY": "Body",
+ "ABBREVIATE-HEAD": "H",
+ "ABBREVIATE-BODY": "B",
+ "ABBREVIATE-ARMS": "A",
+ "ABBREVIATE-LEGS": "L",
+ "LEFT-ARM": "Left Arm",
+ "LEFT-LEG": "Left Leg",
+ "RIGHT-ARM": "Right Arm",
+ "RIGHT-LEG": "Right Leg",
+ "ARMOR-PENALTIES": "Armor Penalties",
+ "ARMOR-PENALTIES-MEDIUM": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
+ "ARMOR-PENALTIES-HEAVY": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
+ "BLOOD-LOSS": "Blood Loss",
+ "BLEEDING": "Bleeding",
+ "ADVANCED-SKILL": "Advanced Skill",
+ "BASIC-SKILL": "Basic Skill",
+ "KNOWLEDGE-SKILL": "Knowledge Skill",
+ "VARIOUS-SKILL": "Various Skill",
+ "TARGET-NUMBER": "Target Number",
+ "TEST-RESULT": "Test Result",
+ "RESULT": "Result",
+ "OUTCOME": "Outcome",
+ "SUCCESS": "Success",
+ "FAILURE": "Failure",
+ "ATTACK-ROLL": "Attack Roll",
+ "MISS": "Miss",
+ "PARRY-ROLL": "Parry Roll",
+ "PARRIED": "Parried",
+ "CASTING-TEST": "Casting Test",
+ "SPELLCASTING-FAILS": "Spellcasting fails",
+ "SPELLCASTING-SUCCEEDS": "Spellcasting succeeds",
+ "INSCRIPTION-TEST": "Inscription Test",
+ "INSCRIPTION-TIME": "Inscription Time",
+ "INSCRIPTION-FAILS": "Inscription fails",
+ "INSCRIPTION-SUCCEEDS": "Inscription succeeds",
+ "HIT-LOCATION": "Hit Location",
+ "HIT-HEAD": "Hit Head",
+ "HIT-BODY": "Hit Body",
+ "HIT-LEFT-ARM": "Hit Left Arm",
+ "HIT-LEFT-LEG": "Hit Left Leg",
+ "HIT-RIGHT-ARM": "Hit Right Arm",
+ "HIT-RIGHT-LEG": "Hit Right Leg",
+ "HIT-LOCATION-NUMBER": "Hit Location {{0}}",
+ "DAMAGE-NUMBER": "Damage {{0}}",
+ "CRITICAL-LOCATION": "Critical Location",
+ "CRITICAL-VALUE": "Critical Value",
+ "CRITICAL-EFFECT": "Critical Effect",
+ "CRITICAL-EFFECT-H1": "Disoriented by the blow. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-H2": "Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H3": "The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-H4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H5": "Knocked to the ground and dazed. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-H6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-H7": "Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-H8": "Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.",
+ "CRITICAL-EFFECT-H9": "Skull pierced by a mighty blow. Death is instantaneous.",
+ "CRITICAL-EFFECT-A1": "Drops anything held in that hand. A shield, if worn, is not affected, since its strapped on.",
+ "CRITICAL-EFFECT-A2": "Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A3": "Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).",
+ "CRITICAL-EFFECT-A4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A5": "Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).",
+ "CRITICAL-EFFECT-A6": "Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-A7": "Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.",
+ "CRITICAL-EFFECT-A8": "Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.",
+ "CRITICAL-EFFECT-A9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-B1": "The wind is knocked out of the character. All tests and attacks suffer a 20% penalty for one round.",
+ "CRITICAL-EFFECT-B2": "Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B3": "Ribs busted by ferocity of attack. Character takes a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-B4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B5": "Knocked to the ground and badly winded. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-B6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-B7": "The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-B8": "Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.",
+ "CRITICAL-EFFECT-B9": "Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.",
+ "CRITICAL-EFFECT-L1": "Stumbles. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-L2": "Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L3": "Leg incapacitated until medical attention is received. Characters Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a 20% penalty.",
+ "CRITICAL-EFFECT-L4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L5": "Knocked to the ground and dazed. All characters tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-L6": "Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-L7": "Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.",
+ "CRITICAL-EFFECT-L8": "Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.",
+ "CRITICAL-EFFECT-L9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-10": "Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.",
+ "BLOOD-SURVIVE": "Survive one more round.",
+ "BLOOD-DEATH": "Death from blood loss!",
+ "OLD-TRAPPINGS": "Use old Trappings layout",
+ "NEW-TRAPPINGS": "Use new Trappings layout",
+ "CHAOS-MANIFESTATION": "Chaos Manifestation",
+ "ROLL-BASIC-TABLES": "Roll on Basic Chaos Manifestaion Tables",
+ "ROLL-EXTENDED-TABLES": "Roll on Extended Chaos Manifestaion Tables",
+ "TZEENTCHS-CURSE": "Tzeentch's Curse",
+ "CHAOS-ROLL": "Chaos Roll",
+ "CHAOS-TABLE": "Chaos Table",
+ "MINOR-NORMAL": "Minor Normal",
+ "MINOR-EXTENDED": "Minor Extended",
+ "MAJOR-NORMAL": "Major Normal",
+ "MAJOR-EXTENDED": "Major Extended",
+ "CATASTROPHIC-NORMAL": "Catastrophic Normal",
+ "CATASTROPHIC-EXTENDED": "Catastrophic Extended",
+ "MINOR": "Minor",
+ "MAJOR": "Major",
+ "CATASTROPHIC": "Catastrophic",
+ "MINOR-CHAOS-MANIFESTATION": "Minor Chaos Manifestation",
+ "MAJOR-CHAOS-MANIFESTATION": "Major Chaos Manifestation",
+ "CATASTROPHIC-CHAOS-MANIFESTATION": "Catastrophic Chaos Manifestation",
+ "YES": "Yes",
+ "NO": "No",
+ "MINOR1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINOR2": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINOR3": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINOR4": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINOR5": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINOR6": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINOR7": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINOR8": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINOR9": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINOR10": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINOR11": "
Unlucky !: Roll on Major Chaos Manifestation instead.",
+ "MINORE1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINORE2": "
Fumblehand: A randomly selected item you are holding or carrying flies 1d10 yards (1d10/2 squares) in a random direction, thrown invisibly by Winds of Chaos.",
+ "MINORE3": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINORE4": "
Nailrot: A randomly chosen finger or toenail turns black and falls off. It will grow back normally.",
+ "MINORE5": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINORE6": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINORE7": "
Waxy Earful: Your ears become entirely plugged with wax, requiring a successful Heal Test to clear. Until you receive such treatment, you suffer a 10% penalty to all tests involving hearing.",
+ "MINORE8": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINORE9": "
Cold Sweats: All those within in 10 yards (5 squares) of you immediately break into a cold sweat lasting 1d10 rounds.",
+ "MINORE10": "
Sleeping Nerves: Every muscle in your body tingles for 1d10 rounds. You suffer a 5% penalty to all tests made in that time.",
+ "MINORE11": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINORE12": "
Milky Eyes: A milky film covers your eyes for 1d10 hours. You suffer a 10% penalty to any tests involving sight in that time.",
+ "MINORE13": "
Bane of Flora: All plant life within 10 yards (5 squares) of you withers and dies.",
+ "MINORE14": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINORE15": "
Handfrozen: The bones and muscles of one of your hands (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move your fingers from their bizarre arrangement for 1d10 minutes.",
+ "MINORE16": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINORE17": "
Creeping Congregation: Insects fill the area around you, buzzing and crawling. They do no harm and disperse within 1d10 rounds, but they are obviousand potentially frighteningto everyone in the area.",
+ "MINORE18": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINORE19": "
Channel Burn: The channels of magic in your body are burned by coursing magic. You suffer a 1 penalty to every Casting Roll you make in the next 1d10 minutes.",
+ "MINORE20": "
Intestinal Rebellion: Your bowels move uncontrollably, soiling both your clothing and pride.",
+ "MINORE21": "
Grave Offence: You uncontrollably shout something horribly offensive to those around you. The GM may overrule you if your invention is insufficiently offensive.",
+ "MINORE22": "
Fluid Transformation: All liquids on your personincluding spell ingredientsturn to brine.",
+ "MINORE23": "
Kin Inconvenienced: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MINORE24": "
Accumulation of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MINORE25": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINORE26": "
Unlucky!: Roll on Major Chaos Manifestation instead.",
+ "MAJOR1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJOR2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJOR3": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJOR4": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJOR5": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJOR6": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJOR7": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJOR8": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJOR9": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJOR10": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJOR11": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "MAJORE1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJORE2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJORE3": "
Hairless: Every hair in your body falls out.",
+ "MAJORE4": "
Blacknail: Every finger and toenail on your body turns black and falls off. They will grow back normally.",
+ "MAJORE5": "
Wracked: You suffer burning pain for 1d10 rounds, suffering a 10% penalty to all tests made in that time.",
+ "MAJORE6": "
Channel Conflagration: The channels of magic in your body are set ablaze by coursing magic. You suffer a 1 penalty to every casting die you roll in the next 1d10 hours.",
+ "MAJORE7": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJORE8": "
Rag Doll: You spontaneously fly through the air 1d10 yards (1d10/5 squares) in a random direction, landing roughly and suffering a Damage 2 hit.",
+ "MAJORE9": "
Fire!: Your clothing bursts into flame (see WFRP, page 136).",
+ "MAJORE10": "
Loadstones: Every piece of metal on your body is permanently magnetized.",
+ "MAJORE11": "
Limbfrozen: The bones and muscles of one of your arms or legs (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move the affected limb for 1d10 hours.",
+ "MAJORE12": "
Tongue-twisted: Chaos energy infuses your mouth; anything you say for the next 1d10 minutes comes out as gibberish, rendering spellcasting impossible during that time.",
+ "MAJORE13": "
Chaotic Wind: Chaos blows through any magical spell ingredients you are carrying. Any spell cast using them will make one of any associated Casting Rolls dice a Chaos die.",
+ "MAJORE14": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJORE15": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJORE16": "
Undone: Every tie, clasp, and fastener of every type on your body flies violently open. Belts come undone, pouches fly open, boots come unlaced, and so on.",
+ "MAJORE17": "
Regurgitate: You throw up uncontrollably, unable to do anything else, for 1d10 rounds. In that time, you spew up much more vomit than could possibly have been contained in your stomach.",
+ "MAJORE18": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJORE19": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJORE20": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJORE21": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJORE22": "
Kin Affected: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MAJORE23": "
Storm of Chaos: Roll on Table 624: Expanded Minor Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "MAJORE24": "
Store of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MAJORE25": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJORE26": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "CATA1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATA2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATA3": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATA4": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA5": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA6": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATA7": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATA8": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATA9": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATA10": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "CATAE1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATAE2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE3": "
Broken: Your will is utterly broken. Your Will Power Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE4": "
Stupefied: Your mind regresses to protect you from a worse fate. Your Intelligence Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE5": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATAE6": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATAE7": "
Rageboil: Everyone within 10 yards (5 squares) of you is immediately and irrationally outraged by your very presence. They all move to attack youeven your alliesand only come to their senses after 1d10 rounds.",
+ "CATAE8": "
Albino Affliction: Your skin and hair are bleached utterly white by roiling Chaos.",
+ "CATAE9": "
Heretical Vision: A Daemon Prince shows you a vision of Chaos. You gain 1d10 Insanity Points. Any time after this event, you can spend 100 xp and gain the Dark Lore (Chaos) talent.",
+ "CATAE10": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATAE11": "
Boiling Blood: For a brief instant, your blood literally boils in your veins. You suffer 2d10 Wounds, which are reduced by Toughness but not armour.",
+ "CATAE12": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATAE13": "
Chaotic Servitors: 1d10 Daemon Imps (see
WFRP, page 229) appear from the Aethyr and do your bidding for 1d10 rounds.",
+ "CATAE14": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATAE15": "
Windblock: You are stuck unable to breathe for 1d10 minutes (see Suffocation in WFRP, page 136), after which you gasp!manage to draw breath.",
+ "CATAE16": "
Lineage Concluded: The infection of Chaos renders you sterile or barren.",
+ "CATAE17": "
Eyefuse: You close your eyes as the Winds of Magic howl about you, and your eyelids are fused shut. You cannot see until this is corrected by magic or surgery.",
+ "CATAE18": "
Spasmodic Paroxysm: Your entire body convulses violently as the pure stuff of Chaos courses over you; you bite off your tongue. You become very difficult to understand and suffer 5 to all Casting Rolls until you are somehow healed.",
+ "CATAE19": "
Witherlimb: A randomly determined limb withers and becomes permanently useless.",
+ "CATAE20": "
Mutating Wind: You must make a Will Power Test or suffer a Chaos Mutation (see WFRP, page 229, or the Old World Bestiary, page 79).",
+ "CATAE21": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATAE22": "
Kin Afflicted: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "CATAE23": "
Vortex of Chaos: Roll on Table 625: Expanded Major Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "CATAE24": "
Hoard of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "CATAE25": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "GODWRATH1": "
Unearthly Vision: Your God chooses this time to grant you a symbolic but confusing vision. This stuns you for 1 round.",
+ "GODWRATH2": "
Prove Your Devotion: A few more prayers are required to finish casting the spell. This result adds 1 half action to the Casting Time of the spell. You must take this extra time even if you failed the Casting Roll.",
+ "GODWRATH3": "
You Try My Patience: You cannot cast another spell for 1d10 rounds. This spell still works as long as you made your Casting Roll.",
+ "GODWRATH4": "
Your Cause is Unworthy: Your spell fails, even if you made the Casting Roll.",
+ "GODWRATH5": "
Stinging Rebuke: Not only does your spell fail, but you also suffer a 10% penalty to your Will Power for 1 minute.",
+ "GODWRATH6": "
What Will You Sacrifice for this Boon?:",
+ "GODWRATH7": "
You Have Sinned Against Me: You have somehow angered your God. You must kneel and repent for 1d10 rounds. This renders you helpless.",
+ "GODWRATH8": "
Daemonic Interference: Your prayer is answered but not by your God. Roll a
Major Chaos Manifestation.",
+ "GODWRATHV1": "
Behold Your Wickedness!: You suffer visions of your failures, which seem to take an eternity but are over in an instant. Gain 1d10 Insanity Points; if you become insane, you gain Heart of Despair.",
+ "GODWRATHV2": "
Lash the Flesh to Purge the Soul: You take 2d10 Wounds, ignoring Toughness Bonus or Armour.",
+ "GODWRATHV3": "
You Shall Not Abuse My Mercy: Your Magic Characteristic is reduced to zero, and increases by one every time you do penance (as if attempting to reduce your Disfavour Pool to zero), until it returns to its original value. If you have no Magic Characteristic, the same happens to your daily allowance of Fortune Points.",
+ "GODWRATHV4": "
Thou Art Accursed and Outcast: You are cast out from the cult, and this is marked on your soul. You take a 30% penalty to all social interactions with followers of your God until you do penance.",
+ "GODWRATHV5": "
Rely Not On These Vanities: All your goods and equipment are stripped from you, leaving you in a tunic. Any non-magical equipment you were carrying is gone forever; magical equipment is mysteriously returned if you do penance. (GMs option: nonmagical but important items may also be returned after penance.)",
+ "GODWRATHV6": "
Called to Account: ",
+ "GODWRATHV7": "
Daemonic Visitation: Roll on the Catastrophic Chaos Manifestation Table instead using the table in WFRP.",
+ "SACRIFICE1": "You vomit up salt water, and feel as though you are almost drowned. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE2": "All warmth and vigour leach from your body. Take a –20% penalty to all actions for the next 1 minute.",
+ "SACRIFICE3": "You automatically fail your next Dodge or Parry Test.",
+ "SACRIFICE4": "You must re-roll your next three successful Tests. If the second roll fails, you fail the Test. If the re-roll succeeds, you succeed and need not roll again.",
+ "SACRIFICE5": "The next time one of your allies suffers an injury, you suffer exactly the same injury. This may mean taking Wounds, or taking a Critical Hit.",
+ "SACRIFICE6": "A brand in the shape of a twin-tailed comet appears on your forehead, inflicting 1d10 Wounds ignoring Toughness Bonus or armour.",
+ "SACRIFICE7": "Your mind becomes that of a beast for three rounds. You flee most situations, but fight if cornered.",
+ "SACRIFICE8": "Your body is rimed with frost. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE9": "You are robbed of your knowledge. You automatically fail any Academic Knowledge Tests you make in the next 1 hour.",
+ "SACRIFICE10": "You lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "OPTIONAL-ARCANE-MARK": "
Optional Arcane Mark: You must pass an Average (+0%) Willpower test or gain an Arcane Mark (see
Realms of Sorcery page 175).",
+ "ARCANE-LORE": "Arcane Lore",
+ "LORE-OF-BEASTS": "Lore of Beasts",
+ "LORE-OF-DEATH": "Lore of Death",
+ "LORE-OF-FIRE": "Lore of Fire",
+ "LORE-OF-HEAVENS": "Lore of the Heavens",
+ "LORE-OF-LIFE": "Lore of Life",
+ "LORE-OF-LIGHT": "Lore of Light",
+ "LORE-OF-METAL": "Lore of Metal",
+ "LORE-OF-SHADOW": "Lore of Shadow",
+ "MARK": "Mark",
+ "MARK-OF": "Mark of",
+ "BEASTS": "Beasts",
+ "DEATH": "Death",
+ "FIRE": "Fire",
+ "HEAVENS": "the Heavens",
+ "LIFE": "Life",
+ "METAL": "Metal",
+ "SHADOW": "Shadow",
+ "WRATH-ROLL": "Wrath Roll",
+ "WRATH-TABLE": "Wrath Table",
+ "WRATH": "Wrath",
+ "VENGEANCE": "Vengeance",
+ "WRATH-OF-THE-GODS": "Wrath of the Gods",
+ "VENGEANCE-OF-THE-GODS": "Vengeance of the Gods",
+ "DISFAVOR-POOL": "Disfavor Pool",
+ "DISFAVOR-ROLL": "Disfavor Roll",
+ "DIVINE-LORE": "Divine Lore",
+ "LORE-OF-MANANN": "Lore of Manann",
+ "LORE-OF-MORR": "Lore of Morr",
+ "LORE-OF-MYRMIDIA": "Lore of Myrmida",
+ "LORE-OF-RANALD": "Lore of Ranald",
+ "LORE-OF-SHALLYA": "Lore of Shallya",
+ "LORE-OF-SIGMAR": "Lore of Sigmar",
+ "LORE-OF-TAAL-RHYA": "Lore of Taal & Rhya",
+ "LORE-OF-ULRIC": "Lore of Ulric",
+ "LORE-OF-VERENA": "Lore of Verena",
+ "MARK-ROLL": "Mark Roll",
+ "MARKS": "Marks",
+ "NO-MARKS": "Don't use Marks optional rule",
+ "USE-MARKS": "Use Marks optional rule",
+ "MARKS-OF-THE-GODS": "Marks of the Gods",
+ "MARKS-OF-MANANN": "Marks of Manann",
+ "MARKS-OF-MORR": "Marks of Morr",
+ "MARKS-OF-MYRMIDIA": "Marks of Myrmida",
+ "MARKS-OF-RANALD": "Marks of Ranald",
+ "MARKS-OF-SHALLYA": "Marks of Shallya",
+ "MARKS-OF-SIGMAR": "Marks of Sigmar",
+ "MARKS-OF-TAAL-RHYA": "Marks of Taal & Rhya",
+ "MARKS-OF-ULRIC": "Marks of Ulric",
+ "MARKS-OF-VERENA": "Marks of Verena",
+ "MARKS-OF": "Marks of",
+ "MANANN": "Manann",
+ "MORR": "Morr",
+ "MYRMIDIA": "Myrmida",
+ "RANALD": "Ranald",
+ "SHALLYA": "Shallya",
+ "SIGMAR": "Sigmar",
+ "TAAL-RHYA": "Taal & Rhya",
+ "ULRIC": "Ulric",
+ "VERENA": "Verena",
+ "NO-LORE": "No Lore selected",
+ "GM-DISCRETION": "GM's discretion",
+ "MARK-GM-DISCRETION": "Mark at GM's discretion",
+ "MARK-MANANN-1": "
Fishy: You are infused with the odours of the sea. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-MANANN-2": "
Pelagic Yearning: You long for the open seas. When not on, or surrounded by, the sea, your Will Power is reduced by 5%.",
+ "MARK-MANANN-3": "
Seaweed Growth: Holy seaweed thrives somewhere on your body. At the GM's discretion, this may apply a -10% penalty to Fellowship Tests in som social situations.",
+ "MARK-MANANN-4": "
Tidal: You are bound to the changing tides. During low tide, you reduce your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. At high tide, increase your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. All other times, and when far from sea, your Characteristics are unchanged.",
+ "MARK-MANANN-5": "
Manann's Mien: You grow taller, your hair darkens, and you develop a brimy smell. You grow larger, increasing your height by 1d10/2 inches and adding 2d10 pounds to your weight. As well, permanently increase your Strength Characteristic by 5%.",
+ "MARK-MANANN-6": "
Piscine Charisma: You become intensely attractive to fish of all kinds. They greet you in open-mouthed wonder and shoal around you in docile masses when you are in the water. For this reason, albatrosses and other seabirds like you. Add +20% to Charm Animal Tests made to interact with sea birds.",
+ "MARK-MANANN-7": "
Rip Tides: Large bodies of water twist and churn in your presence. All Swim Tests made by others with 4 yards (2 squares) of you take a -20% penalty, and a -10% penalty if between 4 and 12 yards (3-6 squares).",
+ "MARK-MANANN-8": "
Webbed: Your toes and fingers become webbed. Gain a +20% bonus to Swim Tests.",
+ "MARK-MANANN-9": "
One With the Sea: Manann reveals the secrets of his realm. You cannot drown in seawater; any time you would drown, you are instead reduced to 0 Wounds and are Helpless, and either float to the surface or wash up on shore. You also add +10% bonus to all Sail, Row, and Navigation Tests whilst at sea.",
+ "MARK-MANANN-10": "
Marked by Manann: A trided, Crown, Wave, or Albatross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channellin Tests when using the Lore of Manann, and a +10% bonus to Fellowship Tests when dealing with other Manannites if they can see the mark.",
+ "MARK-MORR-1": "
Enervated: Your muscles weaken. Permanently reduce your Strength Characteristic by 5%.",
+ "MARK-MORR-2": "
Distracted by Death: Your preoccupation with morbid subjects makes others uncomfortable around you. When interacting with individuals who are not priests in the cult of Morr, you take a -10% penalty to Fellowhip Tests.",
+ "MARK-MORR-4": "
Disturbing Visions: You are plagued by disconnected visions that you know to be portentous, but cannot understand. You take a -10% to Perception tests. Once per day, you may gain a +10% bonus to any single test.",
+ "MARK-MORR-3": "
Skeletal: Your face and scalp draw tightly to your skull. You take a -10% penalty to Charm Tests, but gain a +10% bonus to Intimidate Tests.",
+ "MARK-MORR-5": "
Morr's Mien: You grow taller, your hair darkens, and your skin pales, becoming cool to the touch. You grow larger, gaining 1d10/2 inches in height. As well, increase your Will Power Characteristic by 5%.",
+ "MARK-MORR-6": "
Flock of Ravens: Wherever you go, there always seem to be ravens present. Under most circumstances, they appear in places where one might expect them. Whilst indoors, you see them through windows, and underground, you may see raven cave paintings with disturbing regularity. You gain a +20% bonus to Charm Animal Tests made when interacting with ravens.",
+ "MARK-MORR-7": "
Dead Eyes: A single glance causes others to flinch. Gain the Unsettling Talent.",
+ "MARK-MORR-8": "
Morr's Servant: Sentient Undead shy from your presence. Any creature with the Undead Talent
and a Will Power Characteristic must make a Will Power Test or suffer from Fear. This ignores the Undead Talent's normal exemption to Fear.",
+ "MARK-MORR-9": "
Enlightened: You have gazed beyond the Portal and no longer fear death. Gain the Fearless Talent.",
+ "MARK-MORR-10": "
Marked by Morr: A Rose, Portal, or Raven mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Morr, and a +10% bonus to Fellowship Tests when dealing with other Morrians if they can see the mark.",
+ "MARK-MYRMIDIA-1": "
Vengeful: You become deeply vengeful, which blinds your reason. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-MYRMIDIA-2": "
Rites of War: You feel obliged to recite terms of war before any battle, an act that takes a Full Action. until you complete this honourable rite in combat, you take a -5% penalty to Weapon Skill Tests.",
+ "MARK-MYRMIDIA-3": "
Calculating: You coldly weigh the strengths and weaknesses of all you meet. You take a -10% penalty to Fellowship Tests made to deal with those who you meet for the first time.",
+ "MARK-MYRMIDIA-4": "
Righteous Fury: You punish the wicked, for you are honourable and true. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, but gain a +10% bonus to both Strength and Willpower Tests for the duration of the encounter.",
+ "MARK-MYRMIDIA-5": "
Myrmidia's Mien: Your skin darkens to a deep tan that glints coppery in the light. You grow larger, gaining 1d10/2 inches in height. You also gain a +10% bonus to Command Tests.",
+ "MARK-MYRMIDIA-6": "
Eagle Friend: Eagles like you. You gain a +20% bonus to Charm Animal Tests made when interacting with eagles.",
+ "MARK-MYRMIDIA-7": "
Eagle Eyes: Your irises darken and your eyes become exceptionally sharp. You gain a +20% bonus to Perception Tests involving sight.",
+ "MARK-MYRMIDIA-8": "
Fanatical Love: In combat, you may select one ally as a free action. That ally must have a religious symbol of Myrmidia in plain view. For that round, the ally gains a +10% bonus to all Will Power Tests.",
+ "MARK-MYRMIDIA-9": "
War-honed: Myrmidia reveals the secret of facing war with courage and honour. You gain the Stout-hearted Talent.",
+ "MARK-MYRMIDIA-10": "
Marked by Myrmidia: A Shield and Spear mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Myrmidia, and a +10% bonus to Fellowship Tests when dealing with other myrmidians if they can see the mark.",
+ "MARK-RANALD-1": "
Weak Willed: You become a slave to your passions. Permanently reduce your Will Power Characteristic by 1d10%",
+ "MARK-RANALD-2": "
Liar: You are loathe to tell the truth. Gain a +10% bonus to Blather Tests.",
+ "MARK-RANALD-3": "
Knavish: You exhibit all the untrustworthy characteristics that nobles and priests find repugnant. You take a -10% penalty to all Fellowship Tests when interacting with these individuals.",
+ "MARK-RANALD-4": "
Lithe: You become more wity and nimble. Increase your Agility Characteristic by 1d10%, but reduce your Toughness by the same amount. in addition, you lose 2d10 pounds.",
+ "MARK-RANALD-5": "
Ranald's Mien: You become leaner, your hair and skin darken, and you always seem to smile mischievously. Lose 2d10 pounds, but permanently increase your Fellowship Characteristic by 1d10%",
+ "MARK-RANALD-6": "
Cat Friend: Wherever you go, you seem to attract cats. Moments after entering a community, at least one cat finds you. Each day you remain in the same community, (1d10/2)-1 more cats show up. These cats do not fight on your behalf, but are friendly to you, giving you a +20% bonus to Charm Animal Tests involving these animals. Should you leave the community, the cats do not, generally, follow.",
+ "MARK-RANALD-7": "
Forgettable: People who do not know you find it hard to remember anything more than your disarming smile and flashing eyes. Those who interact with you closely for several hours must pass an Intelligence Test to recall further details.",
+ "MARK-RANALD-8": "
Ranald's Luck: Whenever you use a Fortune Point, roll a d10. If you roll 8, 9, or 10, the Fortune Point works as normal, but isn't spent.",
+ "MARK-RANALD-9": "
Irreverent: Ranald reveals to you the great joke of life. Whenever you are influenced by Fear, Terror, Intimidate, or the Unsettling Talent, and you fail a Will Power Test, you immediately burst into fits of uncontrollable laughter, and ignore the effect. However, whilst laughing (which lasts for 1d10 rounds), you take a -10% penalty to all tests and reduce your Movement Characteristic by 1.",
+ "MARK-RANALD-10": "
Marked by Ranald: A cross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ranald, and a +10% bonus to Fellowship Tests when dealing with other Ranaldans if they can see the mark.",
+ "MARK-SHALLYA-1": "
Pacifist: You find it very hard to even think of striking another. Permanently reduce your Weapon Skill and Ballistic Skill Characteristics by 5%.",
+ "MARK-SHALLYA-2": "
Bleeding Heart: Whenever you are in the vicinity of a creature that is suffering, you take a -10% penalty to all Will Power Tests. Should you leave the suffering individual untended, the penalty increases to -20% and it remains for 24 hours.",
+ "MARK-SHALLYA-3": "
Fear of the Fly Lord: Insects and other agents of decay make you deeply uncomfortable. While in the presence of a swarm of flies, maggots, roaches, or similar critteers, you take a -10% penalty to all Will Power Tests.",
+ "MARK-SHALLYA-4": "
Unworthiness: You always feel you have somehow failed those around you, especially if you could not heal their wounds or save their lives. You take a -10% penalty to Fellowship Tests made to interact with others because of your constant self-deprecating ways.",
+ "MARK-SHALLYA-5": "
Shallya's Mien: Your hair lightens, your eyes flow with holy tears and your face appears innocent. Henceforth, you take a -10% penalty on Perception and Search Tests, but you permanently increase your Fellowship Characteristic by %%. In addition, whenever you make a Heal Test, you repair 1 extra Wound.",
+ "MARK-SHALLYA-6": "
Peaceful Demeanour: You exude peace and tranquillity. Ordinary animals will never attack you unles syou first attack them.",
+ "MARK-SHALLYA-7": "
Healing Hands: Your hands are cool and soothing to the touch. Whenever you make a Heal Test, you repair an additional 2 Wounds.",
+ "MARK-SHALLYA-8": "
Tranquil Aura: Your presence calms aggressive tendencies. All creatures within 4 yards (2 squares) take a -10% penalty to Weapon Skill and Ballistic Skil Tests. This aura does not work on Daemons or Undead.",
+ "MARK-SHALLYA-9": "
Emboldened: You fundamentally understand Shallya's Mercy, and would martyr yourslef rather than retreat from your duties. So long as there are allies or innocents to help and protect, you may act normally when suffering from Fear or Terror, so long as your actions invlude healing those in need, warding their bodies from blows (but not attacking), helping theem reac safety, and the like.",
+ "MARK-SHALLYA-10": "
Marked by Shallya: A Dove, Heart, or Drop of Blood mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Shallya, and a +10% bonus to Fellowship Tests when dealing with other Shallyans if they can see the mark.",
+ "MARK-SIGMAR-1": "
Stubborn: You single-mindedly pursue Sigmar's cause, no matter the consequences. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-SIGMAR-2": "
Hammer Bearer: When wielding a hammer Hand Weapon or Great Weapon, you deal +1 damage. However, you take a -10% penalty to all Ballistic Skill Tests.",
+ "MARK-SIGMAR-3": "
Suspicious: Anyone may be a servant of the Dark Powers. You take a -10% penalty to all Fellowship Tests the first time you meet an individual.",
+ "MARK-SIGMAR-4": "
Grudge Bearer: You really bear grudges. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, byt gain a +10% bonus to both Strength and Will Power Tests for the duration of the encounter.",
+ "MARK-SIGMAR-5": "
Sigmar's Mien: Your hair lightens, your body bulks out and your eyes turn blue. You permanently gain 1d10/2 inches in height, 2d10 pounds in weight, and increase your Toughness Characteristic by 5%.",
+ "MARK-SIGMAR-6": "
Dawongr(Dwarf Friend): Your manner reminds Dwarfs of their ancient promises to Sigmar. You gain a +10% bonus to all Fellowship Tests made when interacting with Dwarfs.",
+ "MARK-SIGMAR-7": "
Greenskin Animosity: The thought of Greenskins fills you with righteous anger. Gain the Grudge-born Fury Talent.",
+ "MARK-SIGMAR-8": "
Symbol of Unity: Your presence inspires others with nationalistic pride. The first time during an encounter that a citizen of the Empire that is within 6 yards (3 squares) makes a Weapon Skill or Ballistic Skill Test against another citizen of the Empire, he takes a -10% penalty.",
+ "MARK-SIGMAR-9": "
Enlightened: Sigmar fills you with his divine purpose. When combating Greenskins or servants of Chaos, you automatically pass all Will Power Tests.",
+ "MARK-SIGMAR-10": "
Marked by Sigmar: A Comet or Hammer mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Sigmar, and a +10% bonus to Fellowship Tests when dealing with other Sigmarites if they can see the mark.",
+ "MARK-TAAL-RHYA-1": "
Wild Mind: Your thoughts are preoccupied with the passing seasons and baser needs. Permanently reduce your Intelligence Charactereistic by 5%.",
+ "MARK-TAAL-RHYA-2": "
Little Friends: Small animals, such as rodents and little birds, are attracted to you. They can be inconvenient, as they nibble everything and leave droppings everywhere. You take a -10% penalty to Fellowship Tests in social situations where such creatures are inappropriate.",
+ "MARK-TAAL-RHYA-3": "
Plant Growth: Holy plant life thrives somwhere on your body. At the GM's discretion, this may apply a -10% penalty yo Fellowship Tests in some social situations.",
+ "MARK-TAAL-RHYA-4": "
Seasonal: You are bound to the passing seasons. During the winter, you reduce your Wounds Characteristic by 2 and your Movement Characteristic by 1. In the autumn, you reduce your Wounds Characteristic by 1. In the spring, you increases your Wounds Characteristic by 1. In the summer, you increase your Wounds Characteristic by 2 and your Movement Characteristic by 1.",
+ "MARK-TAAL-RHYA-5": "
Taal or Rhya's Mien: You have an equal chance of assuming the likeness of Taal or Rhya. If Taal, you grow tall, strong, with shaggy hair. If Rhya, you become more curvaceous, with long flaxen hair, and appealing features. In either case, grow 1d10/2 inches taller and 2d10 pounds heavier. In addition, permanently increase your Fellowship Characteristic by 5%.",
+ "MARK-TAAL-RHYA-6": "
Animal Friend: Animals see you as one of their own, and never attack you evn if you attack them first. Unusual or controlled animals must pass a Challenging (-10%) Will Power Test to attack you.",
+ "MARK-TAAL-RHYA-7": "
Enlivened Flora: Wnever you remain in a natural setting for more than 1 round, all living plants within 4 yards (2 squares) grow healthy and lush. Whilst you are unaffected by this verdant growth, the area counts as difficult terrain afterwards, halving movement through it.",
+ "MARK-TAAL-RHYA-8": "
Tranquil Fauna: Animals are calmed by your presence. You gain a +10% bonus to Animal Care and Animal Training Tests.",
+ "MARK-TAAL-RHYA-9": "
Beast Senses: Taal or Rhya reveals the world around you as they see it. Gain the Keen Senses Talent.",
+ "MARK-TAAL-RHYA-10": "
Marked by Taal or Rhya: An Antlet, Axe, Coil of Live, Sheaf, or Bow and Arrow mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Taal & Rhya, and a +10% bonus to Fellowship Tests when dealing with other Taalites or Rhyans if they can see the mark.",
+ "MARK-ULRIC-1": "
Berserker: Each round in combat, you must pass a Will Power Test or immediately enter a Frenzy as if you had the Frenzy Talent.",
+ "MARK-ULRIC-2": "
Claws: You grow wickedly sharp claws. Permanently reduce your Ballistic Characteristic by 5%. Gain the Natural Weapons Talent.",
+ "MARK-ULRIC-3": "
Wolf's Eyes: You gain the clear, blue eyes of a Winter Wolf. You gain the Night Vision Talent, but can now only see in black and white.",
+ "MARK-ULRIC-4": "
Predator: Those around you become uncomfortable, instinctively aware that a killer is in their midst. You take a -10% penalty to Charm Tests, but gain a +10% bonus on Intimidate Tests.",
+ "MARK-ULRIC-5": "
Ulric's Mien: Your hair dakens, your body bulks, and you skin pales, becoming icy-cold. You grow 1d10/2 inches taller and 2 d10 pounds heavier. In addition, permanently increase your Strength Characteristic by 5%.",
+ "MARK-ULRIC-6": "
Wolf Friend: You attract a wolf companion. This creature is loyal and fights on your behalf. Should you treat the wolf poorly, it abandons you. You can gain this mark multiple times. Each time, you gain an additional wolf.",
+ "MARK-ULRIC-7": "
Pack Leader: You gain a measure of Ultic's undeniable authority. You gain a +10% bonus to all Command Tests.",
+ "MARK-ULRIC-8": "
One with the Wild: Ulric reveals the world around you as he sees it. You gain a +10% bonus to all Outdoor Survival Tests.",
+ "MARK-ULRIC-9": "
Ulric's Servant: Touched by Ulric, you no longer suffer the harmful effects of cold - except when it's triggered by a Wrath of God.",
+ "MARK-ULRIC-10": "
Marked by Ulric: A Wolf mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ulric, and a +10% bonus to Fellowship Tests when dealing with other Ulricans if they can see the mark.",
+ "MARK-VERENA-1": "
Savant: Your intellectual superiority makes it difficult for you to connect with others. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-VERENA-2": "
Daemon's Advocate: You can't help expressing alternative stances. If you allow an opinion or argument to be stated without countering it and balancing matters, take a -10% penalty yo all Will Power Tests for 24 hours.",
+ "MARK-VERENA-3": "
Just Heart: Whenever you see injustice, you must speak out against it unless you pass a Challenging (-10%) Will Power Test.",
+ "MARK-VERENA-4": "
Piercing Gaze: Your all-seeing eyes bore into everything around you. You gain a +10% bonus to all Perception Tests relying on sight, but take a -10% penalty on Charm Tests.",
+ "MARK-VERENA-5": "
Verena's Mien: Your back straightens, eyes clear and your face gains a dignified appearance. You grow 1d10/2 inches taller. In addition, permanently increase your Intelligence Characteristic by 5%.",
+ "MARK-VERENA-6": "
Owl Friend: Owls like you. You gain a +20% bonus on Charm Animal Tests made against owls.",
+ "MARK-VERENA-7": "
Eidetic Recall: With a successful Intelligence Test, you can perfectly recall any text you have read. You also gain a +20% bonus to all other tests involving memory.",
+ "MARK-VERENA-8": "
Voice of Wisdom: Your voice carried the wisdom of Verena Herself. Double the number of people you can affect with a Charm Test.",
+ "MARK-VERENA-9": "
Enlightened: Verena grants you a small portion of her wisdom. You gain a +10% bonus to all Academic Knowledge Tests that you have selected as skills. As well, you may attempt Academic Knowledge Tests outside of your fields of study, alebeit at a -20% penalty.",
+ "MARK-VERENA-10": "
Marked by Verena: An Owl, Scales, or Sword mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Verena, and a +10% bonus to Fellowship Tests when dealing with other Verenans if they can see the mark.",
+ "MARK-BEASTS-1": "
Aloof: Others find you emotionally detached and somewhat rude. Take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-BEASTS-2": "
Restless: You tend not t stay in one place for long, always needing to move about. It's worse when you're in closed spaces.",
+ "MARK-BEASTS-3": "
Dirty: For some reason, you attract dirt and you can never fully get clean.",
+ "MARK-BEASTS-4": "
Hairy: You grow thick hair all over your body. When you shave it off, it regrows quickly.",
+ "MARK-BEASTS-5": "
Feral: Your nails thicken and lenthen and your teeth grow pointed. You have a wild-eyed appearance others find unsettling. You take a -5% penalty to all Fellowship Tests made when interacting non-magic using Humans.",
+ "MARK-BEASTS-6": "
Aura of Savagery: Domesticated animals tend to turn angry, almost violent, while in your presence. All Animal Care and Animal Training Tests made by you or others while you are within 12 yards (4 squares) have their difficulty worsened by one step.",
+ "MARK-BEASTS-7": "
Musk: You exude a strong musky smell that puts others off. You take a -10% penalty to Fellowship Tests when interacting with Nobles, priests, and others of the upper class.",
+ "MARK-BEASTS-8": "
Brutish: You lack refinement and grace, imposing a -5% penalty to your Intelligence or Fellowship Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-BEASTS-9": "
Small Friends: You attract small, though harmless, animals like squirrels, mice, small birds, and so on. They seem to show up when least appropriate, leaving droppings in food and drink, and causing a nuisance. As a result, when in social situations where such creatures aren't appropriate, you take a -5% penalty to Fellowship Tests.",
+ "MARK-BEASTS-10": "
Mark of Ghur: The rune of
Ghur appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Beasts.",
+ "MARK-DEATH-1": "
Pallor: You sallow appearance, with pale skin and almost jaundiced eyes.",
+ "MARK-DEATH-2": "
Clammy Skin: You have cold skin. Asleep, you could be mistaken for dead.",
+ "MARK-DEATH-4": "
Dead Eyes: Your eyes are those of a dead man.",
+ "MARK-DEATH-3": "
Graveyard Stench: You stink of the grave. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-DEATH-5": "
Aura of Death: All plantswithin when you are within 4 yards (2 squares). This extends to equipment that derives from plant materials, worsening craftsmanship by one stop (to a maximum of Poor).",
+ "MARK-DEATH-6": "
Skull-like Visage: Your skin draws tightly to your skill. You take a -5% penalty to Fellowship Tests.",
+ "MARK-DEATH-7": "
Skeletal Fram: Your body muscle mithers, imposing a -5% penalty to your Strength or Toughness Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-DEATH-8": "
Voice of the Dead: Your voice changes so that when you speak, it is in an unsettling whisper. You take a -5% penalty to Animal Training and Fellowship Tests.",
+ "MARK-DEATH-9": "
Haunted: Voices and apparitions of the dead follow you everywhere, distracting you. Take a -10% penalty to Perception Tests.",
+ "MARK-DEATH-10": "
Mark of Shyish: The rune of
Shyish appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Death.",
+ "MARK-FIRE-1": "
Temper: You have a quick temper, losing your cool at the slightest provocation.",
+ "MARK-FIRE-2": "
Hyperactive: You can't sit still. You fidget constantly.",
+ "MARK-FIRE-3": "
Red Hair: Your hair and eyebrows turn bright, fiery red.",
+ "MARK-FIRE-4": "
Face Tattoos: Odd markings, like tattoos, appear on your face. Take a -10% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-FIRE-5": "
Flaming Eyes: Your eyes literally smolder with energy. Animals become nervous when you're around. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-FIRE-6": "
Hot Skin: Your skin is always feverish and you have a flushed appearance.",
+ "MARK-FIRE-7": "
Vulnerable to Cold: You are uncomfortable in the cold, taking a -5% penalty to Weapon Skill and Ballistic Skill Tests when exposed to cold climes.",
+ "MARK-FIRE-8": "
Aura of Brimstone: You stink of brimstone. All characters within 4 yards (2 squares) take a -10% penalty to olfactory-based Perception Tests.",
+ "MARK-FIRE-9": "
Raging Temper: You are volatile, more so than others of the Bright Order. You gain 1 Insanity Point and take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-FIRE-10": "
Mark of Aqshy: The rune of
Aqshy appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Fire.",
+ "MARK-HEAVENS-1": "
Zephyr: Small breezes and winds gather about you, causing paper to rustle, dust to swirl up and other such minor effects.",
+ "MARK-HEAVENS-2": "
Feather Light: Azyr loosens the shackles of gravity. Your body weight decreases by 10%. Your appearance remains unchanged.",
+ "MARK-HEAVENS-3": "
White Hair: Your hair turns snow white. Dyes do not hold.",
+ "MARK-HEAVENS-4": "
Blue Eyes: Your eyes change colour to a startling shade of blue. In areas of low-lighting, they faintly glow. Take a -5% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-HEAVENS-5": "
Disturbing Visions: You commonly see disconnected portentous events that are meaningless to you. The constant barrage is distracting, imposing a -5% penalty yo Perception Tests.",
+ "MARK-HEAVENS-6": "
Scentless: Your natural smell is replaced by the scent of fresh air. Reeking fluids, noxious potions and other sources of stench gradually lose their aroma on contact with your person. Whilst this is advantageous after, say, a walk through a filth spattered street, it does serve to make people and animals uncomfortable in your presence. You take a -5% Fellowship penalty when dealing with people, and a -10% Fellowship penalty when dealing with animals. All attempts to track you using scent are considered Hard (-20%).",
+ "MARK-HEAVENS-7": "
Alarming Visions: Whenever you suffer the effects to Tzeentch's Curse, you must succeed on a Challenging (-10%) Will Power Tests to control the sudden flashes of precognition that come with the botched magic. If you fail, you are stunned for 1 round.",
+ "MARK-HEAVENS-8": "
Aura of Tranquillity: You emit a strange, but peaceful, aura that others find calming. Characters within 4 yards (2 squares) take a -5% penalty to Weapon Skill and Ballistic Skill Tests.",
+ "MARK-HEAVENS-9": "
Stargazer: You become agitated when you are unable to scry the stars. The difficulty of all tests involving Academic Knowledge or Will Power increases by you step for each night you fail to observe the night sky for at least half an hour. All accumulated penalties are removed when you are able to study the heavens once more.",
+ "MARK-HEAVENS-10": "
Mark of Azyr: The rune of
Azyr appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of the Heavens.",
+ "MARK-LIFE-1": "
Plant Growth: A small patch of plantlife begins to thrive upon your skin. These growths are inconsequential - mould under the fingernails, ivy in the hair and so on - but they are somewhat peculiar. They may be removed, but always grow back the following day.",
+ "MARK-LIFE-2": "
Barefoot: You can't abide by wearing footwear and you you must, you take a -5% penalty to Agility Tests.",
+ "MARK-LIFE-3": "
Rapid Hair and Nails: Your hair and fingernails grow at an almost alarming rate. You must spend a portion of each day, trimming them back.",
+ "MARK-LIFE-4": "
Green Skin: Your skin changes colour, assuming a greenish hue. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIFE-5": "
Vulnerability to Fire: Fire deals +1 Damage against you.",
+ "MARK-LIFE-6": "
Great Constitution: You gain Resistance to Disease.",
+ "MARK-LIFE-7": "
Metal Revulsion: You can't bear to touch metal objects of any kind. When you do, you must make a Challenging (-10%) Will Power Test or take a -1 cumulative penalty to your Magic Characteristic for 24 hours. You need not take the Test if struck by a metal weapon in combat.",
+ "MARK-LIFE-8": "
Aura of Growth: You emit an aura of growth and health, restoring life and colour to all plants you pass within 4 yards (2 squares). In natural environments, each of these spaces slows movement as if they were difficult terrain, halving movement through it, though you yourself are unaffected.",
+ "MARK-LIFE-9": "
Bound to the Seasons: You are physically affected by the passage of the seasons. In the winter, you take a -2 penalty to your Wounds Characteristic and a -1 penalty to your Movement Characteristic; in the autumn, you take a -1 penalty to your Wounds Characteristic; in the spring, you gain a +1 bonus to your Wounds Characteristic; in the summer, you gain a +2 bonus to your Wounds Characteristic and a +1 bonus to your Movement Characteristic.",
+ "MARK-LIFE-10": "
Mark of Ghyran: The rune of
Ghyran appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Life.",
+ "MARK-LIGHT-1": "
Choral Voice: Your voice becomes suffused with the harmonious vibrations of
Hysh. When you sing, it sounds as if scores of others are singing alongside you.",
+ "MARK-LIGHT-2": "
Eureka!: You inspire small acts of remembrance and deja-vu in those around you. You have no control over this effect, which tends to make non-magic users a little distracted when talking to you.",
+ "MARK-LIGHT-3": "
Pale: Your skin lightens considerably, bordering on semi-translucent.",
+ "MARK-LIGHT-4": "
Erie Eyes: Your eyes change colour, becoming milky white or have a golden luminance. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIGHT-5": "
Arrogant: Your deep knowledge (or rather your opinion about your own education) comes off as arrogant and pretentious. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-LIGHT-6": "
Paranoid: Given your wisdom, you have a deeper understanding of the nature of the Realm of Chaos, making you suspicious of all those around you. You take a -5% penalty to all Fear Tests.",
+ "MARK-LIGHT-7": "
Vulnerability to Darkness: When in areas of low-lighting, you take a -10% penalty to Channelling Tests.",
+ "MARK-LIGHT-8": "
Aura of Light: You give off a radiant energy that makes other light sources glow brighter than normal. All light sources within 4 yards (2 squares) provide light as if one step stronger. For instance, a candle would shed light as a lamp. (See
WFRP, page 117.) However, within such light, all characters take a -20% penalty to Concealment Tests.",
+ "MARK-LIGHT-9": "
Luminescent: You give off a constant soft glow, making it nearly impossible to conceal your movements. You take a -20% penalty yo all Concealment Tests. However, you shed light equal to torchlight (see
WFRP, page 117.).",
+ "MARK-LIGHT-10": "
Mark of Hysh: The rune of
Hysh appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Light.",
+ "MARK-METAL-1": "
Quicksilver Tears: Your tears and sweat take on the appearance of mercury. For all other intents and purposes they remain unchanged from normal tears and sweat.",
+ "MARK-METAL-2": "
Leaden Tongue: Your voice takes on a harsh tone, akin to metal clashing upon metal. Your singing sounds like a gong related accident.",
+ "MARK-METAL-3": "
Golden Skin: Your skin becomes thick, gaining a subtle golden sheen.",
+ "MARK-METAL-4": "
Stiff Limbs: Your limbs stiffen, making it hard to move around. Take a -5% penalty to your Agility Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-5": "
Magic Conductor: You attract magical energy. All characters within 4 yards (2 squares), take a -10% penalty to Will Power Tests made to resist spells.",
+ "MARK-METAL-6": "
Aura of Magnetism: You emit a strange aura that attracts metals to your flesh. Enemies trying to strike you gain a +5% bonus to Weapon Skill and Ballistic Skill Tests, though anyone else within 4 yards (2 squares) who tries to strike someone other than you takes a -5% penalty on all Weapon Skill and Ballistic Skill Tests.",
+ "MARK-METAL-7": "
Mechanical: When you interact with an animal, it sees you as an object rather than a creature. Animals will only attack you if you first attack them.",
+ "MARK-METAL-8": "
Greater Golden Skin: Your skin hardens into a thick shell. You take a -20% penalty to your Agility Characteristic and a -1 penalty to your Movement Characteristic, but you gain 1 Armour Point to all locations. These points stack with all other forms of Armour, but not leather or studded leather (see page 17 in
Old World Armoury). Modify your starting profile accordingly.",
+ "MARK-METAL-9": "
Slow: You have a hard time moving around. Take a -2 penalty to your Movement Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-10": "
Mark of Chamon: The rune of
Chamon appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Metal.",
+ "MARK-SHADOW-1": "
Flicker: Light seems uncomfortable in your presence. Candles flicker, lanterns dim and fires burn low when you are around.",
+ "MARK-SHADOW-2": "
Trickster: You cloak yourself in deception and misdirection, making you untrustworthy to others. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-3": "
Mantle of Mist: Mist, fog, smoke and other vapours seem drawn to your side. This adds a +5% bonus to Intimidate Tests made in fog banks and other suitable conditions, but does mean you tend to reek of smoke all the time.",
+ "MARK-SHADOW-4": "
Aspect of Ulgu: Your frame lightens and tightens whilst your hair colour changes to grey.",
+ "MARK-SHADOW-5": "
Forgettable: People can't seem to remember your face. Characters who've met you must succeed on an Intelligence Tests to recall who you are.",
+ "MARK-SHADOW-6": "
Disturbing Eyes: Your eyes become grey and swirl with unnatural darkness. You gain a +5% bonus to Intimidate Tests.",
+ "MARK-SHADOW-7": "
Insubstantial: Your body becomes slightly insubstantial. You gain a +10% bonus to Concealment Tests, but you take a -5% penalty to your Toughness Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-8": "
Unnatural Shadow: Your shadow does not behave itself - moving often of it's own accord. The shifting wrongness of your shadow puts folk ill at ease, imposing a -10% penalty to Fellowship Tests made when interacting with non-magic users. Worse, superstitious peasants will need convincing that you are not a Daemon.",
+ "MARK-SHADOW-9": "
Shrouded: Your body draws shadows towards it. You gain a +10% bonus to Concealment Tests.",
+ "MARK-SHADOW-10": "
Mark of Ulgu: The rune of
Ulgu appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Shadow.",
+ "ARCANE-MARK": "Arcane Mark",
+ "CHARACTERISTIC": "Characteristic"
}
\ No newline at end of file
diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/pt.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/pt.json
index 2523ec5990..5b2a49ac0f 100644
--- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/pt.json
+++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/pt.json
@@ -1,286 +1,787 @@
{
- "character-name": "Nome do Personagem",
- "career": "Carreira",
- "career-path": "Career Path",
- "race": "Race",
- "religion": "Religião",
- "concept": "Conceito",
- "advancements": "Avanços",
- "xp": "XP",
- "core-stats": "Core Stats",
- "background": "Background",
- "weapons": "Armas",
- "armor": "Armadura",
- "spellbook": "Grimório ",
- "inventory": "Inventory",
- "character-profile": "Character Profile",
- "main-profile": "Main Profile",
- "main": "Main",
- "abbreviate-weapon-skill": "WS",
- "abbreviate-ballistic-skill": "BS",
- "abbreviate-strength": "S",
- "abbreviate-toughness": "T",
- "abbreviate-agility": "Ag",
- "abbreviate-intelligence": "Int",
- "abbreviate-will-power": "WP",
- "abbreviate-fellowship": "Fel",
- "starting": "Starting",
- "talents": "Talents",
- "advance": "Advance",
- "current": "Current",
- "secondary-profile": "Secondary Profile",
- "secondary": "Secondary",
- "abbreviate-attacks": "A",
- "abbreviate-wounds": "W",
- "abbreviate-strength-bonus": "SB",
- "abbreviate-toughness-bonus": "TB",
- "abbreviate-movement": "M",
- "abbreviate-magic": "Mag",
- "abbreviate-insanity-points": "IP",
- "abbreviate-fate-points": "FP",
- "combat": "Combat",
- "initiative": "Initiative",
- "wounds": "Wounds",
- "fortune": "Fortune",
- "move": "Move",
- "charge": "Charge",
- "run": "Run",
- "leap": "Leap",
- "abbreviate-initiative": "Init",
- "check-luck": "Check if you have the Luck Talent",
- "talent-name": "Nome do Talento",
- "description": "Descripton",
- "skills": "Career Main Profile",
- "knowledge-and-language-skills": "Knowledge and Language Skills",
- "skill-name": "Skill Name",
- "abbreviate-characteristic": "Char",
- "training": "Training",
- "misc": "Misc",
- "total": "Total",
- "roll": "Roll",
- "abbreviate-gm": "Mestre",
- "common-knowledge-any": "Common Knowledge (any)",
- "common-knowledge": "Common Knowledge",
- "trained": "Trained",
- "perform-trade-and-other-skills": "Perform, Trade, and Other Skills",
- "basic": "Basic",
- "special-rules": "Special Rules",
- "name": "Nome",
- "basic-skills": "Basic Skills",
- "animal-care": "Animal Care",
- "charm": "Charm",
- "command": "Command",
- "concealment": "Concealment",
- "consume-alcohol": "Consume Alcohol",
- "disguise": "Disguise",
- "drive": "Drive",
- "evaluate": "Evaluate",
- "gamble": "Gamble",
- "gossip": "Gossip",
- "haggle": "Haggle",
- "intimidate": "Intimidate",
- "outdoor-survival": "Outdoor Survival",
- "preception": "Perception",
- "ride": "Ride",
- "row": "Row",
- "scale-sheet-surface": "Scale Sheer Surface",
- "search": "Search",
- "silent-move": "Silent Move",
- "swim": "Swim",
- "advanced-skills": "Advanced Skills",
- "animal-training": "Animal Training",
- "blather": "Blather",
- "chanelling": "Chanelling",
- "charm-animal": "Charm Animal",
- "dodge-blow": "Dodge Blow",
- "follow-trail": "Follow Trail",
- "heal": "Heal",
- "hypnotism": "Hypnotism",
- "lip-reading": "Lip Reading",
- "magical-sense": "Magical Sense",
- "navigation": "Navigation",
- "pick-lock": "Pick Lock",
- "prepare-poison": "Prepare Poison",
- "read-and-write": "Read and Write",
- "sail": "Sail",
- "set-trap": "Set Trap",
- "shadowing": "Shadowing",
- "sleight-of-hand": "Sleight of Hand",
- "torture": "Torture",
- "vetroloquism": "Ventriloquism",
- "astrology": "Astrology",
- "star-sign": "Star Sign",
- "doom": "Doom",
- "appearance": "Appearance",
- "gender": "Gender",
- "build": "Build",
- "age": "Age",
- "attr-height": "Height",
- "weight": "Weight",
- "eyes": "Eyes",
- "skin": "Skin",
- "hair": "Hair",
- "history": "History",
- "miscellaneous-notes": "Miscellaneous Notes",
- "starting-career": "Starting Career",
- "career-name": "Career Name",
- "career-main-profile": "Career Main Profile",
- "weapon-skill": "Weapon Skill",
- "ballistic-skill": "Ballistic Skill",
- "strength": "Strength",
- "toughness": "Toughness",
- "agility": "Agility",
- "intelligence": "Intelligence",
- "will-power": "Will Power",
- "fellowship": "Fellowship",
- "career-secondary-profile": "Career Secondary Profile",
- "attacks": "Attacks",
- "strength-bonus": "Strength Bonus",
- "toughness-bonus": "Toughness Bonus",
- "movement": "Movement",
- "magic": "Magic",
- "insanity-points": "Insanity Points",
- "fate-points": "Fate Points",
- "career-skills": "Career Skills",
- "career-talents": "Career Talents",
- "career-exits": "Career Exits",
- "second-career": "Second Career",
- "third-career": "Third Career",
- "fourth-career": "Fourth Career",
- "fifth-career": "Fifth Career",
- "melee-weapons": "Melee Weapons",
- "abbreviate-proficiency": "Prof?",
- "weapon": "Weapon",
- "craftsmanship": "Craftsmanship",
- "ws-bonus": "WS Bonus",
- "to-hit": "To Hit",
- "damage": "Damage",
- "impact": "Impact",
- "defensive": "Defensive",
- "qualities": "Qualities",
- "attack": "Attack",
- "parry": "Parry",
- "poor": "Poor",
- "common": "Common",
- "good": "Good",
- "best": "Best",
- "abbreviate-attack": "Atk",
- "abbreviate-damage": "Dmg",
- "abbreviate-parry": "Pry",
- "ranged-weapons": "Ranged Weapons",
- "bs-bonus": "BS Bonus",
- "type": "Type",
- "reload": "Reload",
- "range": "Range",
- "ammo": "Ammo",
- "shoot": "Shoot",
- "throw": "Throw",
- "free": "Free",
- "half": "Half",
- "full-number": "{{0}} Full",
- "critical-hit": "Critical Hit",
- "critical-roll": "Critical Roll",
- "critical": "Critical",
- "petty": "Petty",
- "lesser": "Lesser",
- "arcane": "Arcane",
- "divine": "Divine",
- "runes": "Runes",
- "perform-chanelling": "Take a Half Action to perform Chanelling",
- "spell-name": "Name",
- "casting-number": "Casting Number",
- "casting-time": "Casting Time",
- "duration": "Duration",
- "target": "Target/AoE",
- "none": "None",
- "1d10magic": "1d10 + Magic",
- "spell-healing": "Spell Healing",
- "cast": "Cast",
- "ingredient-bonus": "Ingredient Bonus",
- "ingredient": "Ingredient",
- "spell-damage": "Spell Damage",
- "spell-description": "Spell Description",
- "petty-spell": "Petty Spell",
- "lesser-spell": "Lesser Spell",
- "arcane-spell": "Arcane Spell",
- "divine-spell": "Divine Spell",
- "rune": "Rune",
- "inscription-number": "Inscription Number",
- "empowerment": "Empowerment",
- "inscribe": "Inscribe",
- "permanent-rune-description": "Permanent Rune Description",
- "temporary-rune-description": "Temporary Rune Description",
- "coin-carried": "Coin Carried",
- "brass-pennies-bp": "Brass Pennies (BP)",
- "silver-shillings-ss": "Silver Shillings (SS)",
- "gold-crowns-gc": "Gold Crowns (GC)",
- "total-gc-value": "Total GC Value",
- "exchange-rate": "Exchange Rate",
- "exchange-rate-description": "240 brass pennies = 20 silver shilling = 1 gold crown",
- "encumbrance": "Encumbrance",
- "trappings": "Trappings",
- "coin": "Coin",
- "other": "Other",
- "carrying-capacity": "Carrying Max",
- "push-drag-lift": "Push/Drag/Lift",
- "encumbered": "Encumbered",
- "dwarf": "Dwarf",
- "dwarf-encumbrance": "Dwarves can carry twice as much as other characters.",
- "encumbrance-description": "Encumbrance entered in each row below is:",
- "encumbrance-choice1": "The total encumbrance of the row (ignoring quantity)",
- "encumbrance-choice2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
- "page1": "Page 1",
- "page2": "Page 2",
- "page3": "Page 3",
- "show-all": "Show All",
- "row-nr": "Row #",
- "carried-question": "Carried?",
- "abbreviate-quantity": "Qty",
- "treasure-loot-inventory-notes": "Treasure/Loot/Inventory Notes",
- "protective-item": "Protective Items",
- "head": "Head",
- "worn": "Worn",
- "armor-type": "Armor Type",
- "armor-points": "Armor Points",
- "magic-bonus": "Magic Bonus",
- "total-ap": "Total AP",
- "leather": "Leather",
- "mail": "Mail",
- "plate": "Plate",
- "torso": "Torso",
- "arms": "Arms",
- "legs": "Legs",
- "armor-penalties": "Armor Penalties",
- "armor-penalties-description1": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
- "armor-penalties-description2": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
- "hit-locations": "Hit Locations",
- "left-arm": "Left Arm",
- "left-leg": "Left Leg",
- "right-arm": "Right Arm",
- "right-leg": "Right Leg",
- "advanced-skill": "Advanced Skill",
- "basic-skill": "Basic Skill",
- "knowledge-skill": "Knowledge Skill",
- "various-skill": "Various Skill",
- "blood-loss": "Blood Loss",
- "bleeding": "Bleeding",
- "casting-test": "Casting Test",
- "outcome": "Outcome",
- "spellcasting-succeeds": "Spellcasting succeeds",
- "hit-left-arm": "Hit Left Arm",
- "hit-right-leg": "Hit Right Leg",
- "hit-location-number": "Hit Location {{0}}",
- "hit-right-arm": "Hit Right Arm",
- "damage-number": "Damage {{0}}",
- "hit-left-leg": "Hit Left Leg",
- "hit-body": "Hit Body",
- "hit-head": "Hit Head",
- "target-number": "Target Number",
- "attack-roll": "Attack Roll",
- "miss": "Miss",
- "parry-roll": "Parry Roll",
- "failure": "Failure",
- "spellcasting-fails": "Spellcasting fails",
- "test-result": "Test Result",
- "characteristic": "Characteristic"
+ "CHARACTER-NAME": "Character Name",
+ "CAREER": "Career",
+ "CAREER-PATH": "Career Path",
+ "RACE": "Race",
+ "RELIGION": "Religion",
+ "CONCEPT": "Concept",
+ "ADVANCEMENTS": "Advancements",
+ "XP": "XP",
+ "XP-EARNED": "XP Earned",
+ "XP-SPENT": "XP Spent",
+ "XP-REST": "XP Rest",
+ "PUBLIC": "Make all rolls public",
+ "WHISPER": "Whisper all rolls to GM",
+ "CORE-STATS": "Core Stats",
+ "BACKGROUND": "Background",
+ "WEAPONS": "Weapons",
+ "ARMOR": "Armor",
+ "SPELLBOOK": "Spellbook",
+ "INVENTORY": "Inventory",
+ "SETTINGS": "Settings",
+ "CHARACTER-PROFILE": "Character Profile",
+ "MAIN-PROFILE": "Main Profile",
+ "MAIN": "Main",
+ "ABBREVIATE-WEAPON-SKILL": "WS",
+ "ABBREVIATE-BALLISTIC-SKILL": "BS",
+ "ABBREVIATE-STRENGTH": "S",
+ "ABBREVIATE-TOUGHNESS": "T",
+ "ABBREVIATE-AGILITY": "Ag",
+ "ABBREVIATE-INTELLIGENCE": "Int",
+ "ABBREVIATE-WILL-POWER": "WP",
+ "ABBREVIATE-FELLOWSHIP": "Fel",
+ "STARTING": "Starting",
+ "TALENTS": "Talents",
+ "ADVANCE": "Advance",
+ "CURRENT": "Current",
+ "MODIFIER": "Modifier",
+ "SECONDARY-PROFILE": "Secondary Profile",
+ "SECONDARY": "Secondary",
+ "ABBREVIATE-ATTACKS": "A",
+ "ABBREVIATE-WOUNDS": "W",
+ "ABBREVIATE-STRENGTH-BONUS": "SB",
+ "ABBREVIATE-TOUGHNESS-BONUS": "TB",
+ "ABBREVIATE-MOVEMENT": "M",
+ "ABBREVIATE-MAGIC": "Mag",
+ "ABBREVIATE-INSANITY-POINTS": "IP",
+ "ABBREVIATE-FATE-POINTS": "FP",
+ "COMBAT": "Combat",
+ "INITIATIVE": "Initiative",
+ "WOUNDS": "Wounds",
+ "FORTUNE": "Fortune",
+ "MOVE": "Move",
+ "CHARGE": "Charge",
+ "RUN": "Run",
+ "LEAP": "Leap",
+ "ABBREVIATE-INITIATIVE": "Init",
+ "CHECK-LUCK": "Check if you have the Luck Talent",
+ "TALENT-NAME": "Talent Name",
+ "DESCRIPTION": "Descripton",
+ "SKILLS": "Skills",
+ "KNOWLEDGE-AND-LANGUAGE-SKILLS": "Knowledge and Language Skills",
+ "KNOWLEDGE": "Knowledge",
+ "SKILL-NAME": "Skill Name",
+ "ABBREVIATE-CHARACTERISTIC": "Char",
+ "TRAINING": "Training",
+ "ABBREVIATE-MISCELLANEOUS": "Misc",
+ "TOTAL": "Total",
+ "ROLL": "Roll",
+ "ABBREVIATE-GM": "GM",
+ "COMMON-KNOWLEDGE-ANY": "Common Knowledge (any)",
+ "COMMON-KNOWLEDGE": "Common Knowledge",
+ "PERFORM-TRADE-AND-OTHER-SKILLS": "Perform, Trade, and Other Skills",
+ "TRAINED": "Trained",
+ "BASIC": "Basic",
+ "SPECIAL-RULES": "Special Rules",
+ "NAME": "Name",
+ "BASIC-SKILLS": "Basic Skills",
+ "ANIMAL-CARE": "Animal Care",
+ "CHARM": "Charm",
+ "COMMAND": "Command",
+ "CONCEALMENT": "Concealment",
+ "CONSUME-ALCOHOL": "Consume Alcohol",
+ "DISGUISE": "Disguise",
+ "DRIVE": "Drive",
+ "EVALUATE": "Evaluate",
+ "GAMBLE": "Gamble",
+ "GOSSIP": "Gossip",
+ "HAGGLE": "Haggle",
+ "INTIMIDATE": "Intimidate",
+ "OUTDOOR-SURVIVAL": "Outdoor Survival",
+ "PERCEPTION": "Perception",
+ "RIDE": "Ride",
+ "ROW": "Row",
+ "SCALE-SHEER-SURFACE": "Scale Sheer Surface",
+ "SEARCH": "Search",
+ "SILENT-MOVE": "Silent Move",
+ "SWIM": "Swim",
+ "ADVANCED-SKILLS": "Advanced Skills",
+ "ANIMAL-TRAINING": "Animal Training",
+ "BLATHER": "Blather",
+ "CHANNELLING": "Channelling",
+ "CHARM-ANIMAL": "Charm Animal",
+ "DODGE-BLOW": "Dodge Blow",
+ "FOLLOW-TRAIL": "Follow Trail",
+ "HEAL": "Heal",
+ "HYPNOTISM": "Hypnotism",
+ "LIP-READING": "Lip Reading",
+ "MAGICAL-SENSE": "Magical Sense",
+ "NAVIGATION": "Navigation",
+ "PICK-LOCK": "Pick Lock",
+ "PREPARE-POISON": "Prepare Poison",
+ "READ-AND-WRITE": "Read and Write",
+ "SAIL": "Sail",
+ "SET-TRAP": "Set Trap",
+ "SHADOWING": "Shadowing",
+ "SLEIGHT-OF-HAND": "Sleight of Hand",
+ "TORTURE": "Torture",
+ "VENTRILOQUISM": "Ventriloquism",
+ "ASTROLOGY": "Astrology",
+ "STAR-SIGN": "Star Sign",
+ "DOOM": "Doom",
+ "APPEARANCE": "Appearance",
+ "GENDER": "Gender",
+ "BUILD": "Build",
+ "AGE": "Age",
+ "HEIGHT": "Height",
+ "WEIGHT": "Weight",
+ "EYES": "Eyes",
+ "SKIN": "Skin",
+ "HAIR": "Hair",
+ "HISTORY": "History",
+ "MISCELLANEOUS-NOTES": "Miscellaneous Notes",
+ "CAREER-NAME": "Career Name",
+ "STARTING-CAREER": "Starting Career",
+ "SECOND-CAREER": "Second Career",
+ "THIRD-CAREER": "Third Career",
+ "FOURTH-CAREER": "Fourth Career",
+ "FIFTH-CAREER": "Fifth Career",
+ "CAREER-ENTERED": "Career Entered",
+ "CAREER-ENTERED_CHECK": "Check if you've entered this career.",
+ "CAREER-MAIN-PROFILE": "Career Main Profile",
+ "WEAPON-SKILL": "Weapon Skill",
+ "BALLISTIC-SKILL": "Ballistic Skill",
+ "STRENGTH": "Strength",
+ "TOUGHNESS": "Toughness",
+ "AGILITY": "Agility",
+ "INTELLIGENCE": "Intelligence",
+ "WILL-POWER": "Will Power",
+ "FELLOWSHIP": "Fellowship",
+ "CAREER-SECONDARY-PROFILE": "Career Secondary Profile",
+ "ATTACKS": "Attacks",
+ "STRENGTH-BONUS": "Strength Bonus",
+ "TOUGHNESS-BONUS": "Toughness Bonus",
+ "MOVEMENT": "Movement",
+ "MAGIC": "Magic",
+ "INSANITY-POINTS": "Insanity Points",
+ "FATE-POINTS": "Fate Points",
+ "CAREER-SKILLS": "Career Skills",
+ "CAREER-TALENTS": "Career Talents",
+ "CAREER-SKILLS-AND-TALENTS": "Career Skills and Talents",
+ "SKILL-OR-TALENT": "Skill or Talent",
+ "CAREER-EXITS": "Career Exits",
+ "TAKEN": "Taken",
+ "MELEE-WEAPONS": "Melee Weapons",
+ "ABBREVIATE-PROFICIENCY": "Prof?",
+ "WEAPON": "Weapon",
+ "CRAFTSMANSHIP": "Craftsmanship",
+ "ABBREVIATE-CRAFTSMANSHIP": "Craft",
+ "ABBREVIATE-ENCUMBRANCE": "Enc",
+ "WS-BONUS": "WS Bonus",
+ "TO-HIT": "To Hit",
+ "DAMAGE": "Damage",
+ "FURY-DAMAGE": "Fury Damage",
+ "DAMAGE-INC-SB": "Melee damage already includes SB.",
+ "IMPACT": "Impact",
+ "ABBREVIATE-IMPACT": "Imp",
+ "DEFENSIVE": "Defensive",
+ "ABBREVIATE-DEFENSIVE": "Def",
+ "QUALITIES": "Qualities",
+ "FRENZY-DESCRIPTION": "Check if you are using the Frenzy Talent",
+ "ATTACK": "Attack",
+ "PARRY": "Parry",
+ "POOR": "Poor",
+ "COMMON": "Common",
+ "GOOD": "Good",
+ "BEST": "Best",
+ "ABBREVIATE-ATTACK": "Atk",
+ "ABBREVIATE-DAMAGE": "Dmg",
+ "ABBREVIATE-PARRY": "Pry",
+ "RANGED-WEAPONS": "Ranged Weapons",
+ "BS-BONUS": "BS Bonus",
+ "TYPE": "Type",
+ "RELOAD": "Reload",
+ "RANGE": "Range",
+ "ABBREVIATE-AMMUNITION": "Ammo",
+ "ABBREVIATE-AMMUNITION-ENCUMBRANCE": "Ammo Enc",
+ "AMMO-ENCUMBRANCE-DESCRIPTION": "Note Encombrance value for 1 piece of ammo.",
+ "SHOOT": "Shoot",
+ "THROW": "Throw",
+ "FREE": "Free",
+ "HALF": "Half",
+ "FULL-NUMBER": "{{0}} Full",
+ "CRITICAL": "Critical",
+ "CRITICAL-HIT": "Critical Hit",
+ "CRITICAL-ROLL": "Critical Roll",
+ "TOTAL-MELEE-WEAPON-ENCUMBRANCE": "Total Melee Weapon Encumbrance",
+ "TOTAL-RANGED-WEAPON-ENCUMBRANCE": "Total Ranged Weapon Encumbrance",
+ "TOTAL-WEAPON-ENCUMBRANCE": "Total Weapon Encumbrance",
+ "PETTY": "Petty",
+ "LESSER": "Lesser",
+ "ARCANE": "Arcane",
+ "DIVINE": "Divine",
+ "RUNES": "Runes",
+ "RITUALS": "Rituals",
+ "PERFORM-CHANNELLING": "Take a Half Action to perform Channelling",
+ "SPELL-NAME": "Name",
+ "CASTING-NUMBER": "Casting Number",
+ "CASTING-TIME": "Casting Time",
+ "DURATION": "Duration",
+ "TARGET": "Target/AoE",
+ "NONE": "None",
+ "1D10MAGIC": "1d10 + Magic",
+ "SPELL-HEALING": "Spell Healing",
+ "CAST": "Cast",
+ "INGREDIENT-BONUS": "Ingredient Bonus",
+ "INGREDIENT": "Ingredient",
+ "SPELL-DAMAGE": "Spell Damage",
+ "SPELL-DESCRIPTION": "Spell Description",
+ "RITUAL-DESCRIPTION": "Ritual Description",
+ "ARCANE-LANGUAGE": "Arcane Language",
+ "REQUIRED-MAGIC": "Required Magic",
+ "XP-COST": "XP Cost",
+ "CONDITIONS": "Conditions",
+ "CONSEQUENCES": "Consquences",
+ "petty-spell": "Petty Spell",
+ "lesser-spell": "Lesser Spell",
+ "arcane-spell": "Arcane Spell",
+ "divine-spell": "Divine Spell",
+ "RUNE": "Rune",
+ "INSCRIPTION-NUMBER": "Inscription Number",
+ "EMPOWERMENT": "Empowerment",
+ "INSCRIBE": "Inscribe",
+ "PERMANENT-RUNE-DESCRIPTION": "Permanent Rune Description",
+ "TEMPORARY-RUNE-DESCRIPTION": "Temporary Rune Description",
+ "MAGIC-USED": "Amount of Magic used",
+ "CHANNELLING-SUCCESS": "Channelling success",
+ "INGREDIENT-USED": "Ingredient used",
+ "RUNE-TYPE": "Rune type",
+ "TEMPORARY": "Temporary",
+ "PERMANENT": "Permanent",
+ "MINUTES": "minute(s)",
+ "WEEKS": "week(s)",
+ "COIN-CARRIED": "Coin Carried",
+ "BRASS-PENNIES-BP": "Brass Pennies (BP)",
+ "SILVER-SHILLINGS-SS": "Silver Shillings (SS)",
+ "GOLD-CROWNS-GC": "Gold Crowns (GC)",
+ "TOTAL-GC-VALUE": "Total GC Value",
+ "EXCHANGE-RATE": "Exchange Rate",
+ "EXCHANGE-RATE-DESCRIPTION": "240 brass pennies = 20 silver shilling = 1 gold crown",
+ "ENCUMBRANCE": "Encumbrance",
+ "TRAPPINGS": "Trappings",
+ "COIN": "Coin",
+ "OTHER": "Other",
+ "CARRYING-CAPACITY": "Carrying Max",
+ "PUSH-DRAG-LIFT": "Push/Drag/Lift",
+ "ENCUMBERED": "Encumbered",
+ "ENCUMBERED-MOVEMENT-PENALTY": "Encumbered Movement penalty",
+ "DWARF": "Dwarf",
+ "DWARF-ENCUMBRANCE": "Dwarves can carry twice as much as other characters.",
+ "DWARF-ENCUMBRANCE-CHECK": "Check if you are a Dwarf.",
+ "ENCUMBRANCE-DESCRIPTION": "Encumbrance entered in each row below is:",
+ "ENCUMBRANCE-CHOICE1": "The total encumbrance of the row (ignoring quantity)",
+ "ENCUMBRANCE-CHOICE2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
+ "PAGE-1": "Page 1",
+ "PAGE-2": "Page 2",
+ "PAGE-3": "Page 3",
+ "SHOW-ALL": "Show All",
+ "UNLIMITED": "Unlimited",
+ "ROW-NR": "Row #",
+ "CARRIED-QUESTION": "Carried?",
+ "ABBREVIATE-QUANTITY": "Qty",
+ "TREASURE-LOOT-INVENTORY-NOTES": "Treasure/Loot/Inventory Notes",
+ "PROTECTIVE-ITEMS": "Protective Items",
+ "WORN": "Worn",
+ "HEAD": "Head",
+ "ARMOR-TYPE": "Armor Type",
+ "ARMOR-POINTS": "Armor Points",
+ "ABBREVIATE-ARMOR-POINTS": "AP",
+ "MAGIC-BONUS": "Magic Bonus",
+ "BONUS": "Bonus",
+ "TOTAL-AP": "Total AP",
+ "LEATHER": "Leather",
+ "MAIL": "Mail",
+ "PLATE": "Plate",
+ "TORSO": "Torso",
+ "ARMS": "Arms",
+ "LEGS": "Legs",
+ "LOCATION-DESCRIPTION": "H : Head / B : Body / A : Arms / L : Legs",
+ "TOTAL-ARMOR-ENCUMBRANCE": "Total Armor Encombrance",
+ "TOTAL-WEIGHT-MAX": "The maximum total encumbrance your character can carry without slowing.",
+ "MAX-PUSH-DRAG-LIFT": "This is the maximum encumbrance you can push/drag/lift. If the encumbrance you are pushing/dragging/lifting exceeds your maximum carrying capacity then your Movement drops to 1.",
+ "LIGHT": "Light",
+ "MEDIUM": "Medium",
+ "HEAVY": "Heavy",
+ "LIGHT-ARMOR": "Light Armor",
+ "MEDIUM-ARMOR": "Medium Armor",
+ "HEAVY-ARMOR": "Heavy Armor",
+ "HIT-LOCATIONS": "Hit Locations",
+ "BODY": "Body",
+ "ABBREVIATE-HEAD": "H",
+ "ABBREVIATE-BODY": "B",
+ "ABBREVIATE-ARMS": "A",
+ "ABBREVIATE-LEGS": "L",
+ "LEFT-ARM": "Left Arm",
+ "LEFT-LEG": "Left Leg",
+ "RIGHT-ARM": "Right Arm",
+ "RIGHT-LEG": "Right Leg",
+ "ARMOR-PENALTIES": "Armor Penalties",
+ "ARMOR-PENALTIES-MEDIUM": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
+ "ARMOR-PENALTIES-HEAVY": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
+ "BLOOD-LOSS": "Blood Loss",
+ "BLEEDING": "Bleeding",
+ "ADVANCED-SKILL": "Advanced Skill",
+ "BASIC-SKILL": "Basic Skill",
+ "KNOWLEDGE-SKILL": "Knowledge Skill",
+ "VARIOUS-SKILL": "Various Skill",
+ "TARGET-NUMBER": "Target Number",
+ "TEST-RESULT": "Test Result",
+ "RESULT": "Result",
+ "OUTCOME": "Outcome",
+ "SUCCESS": "Success",
+ "FAILURE": "Failure",
+ "ATTACK-ROLL": "Attack Roll",
+ "MISS": "Miss",
+ "PARRY-ROLL": "Parry Roll",
+ "PARRIED": "Parried",
+ "CASTING-TEST": "Casting Test",
+ "SPELLCASTING-FAILS": "Spellcasting fails",
+ "SPELLCASTING-SUCCEEDS": "Spellcasting succeeds",
+ "INSCRIPTION-TEST": "Inscription Test",
+ "INSCRIPTION-TIME": "Inscription Time",
+ "INSCRIPTION-FAILS": "Inscription fails",
+ "INSCRIPTION-SUCCEEDS": "Inscription succeeds",
+ "HIT-LOCATION": "Hit Location",
+ "HIT-HEAD": "Hit Head",
+ "HIT-BODY": "Hit Body",
+ "HIT-LEFT-ARM": "Hit Left Arm",
+ "HIT-LEFT-LEG": "Hit Left Leg",
+ "HIT-RIGHT-ARM": "Hit Right Arm",
+ "HIT-RIGHT-LEG": "Hit Right Leg",
+ "HIT-LOCATION-NUMBER": "Hit Location {{0}}",
+ "DAMAGE-NUMBER": "Damage {{0}}",
+ "CRITICAL-LOCATION": "Critical Location",
+ "CRITICAL-VALUE": "Critical Value",
+ "CRITICAL-EFFECT": "Critical Effect",
+ "CRITICAL-EFFECT-H1": "Disoriented by the blow. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-H2": "Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H3": "The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-H4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H5": "Knocked to the ground and dazed. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-H6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-H7": "Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-H8": "Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.",
+ "CRITICAL-EFFECT-H9": "Skull pierced by a mighty blow. Death is instantaneous.",
+ "CRITICAL-EFFECT-A1": "Drops anything held in that hand. A shield, if worn, is not affected, since its strapped on.",
+ "CRITICAL-EFFECT-A2": "Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A3": "Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).",
+ "CRITICAL-EFFECT-A4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A5": "Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).",
+ "CRITICAL-EFFECT-A6": "Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-A7": "Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.",
+ "CRITICAL-EFFECT-A8": "Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.",
+ "CRITICAL-EFFECT-A9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-B1": "The wind is knocked out of the character. All tests and attacks suffer a 20% penalty for one round.",
+ "CRITICAL-EFFECT-B2": "Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B3": "Ribs busted by ferocity of attack. Character takes a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-B4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B5": "Knocked to the ground and badly winded. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-B6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-B7": "The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-B8": "Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.",
+ "CRITICAL-EFFECT-B9": "Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.",
+ "CRITICAL-EFFECT-L1": "Stumbles. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-L2": "Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L3": "Leg incapacitated until medical attention is received. Characters Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a 20% penalty.",
+ "CRITICAL-EFFECT-L4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L5": "Knocked to the ground and dazed. All characters tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-L6": "Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-L7": "Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.",
+ "CRITICAL-EFFECT-L8": "Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.",
+ "CRITICAL-EFFECT-L9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-10": "Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.",
+ "BLOOD-SURVIVE": "Survive one more round.",
+ "BLOOD-DEATH": "Death from blood loss!",
+ "OLD-TRAPPINGS": "Use old Trappings layout",
+ "NEW-TRAPPINGS": "Use new Trappings layout",
+ "CHAOS-MANIFESTATION": "Chaos Manifestation",
+ "ROLL-BASIC-TABLES": "Roll on Basic Chaos Manifestaion Tables",
+ "ROLL-EXTENDED-TABLES": "Roll on Extended Chaos Manifestaion Tables",
+ "TZEENTCHS-CURSE": "Tzeentch's Curse",
+ "CHAOS-ROLL": "Chaos Roll",
+ "CHAOS-TABLE": "Chaos Table",
+ "MINOR-NORMAL": "Minor Normal",
+ "MINOR-EXTENDED": "Minor Extended",
+ "MAJOR-NORMAL": "Major Normal",
+ "MAJOR-EXTENDED": "Major Extended",
+ "CATASTROPHIC-NORMAL": "Catastrophic Normal",
+ "CATASTROPHIC-EXTENDED": "Catastrophic Extended",
+ "MINOR": "Minor",
+ "MAJOR": "Major",
+ "CATASTROPHIC": "Catastrophic",
+ "MINOR-CHAOS-MANIFESTATION": "Minor Chaos Manifestation",
+ "MAJOR-CHAOS-MANIFESTATION": "Major Chaos Manifestation",
+ "CATASTROPHIC-CHAOS-MANIFESTATION": "Catastrophic Chaos Manifestation",
+ "YES": "Yes",
+ "NO": "No",
+ "MINOR1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINOR2": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINOR3": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINOR4": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINOR5": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINOR6": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINOR7": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINOR8": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINOR9": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINOR10": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINOR11": "
Unlucky !: Roll on Major Chaos Manifestation instead.",
+ "MINORE1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINORE2": "
Fumblehand: A randomly selected item you are holding or carrying flies 1d10 yards (1d10/2 squares) in a random direction, thrown invisibly by Winds of Chaos.",
+ "MINORE3": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINORE4": "
Nailrot: A randomly chosen finger or toenail turns black and falls off. It will grow back normally.",
+ "MINORE5": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINORE6": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINORE7": "
Waxy Earful: Your ears become entirely plugged with wax, requiring a successful Heal Test to clear. Until you receive such treatment, you suffer a 10% penalty to all tests involving hearing.",
+ "MINORE8": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINORE9": "
Cold Sweats: All those within in 10 yards (5 squares) of you immediately break into a cold sweat lasting 1d10 rounds.",
+ "MINORE10": "
Sleeping Nerves: Every muscle in your body tingles for 1d10 rounds. You suffer a 5% penalty to all tests made in that time.",
+ "MINORE11": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINORE12": "
Milky Eyes: A milky film covers your eyes for 1d10 hours. You suffer a 10% penalty to any tests involving sight in that time.",
+ "MINORE13": "
Bane of Flora: All plant life within 10 yards (5 squares) of you withers and dies.",
+ "MINORE14": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINORE15": "
Handfrozen: The bones and muscles of one of your hands (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move your fingers from their bizarre arrangement for 1d10 minutes.",
+ "MINORE16": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINORE17": "
Creeping Congregation: Insects fill the area around you, buzzing and crawling. They do no harm and disperse within 1d10 rounds, but they are obviousand potentially frighteningto everyone in the area.",
+ "MINORE18": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINORE19": "
Channel Burn: The channels of magic in your body are burned by coursing magic. You suffer a 1 penalty to every Casting Roll you make in the next 1d10 minutes.",
+ "MINORE20": "
Intestinal Rebellion: Your bowels move uncontrollably, soiling both your clothing and pride.",
+ "MINORE21": "
Grave Offence: You uncontrollably shout something horribly offensive to those around you. The GM may overrule you if your invention is insufficiently offensive.",
+ "MINORE22": "
Fluid Transformation: All liquids on your personincluding spell ingredientsturn to brine.",
+ "MINORE23": "
Kin Inconvenienced: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MINORE24": "
Accumulation of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MINORE25": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINORE26": "
Unlucky!: Roll on Major Chaos Manifestation instead.",
+ "MAJOR1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJOR2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJOR3": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJOR4": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJOR5": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJOR6": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJOR7": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJOR8": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJOR9": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJOR10": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJOR11": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "MAJORE1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJORE2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJORE3": "
Hairless: Every hair in your body falls out.",
+ "MAJORE4": "
Blacknail: Every finger and toenail on your body turns black and falls off. They will grow back normally.",
+ "MAJORE5": "
Wracked: You suffer burning pain for 1d10 rounds, suffering a 10% penalty to all tests made in that time.",
+ "MAJORE6": "
Channel Conflagration: The channels of magic in your body are set ablaze by coursing magic. You suffer a 1 penalty to every casting die you roll in the next 1d10 hours.",
+ "MAJORE7": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJORE8": "
Rag Doll: You spontaneously fly through the air 1d10 yards (1d10/5 squares) in a random direction, landing roughly and suffering a Damage 2 hit.",
+ "MAJORE9": "
Fire!: Your clothing bursts into flame (see WFRP, page 136).",
+ "MAJORE10": "
Loadstones: Every piece of metal on your body is permanently magnetized.",
+ "MAJORE11": "
Limbfrozen: The bones and muscles of one of your arms or legs (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move the affected limb for 1d10 hours.",
+ "MAJORE12": "
Tongue-twisted: Chaos energy infuses your mouth; anything you say for the next 1d10 minutes comes out as gibberish, rendering spellcasting impossible during that time.",
+ "MAJORE13": "
Chaotic Wind: Chaos blows through any magical spell ingredients you are carrying. Any spell cast using them will make one of any associated Casting Rolls dice a Chaos die.",
+ "MAJORE14": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJORE15": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJORE16": "
Undone: Every tie, clasp, and fastener of every type on your body flies violently open. Belts come undone, pouches fly open, boots come unlaced, and so on.",
+ "MAJORE17": "
Regurgitate: You throw up uncontrollably, unable to do anything else, for 1d10 rounds. In that time, you spew up much more vomit than could possibly have been contained in your stomach.",
+ "MAJORE18": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJORE19": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJORE20": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJORE21": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJORE22": "
Kin Affected: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MAJORE23": "
Storm of Chaos: Roll on Table 624: Expanded Minor Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "MAJORE24": "
Store of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MAJORE25": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJORE26": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "CATA1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATA2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATA3": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATA4": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA5": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA6": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATA7": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATA8": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATA9": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATA10": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "CATAE1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATAE2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE3": "
Broken: Your will is utterly broken. Your Will Power Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE4": "
Stupefied: Your mind regresses to protect you from a worse fate. Your Intelligence Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE5": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATAE6": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATAE7": "
Rageboil: Everyone within 10 yards (5 squares) of you is immediately and irrationally outraged by your very presence. They all move to attack youeven your alliesand only come to their senses after 1d10 rounds.",
+ "CATAE8": "
Albino Affliction: Your skin and hair are bleached utterly white by roiling Chaos.",
+ "CATAE9": "
Heretical Vision: A Daemon Prince shows you a vision of Chaos. You gain 1d10 Insanity Points. Any time after this event, you can spend 100 xp and gain the Dark Lore (Chaos) talent.",
+ "CATAE10": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATAE11": "
Boiling Blood: For a brief instant, your blood literally boils in your veins. You suffer 2d10 Wounds, which are reduced by Toughness but not armour.",
+ "CATAE12": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATAE13": "
Chaotic Servitors: 1d10 Daemon Imps (see
WFRP, page 229) appear from the Aethyr and do your bidding for 1d10 rounds.",
+ "CATAE14": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATAE15": "
Windblock: You are stuck unable to breathe for 1d10 minutes (see Suffocation in WFRP, page 136), after which you gasp!manage to draw breath.",
+ "CATAE16": "
Lineage Concluded: The infection of Chaos renders you sterile or barren.",
+ "CATAE17": "
Eyefuse: You close your eyes as the Winds of Magic howl about you, and your eyelids are fused shut. You cannot see until this is corrected by magic or surgery.",
+ "CATAE18": "
Spasmodic Paroxysm: Your entire body convulses violently as the pure stuff of Chaos courses over you; you bite off your tongue. You become very difficult to understand and suffer 5 to all Casting Rolls until you are somehow healed.",
+ "CATAE19": "
Witherlimb: A randomly determined limb withers and becomes permanently useless.",
+ "CATAE20": "
Mutating Wind: You must make a Will Power Test or suffer a Chaos Mutation (see WFRP, page 229, or the Old World Bestiary, page 79).",
+ "CATAE21": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATAE22": "
Kin Afflicted: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "CATAE23": "
Vortex of Chaos: Roll on Table 625: Expanded Major Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "CATAE24": "
Hoard of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "CATAE25": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "GODWRATH1": "
Unearthly Vision: Your God chooses this time to grant you a symbolic but confusing vision. This stuns you for 1 round.",
+ "GODWRATH2": "
Prove Your Devotion: A few more prayers are required to finish casting the spell. This result adds 1 half action to the Casting Time of the spell. You must take this extra time even if you failed the Casting Roll.",
+ "GODWRATH3": "
You Try My Patience: You cannot cast another spell for 1d10 rounds. This spell still works as long as you made your Casting Roll.",
+ "GODWRATH4": "
Your Cause is Unworthy: Your spell fails, even if you made the Casting Roll.",
+ "GODWRATH5": "
Stinging Rebuke: Not only does your spell fail, but you also suffer a 10% penalty to your Will Power for 1 minute.",
+ "GODWRATH6": "
What Will You Sacrifice for this Boon?:",
+ "GODWRATH7": "
You Have Sinned Against Me: You have somehow angered your God. You must kneel and repent for 1d10 rounds. This renders you helpless.",
+ "GODWRATH8": "
Daemonic Interference: Your prayer is answered but not by your God. Roll a
Major Chaos Manifestation.",
+ "GODWRATHV1": "
Behold Your Wickedness!: You suffer visions of your failures, which seem to take an eternity but are over in an instant. Gain 1d10 Insanity Points; if you become insane, you gain Heart of Despair.",
+ "GODWRATHV2": "
Lash the Flesh to Purge the Soul: You take 2d10 Wounds, ignoring Toughness Bonus or Armour.",
+ "GODWRATHV3": "
You Shall Not Abuse My Mercy: Your Magic Characteristic is reduced to zero, and increases by one every time you do penance (as if attempting to reduce your Disfavour Pool to zero), until it returns to its original value. If you have no Magic Characteristic, the same happens to your daily allowance of Fortune Points.",
+ "GODWRATHV4": "
Thou Art Accursed and Outcast: You are cast out from the cult, and this is marked on your soul. You take a 30% penalty to all social interactions with followers of your God until you do penance.",
+ "GODWRATHV5": "
Rely Not On These Vanities: All your goods and equipment are stripped from you, leaving you in a tunic. Any non-magical equipment you were carrying is gone forever; magical equipment is mysteriously returned if you do penance. (GMs option: nonmagical but important items may also be returned after penance.)",
+ "GODWRATHV6": "
Called to Account: ",
+ "GODWRATHV7": "
Daemonic Visitation: Roll on the Catastrophic Chaos Manifestation Table instead using the table in WFRP.",
+ "SACRIFICE1": "You vomit up salt water, and feel as though you are almost drowned. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE2": "All warmth and vigour leach from your body. Take a –20% penalty to all actions for the next 1 minute.",
+ "SACRIFICE3": "You automatically fail your next Dodge or Parry Test.",
+ "SACRIFICE4": "You must re-roll your next three successful Tests. If the second roll fails, you fail the Test. If the re-roll succeeds, you succeed and need not roll again.",
+ "SACRIFICE5": "The next time one of your allies suffers an injury, you suffer exactly the same injury. This may mean taking Wounds, or taking a Critical Hit.",
+ "SACRIFICE6": "A brand in the shape of a twin-tailed comet appears on your forehead, inflicting 1d10 Wounds ignoring Toughness Bonus or armour.",
+ "SACRIFICE7": "Your mind becomes that of a beast for three rounds. You flee most situations, but fight if cornered.",
+ "SACRIFICE8": "Your body is rimed with frost. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE9": "You are robbed of your knowledge. You automatically fail any Academic Knowledge Tests you make in the next 1 hour.",
+ "SACRIFICE10": "You lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "OPTIONAL-ARCANE-MARK": "
Optional Arcane Mark: You must pass an Average (+0%) Willpower test or gain an Arcane Mark (see
Realms of Sorcery page 175).",
+ "ARCANE-LORE": "Arcane Lore",
+ "LORE-OF-BEASTS": "Lore of Beasts",
+ "LORE-OF-DEATH": "Lore of Death",
+ "LORE-OF-FIRE": "Lore of Fire",
+ "LORE-OF-HEAVENS": "Lore of the Heavens",
+ "LORE-OF-LIFE": "Lore of Life",
+ "LORE-OF-LIGHT": "Lore of Light",
+ "LORE-OF-METAL": "Lore of Metal",
+ "LORE-OF-SHADOW": "Lore of Shadow",
+ "MARK": "Mark",
+ "MARK-OF": "Mark of",
+ "BEASTS": "Beasts",
+ "DEATH": "Death",
+ "FIRE": "Fire",
+ "HEAVENS": "the Heavens",
+ "LIFE": "Life",
+ "METAL": "Metal",
+ "SHADOW": "Shadow",
+ "WRATH-ROLL": "Wrath Roll",
+ "WRATH-TABLE": "Wrath Table",
+ "WRATH": "Wrath",
+ "VENGEANCE": "Vengeance",
+ "WRATH-OF-THE-GODS": "Wrath of the Gods",
+ "VENGEANCE-OF-THE-GODS": "Vengeance of the Gods",
+ "DISFAVOR-POOL": "Disfavor Pool",
+ "DISFAVOR-ROLL": "Disfavor Roll",
+ "DIVINE-LORE": "Divine Lore",
+ "LORE-OF-MANANN": "Lore of Manann",
+ "LORE-OF-MORR": "Lore of Morr",
+ "LORE-OF-MYRMIDIA": "Lore of Myrmida",
+ "LORE-OF-RANALD": "Lore of Ranald",
+ "LORE-OF-SHALLYA": "Lore of Shallya",
+ "LORE-OF-SIGMAR": "Lore of Sigmar",
+ "LORE-OF-TAAL-RHYA": "Lore of Taal & Rhya",
+ "LORE-OF-ULRIC": "Lore of Ulric",
+ "LORE-OF-VERENA": "Lore of Verena",
+ "MARK-ROLL": "Mark Roll",
+ "MARKS": "Marks",
+ "NO-MARKS": "Don't use Marks optional rule",
+ "USE-MARKS": "Use Marks optional rule",
+ "MARKS-OF-THE-GODS": "Marks of the Gods",
+ "MARKS-OF-MANANN": "Marks of Manann",
+ "MARKS-OF-MORR": "Marks of Morr",
+ "MARKS-OF-MYRMIDIA": "Marks of Myrmida",
+ "MARKS-OF-RANALD": "Marks of Ranald",
+ "MARKS-OF-SHALLYA": "Marks of Shallya",
+ "MARKS-OF-SIGMAR": "Marks of Sigmar",
+ "MARKS-OF-TAAL-RHYA": "Marks of Taal & Rhya",
+ "MARKS-OF-ULRIC": "Marks of Ulric",
+ "MARKS-OF-VERENA": "Marks of Verena",
+ "MARKS-OF": "Marks of",
+ "MANANN": "Manann",
+ "MORR": "Morr",
+ "MYRMIDIA": "Myrmida",
+ "RANALD": "Ranald",
+ "SHALLYA": "Shallya",
+ "SIGMAR": "Sigmar",
+ "TAAL-RHYA": "Taal & Rhya",
+ "ULRIC": "Ulric",
+ "VERENA": "Verena",
+ "NO-LORE": "No Lore selected",
+ "GM-DISCRETION": "GM's discretion",
+ "MARK-GM-DISCRETION": "Mark at GM's discretion",
+ "MARK-MANANN-1": "
Fishy: You are infused with the odours of the sea. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-MANANN-2": "
Pelagic Yearning: You long for the open seas. When not on, or surrounded by, the sea, your Will Power is reduced by 5%.",
+ "MARK-MANANN-3": "
Seaweed Growth: Holy seaweed thrives somewhere on your body. At the GM's discretion, this may apply a -10% penalty to Fellowship Tests in som social situations.",
+ "MARK-MANANN-4": "
Tidal: You are bound to the changing tides. During low tide, you reduce your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. At high tide, increase your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. All other times, and when far from sea, your Characteristics are unchanged.",
+ "MARK-MANANN-5": "
Manann's Mien: You grow taller, your hair darkens, and you develop a brimy smell. You grow larger, increasing your height by 1d10/2 inches and adding 2d10 pounds to your weight. As well, permanently increase your Strength Characteristic by 5%.",
+ "MARK-MANANN-6": "
Piscine Charisma: You become intensely attractive to fish of all kinds. They greet you in open-mouthed wonder and shoal around you in docile masses when you are in the water. For this reason, albatrosses and other seabirds like you. Add +20% to Charm Animal Tests made to interact with sea birds.",
+ "MARK-MANANN-7": "
Rip Tides: Large bodies of water twist and churn in your presence. All Swim Tests made by others with 4 yards (2 squares) of you take a -20% penalty, and a -10% penalty if between 4 and 12 yards (3-6 squares).",
+ "MARK-MANANN-8": "
Webbed: Your toes and fingers become webbed. Gain a +20% bonus to Swim Tests.",
+ "MARK-MANANN-9": "
One With the Sea: Manann reveals the secrets of his realm. You cannot drown in seawater; any time you would drown, you are instead reduced to 0 Wounds and are Helpless, and either float to the surface or wash up on shore. You also add +10% bonus to all Sail, Row, and Navigation Tests whilst at sea.",
+ "MARK-MANANN-10": "
Marked by Manann: A trided, Crown, Wave, or Albatross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channellin Tests when using the Lore of Manann, and a +10% bonus to Fellowship Tests when dealing with other Manannites if they can see the mark.",
+ "MARK-MORR-1": "
Enervated: Your muscles weaken. Permanently reduce your Strength Characteristic by 5%.",
+ "MARK-MORR-2": "
Distracted by Death: Your preoccupation with morbid subjects makes others uncomfortable around you. When interacting with individuals who are not priests in the cult of Morr, you take a -10% penalty to Fellowhip Tests.",
+ "MARK-MORR-4": "
Disturbing Visions: You are plagued by disconnected visions that you know to be portentous, but cannot understand. You take a -10% to Perception tests. Once per day, you may gain a +10% bonus to any single test.",
+ "MARK-MORR-3": "
Skeletal: Your face and scalp draw tightly to your skull. You take a -10% penalty to Charm Tests, but gain a +10% bonus to Intimidate Tests.",
+ "MARK-MORR-5": "
Morr's Mien: You grow taller, your hair darkens, and your skin pales, becoming cool to the touch. You grow larger, gaining 1d10/2 inches in height. As well, increase your Will Power Characteristic by 5%.",
+ "MARK-MORR-6": "
Flock of Ravens: Wherever you go, there always seem to be ravens present. Under most circumstances, they appear in places where one might expect them. Whilst indoors, you see them through windows, and underground, you may see raven cave paintings with disturbing regularity. You gain a +20% bonus to Charm Animal Tests made when interacting with ravens.",
+ "MARK-MORR-7": "
Dead Eyes: A single glance causes others to flinch. Gain the Unsettling Talent.",
+ "MARK-MORR-8": "
Morr's Servant: Sentient Undead shy from your presence. Any creature with the Undead Talent
and a Will Power Characteristic must make a Will Power Test or suffer from Fear. This ignores the Undead Talent's normal exemption to Fear.",
+ "MARK-MORR-9": "
Enlightened: You have gazed beyond the Portal and no longer fear death. Gain the Fearless Talent.",
+ "MARK-MORR-10": "
Marked by Morr: A Rose, Portal, or Raven mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Morr, and a +10% bonus to Fellowship Tests when dealing with other Morrians if they can see the mark.",
+ "MARK-MYRMIDIA-1": "
Vengeful: You become deeply vengeful, which blinds your reason. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-MYRMIDIA-2": "
Rites of War: You feel obliged to recite terms of war before any battle, an act that takes a Full Action. until you complete this honourable rite in combat, you take a -5% penalty to Weapon Skill Tests.",
+ "MARK-MYRMIDIA-3": "
Calculating: You coldly weigh the strengths and weaknesses of all you meet. You take a -10% penalty to Fellowship Tests made to deal with those who you meet for the first time.",
+ "MARK-MYRMIDIA-4": "
Righteous Fury: You punish the wicked, for you are honourable and true. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, but gain a +10% bonus to both Strength and Willpower Tests for the duration of the encounter.",
+ "MARK-MYRMIDIA-5": "
Myrmidia's Mien: Your skin darkens to a deep tan that glints coppery in the light. You grow larger, gaining 1d10/2 inches in height. You also gain a +10% bonus to Command Tests.",
+ "MARK-MYRMIDIA-6": "
Eagle Friend: Eagles like you. You gain a +20% bonus to Charm Animal Tests made when interacting with eagles.",
+ "MARK-MYRMIDIA-7": "
Eagle Eyes: Your irises darken and your eyes become exceptionally sharp. You gain a +20% bonus to Perception Tests involving sight.",
+ "MARK-MYRMIDIA-8": "
Fanatical Love: In combat, you may select one ally as a free action. That ally must have a religious symbol of Myrmidia in plain view. For that round, the ally gains a +10% bonus to all Will Power Tests.",
+ "MARK-MYRMIDIA-9": "
War-honed: Myrmidia reveals the secret of facing war with courage and honour. You gain the Stout-hearted Talent.",
+ "MARK-MYRMIDIA-10": "
Marked by Myrmidia: A Shield and Spear mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Myrmidia, and a +10% bonus to Fellowship Tests when dealing with other myrmidians if they can see the mark.",
+ "MARK-RANALD-1": "
Weak Willed: You become a slave to your passions. Permanently reduce your Will Power Characteristic by 1d10%",
+ "MARK-RANALD-2": "
Liar: You are loathe to tell the truth. Gain a +10% bonus to Blather Tests.",
+ "MARK-RANALD-3": "
Knavish: You exhibit all the untrustworthy characteristics that nobles and priests find repugnant. You take a -10% penalty to all Fellowship Tests when interacting with these individuals.",
+ "MARK-RANALD-4": "
Lithe: You become more wity and nimble. Increase your Agility Characteristic by 1d10%, but reduce your Toughness by the same amount. in addition, you lose 2d10 pounds.",
+ "MARK-RANALD-5": "
Ranald's Mien: You become leaner, your hair and skin darken, and you always seem to smile mischievously. Lose 2d10 pounds, but permanently increase your Fellowship Characteristic by 1d10%",
+ "MARK-RANALD-6": "
Cat Friend: Wherever you go, you seem to attract cats. Moments after entering a community, at least one cat finds you. Each day you remain in the same community, (1d10/2)-1 more cats show up. These cats do not fight on your behalf, but are friendly to you, giving you a +20% bonus to Charm Animal Tests involving these animals. Should you leave the community, the cats do not, generally, follow.",
+ "MARK-RANALD-7": "
Forgettable: People who do not know you find it hard to remember anything more than your disarming smile and flashing eyes. Those who interact with you closely for several hours must pass an Intelligence Test to recall further details.",
+ "MARK-RANALD-8": "
Ranald's Luck: Whenever you use a Fortune Point, roll a d10. If you roll 8, 9, or 10, the Fortune Point works as normal, but isn't spent.",
+ "MARK-RANALD-9": "
Irreverent: Ranald reveals to you the great joke of life. Whenever you are influenced by Fear, Terror, Intimidate, or the Unsettling Talent, and you fail a Will Power Test, you immediately burst into fits of uncontrollable laughter, and ignore the effect. However, whilst laughing (which lasts for 1d10 rounds), you take a -10% penalty to all tests and reduce your Movement Characteristic by 1.",
+ "MARK-RANALD-10": "
Marked by Ranald: A cross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ranald, and a +10% bonus to Fellowship Tests when dealing with other Ranaldans if they can see the mark.",
+ "MARK-SHALLYA-1": "
Pacifist: You find it very hard to even think of striking another. Permanently reduce your Weapon Skill and Ballistic Skill Characteristics by 5%.",
+ "MARK-SHALLYA-2": "
Bleeding Heart: Whenever you are in the vicinity of a creature that is suffering, you take a -10% penalty to all Will Power Tests. Should you leave the suffering individual untended, the penalty increases to -20% and it remains for 24 hours.",
+ "MARK-SHALLYA-3": "
Fear of the Fly Lord: Insects and other agents of decay make you deeply uncomfortable. While in the presence of a swarm of flies, maggots, roaches, or similar critteers, you take a -10% penalty to all Will Power Tests.",
+ "MARK-SHALLYA-4": "
Unworthiness: You always feel you have somehow failed those around you, especially if you could not heal their wounds or save their lives. You take a -10% penalty to Fellowship Tests made to interact with others because of your constant self-deprecating ways.",
+ "MARK-SHALLYA-5": "
Shallya's Mien: Your hair lightens, your eyes flow with holy tears and your face appears innocent. Henceforth, you take a -10% penalty on Perception and Search Tests, but you permanently increase your Fellowship Characteristic by %%. In addition, whenever you make a Heal Test, you repair 1 extra Wound.",
+ "MARK-SHALLYA-6": "
Peaceful Demeanour: You exude peace and tranquillity. Ordinary animals will never attack you unles syou first attack them.",
+ "MARK-SHALLYA-7": "
Healing Hands: Your hands are cool and soothing to the touch. Whenever you make a Heal Test, you repair an additional 2 Wounds.",
+ "MARK-SHALLYA-8": "
Tranquil Aura: Your presence calms aggressive tendencies. All creatures within 4 yards (2 squares) take a -10% penalty to Weapon Skill and Ballistic Skil Tests. This aura does not work on Daemons or Undead.",
+ "MARK-SHALLYA-9": "
Emboldened: You fundamentally understand Shallya's Mercy, and would martyr yourslef rather than retreat from your duties. So long as there are allies or innocents to help and protect, you may act normally when suffering from Fear or Terror, so long as your actions invlude healing those in need, warding their bodies from blows (but not attacking), helping theem reac safety, and the like.",
+ "MARK-SHALLYA-10": "
Marked by Shallya: A Dove, Heart, or Drop of Blood mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Shallya, and a +10% bonus to Fellowship Tests when dealing with other Shallyans if they can see the mark.",
+ "MARK-SIGMAR-1": "
Stubborn: You single-mindedly pursue Sigmar's cause, no matter the consequences. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-SIGMAR-2": "
Hammer Bearer: When wielding a hammer Hand Weapon or Great Weapon, you deal +1 damage. However, you take a -10% penalty to all Ballistic Skill Tests.",
+ "MARK-SIGMAR-3": "
Suspicious: Anyone may be a servant of the Dark Powers. You take a -10% penalty to all Fellowship Tests the first time you meet an individual.",
+ "MARK-SIGMAR-4": "
Grudge Bearer: You really bear grudges. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, byt gain a +10% bonus to both Strength and Will Power Tests for the duration of the encounter.",
+ "MARK-SIGMAR-5": "
Sigmar's Mien: Your hair lightens, your body bulks out and your eyes turn blue. You permanently gain 1d10/2 inches in height, 2d10 pounds in weight, and increase your Toughness Characteristic by 5%.",
+ "MARK-SIGMAR-6": "
Dawongr(Dwarf Friend): Your manner reminds Dwarfs of their ancient promises to Sigmar. You gain a +10% bonus to all Fellowship Tests made when interacting with Dwarfs.",
+ "MARK-SIGMAR-7": "
Greenskin Animosity: The thought of Greenskins fills you with righteous anger. Gain the Grudge-born Fury Talent.",
+ "MARK-SIGMAR-8": "
Symbol of Unity: Your presence inspires others with nationalistic pride. The first time during an encounter that a citizen of the Empire that is within 6 yards (3 squares) makes a Weapon Skill or Ballistic Skill Test against another citizen of the Empire, he takes a -10% penalty.",
+ "MARK-SIGMAR-9": "
Enlightened: Sigmar fills you with his divine purpose. When combating Greenskins or servants of Chaos, you automatically pass all Will Power Tests.",
+ "MARK-SIGMAR-10": "
Marked by Sigmar: A Comet or Hammer mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Sigmar, and a +10% bonus to Fellowship Tests when dealing with other Sigmarites if they can see the mark.",
+ "MARK-TAAL-RHYA-1": "
Wild Mind: Your thoughts are preoccupied with the passing seasons and baser needs. Permanently reduce your Intelligence Charactereistic by 5%.",
+ "MARK-TAAL-RHYA-2": "
Little Friends: Small animals, such as rodents and little birds, are attracted to you. They can be inconvenient, as they nibble everything and leave droppings everywhere. You take a -10% penalty to Fellowship Tests in social situations where such creatures are inappropriate.",
+ "MARK-TAAL-RHYA-3": "
Plant Growth: Holy plant life thrives somwhere on your body. At the GM's discretion, this may apply a -10% penalty yo Fellowship Tests in some social situations.",
+ "MARK-TAAL-RHYA-4": "
Seasonal: You are bound to the passing seasons. During the winter, you reduce your Wounds Characteristic by 2 and your Movement Characteristic by 1. In the autumn, you reduce your Wounds Characteristic by 1. In the spring, you increases your Wounds Characteristic by 1. In the summer, you increase your Wounds Characteristic by 2 and your Movement Characteristic by 1.",
+ "MARK-TAAL-RHYA-5": "
Taal or Rhya's Mien: You have an equal chance of assuming the likeness of Taal or Rhya. If Taal, you grow tall, strong, with shaggy hair. If Rhya, you become more curvaceous, with long flaxen hair, and appealing features. In either case, grow 1d10/2 inches taller and 2d10 pounds heavier. In addition, permanently increase your Fellowship Characteristic by 5%.",
+ "MARK-TAAL-RHYA-6": "
Animal Friend: Animals see you as one of their own, and never attack you evn if you attack them first. Unusual or controlled animals must pass a Challenging (-10%) Will Power Test to attack you.",
+ "MARK-TAAL-RHYA-7": "
Enlivened Flora: Wnever you remain in a natural setting for more than 1 round, all living plants within 4 yards (2 squares) grow healthy and lush. Whilst you are unaffected by this verdant growth, the area counts as difficult terrain afterwards, halving movement through it.",
+ "MARK-TAAL-RHYA-8": "
Tranquil Fauna: Animals are calmed by your presence. You gain a +10% bonus to Animal Care and Animal Training Tests.",
+ "MARK-TAAL-RHYA-9": "
Beast Senses: Taal or Rhya reveals the world around you as they see it. Gain the Keen Senses Talent.",
+ "MARK-TAAL-RHYA-10": "
Marked by Taal or Rhya: An Antlet, Axe, Coil of Live, Sheaf, or Bow and Arrow mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Taal & Rhya, and a +10% bonus to Fellowship Tests when dealing with other Taalites or Rhyans if they can see the mark.",
+ "MARK-ULRIC-1": "
Berserker: Each round in combat, you must pass a Will Power Test or immediately enter a Frenzy as if you had the Frenzy Talent.",
+ "MARK-ULRIC-2": "
Claws: You grow wickedly sharp claws. Permanently reduce your Ballistic Characteristic by 5%. Gain the Natural Weapons Talent.",
+ "MARK-ULRIC-3": "
Wolf's Eyes: You gain the clear, blue eyes of a Winter Wolf. You gain the Night Vision Talent, but can now only see in black and white.",
+ "MARK-ULRIC-4": "
Predator: Those around you become uncomfortable, instinctively aware that a killer is in their midst. You take a -10% penalty to Charm Tests, but gain a +10% bonus on Intimidate Tests.",
+ "MARK-ULRIC-5": "
Ulric's Mien: Your hair dakens, your body bulks, and you skin pales, becoming icy-cold. You grow 1d10/2 inches taller and 2 d10 pounds heavier. In addition, permanently increase your Strength Characteristic by 5%.",
+ "MARK-ULRIC-6": "
Wolf Friend: You attract a wolf companion. This creature is loyal and fights on your behalf. Should you treat the wolf poorly, it abandons you. You can gain this mark multiple times. Each time, you gain an additional wolf.",
+ "MARK-ULRIC-7": "
Pack Leader: You gain a measure of Ultic's undeniable authority. You gain a +10% bonus to all Command Tests.",
+ "MARK-ULRIC-8": "
One with the Wild: Ulric reveals the world around you as he sees it. You gain a +10% bonus to all Outdoor Survival Tests.",
+ "MARK-ULRIC-9": "
Ulric's Servant: Touched by Ulric, you no longer suffer the harmful effects of cold - except when it's triggered by a Wrath of God.",
+ "MARK-ULRIC-10": "
Marked by Ulric: A Wolf mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ulric, and a +10% bonus to Fellowship Tests when dealing with other Ulricans if they can see the mark.",
+ "MARK-VERENA-1": "
Savant: Your intellectual superiority makes it difficult for you to connect with others. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-VERENA-2": "
Daemon's Advocate: You can't help expressing alternative stances. If you allow an opinion or argument to be stated without countering it and balancing matters, take a -10% penalty yo all Will Power Tests for 24 hours.",
+ "MARK-VERENA-3": "
Just Heart: Whenever you see injustice, you must speak out against it unless you pass a Challenging (-10%) Will Power Test.",
+ "MARK-VERENA-4": "
Piercing Gaze: Your all-seeing eyes bore into everything around you. You gain a +10% bonus to all Perception Tests relying on sight, but take a -10% penalty on Charm Tests.",
+ "MARK-VERENA-5": "
Verena's Mien: Your back straightens, eyes clear and your face gains a dignified appearance. You grow 1d10/2 inches taller. In addition, permanently increase your Intelligence Characteristic by 5%.",
+ "MARK-VERENA-6": "
Owl Friend: Owls like you. You gain a +20% bonus on Charm Animal Tests made against owls.",
+ "MARK-VERENA-7": "
Eidetic Recall: With a successful Intelligence Test, you can perfectly recall any text you have read. You also gain a +20% bonus to all other tests involving memory.",
+ "MARK-VERENA-8": "
Voice of Wisdom: Your voice carried the wisdom of Verena Herself. Double the number of people you can affect with a Charm Test.",
+ "MARK-VERENA-9": "
Enlightened: Verena grants you a small portion of her wisdom. You gain a +10% bonus to all Academic Knowledge Tests that you have selected as skills. As well, you may attempt Academic Knowledge Tests outside of your fields of study, alebeit at a -20% penalty.",
+ "MARK-VERENA-10": "
Marked by Verena: An Owl, Scales, or Sword mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Verena, and a +10% bonus to Fellowship Tests when dealing with other Verenans if they can see the mark.",
+ "MARK-BEASTS-1": "
Aloof: Others find you emotionally detached and somewhat rude. Take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-BEASTS-2": "
Restless: You tend not t stay in one place for long, always needing to move about. It's worse when you're in closed spaces.",
+ "MARK-BEASTS-3": "
Dirty: For some reason, you attract dirt and you can never fully get clean.",
+ "MARK-BEASTS-4": "
Hairy: You grow thick hair all over your body. When you shave it off, it regrows quickly.",
+ "MARK-BEASTS-5": "
Feral: Your nails thicken and lenthen and your teeth grow pointed. You have a wild-eyed appearance others find unsettling. You take a -5% penalty to all Fellowship Tests made when interacting non-magic using Humans.",
+ "MARK-BEASTS-6": "
Aura of Savagery: Domesticated animals tend to turn angry, almost violent, while in your presence. All Animal Care and Animal Training Tests made by you or others while you are within 12 yards (4 squares) have their difficulty worsened by one step.",
+ "MARK-BEASTS-7": "
Musk: You exude a strong musky smell that puts others off. You take a -10% penalty to Fellowship Tests when interacting with Nobles, priests, and others of the upper class.",
+ "MARK-BEASTS-8": "
Brutish: You lack refinement and grace, imposing a -5% penalty to your Intelligence or Fellowship Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-BEASTS-9": "
Small Friends: You attract small, though harmless, animals like squirrels, mice, small birds, and so on. They seem to show up when least appropriate, leaving droppings in food and drink, and causing a nuisance. As a result, when in social situations where such creatures aren't appropriate, you take a -5% penalty to Fellowship Tests.",
+ "MARK-BEASTS-10": "
Mark of Ghur: The rune of
Ghur appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Beasts.",
+ "MARK-DEATH-1": "
Pallor: You sallow appearance, with pale skin and almost jaundiced eyes.",
+ "MARK-DEATH-2": "
Clammy Skin: You have cold skin. Asleep, you could be mistaken for dead.",
+ "MARK-DEATH-4": "
Dead Eyes: Your eyes are those of a dead man.",
+ "MARK-DEATH-3": "
Graveyard Stench: You stink of the grave. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-DEATH-5": "
Aura of Death: All plantswithin when you are within 4 yards (2 squares). This extends to equipment that derives from plant materials, worsening craftsmanship by one stop (to a maximum of Poor).",
+ "MARK-DEATH-6": "
Skull-like Visage: Your skin draws tightly to your skill. You take a -5% penalty to Fellowship Tests.",
+ "MARK-DEATH-7": "
Skeletal Fram: Your body muscle mithers, imposing a -5% penalty to your Strength or Toughness Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-DEATH-8": "
Voice of the Dead: Your voice changes so that when you speak, it is in an unsettling whisper. You take a -5% penalty to Animal Training and Fellowship Tests.",
+ "MARK-DEATH-9": "
Haunted: Voices and apparitions of the dead follow you everywhere, distracting you. Take a -10% penalty to Perception Tests.",
+ "MARK-DEATH-10": "
Mark of Shyish: The rune of
Shyish appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Death.",
+ "MARK-FIRE-1": "
Temper: You have a quick temper, losing your cool at the slightest provocation.",
+ "MARK-FIRE-2": "
Hyperactive: You can't sit still. You fidget constantly.",
+ "MARK-FIRE-3": "
Red Hair: Your hair and eyebrows turn bright, fiery red.",
+ "MARK-FIRE-4": "
Face Tattoos: Odd markings, like tattoos, appear on your face. Take a -10% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-FIRE-5": "
Flaming Eyes: Your eyes literally smolder with energy. Animals become nervous when you're around. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-FIRE-6": "
Hot Skin: Your skin is always feverish and you have a flushed appearance.",
+ "MARK-FIRE-7": "
Vulnerable to Cold: You are uncomfortable in the cold, taking a -5% penalty to Weapon Skill and Ballistic Skill Tests when exposed to cold climes.",
+ "MARK-FIRE-8": "
Aura of Brimstone: You stink of brimstone. All characters within 4 yards (2 squares) take a -10% penalty to olfactory-based Perception Tests.",
+ "MARK-FIRE-9": "
Raging Temper: You are volatile, more so than others of the Bright Order. You gain 1 Insanity Point and take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-FIRE-10": "
Mark of Aqshy: The rune of
Aqshy appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Fire.",
+ "MARK-HEAVENS-1": "
Zephyr: Small breezes and winds gather about you, causing paper to rustle, dust to swirl up and other such minor effects.",
+ "MARK-HEAVENS-2": "
Feather Light: Azyr loosens the shackles of gravity. Your body weight decreases by 10%. Your appearance remains unchanged.",
+ "MARK-HEAVENS-3": "
White Hair: Your hair turns snow white. Dyes do not hold.",
+ "MARK-HEAVENS-4": "
Blue Eyes: Your eyes change colour to a startling shade of blue. In areas of low-lighting, they faintly glow. Take a -5% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-HEAVENS-5": "
Disturbing Visions: You commonly see disconnected portentous events that are meaningless to you. The constant barrage is distracting, imposing a -5% penalty yo Perception Tests.",
+ "MARK-HEAVENS-6": "
Scentless: Your natural smell is replaced by the scent of fresh air. Reeking fluids, noxious potions and other sources of stench gradually lose their aroma on contact with your person. Whilst this is advantageous after, say, a walk through a filth spattered street, it does serve to make people and animals uncomfortable in your presence. You take a -5% Fellowship penalty when dealing with people, and a -10% Fellowship penalty when dealing with animals. All attempts to track you using scent are considered Hard (-20%).",
+ "MARK-HEAVENS-7": "
Alarming Visions: Whenever you suffer the effects to Tzeentch's Curse, you must succeed on a Challenging (-10%) Will Power Tests to control the sudden flashes of precognition that come with the botched magic. If you fail, you are stunned for 1 round.",
+ "MARK-HEAVENS-8": "
Aura of Tranquillity: You emit a strange, but peaceful, aura that others find calming. Characters within 4 yards (2 squares) take a -5% penalty to Weapon Skill and Ballistic Skill Tests.",
+ "MARK-HEAVENS-9": "
Stargazer: You become agitated when you are unable to scry the stars. The difficulty of all tests involving Academic Knowledge or Will Power increases by you step for each night you fail to observe the night sky for at least half an hour. All accumulated penalties are removed when you are able to study the heavens once more.",
+ "MARK-HEAVENS-10": "
Mark of Azyr: The rune of
Azyr appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of the Heavens.",
+ "MARK-LIFE-1": "
Plant Growth: A small patch of plantlife begins to thrive upon your skin. These growths are inconsequential - mould under the fingernails, ivy in the hair and so on - but they are somewhat peculiar. They may be removed, but always grow back the following day.",
+ "MARK-LIFE-2": "
Barefoot: You can't abide by wearing footwear and you you must, you take a -5% penalty to Agility Tests.",
+ "MARK-LIFE-3": "
Rapid Hair and Nails: Your hair and fingernails grow at an almost alarming rate. You must spend a portion of each day, trimming them back.",
+ "MARK-LIFE-4": "
Green Skin: Your skin changes colour, assuming a greenish hue. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIFE-5": "
Vulnerability to Fire: Fire deals +1 Damage against you.",
+ "MARK-LIFE-6": "
Great Constitution: You gain Resistance to Disease.",
+ "MARK-LIFE-7": "
Metal Revulsion: You can't bear to touch metal objects of any kind. When you do, you must make a Challenging (-10%) Will Power Test or take a -1 cumulative penalty to your Magic Characteristic for 24 hours. You need not take the Test if struck by a metal weapon in combat.",
+ "MARK-LIFE-8": "
Aura of Growth: You emit an aura of growth and health, restoring life and colour to all plants you pass within 4 yards (2 squares). In natural environments, each of these spaces slows movement as if they were difficult terrain, halving movement through it, though you yourself are unaffected.",
+ "MARK-LIFE-9": "
Bound to the Seasons: You are physically affected by the passage of the seasons. In the winter, you take a -2 penalty to your Wounds Characteristic and a -1 penalty to your Movement Characteristic; in the autumn, you take a -1 penalty to your Wounds Characteristic; in the spring, you gain a +1 bonus to your Wounds Characteristic; in the summer, you gain a +2 bonus to your Wounds Characteristic and a +1 bonus to your Movement Characteristic.",
+ "MARK-LIFE-10": "
Mark of Ghyran: The rune of
Ghyran appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Life.",
+ "MARK-LIGHT-1": "
Choral Voice: Your voice becomes suffused with the harmonious vibrations of
Hysh. When you sing, it sounds as if scores of others are singing alongside you.",
+ "MARK-LIGHT-2": "
Eureka!: You inspire small acts of remembrance and deja-vu in those around you. You have no control over this effect, which tends to make non-magic users a little distracted when talking to you.",
+ "MARK-LIGHT-3": "
Pale: Your skin lightens considerably, bordering on semi-translucent.",
+ "MARK-LIGHT-4": "
Erie Eyes: Your eyes change colour, becoming milky white or have a golden luminance. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIGHT-5": "
Arrogant: Your deep knowledge (or rather your opinion about your own education) comes off as arrogant and pretentious. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-LIGHT-6": "
Paranoid: Given your wisdom, you have a deeper understanding of the nature of the Realm of Chaos, making you suspicious of all those around you. You take a -5% penalty to all Fear Tests.",
+ "MARK-LIGHT-7": "
Vulnerability to Darkness: When in areas of low-lighting, you take a -10% penalty to Channelling Tests.",
+ "MARK-LIGHT-8": "
Aura of Light: You give off a radiant energy that makes other light sources glow brighter than normal. All light sources within 4 yards (2 squares) provide light as if one step stronger. For instance, a candle would shed light as a lamp. (See
WFRP, page 117.) However, within such light, all characters take a -20% penalty to Concealment Tests.",
+ "MARK-LIGHT-9": "
Luminescent: You give off a constant soft glow, making it nearly impossible to conceal your movements. You take a -20% penalty yo all Concealment Tests. However, you shed light equal to torchlight (see
WFRP, page 117.).",
+ "MARK-LIGHT-10": "
Mark of Hysh: The rune of
Hysh appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Light.",
+ "MARK-METAL-1": "
Quicksilver Tears: Your tears and sweat take on the appearance of mercury. For all other intents and purposes they remain unchanged from normal tears and sweat.",
+ "MARK-METAL-2": "
Leaden Tongue: Your voice takes on a harsh tone, akin to metal clashing upon metal. Your singing sounds like a gong related accident.",
+ "MARK-METAL-3": "
Golden Skin: Your skin becomes thick, gaining a subtle golden sheen.",
+ "MARK-METAL-4": "
Stiff Limbs: Your limbs stiffen, making it hard to move around. Take a -5% penalty to your Agility Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-5": "
Magic Conductor: You attract magical energy. All characters within 4 yards (2 squares), take a -10% penalty to Will Power Tests made to resist spells.",
+ "MARK-METAL-6": "
Aura of Magnetism: You emit a strange aura that attracts metals to your flesh. Enemies trying to strike you gain a +5% bonus to Weapon Skill and Ballistic Skill Tests, though anyone else within 4 yards (2 squares) who tries to strike someone other than you takes a -5% penalty on all Weapon Skill and Ballistic Skill Tests.",
+ "MARK-METAL-7": "
Mechanical: When you interact with an animal, it sees you as an object rather than a creature. Animals will only attack you if you first attack them.",
+ "MARK-METAL-8": "
Greater Golden Skin: Your skin hardens into a thick shell. You take a -20% penalty to your Agility Characteristic and a -1 penalty to your Movement Characteristic, but you gain 1 Armour Point to all locations. These points stack with all other forms of Armour, but not leather or studded leather (see page 17 in
Old World Armoury). Modify your starting profile accordingly.",
+ "MARK-METAL-9": "
Slow: You have a hard time moving around. Take a -2 penalty to your Movement Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-10": "
Mark of Chamon: The rune of
Chamon appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Metal.",
+ "MARK-SHADOW-1": "
Flicker: Light seems uncomfortable in your presence. Candles flicker, lanterns dim and fires burn low when you are around.",
+ "MARK-SHADOW-2": "
Trickster: You cloak yourself in deception and misdirection, making you untrustworthy to others. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-3": "
Mantle of Mist: Mist, fog, smoke and other vapours seem drawn to your side. This adds a +5% bonus to Intimidate Tests made in fog banks and other suitable conditions, but does mean you tend to reek of smoke all the time.",
+ "MARK-SHADOW-4": "
Aspect of Ulgu: Your frame lightens and tightens whilst your hair colour changes to grey.",
+ "MARK-SHADOW-5": "
Forgettable: People can't seem to remember your face. Characters who've met you must succeed on an Intelligence Tests to recall who you are.",
+ "MARK-SHADOW-6": "
Disturbing Eyes: Your eyes become grey and swirl with unnatural darkness. You gain a +5% bonus to Intimidate Tests.",
+ "MARK-SHADOW-7": "
Insubstantial: Your body becomes slightly insubstantial. You gain a +10% bonus to Concealment Tests, but you take a -5% penalty to your Toughness Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-8": "
Unnatural Shadow: Your shadow does not behave itself - moving often of it's own accord. The shifting wrongness of your shadow puts folk ill at ease, imposing a -10% penalty to Fellowship Tests made when interacting with non-magic users. Worse, superstitious peasants will need convincing that you are not a Daemon.",
+ "MARK-SHADOW-9": "
Shrouded: Your body draws shadows towards it. You gain a +10% bonus to Concealment Tests.",
+ "MARK-SHADOW-10": "
Mark of Ulgu: The rune of
Ulgu appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Shadow.",
+ "ARCANE-MARK": "Arcane Mark",
+ "CHARACTERISTIC": "Characteristic"
}
\ No newline at end of file
diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/ru.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/ru.json
index e0d76c9eea..5b2a49ac0f 100644
--- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/ru.json
+++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/ru.json
@@ -1,286 +1,787 @@
{
- "character-name": "Character Name",
- "career": "Career",
- "career-path": "Career Path",
- "race": "Race",
- "religion": "Religion",
- "concept": "Concept",
- "advancements": "Advancements",
- "xp": "XP",
- "core-stats": "Core Stats",
- "background": "Background",
- "weapons": "Weapons",
- "armor": "Armor",
- "spellbook": "Spellbook ",
- "inventory": "Inventory",
- "character-profile": "Character Profile",
- "main-profile": "Main Profile",
- "main": "Main",
- "abbreviate-weapon-skill": "WS",
- "abbreviate-ballistic-skill": "BS",
- "abbreviate-strength": "S",
- "abbreviate-toughness": "T",
- "abbreviate-agility": "Ag",
- "abbreviate-intelligence": "Int",
- "abbreviate-will-power": "WP",
- "abbreviate-fellowship": "Fel",
- "starting": "Starting",
- "talents": "Talents",
- "advance": "Advance",
- "current": "Current",
- "secondary-profile": "Secondary Profile",
- "secondary": "Secondary",
- "abbreviate-attacks": "A",
- "abbreviate-wounds": "W",
- "abbreviate-strength-bonus": "SB",
- "abbreviate-toughness-bonus": "TB",
- "abbreviate-movement": "M",
- "abbreviate-magic": "Mag",
- "abbreviate-insanity-points": "IP",
- "abbreviate-fate-points": "FP",
- "combat": "Combat",
- "initiative": "Initiative",
- "wounds": "Wounds",
- "fortune": "Fortune",
- "move": "Move",
- "charge": "Charge",
- "run": "Run",
- "leap": "Leap",
- "abbreviate-initiative": "Init",
- "check-luck": "Check if you have the Luck Talent",
- "talent-name": "Talent Name",
- "description": "Descripton",
- "skills": "Career Main Profile",
- "knowledge-and-language-skills": "Knowledge and Language Skills",
- "skill-name": "Skill Name",
- "abbreviate-characteristic": "Char",
- "training": "Training",
- "misc": "Misc",
- "total": "Total",
- "roll": "Roll",
- "abbreviate-gm": "GM",
- "common-knowledge-any": "Common Knowledge (any)",
- "common-knowledge": "Common Knowledge",
- "trained": "Trained",
- "perform-trade-and-other-skills": "Perform, Trade, and Other Skills",
- "basic": "Basic",
- "special-rules": "Special Rules",
- "name": "Name",
- "basic-skills": "Basic Skills",
- "animal-care": "Animal Care",
- "charm": "Charm",
- "command": "Command",
- "concealment": "Concealment",
- "consume-alcohol": "Consume Alcohol",
- "disguise": "Disguise",
- "drive": "Drive",
- "evaluate": "Evaluate",
- "gamble": "Gamble",
- "gossip": "Gossip",
- "haggle": "Haggle",
- "intimidate": "Intimidate",
- "outdoor-survival": "Outdoor Survival",
- "preception": "Perception",
- "ride": "Ride",
- "row": "Row",
- "scale-sheet-surface": "Scale Sheer Surface",
- "search": "Search",
- "silent-move": "Silent Move",
- "swim": "Swim",
- "advanced-skills": "Advanced Skills",
- "animal-training": "Animal Training",
- "blather": "Blather",
- "chanelling": "Chanelling",
- "charm-animal": "Charm Animal",
- "dodge-blow": "Dodge Blow",
- "follow-trail": "Follow Trail",
- "heal": "Heal",
- "hypnotism": "Hypnotism",
- "lip-reading": "Lip Reading",
- "magical-sense": "Magical Sense",
- "navigation": "Navigation",
- "pick-lock": "Pick Lock",
- "prepare-poison": "Prepare Poison",
- "read-and-write": "Read and Write",
- "sail": "Sail",
- "set-trap": "Set Trap",
- "shadowing": "Shadowing",
- "sleight-of-hand": "Sleight of Hand",
- "torture": "Torture",
- "vetroloquism": "Ventriloquism",
- "astrology": "Astrology",
- "star-sign": "Star Sign",
- "doom": "Doom",
- "appearance": "Appearance",
- "gender": "Gender",
- "build": "Build",
- "age": "Age",
- "attr-height": "Height",
- "weight": "Weight",
- "eyes": "Eyes",
- "skin": "Skin",
- "hair": "Hair",
- "history": "History",
- "miscellaneous-notes": "Miscellaneous Notes",
- "starting-career": "Starting Career",
- "career-name": "Career Name",
- "career-main-profile": "Career Main Profile",
- "weapon-skill": "Weapon Skill",
- "ballistic-skill": "Ballistic Skill",
- "strength": "Strength",
- "toughness": "Toughness",
- "agility": "Agility",
- "intelligence": "Intelligence",
- "will-power": "Will Power",
- "fellowship": "Fellowship",
- "career-secondary-profile": "Career Secondary Profile",
- "attacks": "Attacks",
- "strength-bonus": "Strength Bonus",
- "toughness-bonus": "Toughness Bonus",
- "movement": "Movement",
- "magic": "Magic",
- "insanity-points": "Insanity Points",
- "fate-points": "Fate Points",
- "career-skills": "Career Skills",
- "career-talents": "Career Talents",
- "career-exits": "Career Exits",
- "second-career": "Second Career",
- "third-career": "Third Career",
- "fourth-career": "Fourth Career",
- "fifth-career": "Fifth Career",
- "melee-weapons": "Melee Weapons",
- "abbreviate-proficiency": "Prof?",
- "weapon": "Weapon",
- "craftsmanship": "Craftsmanship",
- "ws-bonus": "WS Bonus",
- "to-hit": "To Hit",
- "damage": "Damage",
- "impact": "Impact",
- "defensive": "Defensive",
- "qualities": "Qualities",
- "attack": "Attack",
- "parry": "Parry",
- "poor": "Poor",
- "common": "Common",
- "good": "Good",
- "best": "Best",
- "abbreviate-attack": "Atk",
- "abbreviate-damage": "Dmg",
- "abbreviate-parry": "Pry",
- "ranged-weapons": "Ranged Weapons",
- "bs-bonus": "BS Bonus",
- "type": "Type",
- "reload": "Reload",
- "range": "Range",
- "ammo": "Ammo",
- "shoot": "Shoot",
- "throw": "Throw",
- "free": "Free",
- "half": "Half",
- "full-number": "{{0}} Full",
- "critical-hit": "Critical Hit",
- "critical-roll": "Critical Roll",
- "critical": "Critical",
- "petty": "Petty",
- "lesser": "Lesser",
- "arcane": "Arcane",
- "divine": "Divine",
- "runes": "Runes",
- "perform-chanelling": "Take a Half Action to perform Chanelling",
- "spell-name": "Name",
- "casting-number": "Casting Number",
- "casting-time": "Casting Time",
- "duration": "Duration",
- "target": "Target/AoE",
- "none": "None",
- "1d10magic": "1d10 + Magic",
- "spell-healing": "Spell Healing",
- "cast": "Cast",
- "ingredient-bonus": "Ingredient Bonus",
- "ingredient": "Ingredient",
- "spell-damage": "Spell Damage",
- "spell-description": "Spell Description",
- "petty-spell": "Petty Spell",
- "lesser-spell": "Lesser Spell",
- "arcane-spell": "Arcane Spell",
- "divine-spell": "Divine Spell",
- "rune": "Rune",
- "inscription-number": "Inscription Number",
- "empowerment": "Empowerment",
- "inscribe": "Inscribe",
- "permanent-rune-description": "Permanent Rune Description",
- "temporary-rune-description": "Temporary Rune Description",
- "coin-carried": "Coin Carried",
- "brass-pennies-bp": "Brass Pennies (BP)",
- "silver-shillings-ss": "Silver Shillings (SS)",
- "gold-crowns-gc": "Gold Crowns (GC)",
- "total-gc-value": "Total GC Value",
- "exchange-rate": "Exchange Rate",
- "exchange-rate-description": "240 brass pennies = 20 silver shilling = 1 gold crown",
- "encumbrance": "Encumbrance",
- "trappings": "Trappings",
- "coin": "Coin",
- "other": "Other",
- "carrying-capacity": "Carrying Max",
- "push-drag-lift": "Push/Drag/Lift",
- "encumbered": "Encumbered",
- "dwarf": "Dwarf",
- "dwarf-encumbrance": "Dwarves can carry twice as much as other characters.",
- "encumbrance-description": "Encumbrance entered in each row below is:",
- "encumbrance-choice1": "The total encumbrance of the row (ignoring quantity)",
- "encumbrance-choice2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
- "page1": "Page 1",
- "page2": "Page 2",
- "page3": "Page 3",
- "show-all": "Show All",
- "row-nr": "Row #",
- "carried-question": "Carried?",
- "abbreviate-quantity": "Qty",
- "treasure-loot-inventory-notes": "Treasure/Loot/Inventory Notes",
- "protective-item": "Protective Items",
- "head": "Head",
- "worn": "Worn",
- "armor-type": "Armor Type",
- "armor-points": "Armor Points",
- "magic-bonus": "Magic Bonus",
- "total-ap": "Total AP",
- "leather": "Leather",
- "mail": "Mail",
- "plate": "Plate",
- "torso": "Torso",
- "arms": "Arms",
- "legs": "Legs",
- "armor-penalties": "Armor Penalties",
- "armor-penalties-description1": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
- "armor-penalties-description2": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
- "hit-locations": "Hit Locations",
- "left-arm": "Left Arm",
- "left-leg": "Left Leg",
- "right-arm": "Right Arm",
- "right-leg": "Right Leg",
- "advanced-skill": "Advanced Skill",
- "basic-skill": "Basic Skill",
- "knowledge-skill": "Knowledge Skill",
- "various-skill": "Various Skill",
- "blood-loss": "Blood Loss",
- "bleeding": "Bleeding",
- "casting-test": "Casting Test",
- "outcome": "Outcome",
- "spellcasting-succeeds": "Spellcasting succeeds",
- "hit-left-arm": "Hit Left Arm",
- "hit-right-leg": "Hit Right Leg",
- "hit-location-number": "Hit Location {{0}}",
- "hit-right-arm": "Hit Right Arm",
- "damage-number": "Damage {{0}}",
- "hit-left-leg": "Hit Left Leg",
- "hit-body": "Hit Body",
- "hit-head": "Hit Head",
- "target-number": "Target Number",
- "attack-roll": "Attack Roll",
- "miss": "Miss",
- "parry-roll": "Parry Roll",
- "failure": "Failure",
- "spellcasting-fails": "Spellcasting fails",
- "test-result": "Test Result",
- "characteristic": "Characteristic"
+ "CHARACTER-NAME": "Character Name",
+ "CAREER": "Career",
+ "CAREER-PATH": "Career Path",
+ "RACE": "Race",
+ "RELIGION": "Religion",
+ "CONCEPT": "Concept",
+ "ADVANCEMENTS": "Advancements",
+ "XP": "XP",
+ "XP-EARNED": "XP Earned",
+ "XP-SPENT": "XP Spent",
+ "XP-REST": "XP Rest",
+ "PUBLIC": "Make all rolls public",
+ "WHISPER": "Whisper all rolls to GM",
+ "CORE-STATS": "Core Stats",
+ "BACKGROUND": "Background",
+ "WEAPONS": "Weapons",
+ "ARMOR": "Armor",
+ "SPELLBOOK": "Spellbook",
+ "INVENTORY": "Inventory",
+ "SETTINGS": "Settings",
+ "CHARACTER-PROFILE": "Character Profile",
+ "MAIN-PROFILE": "Main Profile",
+ "MAIN": "Main",
+ "ABBREVIATE-WEAPON-SKILL": "WS",
+ "ABBREVIATE-BALLISTIC-SKILL": "BS",
+ "ABBREVIATE-STRENGTH": "S",
+ "ABBREVIATE-TOUGHNESS": "T",
+ "ABBREVIATE-AGILITY": "Ag",
+ "ABBREVIATE-INTELLIGENCE": "Int",
+ "ABBREVIATE-WILL-POWER": "WP",
+ "ABBREVIATE-FELLOWSHIP": "Fel",
+ "STARTING": "Starting",
+ "TALENTS": "Talents",
+ "ADVANCE": "Advance",
+ "CURRENT": "Current",
+ "MODIFIER": "Modifier",
+ "SECONDARY-PROFILE": "Secondary Profile",
+ "SECONDARY": "Secondary",
+ "ABBREVIATE-ATTACKS": "A",
+ "ABBREVIATE-WOUNDS": "W",
+ "ABBREVIATE-STRENGTH-BONUS": "SB",
+ "ABBREVIATE-TOUGHNESS-BONUS": "TB",
+ "ABBREVIATE-MOVEMENT": "M",
+ "ABBREVIATE-MAGIC": "Mag",
+ "ABBREVIATE-INSANITY-POINTS": "IP",
+ "ABBREVIATE-FATE-POINTS": "FP",
+ "COMBAT": "Combat",
+ "INITIATIVE": "Initiative",
+ "WOUNDS": "Wounds",
+ "FORTUNE": "Fortune",
+ "MOVE": "Move",
+ "CHARGE": "Charge",
+ "RUN": "Run",
+ "LEAP": "Leap",
+ "ABBREVIATE-INITIATIVE": "Init",
+ "CHECK-LUCK": "Check if you have the Luck Talent",
+ "TALENT-NAME": "Talent Name",
+ "DESCRIPTION": "Descripton",
+ "SKILLS": "Skills",
+ "KNOWLEDGE-AND-LANGUAGE-SKILLS": "Knowledge and Language Skills",
+ "KNOWLEDGE": "Knowledge",
+ "SKILL-NAME": "Skill Name",
+ "ABBREVIATE-CHARACTERISTIC": "Char",
+ "TRAINING": "Training",
+ "ABBREVIATE-MISCELLANEOUS": "Misc",
+ "TOTAL": "Total",
+ "ROLL": "Roll",
+ "ABBREVIATE-GM": "GM",
+ "COMMON-KNOWLEDGE-ANY": "Common Knowledge (any)",
+ "COMMON-KNOWLEDGE": "Common Knowledge",
+ "PERFORM-TRADE-AND-OTHER-SKILLS": "Perform, Trade, and Other Skills",
+ "TRAINED": "Trained",
+ "BASIC": "Basic",
+ "SPECIAL-RULES": "Special Rules",
+ "NAME": "Name",
+ "BASIC-SKILLS": "Basic Skills",
+ "ANIMAL-CARE": "Animal Care",
+ "CHARM": "Charm",
+ "COMMAND": "Command",
+ "CONCEALMENT": "Concealment",
+ "CONSUME-ALCOHOL": "Consume Alcohol",
+ "DISGUISE": "Disguise",
+ "DRIVE": "Drive",
+ "EVALUATE": "Evaluate",
+ "GAMBLE": "Gamble",
+ "GOSSIP": "Gossip",
+ "HAGGLE": "Haggle",
+ "INTIMIDATE": "Intimidate",
+ "OUTDOOR-SURVIVAL": "Outdoor Survival",
+ "PERCEPTION": "Perception",
+ "RIDE": "Ride",
+ "ROW": "Row",
+ "SCALE-SHEER-SURFACE": "Scale Sheer Surface",
+ "SEARCH": "Search",
+ "SILENT-MOVE": "Silent Move",
+ "SWIM": "Swim",
+ "ADVANCED-SKILLS": "Advanced Skills",
+ "ANIMAL-TRAINING": "Animal Training",
+ "BLATHER": "Blather",
+ "CHANNELLING": "Channelling",
+ "CHARM-ANIMAL": "Charm Animal",
+ "DODGE-BLOW": "Dodge Blow",
+ "FOLLOW-TRAIL": "Follow Trail",
+ "HEAL": "Heal",
+ "HYPNOTISM": "Hypnotism",
+ "LIP-READING": "Lip Reading",
+ "MAGICAL-SENSE": "Magical Sense",
+ "NAVIGATION": "Navigation",
+ "PICK-LOCK": "Pick Lock",
+ "PREPARE-POISON": "Prepare Poison",
+ "READ-AND-WRITE": "Read and Write",
+ "SAIL": "Sail",
+ "SET-TRAP": "Set Trap",
+ "SHADOWING": "Shadowing",
+ "SLEIGHT-OF-HAND": "Sleight of Hand",
+ "TORTURE": "Torture",
+ "VENTRILOQUISM": "Ventriloquism",
+ "ASTROLOGY": "Astrology",
+ "STAR-SIGN": "Star Sign",
+ "DOOM": "Doom",
+ "APPEARANCE": "Appearance",
+ "GENDER": "Gender",
+ "BUILD": "Build",
+ "AGE": "Age",
+ "HEIGHT": "Height",
+ "WEIGHT": "Weight",
+ "EYES": "Eyes",
+ "SKIN": "Skin",
+ "HAIR": "Hair",
+ "HISTORY": "History",
+ "MISCELLANEOUS-NOTES": "Miscellaneous Notes",
+ "CAREER-NAME": "Career Name",
+ "STARTING-CAREER": "Starting Career",
+ "SECOND-CAREER": "Second Career",
+ "THIRD-CAREER": "Third Career",
+ "FOURTH-CAREER": "Fourth Career",
+ "FIFTH-CAREER": "Fifth Career",
+ "CAREER-ENTERED": "Career Entered",
+ "CAREER-ENTERED_CHECK": "Check if you've entered this career.",
+ "CAREER-MAIN-PROFILE": "Career Main Profile",
+ "WEAPON-SKILL": "Weapon Skill",
+ "BALLISTIC-SKILL": "Ballistic Skill",
+ "STRENGTH": "Strength",
+ "TOUGHNESS": "Toughness",
+ "AGILITY": "Agility",
+ "INTELLIGENCE": "Intelligence",
+ "WILL-POWER": "Will Power",
+ "FELLOWSHIP": "Fellowship",
+ "CAREER-SECONDARY-PROFILE": "Career Secondary Profile",
+ "ATTACKS": "Attacks",
+ "STRENGTH-BONUS": "Strength Bonus",
+ "TOUGHNESS-BONUS": "Toughness Bonus",
+ "MOVEMENT": "Movement",
+ "MAGIC": "Magic",
+ "INSANITY-POINTS": "Insanity Points",
+ "FATE-POINTS": "Fate Points",
+ "CAREER-SKILLS": "Career Skills",
+ "CAREER-TALENTS": "Career Talents",
+ "CAREER-SKILLS-AND-TALENTS": "Career Skills and Talents",
+ "SKILL-OR-TALENT": "Skill or Talent",
+ "CAREER-EXITS": "Career Exits",
+ "TAKEN": "Taken",
+ "MELEE-WEAPONS": "Melee Weapons",
+ "ABBREVIATE-PROFICIENCY": "Prof?",
+ "WEAPON": "Weapon",
+ "CRAFTSMANSHIP": "Craftsmanship",
+ "ABBREVIATE-CRAFTSMANSHIP": "Craft",
+ "ABBREVIATE-ENCUMBRANCE": "Enc",
+ "WS-BONUS": "WS Bonus",
+ "TO-HIT": "To Hit",
+ "DAMAGE": "Damage",
+ "FURY-DAMAGE": "Fury Damage",
+ "DAMAGE-INC-SB": "Melee damage already includes SB.",
+ "IMPACT": "Impact",
+ "ABBREVIATE-IMPACT": "Imp",
+ "DEFENSIVE": "Defensive",
+ "ABBREVIATE-DEFENSIVE": "Def",
+ "QUALITIES": "Qualities",
+ "FRENZY-DESCRIPTION": "Check if you are using the Frenzy Talent",
+ "ATTACK": "Attack",
+ "PARRY": "Parry",
+ "POOR": "Poor",
+ "COMMON": "Common",
+ "GOOD": "Good",
+ "BEST": "Best",
+ "ABBREVIATE-ATTACK": "Atk",
+ "ABBREVIATE-DAMAGE": "Dmg",
+ "ABBREVIATE-PARRY": "Pry",
+ "RANGED-WEAPONS": "Ranged Weapons",
+ "BS-BONUS": "BS Bonus",
+ "TYPE": "Type",
+ "RELOAD": "Reload",
+ "RANGE": "Range",
+ "ABBREVIATE-AMMUNITION": "Ammo",
+ "ABBREVIATE-AMMUNITION-ENCUMBRANCE": "Ammo Enc",
+ "AMMO-ENCUMBRANCE-DESCRIPTION": "Note Encombrance value for 1 piece of ammo.",
+ "SHOOT": "Shoot",
+ "THROW": "Throw",
+ "FREE": "Free",
+ "HALF": "Half",
+ "FULL-NUMBER": "{{0}} Full",
+ "CRITICAL": "Critical",
+ "CRITICAL-HIT": "Critical Hit",
+ "CRITICAL-ROLL": "Critical Roll",
+ "TOTAL-MELEE-WEAPON-ENCUMBRANCE": "Total Melee Weapon Encumbrance",
+ "TOTAL-RANGED-WEAPON-ENCUMBRANCE": "Total Ranged Weapon Encumbrance",
+ "TOTAL-WEAPON-ENCUMBRANCE": "Total Weapon Encumbrance",
+ "PETTY": "Petty",
+ "LESSER": "Lesser",
+ "ARCANE": "Arcane",
+ "DIVINE": "Divine",
+ "RUNES": "Runes",
+ "RITUALS": "Rituals",
+ "PERFORM-CHANNELLING": "Take a Half Action to perform Channelling",
+ "SPELL-NAME": "Name",
+ "CASTING-NUMBER": "Casting Number",
+ "CASTING-TIME": "Casting Time",
+ "DURATION": "Duration",
+ "TARGET": "Target/AoE",
+ "NONE": "None",
+ "1D10MAGIC": "1d10 + Magic",
+ "SPELL-HEALING": "Spell Healing",
+ "CAST": "Cast",
+ "INGREDIENT-BONUS": "Ingredient Bonus",
+ "INGREDIENT": "Ingredient",
+ "SPELL-DAMAGE": "Spell Damage",
+ "SPELL-DESCRIPTION": "Spell Description",
+ "RITUAL-DESCRIPTION": "Ritual Description",
+ "ARCANE-LANGUAGE": "Arcane Language",
+ "REQUIRED-MAGIC": "Required Magic",
+ "XP-COST": "XP Cost",
+ "CONDITIONS": "Conditions",
+ "CONSEQUENCES": "Consquences",
+ "petty-spell": "Petty Spell",
+ "lesser-spell": "Lesser Spell",
+ "arcane-spell": "Arcane Spell",
+ "divine-spell": "Divine Spell",
+ "RUNE": "Rune",
+ "INSCRIPTION-NUMBER": "Inscription Number",
+ "EMPOWERMENT": "Empowerment",
+ "INSCRIBE": "Inscribe",
+ "PERMANENT-RUNE-DESCRIPTION": "Permanent Rune Description",
+ "TEMPORARY-RUNE-DESCRIPTION": "Temporary Rune Description",
+ "MAGIC-USED": "Amount of Magic used",
+ "CHANNELLING-SUCCESS": "Channelling success",
+ "INGREDIENT-USED": "Ingredient used",
+ "RUNE-TYPE": "Rune type",
+ "TEMPORARY": "Temporary",
+ "PERMANENT": "Permanent",
+ "MINUTES": "minute(s)",
+ "WEEKS": "week(s)",
+ "COIN-CARRIED": "Coin Carried",
+ "BRASS-PENNIES-BP": "Brass Pennies (BP)",
+ "SILVER-SHILLINGS-SS": "Silver Shillings (SS)",
+ "GOLD-CROWNS-GC": "Gold Crowns (GC)",
+ "TOTAL-GC-VALUE": "Total GC Value",
+ "EXCHANGE-RATE": "Exchange Rate",
+ "EXCHANGE-RATE-DESCRIPTION": "240 brass pennies = 20 silver shilling = 1 gold crown",
+ "ENCUMBRANCE": "Encumbrance",
+ "TRAPPINGS": "Trappings",
+ "COIN": "Coin",
+ "OTHER": "Other",
+ "CARRYING-CAPACITY": "Carrying Max",
+ "PUSH-DRAG-LIFT": "Push/Drag/Lift",
+ "ENCUMBERED": "Encumbered",
+ "ENCUMBERED-MOVEMENT-PENALTY": "Encumbered Movement penalty",
+ "DWARF": "Dwarf",
+ "DWARF-ENCUMBRANCE": "Dwarves can carry twice as much as other characters.",
+ "DWARF-ENCUMBRANCE-CHECK": "Check if you are a Dwarf.",
+ "ENCUMBRANCE-DESCRIPTION": "Encumbrance entered in each row below is:",
+ "ENCUMBRANCE-CHOICE1": "The total encumbrance of the row (ignoring quantity)",
+ "ENCUMBRANCE-CHOICE2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
+ "PAGE-1": "Page 1",
+ "PAGE-2": "Page 2",
+ "PAGE-3": "Page 3",
+ "SHOW-ALL": "Show All",
+ "UNLIMITED": "Unlimited",
+ "ROW-NR": "Row #",
+ "CARRIED-QUESTION": "Carried?",
+ "ABBREVIATE-QUANTITY": "Qty",
+ "TREASURE-LOOT-INVENTORY-NOTES": "Treasure/Loot/Inventory Notes",
+ "PROTECTIVE-ITEMS": "Protective Items",
+ "WORN": "Worn",
+ "HEAD": "Head",
+ "ARMOR-TYPE": "Armor Type",
+ "ARMOR-POINTS": "Armor Points",
+ "ABBREVIATE-ARMOR-POINTS": "AP",
+ "MAGIC-BONUS": "Magic Bonus",
+ "BONUS": "Bonus",
+ "TOTAL-AP": "Total AP",
+ "LEATHER": "Leather",
+ "MAIL": "Mail",
+ "PLATE": "Plate",
+ "TORSO": "Torso",
+ "ARMS": "Arms",
+ "LEGS": "Legs",
+ "LOCATION-DESCRIPTION": "H : Head / B : Body / A : Arms / L : Legs",
+ "TOTAL-ARMOR-ENCUMBRANCE": "Total Armor Encombrance",
+ "TOTAL-WEIGHT-MAX": "The maximum total encumbrance your character can carry without slowing.",
+ "MAX-PUSH-DRAG-LIFT": "This is the maximum encumbrance you can push/drag/lift. If the encumbrance you are pushing/dragging/lifting exceeds your maximum carrying capacity then your Movement drops to 1.",
+ "LIGHT": "Light",
+ "MEDIUM": "Medium",
+ "HEAVY": "Heavy",
+ "LIGHT-ARMOR": "Light Armor",
+ "MEDIUM-ARMOR": "Medium Armor",
+ "HEAVY-ARMOR": "Heavy Armor",
+ "HIT-LOCATIONS": "Hit Locations",
+ "BODY": "Body",
+ "ABBREVIATE-HEAD": "H",
+ "ABBREVIATE-BODY": "B",
+ "ABBREVIATE-ARMS": "A",
+ "ABBREVIATE-LEGS": "L",
+ "LEFT-ARM": "Left Arm",
+ "LEFT-LEG": "Left Leg",
+ "RIGHT-ARM": "Right Arm",
+ "RIGHT-LEG": "Right Leg",
+ "ARMOR-PENALTIES": "Armor Penalties",
+ "ARMOR-PENALTIES-MEDIUM": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
+ "ARMOR-PENALTIES-HEAVY": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
+ "BLOOD-LOSS": "Blood Loss",
+ "BLEEDING": "Bleeding",
+ "ADVANCED-SKILL": "Advanced Skill",
+ "BASIC-SKILL": "Basic Skill",
+ "KNOWLEDGE-SKILL": "Knowledge Skill",
+ "VARIOUS-SKILL": "Various Skill",
+ "TARGET-NUMBER": "Target Number",
+ "TEST-RESULT": "Test Result",
+ "RESULT": "Result",
+ "OUTCOME": "Outcome",
+ "SUCCESS": "Success",
+ "FAILURE": "Failure",
+ "ATTACK-ROLL": "Attack Roll",
+ "MISS": "Miss",
+ "PARRY-ROLL": "Parry Roll",
+ "PARRIED": "Parried",
+ "CASTING-TEST": "Casting Test",
+ "SPELLCASTING-FAILS": "Spellcasting fails",
+ "SPELLCASTING-SUCCEEDS": "Spellcasting succeeds",
+ "INSCRIPTION-TEST": "Inscription Test",
+ "INSCRIPTION-TIME": "Inscription Time",
+ "INSCRIPTION-FAILS": "Inscription fails",
+ "INSCRIPTION-SUCCEEDS": "Inscription succeeds",
+ "HIT-LOCATION": "Hit Location",
+ "HIT-HEAD": "Hit Head",
+ "HIT-BODY": "Hit Body",
+ "HIT-LEFT-ARM": "Hit Left Arm",
+ "HIT-LEFT-LEG": "Hit Left Leg",
+ "HIT-RIGHT-ARM": "Hit Right Arm",
+ "HIT-RIGHT-LEG": "Hit Right Leg",
+ "HIT-LOCATION-NUMBER": "Hit Location {{0}}",
+ "DAMAGE-NUMBER": "Damage {{0}}",
+ "CRITICAL-LOCATION": "Critical Location",
+ "CRITICAL-VALUE": "Critical Value",
+ "CRITICAL-EFFECT": "Critical Effect",
+ "CRITICAL-EFFECT-H1": "Disoriented by the blow. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-H2": "Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H3": "The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-H4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H5": "Knocked to the ground and dazed. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-H6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-H7": "Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-H8": "Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.",
+ "CRITICAL-EFFECT-H9": "Skull pierced by a mighty blow. Death is instantaneous.",
+ "CRITICAL-EFFECT-A1": "Drops anything held in that hand. A shield, if worn, is not affected, since its strapped on.",
+ "CRITICAL-EFFECT-A2": "Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A3": "Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).",
+ "CRITICAL-EFFECT-A4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A5": "Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).",
+ "CRITICAL-EFFECT-A6": "Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-A7": "Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.",
+ "CRITICAL-EFFECT-A8": "Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.",
+ "CRITICAL-EFFECT-A9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-B1": "The wind is knocked out of the character. All tests and attacks suffer a 20% penalty for one round.",
+ "CRITICAL-EFFECT-B2": "Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B3": "Ribs busted by ferocity of attack. Character takes a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-B4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B5": "Knocked to the ground and badly winded. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-B6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-B7": "The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-B8": "Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.",
+ "CRITICAL-EFFECT-B9": "Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.",
+ "CRITICAL-EFFECT-L1": "Stumbles. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-L2": "Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L3": "Leg incapacitated until medical attention is received. Characters Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a 20% penalty.",
+ "CRITICAL-EFFECT-L4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L5": "Knocked to the ground and dazed. All characters tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-L6": "Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-L7": "Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.",
+ "CRITICAL-EFFECT-L8": "Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.",
+ "CRITICAL-EFFECT-L9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-10": "Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.",
+ "BLOOD-SURVIVE": "Survive one more round.",
+ "BLOOD-DEATH": "Death from blood loss!",
+ "OLD-TRAPPINGS": "Use old Trappings layout",
+ "NEW-TRAPPINGS": "Use new Trappings layout",
+ "CHAOS-MANIFESTATION": "Chaos Manifestation",
+ "ROLL-BASIC-TABLES": "Roll on Basic Chaos Manifestaion Tables",
+ "ROLL-EXTENDED-TABLES": "Roll on Extended Chaos Manifestaion Tables",
+ "TZEENTCHS-CURSE": "Tzeentch's Curse",
+ "CHAOS-ROLL": "Chaos Roll",
+ "CHAOS-TABLE": "Chaos Table",
+ "MINOR-NORMAL": "Minor Normal",
+ "MINOR-EXTENDED": "Minor Extended",
+ "MAJOR-NORMAL": "Major Normal",
+ "MAJOR-EXTENDED": "Major Extended",
+ "CATASTROPHIC-NORMAL": "Catastrophic Normal",
+ "CATASTROPHIC-EXTENDED": "Catastrophic Extended",
+ "MINOR": "Minor",
+ "MAJOR": "Major",
+ "CATASTROPHIC": "Catastrophic",
+ "MINOR-CHAOS-MANIFESTATION": "Minor Chaos Manifestation",
+ "MAJOR-CHAOS-MANIFESTATION": "Major Chaos Manifestation",
+ "CATASTROPHIC-CHAOS-MANIFESTATION": "Catastrophic Chaos Manifestation",
+ "YES": "Yes",
+ "NO": "No",
+ "MINOR1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINOR2": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINOR3": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINOR4": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINOR5": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINOR6": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINOR7": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINOR8": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINOR9": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINOR10": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINOR11": "
Unlucky !: Roll on Major Chaos Manifestation instead.",
+ "MINORE1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINORE2": "
Fumblehand: A randomly selected item you are holding or carrying flies 1d10 yards (1d10/2 squares) in a random direction, thrown invisibly by Winds of Chaos.",
+ "MINORE3": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINORE4": "
Nailrot: A randomly chosen finger or toenail turns black and falls off. It will grow back normally.",
+ "MINORE5": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINORE6": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINORE7": "
Waxy Earful: Your ears become entirely plugged with wax, requiring a successful Heal Test to clear. Until you receive such treatment, you suffer a 10% penalty to all tests involving hearing.",
+ "MINORE8": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINORE9": "
Cold Sweats: All those within in 10 yards (5 squares) of you immediately break into a cold sweat lasting 1d10 rounds.",
+ "MINORE10": "
Sleeping Nerves: Every muscle in your body tingles for 1d10 rounds. You suffer a 5% penalty to all tests made in that time.",
+ "MINORE11": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINORE12": "
Milky Eyes: A milky film covers your eyes for 1d10 hours. You suffer a 10% penalty to any tests involving sight in that time.",
+ "MINORE13": "
Bane of Flora: All plant life within 10 yards (5 squares) of you withers and dies.",
+ "MINORE14": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINORE15": "
Handfrozen: The bones and muscles of one of your hands (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move your fingers from their bizarre arrangement for 1d10 minutes.",
+ "MINORE16": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINORE17": "
Creeping Congregation: Insects fill the area around you, buzzing and crawling. They do no harm and disperse within 1d10 rounds, but they are obviousand potentially frighteningto everyone in the area.",
+ "MINORE18": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINORE19": "
Channel Burn: The channels of magic in your body are burned by coursing magic. You suffer a 1 penalty to every Casting Roll you make in the next 1d10 minutes.",
+ "MINORE20": "
Intestinal Rebellion: Your bowels move uncontrollably, soiling both your clothing and pride.",
+ "MINORE21": "
Grave Offence: You uncontrollably shout something horribly offensive to those around you. The GM may overrule you if your invention is insufficiently offensive.",
+ "MINORE22": "
Fluid Transformation: All liquids on your personincluding spell ingredientsturn to brine.",
+ "MINORE23": "
Kin Inconvenienced: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MINORE24": "
Accumulation of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MINORE25": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINORE26": "
Unlucky!: Roll on Major Chaos Manifestation instead.",
+ "MAJOR1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJOR2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJOR3": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJOR4": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJOR5": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJOR6": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJOR7": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJOR8": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJOR9": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJOR10": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJOR11": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "MAJORE1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJORE2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJORE3": "
Hairless: Every hair in your body falls out.",
+ "MAJORE4": "
Blacknail: Every finger and toenail on your body turns black and falls off. They will grow back normally.",
+ "MAJORE5": "
Wracked: You suffer burning pain for 1d10 rounds, suffering a 10% penalty to all tests made in that time.",
+ "MAJORE6": "
Channel Conflagration: The channels of magic in your body are set ablaze by coursing magic. You suffer a 1 penalty to every casting die you roll in the next 1d10 hours.",
+ "MAJORE7": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJORE8": "
Rag Doll: You spontaneously fly through the air 1d10 yards (1d10/5 squares) in a random direction, landing roughly and suffering a Damage 2 hit.",
+ "MAJORE9": "
Fire!: Your clothing bursts into flame (see WFRP, page 136).",
+ "MAJORE10": "
Loadstones: Every piece of metal on your body is permanently magnetized.",
+ "MAJORE11": "
Limbfrozen: The bones and muscles of one of your arms or legs (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move the affected limb for 1d10 hours.",
+ "MAJORE12": "
Tongue-twisted: Chaos energy infuses your mouth; anything you say for the next 1d10 minutes comes out as gibberish, rendering spellcasting impossible during that time.",
+ "MAJORE13": "
Chaotic Wind: Chaos blows through any magical spell ingredients you are carrying. Any spell cast using them will make one of any associated Casting Rolls dice a Chaos die.",
+ "MAJORE14": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJORE15": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJORE16": "
Undone: Every tie, clasp, and fastener of every type on your body flies violently open. Belts come undone, pouches fly open, boots come unlaced, and so on.",
+ "MAJORE17": "
Regurgitate: You throw up uncontrollably, unable to do anything else, for 1d10 rounds. In that time, you spew up much more vomit than could possibly have been contained in your stomach.",
+ "MAJORE18": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJORE19": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJORE20": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJORE21": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJORE22": "
Kin Affected: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MAJORE23": "
Storm of Chaos: Roll on Table 624: Expanded Minor Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "MAJORE24": "
Store of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MAJORE25": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJORE26": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "CATA1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATA2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATA3": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATA4": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA5": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA6": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATA7": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATA8": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATA9": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATA10": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "CATAE1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATAE2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE3": "
Broken: Your will is utterly broken. Your Will Power Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE4": "
Stupefied: Your mind regresses to protect you from a worse fate. Your Intelligence Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE5": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATAE6": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATAE7": "
Rageboil: Everyone within 10 yards (5 squares) of you is immediately and irrationally outraged by your very presence. They all move to attack youeven your alliesand only come to their senses after 1d10 rounds.",
+ "CATAE8": "
Albino Affliction: Your skin and hair are bleached utterly white by roiling Chaos.",
+ "CATAE9": "
Heretical Vision: A Daemon Prince shows you a vision of Chaos. You gain 1d10 Insanity Points. Any time after this event, you can spend 100 xp and gain the Dark Lore (Chaos) talent.",
+ "CATAE10": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATAE11": "
Boiling Blood: For a brief instant, your blood literally boils in your veins. You suffer 2d10 Wounds, which are reduced by Toughness but not armour.",
+ "CATAE12": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATAE13": "
Chaotic Servitors: 1d10 Daemon Imps (see
WFRP, page 229) appear from the Aethyr and do your bidding for 1d10 rounds.",
+ "CATAE14": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATAE15": "
Windblock: You are stuck unable to breathe for 1d10 minutes (see Suffocation in WFRP, page 136), after which you gasp!manage to draw breath.",
+ "CATAE16": "
Lineage Concluded: The infection of Chaos renders you sterile or barren.",
+ "CATAE17": "
Eyefuse: You close your eyes as the Winds of Magic howl about you, and your eyelids are fused shut. You cannot see until this is corrected by magic or surgery.",
+ "CATAE18": "
Spasmodic Paroxysm: Your entire body convulses violently as the pure stuff of Chaos courses over you; you bite off your tongue. You become very difficult to understand and suffer 5 to all Casting Rolls until you are somehow healed.",
+ "CATAE19": "
Witherlimb: A randomly determined limb withers and becomes permanently useless.",
+ "CATAE20": "
Mutating Wind: You must make a Will Power Test or suffer a Chaos Mutation (see WFRP, page 229, or the Old World Bestiary, page 79).",
+ "CATAE21": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATAE22": "
Kin Afflicted: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "CATAE23": "
Vortex of Chaos: Roll on Table 625: Expanded Major Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "CATAE24": "
Hoard of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "CATAE25": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "GODWRATH1": "
Unearthly Vision: Your God chooses this time to grant you a symbolic but confusing vision. This stuns you for 1 round.",
+ "GODWRATH2": "
Prove Your Devotion: A few more prayers are required to finish casting the spell. This result adds 1 half action to the Casting Time of the spell. You must take this extra time even if you failed the Casting Roll.",
+ "GODWRATH3": "
You Try My Patience: You cannot cast another spell for 1d10 rounds. This spell still works as long as you made your Casting Roll.",
+ "GODWRATH4": "
Your Cause is Unworthy: Your spell fails, even if you made the Casting Roll.",
+ "GODWRATH5": "
Stinging Rebuke: Not only does your spell fail, but you also suffer a 10% penalty to your Will Power for 1 minute.",
+ "GODWRATH6": "
What Will You Sacrifice for this Boon?:",
+ "GODWRATH7": "
You Have Sinned Against Me: You have somehow angered your God. You must kneel and repent for 1d10 rounds. This renders you helpless.",
+ "GODWRATH8": "
Daemonic Interference: Your prayer is answered but not by your God. Roll a
Major Chaos Manifestation.",
+ "GODWRATHV1": "
Behold Your Wickedness!: You suffer visions of your failures, which seem to take an eternity but are over in an instant. Gain 1d10 Insanity Points; if you become insane, you gain Heart of Despair.",
+ "GODWRATHV2": "
Lash the Flesh to Purge the Soul: You take 2d10 Wounds, ignoring Toughness Bonus or Armour.",
+ "GODWRATHV3": "
You Shall Not Abuse My Mercy: Your Magic Characteristic is reduced to zero, and increases by one every time you do penance (as if attempting to reduce your Disfavour Pool to zero), until it returns to its original value. If you have no Magic Characteristic, the same happens to your daily allowance of Fortune Points.",
+ "GODWRATHV4": "
Thou Art Accursed and Outcast: You are cast out from the cult, and this is marked on your soul. You take a 30% penalty to all social interactions with followers of your God until you do penance.",
+ "GODWRATHV5": "
Rely Not On These Vanities: All your goods and equipment are stripped from you, leaving you in a tunic. Any non-magical equipment you were carrying is gone forever; magical equipment is mysteriously returned if you do penance. (GMs option: nonmagical but important items may also be returned after penance.)",
+ "GODWRATHV6": "
Called to Account: ",
+ "GODWRATHV7": "
Daemonic Visitation: Roll on the Catastrophic Chaos Manifestation Table instead using the table in WFRP.",
+ "SACRIFICE1": "You vomit up salt water, and feel as though you are almost drowned. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE2": "All warmth and vigour leach from your body. Take a –20% penalty to all actions for the next 1 minute.",
+ "SACRIFICE3": "You automatically fail your next Dodge or Parry Test.",
+ "SACRIFICE4": "You must re-roll your next three successful Tests. If the second roll fails, you fail the Test. If the re-roll succeeds, you succeed and need not roll again.",
+ "SACRIFICE5": "The next time one of your allies suffers an injury, you suffer exactly the same injury. This may mean taking Wounds, or taking a Critical Hit.",
+ "SACRIFICE6": "A brand in the shape of a twin-tailed comet appears on your forehead, inflicting 1d10 Wounds ignoring Toughness Bonus or armour.",
+ "SACRIFICE7": "Your mind becomes that of a beast for three rounds. You flee most situations, but fight if cornered.",
+ "SACRIFICE8": "Your body is rimed with frost. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE9": "You are robbed of your knowledge. You automatically fail any Academic Knowledge Tests you make in the next 1 hour.",
+ "SACRIFICE10": "You lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "OPTIONAL-ARCANE-MARK": "
Optional Arcane Mark: You must pass an Average (+0%) Willpower test or gain an Arcane Mark (see
Realms of Sorcery page 175).",
+ "ARCANE-LORE": "Arcane Lore",
+ "LORE-OF-BEASTS": "Lore of Beasts",
+ "LORE-OF-DEATH": "Lore of Death",
+ "LORE-OF-FIRE": "Lore of Fire",
+ "LORE-OF-HEAVENS": "Lore of the Heavens",
+ "LORE-OF-LIFE": "Lore of Life",
+ "LORE-OF-LIGHT": "Lore of Light",
+ "LORE-OF-METAL": "Lore of Metal",
+ "LORE-OF-SHADOW": "Lore of Shadow",
+ "MARK": "Mark",
+ "MARK-OF": "Mark of",
+ "BEASTS": "Beasts",
+ "DEATH": "Death",
+ "FIRE": "Fire",
+ "HEAVENS": "the Heavens",
+ "LIFE": "Life",
+ "METAL": "Metal",
+ "SHADOW": "Shadow",
+ "WRATH-ROLL": "Wrath Roll",
+ "WRATH-TABLE": "Wrath Table",
+ "WRATH": "Wrath",
+ "VENGEANCE": "Vengeance",
+ "WRATH-OF-THE-GODS": "Wrath of the Gods",
+ "VENGEANCE-OF-THE-GODS": "Vengeance of the Gods",
+ "DISFAVOR-POOL": "Disfavor Pool",
+ "DISFAVOR-ROLL": "Disfavor Roll",
+ "DIVINE-LORE": "Divine Lore",
+ "LORE-OF-MANANN": "Lore of Manann",
+ "LORE-OF-MORR": "Lore of Morr",
+ "LORE-OF-MYRMIDIA": "Lore of Myrmida",
+ "LORE-OF-RANALD": "Lore of Ranald",
+ "LORE-OF-SHALLYA": "Lore of Shallya",
+ "LORE-OF-SIGMAR": "Lore of Sigmar",
+ "LORE-OF-TAAL-RHYA": "Lore of Taal & Rhya",
+ "LORE-OF-ULRIC": "Lore of Ulric",
+ "LORE-OF-VERENA": "Lore of Verena",
+ "MARK-ROLL": "Mark Roll",
+ "MARKS": "Marks",
+ "NO-MARKS": "Don't use Marks optional rule",
+ "USE-MARKS": "Use Marks optional rule",
+ "MARKS-OF-THE-GODS": "Marks of the Gods",
+ "MARKS-OF-MANANN": "Marks of Manann",
+ "MARKS-OF-MORR": "Marks of Morr",
+ "MARKS-OF-MYRMIDIA": "Marks of Myrmida",
+ "MARKS-OF-RANALD": "Marks of Ranald",
+ "MARKS-OF-SHALLYA": "Marks of Shallya",
+ "MARKS-OF-SIGMAR": "Marks of Sigmar",
+ "MARKS-OF-TAAL-RHYA": "Marks of Taal & Rhya",
+ "MARKS-OF-ULRIC": "Marks of Ulric",
+ "MARKS-OF-VERENA": "Marks of Verena",
+ "MARKS-OF": "Marks of",
+ "MANANN": "Manann",
+ "MORR": "Morr",
+ "MYRMIDIA": "Myrmida",
+ "RANALD": "Ranald",
+ "SHALLYA": "Shallya",
+ "SIGMAR": "Sigmar",
+ "TAAL-RHYA": "Taal & Rhya",
+ "ULRIC": "Ulric",
+ "VERENA": "Verena",
+ "NO-LORE": "No Lore selected",
+ "GM-DISCRETION": "GM's discretion",
+ "MARK-GM-DISCRETION": "Mark at GM's discretion",
+ "MARK-MANANN-1": "
Fishy: You are infused with the odours of the sea. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-MANANN-2": "
Pelagic Yearning: You long for the open seas. When not on, or surrounded by, the sea, your Will Power is reduced by 5%.",
+ "MARK-MANANN-3": "
Seaweed Growth: Holy seaweed thrives somewhere on your body. At the GM's discretion, this may apply a -10% penalty to Fellowship Tests in som social situations.",
+ "MARK-MANANN-4": "
Tidal: You are bound to the changing tides. During low tide, you reduce your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. At high tide, increase your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. All other times, and when far from sea, your Characteristics are unchanged.",
+ "MARK-MANANN-5": "
Manann's Mien: You grow taller, your hair darkens, and you develop a brimy smell. You grow larger, increasing your height by 1d10/2 inches and adding 2d10 pounds to your weight. As well, permanently increase your Strength Characteristic by 5%.",
+ "MARK-MANANN-6": "
Piscine Charisma: You become intensely attractive to fish of all kinds. They greet you in open-mouthed wonder and shoal around you in docile masses when you are in the water. For this reason, albatrosses and other seabirds like you. Add +20% to Charm Animal Tests made to interact with sea birds.",
+ "MARK-MANANN-7": "
Rip Tides: Large bodies of water twist and churn in your presence. All Swim Tests made by others with 4 yards (2 squares) of you take a -20% penalty, and a -10% penalty if between 4 and 12 yards (3-6 squares).",
+ "MARK-MANANN-8": "
Webbed: Your toes and fingers become webbed. Gain a +20% bonus to Swim Tests.",
+ "MARK-MANANN-9": "
One With the Sea: Manann reveals the secrets of his realm. You cannot drown in seawater; any time you would drown, you are instead reduced to 0 Wounds and are Helpless, and either float to the surface or wash up on shore. You also add +10% bonus to all Sail, Row, and Navigation Tests whilst at sea.",
+ "MARK-MANANN-10": "
Marked by Manann: A trided, Crown, Wave, or Albatross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channellin Tests when using the Lore of Manann, and a +10% bonus to Fellowship Tests when dealing with other Manannites if they can see the mark.",
+ "MARK-MORR-1": "
Enervated: Your muscles weaken. Permanently reduce your Strength Characteristic by 5%.",
+ "MARK-MORR-2": "
Distracted by Death: Your preoccupation with morbid subjects makes others uncomfortable around you. When interacting with individuals who are not priests in the cult of Morr, you take a -10% penalty to Fellowhip Tests.",
+ "MARK-MORR-4": "
Disturbing Visions: You are plagued by disconnected visions that you know to be portentous, but cannot understand. You take a -10% to Perception tests. Once per day, you may gain a +10% bonus to any single test.",
+ "MARK-MORR-3": "
Skeletal: Your face and scalp draw tightly to your skull. You take a -10% penalty to Charm Tests, but gain a +10% bonus to Intimidate Tests.",
+ "MARK-MORR-5": "
Morr's Mien: You grow taller, your hair darkens, and your skin pales, becoming cool to the touch. You grow larger, gaining 1d10/2 inches in height. As well, increase your Will Power Characteristic by 5%.",
+ "MARK-MORR-6": "
Flock of Ravens: Wherever you go, there always seem to be ravens present. Under most circumstances, they appear in places where one might expect them. Whilst indoors, you see them through windows, and underground, you may see raven cave paintings with disturbing regularity. You gain a +20% bonus to Charm Animal Tests made when interacting with ravens.",
+ "MARK-MORR-7": "
Dead Eyes: A single glance causes others to flinch. Gain the Unsettling Talent.",
+ "MARK-MORR-8": "
Morr's Servant: Sentient Undead shy from your presence. Any creature with the Undead Talent
and a Will Power Characteristic must make a Will Power Test or suffer from Fear. This ignores the Undead Talent's normal exemption to Fear.",
+ "MARK-MORR-9": "
Enlightened: You have gazed beyond the Portal and no longer fear death. Gain the Fearless Talent.",
+ "MARK-MORR-10": "
Marked by Morr: A Rose, Portal, or Raven mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Morr, and a +10% bonus to Fellowship Tests when dealing with other Morrians if they can see the mark.",
+ "MARK-MYRMIDIA-1": "
Vengeful: You become deeply vengeful, which blinds your reason. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-MYRMIDIA-2": "
Rites of War: You feel obliged to recite terms of war before any battle, an act that takes a Full Action. until you complete this honourable rite in combat, you take a -5% penalty to Weapon Skill Tests.",
+ "MARK-MYRMIDIA-3": "
Calculating: You coldly weigh the strengths and weaknesses of all you meet. You take a -10% penalty to Fellowship Tests made to deal with those who you meet for the first time.",
+ "MARK-MYRMIDIA-4": "
Righteous Fury: You punish the wicked, for you are honourable and true. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, but gain a +10% bonus to both Strength and Willpower Tests for the duration of the encounter.",
+ "MARK-MYRMIDIA-5": "
Myrmidia's Mien: Your skin darkens to a deep tan that glints coppery in the light. You grow larger, gaining 1d10/2 inches in height. You also gain a +10% bonus to Command Tests.",
+ "MARK-MYRMIDIA-6": "
Eagle Friend: Eagles like you. You gain a +20% bonus to Charm Animal Tests made when interacting with eagles.",
+ "MARK-MYRMIDIA-7": "
Eagle Eyes: Your irises darken and your eyes become exceptionally sharp. You gain a +20% bonus to Perception Tests involving sight.",
+ "MARK-MYRMIDIA-8": "
Fanatical Love: In combat, you may select one ally as a free action. That ally must have a religious symbol of Myrmidia in plain view. For that round, the ally gains a +10% bonus to all Will Power Tests.",
+ "MARK-MYRMIDIA-9": "
War-honed: Myrmidia reveals the secret of facing war with courage and honour. You gain the Stout-hearted Talent.",
+ "MARK-MYRMIDIA-10": "
Marked by Myrmidia: A Shield and Spear mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Myrmidia, and a +10% bonus to Fellowship Tests when dealing with other myrmidians if they can see the mark.",
+ "MARK-RANALD-1": "
Weak Willed: You become a slave to your passions. Permanently reduce your Will Power Characteristic by 1d10%",
+ "MARK-RANALD-2": "
Liar: You are loathe to tell the truth. Gain a +10% bonus to Blather Tests.",
+ "MARK-RANALD-3": "
Knavish: You exhibit all the untrustworthy characteristics that nobles and priests find repugnant. You take a -10% penalty to all Fellowship Tests when interacting with these individuals.",
+ "MARK-RANALD-4": "
Lithe: You become more wity and nimble. Increase your Agility Characteristic by 1d10%, but reduce your Toughness by the same amount. in addition, you lose 2d10 pounds.",
+ "MARK-RANALD-5": "
Ranald's Mien: You become leaner, your hair and skin darken, and you always seem to smile mischievously. Lose 2d10 pounds, but permanently increase your Fellowship Characteristic by 1d10%",
+ "MARK-RANALD-6": "
Cat Friend: Wherever you go, you seem to attract cats. Moments after entering a community, at least one cat finds you. Each day you remain in the same community, (1d10/2)-1 more cats show up. These cats do not fight on your behalf, but are friendly to you, giving you a +20% bonus to Charm Animal Tests involving these animals. Should you leave the community, the cats do not, generally, follow.",
+ "MARK-RANALD-7": "
Forgettable: People who do not know you find it hard to remember anything more than your disarming smile and flashing eyes. Those who interact with you closely for several hours must pass an Intelligence Test to recall further details.",
+ "MARK-RANALD-8": "
Ranald's Luck: Whenever you use a Fortune Point, roll a d10. If you roll 8, 9, or 10, the Fortune Point works as normal, but isn't spent.",
+ "MARK-RANALD-9": "
Irreverent: Ranald reveals to you the great joke of life. Whenever you are influenced by Fear, Terror, Intimidate, or the Unsettling Talent, and you fail a Will Power Test, you immediately burst into fits of uncontrollable laughter, and ignore the effect. However, whilst laughing (which lasts for 1d10 rounds), you take a -10% penalty to all tests and reduce your Movement Characteristic by 1.",
+ "MARK-RANALD-10": "
Marked by Ranald: A cross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ranald, and a +10% bonus to Fellowship Tests when dealing with other Ranaldans if they can see the mark.",
+ "MARK-SHALLYA-1": "
Pacifist: You find it very hard to even think of striking another. Permanently reduce your Weapon Skill and Ballistic Skill Characteristics by 5%.",
+ "MARK-SHALLYA-2": "
Bleeding Heart: Whenever you are in the vicinity of a creature that is suffering, you take a -10% penalty to all Will Power Tests. Should you leave the suffering individual untended, the penalty increases to -20% and it remains for 24 hours.",
+ "MARK-SHALLYA-3": "
Fear of the Fly Lord: Insects and other agents of decay make you deeply uncomfortable. While in the presence of a swarm of flies, maggots, roaches, or similar critteers, you take a -10% penalty to all Will Power Tests.",
+ "MARK-SHALLYA-4": "
Unworthiness: You always feel you have somehow failed those around you, especially if you could not heal their wounds or save their lives. You take a -10% penalty to Fellowship Tests made to interact with others because of your constant self-deprecating ways.",
+ "MARK-SHALLYA-5": "
Shallya's Mien: Your hair lightens, your eyes flow with holy tears and your face appears innocent. Henceforth, you take a -10% penalty on Perception and Search Tests, but you permanently increase your Fellowship Characteristic by %%. In addition, whenever you make a Heal Test, you repair 1 extra Wound.",
+ "MARK-SHALLYA-6": "
Peaceful Demeanour: You exude peace and tranquillity. Ordinary animals will never attack you unles syou first attack them.",
+ "MARK-SHALLYA-7": "
Healing Hands: Your hands are cool and soothing to the touch. Whenever you make a Heal Test, you repair an additional 2 Wounds.",
+ "MARK-SHALLYA-8": "
Tranquil Aura: Your presence calms aggressive tendencies. All creatures within 4 yards (2 squares) take a -10% penalty to Weapon Skill and Ballistic Skil Tests. This aura does not work on Daemons or Undead.",
+ "MARK-SHALLYA-9": "
Emboldened: You fundamentally understand Shallya's Mercy, and would martyr yourslef rather than retreat from your duties. So long as there are allies or innocents to help and protect, you may act normally when suffering from Fear or Terror, so long as your actions invlude healing those in need, warding their bodies from blows (but not attacking), helping theem reac safety, and the like.",
+ "MARK-SHALLYA-10": "
Marked by Shallya: A Dove, Heart, or Drop of Blood mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Shallya, and a +10% bonus to Fellowship Tests when dealing with other Shallyans if they can see the mark.",
+ "MARK-SIGMAR-1": "
Stubborn: You single-mindedly pursue Sigmar's cause, no matter the consequences. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-SIGMAR-2": "
Hammer Bearer: When wielding a hammer Hand Weapon or Great Weapon, you deal +1 damage. However, you take a -10% penalty to all Ballistic Skill Tests.",
+ "MARK-SIGMAR-3": "
Suspicious: Anyone may be a servant of the Dark Powers. You take a -10% penalty to all Fellowship Tests the first time you meet an individual.",
+ "MARK-SIGMAR-4": "
Grudge Bearer: You really bear grudges. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, byt gain a +10% bonus to both Strength and Will Power Tests for the duration of the encounter.",
+ "MARK-SIGMAR-5": "
Sigmar's Mien: Your hair lightens, your body bulks out and your eyes turn blue. You permanently gain 1d10/2 inches in height, 2d10 pounds in weight, and increase your Toughness Characteristic by 5%.",
+ "MARK-SIGMAR-6": "
Dawongr(Dwarf Friend): Your manner reminds Dwarfs of their ancient promises to Sigmar. You gain a +10% bonus to all Fellowship Tests made when interacting with Dwarfs.",
+ "MARK-SIGMAR-7": "
Greenskin Animosity: The thought of Greenskins fills you with righteous anger. Gain the Grudge-born Fury Talent.",
+ "MARK-SIGMAR-8": "
Symbol of Unity: Your presence inspires others with nationalistic pride. The first time during an encounter that a citizen of the Empire that is within 6 yards (3 squares) makes a Weapon Skill or Ballistic Skill Test against another citizen of the Empire, he takes a -10% penalty.",
+ "MARK-SIGMAR-9": "
Enlightened: Sigmar fills you with his divine purpose. When combating Greenskins or servants of Chaos, you automatically pass all Will Power Tests.",
+ "MARK-SIGMAR-10": "
Marked by Sigmar: A Comet or Hammer mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Sigmar, and a +10% bonus to Fellowship Tests when dealing with other Sigmarites if they can see the mark.",
+ "MARK-TAAL-RHYA-1": "
Wild Mind: Your thoughts are preoccupied with the passing seasons and baser needs. Permanently reduce your Intelligence Charactereistic by 5%.",
+ "MARK-TAAL-RHYA-2": "
Little Friends: Small animals, such as rodents and little birds, are attracted to you. They can be inconvenient, as they nibble everything and leave droppings everywhere. You take a -10% penalty to Fellowship Tests in social situations where such creatures are inappropriate.",
+ "MARK-TAAL-RHYA-3": "
Plant Growth: Holy plant life thrives somwhere on your body. At the GM's discretion, this may apply a -10% penalty yo Fellowship Tests in some social situations.",
+ "MARK-TAAL-RHYA-4": "
Seasonal: You are bound to the passing seasons. During the winter, you reduce your Wounds Characteristic by 2 and your Movement Characteristic by 1. In the autumn, you reduce your Wounds Characteristic by 1. In the spring, you increases your Wounds Characteristic by 1. In the summer, you increase your Wounds Characteristic by 2 and your Movement Characteristic by 1.",
+ "MARK-TAAL-RHYA-5": "
Taal or Rhya's Mien: You have an equal chance of assuming the likeness of Taal or Rhya. If Taal, you grow tall, strong, with shaggy hair. If Rhya, you become more curvaceous, with long flaxen hair, and appealing features. In either case, grow 1d10/2 inches taller and 2d10 pounds heavier. In addition, permanently increase your Fellowship Characteristic by 5%.",
+ "MARK-TAAL-RHYA-6": "
Animal Friend: Animals see you as one of their own, and never attack you evn if you attack them first. Unusual or controlled animals must pass a Challenging (-10%) Will Power Test to attack you.",
+ "MARK-TAAL-RHYA-7": "
Enlivened Flora: Wnever you remain in a natural setting for more than 1 round, all living plants within 4 yards (2 squares) grow healthy and lush. Whilst you are unaffected by this verdant growth, the area counts as difficult terrain afterwards, halving movement through it.",
+ "MARK-TAAL-RHYA-8": "
Tranquil Fauna: Animals are calmed by your presence. You gain a +10% bonus to Animal Care and Animal Training Tests.",
+ "MARK-TAAL-RHYA-9": "
Beast Senses: Taal or Rhya reveals the world around you as they see it. Gain the Keen Senses Talent.",
+ "MARK-TAAL-RHYA-10": "
Marked by Taal or Rhya: An Antlet, Axe, Coil of Live, Sheaf, or Bow and Arrow mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Taal & Rhya, and a +10% bonus to Fellowship Tests when dealing with other Taalites or Rhyans if they can see the mark.",
+ "MARK-ULRIC-1": "
Berserker: Each round in combat, you must pass a Will Power Test or immediately enter a Frenzy as if you had the Frenzy Talent.",
+ "MARK-ULRIC-2": "
Claws: You grow wickedly sharp claws. Permanently reduce your Ballistic Characteristic by 5%. Gain the Natural Weapons Talent.",
+ "MARK-ULRIC-3": "
Wolf's Eyes: You gain the clear, blue eyes of a Winter Wolf. You gain the Night Vision Talent, but can now only see in black and white.",
+ "MARK-ULRIC-4": "
Predator: Those around you become uncomfortable, instinctively aware that a killer is in their midst. You take a -10% penalty to Charm Tests, but gain a +10% bonus on Intimidate Tests.",
+ "MARK-ULRIC-5": "
Ulric's Mien: Your hair dakens, your body bulks, and you skin pales, becoming icy-cold. You grow 1d10/2 inches taller and 2 d10 pounds heavier. In addition, permanently increase your Strength Characteristic by 5%.",
+ "MARK-ULRIC-6": "
Wolf Friend: You attract a wolf companion. This creature is loyal and fights on your behalf. Should you treat the wolf poorly, it abandons you. You can gain this mark multiple times. Each time, you gain an additional wolf.",
+ "MARK-ULRIC-7": "
Pack Leader: You gain a measure of Ultic's undeniable authority. You gain a +10% bonus to all Command Tests.",
+ "MARK-ULRIC-8": "
One with the Wild: Ulric reveals the world around you as he sees it. You gain a +10% bonus to all Outdoor Survival Tests.",
+ "MARK-ULRIC-9": "
Ulric's Servant: Touched by Ulric, you no longer suffer the harmful effects of cold - except when it's triggered by a Wrath of God.",
+ "MARK-ULRIC-10": "
Marked by Ulric: A Wolf mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ulric, and a +10% bonus to Fellowship Tests when dealing with other Ulricans if they can see the mark.",
+ "MARK-VERENA-1": "
Savant: Your intellectual superiority makes it difficult for you to connect with others. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-VERENA-2": "
Daemon's Advocate: You can't help expressing alternative stances. If you allow an opinion or argument to be stated without countering it and balancing matters, take a -10% penalty yo all Will Power Tests for 24 hours.",
+ "MARK-VERENA-3": "
Just Heart: Whenever you see injustice, you must speak out against it unless you pass a Challenging (-10%) Will Power Test.",
+ "MARK-VERENA-4": "
Piercing Gaze: Your all-seeing eyes bore into everything around you. You gain a +10% bonus to all Perception Tests relying on sight, but take a -10% penalty on Charm Tests.",
+ "MARK-VERENA-5": "
Verena's Mien: Your back straightens, eyes clear and your face gains a dignified appearance. You grow 1d10/2 inches taller. In addition, permanently increase your Intelligence Characteristic by 5%.",
+ "MARK-VERENA-6": "
Owl Friend: Owls like you. You gain a +20% bonus on Charm Animal Tests made against owls.",
+ "MARK-VERENA-7": "
Eidetic Recall: With a successful Intelligence Test, you can perfectly recall any text you have read. You also gain a +20% bonus to all other tests involving memory.",
+ "MARK-VERENA-8": "
Voice of Wisdom: Your voice carried the wisdom of Verena Herself. Double the number of people you can affect with a Charm Test.",
+ "MARK-VERENA-9": "
Enlightened: Verena grants you a small portion of her wisdom. You gain a +10% bonus to all Academic Knowledge Tests that you have selected as skills. As well, you may attempt Academic Knowledge Tests outside of your fields of study, alebeit at a -20% penalty.",
+ "MARK-VERENA-10": "
Marked by Verena: An Owl, Scales, or Sword mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Verena, and a +10% bonus to Fellowship Tests when dealing with other Verenans if they can see the mark.",
+ "MARK-BEASTS-1": "
Aloof: Others find you emotionally detached and somewhat rude. Take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-BEASTS-2": "
Restless: You tend not t stay in one place for long, always needing to move about. It's worse when you're in closed spaces.",
+ "MARK-BEASTS-3": "
Dirty: For some reason, you attract dirt and you can never fully get clean.",
+ "MARK-BEASTS-4": "
Hairy: You grow thick hair all over your body. When you shave it off, it regrows quickly.",
+ "MARK-BEASTS-5": "
Feral: Your nails thicken and lenthen and your teeth grow pointed. You have a wild-eyed appearance others find unsettling. You take a -5% penalty to all Fellowship Tests made when interacting non-magic using Humans.",
+ "MARK-BEASTS-6": "
Aura of Savagery: Domesticated animals tend to turn angry, almost violent, while in your presence. All Animal Care and Animal Training Tests made by you or others while you are within 12 yards (4 squares) have their difficulty worsened by one step.",
+ "MARK-BEASTS-7": "
Musk: You exude a strong musky smell that puts others off. You take a -10% penalty to Fellowship Tests when interacting with Nobles, priests, and others of the upper class.",
+ "MARK-BEASTS-8": "
Brutish: You lack refinement and grace, imposing a -5% penalty to your Intelligence or Fellowship Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-BEASTS-9": "
Small Friends: You attract small, though harmless, animals like squirrels, mice, small birds, and so on. They seem to show up when least appropriate, leaving droppings in food and drink, and causing a nuisance. As a result, when in social situations where such creatures aren't appropriate, you take a -5% penalty to Fellowship Tests.",
+ "MARK-BEASTS-10": "
Mark of Ghur: The rune of
Ghur appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Beasts.",
+ "MARK-DEATH-1": "
Pallor: You sallow appearance, with pale skin and almost jaundiced eyes.",
+ "MARK-DEATH-2": "
Clammy Skin: You have cold skin. Asleep, you could be mistaken for dead.",
+ "MARK-DEATH-4": "
Dead Eyes: Your eyes are those of a dead man.",
+ "MARK-DEATH-3": "
Graveyard Stench: You stink of the grave. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-DEATH-5": "
Aura of Death: All plantswithin when you are within 4 yards (2 squares). This extends to equipment that derives from plant materials, worsening craftsmanship by one stop (to a maximum of Poor).",
+ "MARK-DEATH-6": "
Skull-like Visage: Your skin draws tightly to your skill. You take a -5% penalty to Fellowship Tests.",
+ "MARK-DEATH-7": "
Skeletal Fram: Your body muscle mithers, imposing a -5% penalty to your Strength or Toughness Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-DEATH-8": "
Voice of the Dead: Your voice changes so that when you speak, it is in an unsettling whisper. You take a -5% penalty to Animal Training and Fellowship Tests.",
+ "MARK-DEATH-9": "
Haunted: Voices and apparitions of the dead follow you everywhere, distracting you. Take a -10% penalty to Perception Tests.",
+ "MARK-DEATH-10": "
Mark of Shyish: The rune of
Shyish appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Death.",
+ "MARK-FIRE-1": "
Temper: You have a quick temper, losing your cool at the slightest provocation.",
+ "MARK-FIRE-2": "
Hyperactive: You can't sit still. You fidget constantly.",
+ "MARK-FIRE-3": "
Red Hair: Your hair and eyebrows turn bright, fiery red.",
+ "MARK-FIRE-4": "
Face Tattoos: Odd markings, like tattoos, appear on your face. Take a -10% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-FIRE-5": "
Flaming Eyes: Your eyes literally smolder with energy. Animals become nervous when you're around. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-FIRE-6": "
Hot Skin: Your skin is always feverish and you have a flushed appearance.",
+ "MARK-FIRE-7": "
Vulnerable to Cold: You are uncomfortable in the cold, taking a -5% penalty to Weapon Skill and Ballistic Skill Tests when exposed to cold climes.",
+ "MARK-FIRE-8": "
Aura of Brimstone: You stink of brimstone. All characters within 4 yards (2 squares) take a -10% penalty to olfactory-based Perception Tests.",
+ "MARK-FIRE-9": "
Raging Temper: You are volatile, more so than others of the Bright Order. You gain 1 Insanity Point and take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-FIRE-10": "
Mark of Aqshy: The rune of
Aqshy appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Fire.",
+ "MARK-HEAVENS-1": "
Zephyr: Small breezes and winds gather about you, causing paper to rustle, dust to swirl up and other such minor effects.",
+ "MARK-HEAVENS-2": "
Feather Light: Azyr loosens the shackles of gravity. Your body weight decreases by 10%. Your appearance remains unchanged.",
+ "MARK-HEAVENS-3": "
White Hair: Your hair turns snow white. Dyes do not hold.",
+ "MARK-HEAVENS-4": "
Blue Eyes: Your eyes change colour to a startling shade of blue. In areas of low-lighting, they faintly glow. Take a -5% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-HEAVENS-5": "
Disturbing Visions: You commonly see disconnected portentous events that are meaningless to you. The constant barrage is distracting, imposing a -5% penalty yo Perception Tests.",
+ "MARK-HEAVENS-6": "
Scentless: Your natural smell is replaced by the scent of fresh air. Reeking fluids, noxious potions and other sources of stench gradually lose their aroma on contact with your person. Whilst this is advantageous after, say, a walk through a filth spattered street, it does serve to make people and animals uncomfortable in your presence. You take a -5% Fellowship penalty when dealing with people, and a -10% Fellowship penalty when dealing with animals. All attempts to track you using scent are considered Hard (-20%).",
+ "MARK-HEAVENS-7": "
Alarming Visions: Whenever you suffer the effects to Tzeentch's Curse, you must succeed on a Challenging (-10%) Will Power Tests to control the sudden flashes of precognition that come with the botched magic. If you fail, you are stunned for 1 round.",
+ "MARK-HEAVENS-8": "
Aura of Tranquillity: You emit a strange, but peaceful, aura that others find calming. Characters within 4 yards (2 squares) take a -5% penalty to Weapon Skill and Ballistic Skill Tests.",
+ "MARK-HEAVENS-9": "
Stargazer: You become agitated when you are unable to scry the stars. The difficulty of all tests involving Academic Knowledge or Will Power increases by you step for each night you fail to observe the night sky for at least half an hour. All accumulated penalties are removed when you are able to study the heavens once more.",
+ "MARK-HEAVENS-10": "
Mark of Azyr: The rune of
Azyr appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of the Heavens.",
+ "MARK-LIFE-1": "
Plant Growth: A small patch of plantlife begins to thrive upon your skin. These growths are inconsequential - mould under the fingernails, ivy in the hair and so on - but they are somewhat peculiar. They may be removed, but always grow back the following day.",
+ "MARK-LIFE-2": "
Barefoot: You can't abide by wearing footwear and you you must, you take a -5% penalty to Agility Tests.",
+ "MARK-LIFE-3": "
Rapid Hair and Nails: Your hair and fingernails grow at an almost alarming rate. You must spend a portion of each day, trimming them back.",
+ "MARK-LIFE-4": "
Green Skin: Your skin changes colour, assuming a greenish hue. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIFE-5": "
Vulnerability to Fire: Fire deals +1 Damage against you.",
+ "MARK-LIFE-6": "
Great Constitution: You gain Resistance to Disease.",
+ "MARK-LIFE-7": "
Metal Revulsion: You can't bear to touch metal objects of any kind. When you do, you must make a Challenging (-10%) Will Power Test or take a -1 cumulative penalty to your Magic Characteristic for 24 hours. You need not take the Test if struck by a metal weapon in combat.",
+ "MARK-LIFE-8": "
Aura of Growth: You emit an aura of growth and health, restoring life and colour to all plants you pass within 4 yards (2 squares). In natural environments, each of these spaces slows movement as if they were difficult terrain, halving movement through it, though you yourself are unaffected.",
+ "MARK-LIFE-9": "
Bound to the Seasons: You are physically affected by the passage of the seasons. In the winter, you take a -2 penalty to your Wounds Characteristic and a -1 penalty to your Movement Characteristic; in the autumn, you take a -1 penalty to your Wounds Characteristic; in the spring, you gain a +1 bonus to your Wounds Characteristic; in the summer, you gain a +2 bonus to your Wounds Characteristic and a +1 bonus to your Movement Characteristic.",
+ "MARK-LIFE-10": "
Mark of Ghyran: The rune of
Ghyran appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Life.",
+ "MARK-LIGHT-1": "
Choral Voice: Your voice becomes suffused with the harmonious vibrations of
Hysh. When you sing, it sounds as if scores of others are singing alongside you.",
+ "MARK-LIGHT-2": "
Eureka!: You inspire small acts of remembrance and deja-vu in those around you. You have no control over this effect, which tends to make non-magic users a little distracted when talking to you.",
+ "MARK-LIGHT-3": "
Pale: Your skin lightens considerably, bordering on semi-translucent.",
+ "MARK-LIGHT-4": "
Erie Eyes: Your eyes change colour, becoming milky white or have a golden luminance. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIGHT-5": "
Arrogant: Your deep knowledge (or rather your opinion about your own education) comes off as arrogant and pretentious. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-LIGHT-6": "
Paranoid: Given your wisdom, you have a deeper understanding of the nature of the Realm of Chaos, making you suspicious of all those around you. You take a -5% penalty to all Fear Tests.",
+ "MARK-LIGHT-7": "
Vulnerability to Darkness: When in areas of low-lighting, you take a -10% penalty to Channelling Tests.",
+ "MARK-LIGHT-8": "
Aura of Light: You give off a radiant energy that makes other light sources glow brighter than normal. All light sources within 4 yards (2 squares) provide light as if one step stronger. For instance, a candle would shed light as a lamp. (See
WFRP, page 117.) However, within such light, all characters take a -20% penalty to Concealment Tests.",
+ "MARK-LIGHT-9": "
Luminescent: You give off a constant soft glow, making it nearly impossible to conceal your movements. You take a -20% penalty yo all Concealment Tests. However, you shed light equal to torchlight (see
WFRP, page 117.).",
+ "MARK-LIGHT-10": "
Mark of Hysh: The rune of
Hysh appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Light.",
+ "MARK-METAL-1": "
Quicksilver Tears: Your tears and sweat take on the appearance of mercury. For all other intents and purposes they remain unchanged from normal tears and sweat.",
+ "MARK-METAL-2": "
Leaden Tongue: Your voice takes on a harsh tone, akin to metal clashing upon metal. Your singing sounds like a gong related accident.",
+ "MARK-METAL-3": "
Golden Skin: Your skin becomes thick, gaining a subtle golden sheen.",
+ "MARK-METAL-4": "
Stiff Limbs: Your limbs stiffen, making it hard to move around. Take a -5% penalty to your Agility Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-5": "
Magic Conductor: You attract magical energy. All characters within 4 yards (2 squares), take a -10% penalty to Will Power Tests made to resist spells.",
+ "MARK-METAL-6": "
Aura of Magnetism: You emit a strange aura that attracts metals to your flesh. Enemies trying to strike you gain a +5% bonus to Weapon Skill and Ballistic Skill Tests, though anyone else within 4 yards (2 squares) who tries to strike someone other than you takes a -5% penalty on all Weapon Skill and Ballistic Skill Tests.",
+ "MARK-METAL-7": "
Mechanical: When you interact with an animal, it sees you as an object rather than a creature. Animals will only attack you if you first attack them.",
+ "MARK-METAL-8": "
Greater Golden Skin: Your skin hardens into a thick shell. You take a -20% penalty to your Agility Characteristic and a -1 penalty to your Movement Characteristic, but you gain 1 Armour Point to all locations. These points stack with all other forms of Armour, but not leather or studded leather (see page 17 in
Old World Armoury). Modify your starting profile accordingly.",
+ "MARK-METAL-9": "
Slow: You have a hard time moving around. Take a -2 penalty to your Movement Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-10": "
Mark of Chamon: The rune of
Chamon appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Metal.",
+ "MARK-SHADOW-1": "
Flicker: Light seems uncomfortable in your presence. Candles flicker, lanterns dim and fires burn low when you are around.",
+ "MARK-SHADOW-2": "
Trickster: You cloak yourself in deception and misdirection, making you untrustworthy to others. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-3": "
Mantle of Mist: Mist, fog, smoke and other vapours seem drawn to your side. This adds a +5% bonus to Intimidate Tests made in fog banks and other suitable conditions, but does mean you tend to reek of smoke all the time.",
+ "MARK-SHADOW-4": "
Aspect of Ulgu: Your frame lightens and tightens whilst your hair colour changes to grey.",
+ "MARK-SHADOW-5": "
Forgettable: People can't seem to remember your face. Characters who've met you must succeed on an Intelligence Tests to recall who you are.",
+ "MARK-SHADOW-6": "
Disturbing Eyes: Your eyes become grey and swirl with unnatural darkness. You gain a +5% bonus to Intimidate Tests.",
+ "MARK-SHADOW-7": "
Insubstantial: Your body becomes slightly insubstantial. You gain a +10% bonus to Concealment Tests, but you take a -5% penalty to your Toughness Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-8": "
Unnatural Shadow: Your shadow does not behave itself - moving often of it's own accord. The shifting wrongness of your shadow puts folk ill at ease, imposing a -10% penalty to Fellowship Tests made when interacting with non-magic users. Worse, superstitious peasants will need convincing that you are not a Daemon.",
+ "MARK-SHADOW-9": "
Shrouded: Your body draws shadows towards it. You gain a +10% bonus to Concealment Tests.",
+ "MARK-SHADOW-10": "
Mark of Ulgu: The rune of
Ulgu appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Shadow.",
+ "ARCANE-MARK": "Arcane Mark",
+ "CHARACTERISTIC": "Characteristic"
}
\ No newline at end of file
diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/sv.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/sv.json
index e0d76c9eea..5b2a49ac0f 100644
--- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/sv.json
+++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/sv.json
@@ -1,286 +1,787 @@
{
- "character-name": "Character Name",
- "career": "Career",
- "career-path": "Career Path",
- "race": "Race",
- "religion": "Religion",
- "concept": "Concept",
- "advancements": "Advancements",
- "xp": "XP",
- "core-stats": "Core Stats",
- "background": "Background",
- "weapons": "Weapons",
- "armor": "Armor",
- "spellbook": "Spellbook ",
- "inventory": "Inventory",
- "character-profile": "Character Profile",
- "main-profile": "Main Profile",
- "main": "Main",
- "abbreviate-weapon-skill": "WS",
- "abbreviate-ballistic-skill": "BS",
- "abbreviate-strength": "S",
- "abbreviate-toughness": "T",
- "abbreviate-agility": "Ag",
- "abbreviate-intelligence": "Int",
- "abbreviate-will-power": "WP",
- "abbreviate-fellowship": "Fel",
- "starting": "Starting",
- "talents": "Talents",
- "advance": "Advance",
- "current": "Current",
- "secondary-profile": "Secondary Profile",
- "secondary": "Secondary",
- "abbreviate-attacks": "A",
- "abbreviate-wounds": "W",
- "abbreviate-strength-bonus": "SB",
- "abbreviate-toughness-bonus": "TB",
- "abbreviate-movement": "M",
- "abbreviate-magic": "Mag",
- "abbreviate-insanity-points": "IP",
- "abbreviate-fate-points": "FP",
- "combat": "Combat",
- "initiative": "Initiative",
- "wounds": "Wounds",
- "fortune": "Fortune",
- "move": "Move",
- "charge": "Charge",
- "run": "Run",
- "leap": "Leap",
- "abbreviate-initiative": "Init",
- "check-luck": "Check if you have the Luck Talent",
- "talent-name": "Talent Name",
- "description": "Descripton",
- "skills": "Career Main Profile",
- "knowledge-and-language-skills": "Knowledge and Language Skills",
- "skill-name": "Skill Name",
- "abbreviate-characteristic": "Char",
- "training": "Training",
- "misc": "Misc",
- "total": "Total",
- "roll": "Roll",
- "abbreviate-gm": "GM",
- "common-knowledge-any": "Common Knowledge (any)",
- "common-knowledge": "Common Knowledge",
- "trained": "Trained",
- "perform-trade-and-other-skills": "Perform, Trade, and Other Skills",
- "basic": "Basic",
- "special-rules": "Special Rules",
- "name": "Name",
- "basic-skills": "Basic Skills",
- "animal-care": "Animal Care",
- "charm": "Charm",
- "command": "Command",
- "concealment": "Concealment",
- "consume-alcohol": "Consume Alcohol",
- "disguise": "Disguise",
- "drive": "Drive",
- "evaluate": "Evaluate",
- "gamble": "Gamble",
- "gossip": "Gossip",
- "haggle": "Haggle",
- "intimidate": "Intimidate",
- "outdoor-survival": "Outdoor Survival",
- "preception": "Perception",
- "ride": "Ride",
- "row": "Row",
- "scale-sheet-surface": "Scale Sheer Surface",
- "search": "Search",
- "silent-move": "Silent Move",
- "swim": "Swim",
- "advanced-skills": "Advanced Skills",
- "animal-training": "Animal Training",
- "blather": "Blather",
- "chanelling": "Chanelling",
- "charm-animal": "Charm Animal",
- "dodge-blow": "Dodge Blow",
- "follow-trail": "Follow Trail",
- "heal": "Heal",
- "hypnotism": "Hypnotism",
- "lip-reading": "Lip Reading",
- "magical-sense": "Magical Sense",
- "navigation": "Navigation",
- "pick-lock": "Pick Lock",
- "prepare-poison": "Prepare Poison",
- "read-and-write": "Read and Write",
- "sail": "Sail",
- "set-trap": "Set Trap",
- "shadowing": "Shadowing",
- "sleight-of-hand": "Sleight of Hand",
- "torture": "Torture",
- "vetroloquism": "Ventriloquism",
- "astrology": "Astrology",
- "star-sign": "Star Sign",
- "doom": "Doom",
- "appearance": "Appearance",
- "gender": "Gender",
- "build": "Build",
- "age": "Age",
- "attr-height": "Height",
- "weight": "Weight",
- "eyes": "Eyes",
- "skin": "Skin",
- "hair": "Hair",
- "history": "History",
- "miscellaneous-notes": "Miscellaneous Notes",
- "starting-career": "Starting Career",
- "career-name": "Career Name",
- "career-main-profile": "Career Main Profile",
- "weapon-skill": "Weapon Skill",
- "ballistic-skill": "Ballistic Skill",
- "strength": "Strength",
- "toughness": "Toughness",
- "agility": "Agility",
- "intelligence": "Intelligence",
- "will-power": "Will Power",
- "fellowship": "Fellowship",
- "career-secondary-profile": "Career Secondary Profile",
- "attacks": "Attacks",
- "strength-bonus": "Strength Bonus",
- "toughness-bonus": "Toughness Bonus",
- "movement": "Movement",
- "magic": "Magic",
- "insanity-points": "Insanity Points",
- "fate-points": "Fate Points",
- "career-skills": "Career Skills",
- "career-talents": "Career Talents",
- "career-exits": "Career Exits",
- "second-career": "Second Career",
- "third-career": "Third Career",
- "fourth-career": "Fourth Career",
- "fifth-career": "Fifth Career",
- "melee-weapons": "Melee Weapons",
- "abbreviate-proficiency": "Prof?",
- "weapon": "Weapon",
- "craftsmanship": "Craftsmanship",
- "ws-bonus": "WS Bonus",
- "to-hit": "To Hit",
- "damage": "Damage",
- "impact": "Impact",
- "defensive": "Defensive",
- "qualities": "Qualities",
- "attack": "Attack",
- "parry": "Parry",
- "poor": "Poor",
- "common": "Common",
- "good": "Good",
- "best": "Best",
- "abbreviate-attack": "Atk",
- "abbreviate-damage": "Dmg",
- "abbreviate-parry": "Pry",
- "ranged-weapons": "Ranged Weapons",
- "bs-bonus": "BS Bonus",
- "type": "Type",
- "reload": "Reload",
- "range": "Range",
- "ammo": "Ammo",
- "shoot": "Shoot",
- "throw": "Throw",
- "free": "Free",
- "half": "Half",
- "full-number": "{{0}} Full",
- "critical-hit": "Critical Hit",
- "critical-roll": "Critical Roll",
- "critical": "Critical",
- "petty": "Petty",
- "lesser": "Lesser",
- "arcane": "Arcane",
- "divine": "Divine",
- "runes": "Runes",
- "perform-chanelling": "Take a Half Action to perform Chanelling",
- "spell-name": "Name",
- "casting-number": "Casting Number",
- "casting-time": "Casting Time",
- "duration": "Duration",
- "target": "Target/AoE",
- "none": "None",
- "1d10magic": "1d10 + Magic",
- "spell-healing": "Spell Healing",
- "cast": "Cast",
- "ingredient-bonus": "Ingredient Bonus",
- "ingredient": "Ingredient",
- "spell-damage": "Spell Damage",
- "spell-description": "Spell Description",
- "petty-spell": "Petty Spell",
- "lesser-spell": "Lesser Spell",
- "arcane-spell": "Arcane Spell",
- "divine-spell": "Divine Spell",
- "rune": "Rune",
- "inscription-number": "Inscription Number",
- "empowerment": "Empowerment",
- "inscribe": "Inscribe",
- "permanent-rune-description": "Permanent Rune Description",
- "temporary-rune-description": "Temporary Rune Description",
- "coin-carried": "Coin Carried",
- "brass-pennies-bp": "Brass Pennies (BP)",
- "silver-shillings-ss": "Silver Shillings (SS)",
- "gold-crowns-gc": "Gold Crowns (GC)",
- "total-gc-value": "Total GC Value",
- "exchange-rate": "Exchange Rate",
- "exchange-rate-description": "240 brass pennies = 20 silver shilling = 1 gold crown",
- "encumbrance": "Encumbrance",
- "trappings": "Trappings",
- "coin": "Coin",
- "other": "Other",
- "carrying-capacity": "Carrying Max",
- "push-drag-lift": "Push/Drag/Lift",
- "encumbered": "Encumbered",
- "dwarf": "Dwarf",
- "dwarf-encumbrance": "Dwarves can carry twice as much as other characters.",
- "encumbrance-description": "Encumbrance entered in each row below is:",
- "encumbrance-choice1": "The total encumbrance of the row (ignoring quantity)",
- "encumbrance-choice2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
- "page1": "Page 1",
- "page2": "Page 2",
- "page3": "Page 3",
- "show-all": "Show All",
- "row-nr": "Row #",
- "carried-question": "Carried?",
- "abbreviate-quantity": "Qty",
- "treasure-loot-inventory-notes": "Treasure/Loot/Inventory Notes",
- "protective-item": "Protective Items",
- "head": "Head",
- "worn": "Worn",
- "armor-type": "Armor Type",
- "armor-points": "Armor Points",
- "magic-bonus": "Magic Bonus",
- "total-ap": "Total AP",
- "leather": "Leather",
- "mail": "Mail",
- "plate": "Plate",
- "torso": "Torso",
- "arms": "Arms",
- "legs": "Legs",
- "armor-penalties": "Armor Penalties",
- "armor-penalties-description1": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
- "armor-penalties-description2": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
- "hit-locations": "Hit Locations",
- "left-arm": "Left Arm",
- "left-leg": "Left Leg",
- "right-arm": "Right Arm",
- "right-leg": "Right Leg",
- "advanced-skill": "Advanced Skill",
- "basic-skill": "Basic Skill",
- "knowledge-skill": "Knowledge Skill",
- "various-skill": "Various Skill",
- "blood-loss": "Blood Loss",
- "bleeding": "Bleeding",
- "casting-test": "Casting Test",
- "outcome": "Outcome",
- "spellcasting-succeeds": "Spellcasting succeeds",
- "hit-left-arm": "Hit Left Arm",
- "hit-right-leg": "Hit Right Leg",
- "hit-location-number": "Hit Location {{0}}",
- "hit-right-arm": "Hit Right Arm",
- "damage-number": "Damage {{0}}",
- "hit-left-leg": "Hit Left Leg",
- "hit-body": "Hit Body",
- "hit-head": "Hit Head",
- "target-number": "Target Number",
- "attack-roll": "Attack Roll",
- "miss": "Miss",
- "parry-roll": "Parry Roll",
- "failure": "Failure",
- "spellcasting-fails": "Spellcasting fails",
- "test-result": "Test Result",
- "characteristic": "Characteristic"
+ "CHARACTER-NAME": "Character Name",
+ "CAREER": "Career",
+ "CAREER-PATH": "Career Path",
+ "RACE": "Race",
+ "RELIGION": "Religion",
+ "CONCEPT": "Concept",
+ "ADVANCEMENTS": "Advancements",
+ "XP": "XP",
+ "XP-EARNED": "XP Earned",
+ "XP-SPENT": "XP Spent",
+ "XP-REST": "XP Rest",
+ "PUBLIC": "Make all rolls public",
+ "WHISPER": "Whisper all rolls to GM",
+ "CORE-STATS": "Core Stats",
+ "BACKGROUND": "Background",
+ "WEAPONS": "Weapons",
+ "ARMOR": "Armor",
+ "SPELLBOOK": "Spellbook",
+ "INVENTORY": "Inventory",
+ "SETTINGS": "Settings",
+ "CHARACTER-PROFILE": "Character Profile",
+ "MAIN-PROFILE": "Main Profile",
+ "MAIN": "Main",
+ "ABBREVIATE-WEAPON-SKILL": "WS",
+ "ABBREVIATE-BALLISTIC-SKILL": "BS",
+ "ABBREVIATE-STRENGTH": "S",
+ "ABBREVIATE-TOUGHNESS": "T",
+ "ABBREVIATE-AGILITY": "Ag",
+ "ABBREVIATE-INTELLIGENCE": "Int",
+ "ABBREVIATE-WILL-POWER": "WP",
+ "ABBREVIATE-FELLOWSHIP": "Fel",
+ "STARTING": "Starting",
+ "TALENTS": "Talents",
+ "ADVANCE": "Advance",
+ "CURRENT": "Current",
+ "MODIFIER": "Modifier",
+ "SECONDARY-PROFILE": "Secondary Profile",
+ "SECONDARY": "Secondary",
+ "ABBREVIATE-ATTACKS": "A",
+ "ABBREVIATE-WOUNDS": "W",
+ "ABBREVIATE-STRENGTH-BONUS": "SB",
+ "ABBREVIATE-TOUGHNESS-BONUS": "TB",
+ "ABBREVIATE-MOVEMENT": "M",
+ "ABBREVIATE-MAGIC": "Mag",
+ "ABBREVIATE-INSANITY-POINTS": "IP",
+ "ABBREVIATE-FATE-POINTS": "FP",
+ "COMBAT": "Combat",
+ "INITIATIVE": "Initiative",
+ "WOUNDS": "Wounds",
+ "FORTUNE": "Fortune",
+ "MOVE": "Move",
+ "CHARGE": "Charge",
+ "RUN": "Run",
+ "LEAP": "Leap",
+ "ABBREVIATE-INITIATIVE": "Init",
+ "CHECK-LUCK": "Check if you have the Luck Talent",
+ "TALENT-NAME": "Talent Name",
+ "DESCRIPTION": "Descripton",
+ "SKILLS": "Skills",
+ "KNOWLEDGE-AND-LANGUAGE-SKILLS": "Knowledge and Language Skills",
+ "KNOWLEDGE": "Knowledge",
+ "SKILL-NAME": "Skill Name",
+ "ABBREVIATE-CHARACTERISTIC": "Char",
+ "TRAINING": "Training",
+ "ABBREVIATE-MISCELLANEOUS": "Misc",
+ "TOTAL": "Total",
+ "ROLL": "Roll",
+ "ABBREVIATE-GM": "GM",
+ "COMMON-KNOWLEDGE-ANY": "Common Knowledge (any)",
+ "COMMON-KNOWLEDGE": "Common Knowledge",
+ "PERFORM-TRADE-AND-OTHER-SKILLS": "Perform, Trade, and Other Skills",
+ "TRAINED": "Trained",
+ "BASIC": "Basic",
+ "SPECIAL-RULES": "Special Rules",
+ "NAME": "Name",
+ "BASIC-SKILLS": "Basic Skills",
+ "ANIMAL-CARE": "Animal Care",
+ "CHARM": "Charm",
+ "COMMAND": "Command",
+ "CONCEALMENT": "Concealment",
+ "CONSUME-ALCOHOL": "Consume Alcohol",
+ "DISGUISE": "Disguise",
+ "DRIVE": "Drive",
+ "EVALUATE": "Evaluate",
+ "GAMBLE": "Gamble",
+ "GOSSIP": "Gossip",
+ "HAGGLE": "Haggle",
+ "INTIMIDATE": "Intimidate",
+ "OUTDOOR-SURVIVAL": "Outdoor Survival",
+ "PERCEPTION": "Perception",
+ "RIDE": "Ride",
+ "ROW": "Row",
+ "SCALE-SHEER-SURFACE": "Scale Sheer Surface",
+ "SEARCH": "Search",
+ "SILENT-MOVE": "Silent Move",
+ "SWIM": "Swim",
+ "ADVANCED-SKILLS": "Advanced Skills",
+ "ANIMAL-TRAINING": "Animal Training",
+ "BLATHER": "Blather",
+ "CHANNELLING": "Channelling",
+ "CHARM-ANIMAL": "Charm Animal",
+ "DODGE-BLOW": "Dodge Blow",
+ "FOLLOW-TRAIL": "Follow Trail",
+ "HEAL": "Heal",
+ "HYPNOTISM": "Hypnotism",
+ "LIP-READING": "Lip Reading",
+ "MAGICAL-SENSE": "Magical Sense",
+ "NAVIGATION": "Navigation",
+ "PICK-LOCK": "Pick Lock",
+ "PREPARE-POISON": "Prepare Poison",
+ "READ-AND-WRITE": "Read and Write",
+ "SAIL": "Sail",
+ "SET-TRAP": "Set Trap",
+ "SHADOWING": "Shadowing",
+ "SLEIGHT-OF-HAND": "Sleight of Hand",
+ "TORTURE": "Torture",
+ "VENTRILOQUISM": "Ventriloquism",
+ "ASTROLOGY": "Astrology",
+ "STAR-SIGN": "Star Sign",
+ "DOOM": "Doom",
+ "APPEARANCE": "Appearance",
+ "GENDER": "Gender",
+ "BUILD": "Build",
+ "AGE": "Age",
+ "HEIGHT": "Height",
+ "WEIGHT": "Weight",
+ "EYES": "Eyes",
+ "SKIN": "Skin",
+ "HAIR": "Hair",
+ "HISTORY": "History",
+ "MISCELLANEOUS-NOTES": "Miscellaneous Notes",
+ "CAREER-NAME": "Career Name",
+ "STARTING-CAREER": "Starting Career",
+ "SECOND-CAREER": "Second Career",
+ "THIRD-CAREER": "Third Career",
+ "FOURTH-CAREER": "Fourth Career",
+ "FIFTH-CAREER": "Fifth Career",
+ "CAREER-ENTERED": "Career Entered",
+ "CAREER-ENTERED_CHECK": "Check if you've entered this career.",
+ "CAREER-MAIN-PROFILE": "Career Main Profile",
+ "WEAPON-SKILL": "Weapon Skill",
+ "BALLISTIC-SKILL": "Ballistic Skill",
+ "STRENGTH": "Strength",
+ "TOUGHNESS": "Toughness",
+ "AGILITY": "Agility",
+ "INTELLIGENCE": "Intelligence",
+ "WILL-POWER": "Will Power",
+ "FELLOWSHIP": "Fellowship",
+ "CAREER-SECONDARY-PROFILE": "Career Secondary Profile",
+ "ATTACKS": "Attacks",
+ "STRENGTH-BONUS": "Strength Bonus",
+ "TOUGHNESS-BONUS": "Toughness Bonus",
+ "MOVEMENT": "Movement",
+ "MAGIC": "Magic",
+ "INSANITY-POINTS": "Insanity Points",
+ "FATE-POINTS": "Fate Points",
+ "CAREER-SKILLS": "Career Skills",
+ "CAREER-TALENTS": "Career Talents",
+ "CAREER-SKILLS-AND-TALENTS": "Career Skills and Talents",
+ "SKILL-OR-TALENT": "Skill or Talent",
+ "CAREER-EXITS": "Career Exits",
+ "TAKEN": "Taken",
+ "MELEE-WEAPONS": "Melee Weapons",
+ "ABBREVIATE-PROFICIENCY": "Prof?",
+ "WEAPON": "Weapon",
+ "CRAFTSMANSHIP": "Craftsmanship",
+ "ABBREVIATE-CRAFTSMANSHIP": "Craft",
+ "ABBREVIATE-ENCUMBRANCE": "Enc",
+ "WS-BONUS": "WS Bonus",
+ "TO-HIT": "To Hit",
+ "DAMAGE": "Damage",
+ "FURY-DAMAGE": "Fury Damage",
+ "DAMAGE-INC-SB": "Melee damage already includes SB.",
+ "IMPACT": "Impact",
+ "ABBREVIATE-IMPACT": "Imp",
+ "DEFENSIVE": "Defensive",
+ "ABBREVIATE-DEFENSIVE": "Def",
+ "QUALITIES": "Qualities",
+ "FRENZY-DESCRIPTION": "Check if you are using the Frenzy Talent",
+ "ATTACK": "Attack",
+ "PARRY": "Parry",
+ "POOR": "Poor",
+ "COMMON": "Common",
+ "GOOD": "Good",
+ "BEST": "Best",
+ "ABBREVIATE-ATTACK": "Atk",
+ "ABBREVIATE-DAMAGE": "Dmg",
+ "ABBREVIATE-PARRY": "Pry",
+ "RANGED-WEAPONS": "Ranged Weapons",
+ "BS-BONUS": "BS Bonus",
+ "TYPE": "Type",
+ "RELOAD": "Reload",
+ "RANGE": "Range",
+ "ABBREVIATE-AMMUNITION": "Ammo",
+ "ABBREVIATE-AMMUNITION-ENCUMBRANCE": "Ammo Enc",
+ "AMMO-ENCUMBRANCE-DESCRIPTION": "Note Encombrance value for 1 piece of ammo.",
+ "SHOOT": "Shoot",
+ "THROW": "Throw",
+ "FREE": "Free",
+ "HALF": "Half",
+ "FULL-NUMBER": "{{0}} Full",
+ "CRITICAL": "Critical",
+ "CRITICAL-HIT": "Critical Hit",
+ "CRITICAL-ROLL": "Critical Roll",
+ "TOTAL-MELEE-WEAPON-ENCUMBRANCE": "Total Melee Weapon Encumbrance",
+ "TOTAL-RANGED-WEAPON-ENCUMBRANCE": "Total Ranged Weapon Encumbrance",
+ "TOTAL-WEAPON-ENCUMBRANCE": "Total Weapon Encumbrance",
+ "PETTY": "Petty",
+ "LESSER": "Lesser",
+ "ARCANE": "Arcane",
+ "DIVINE": "Divine",
+ "RUNES": "Runes",
+ "RITUALS": "Rituals",
+ "PERFORM-CHANNELLING": "Take a Half Action to perform Channelling",
+ "SPELL-NAME": "Name",
+ "CASTING-NUMBER": "Casting Number",
+ "CASTING-TIME": "Casting Time",
+ "DURATION": "Duration",
+ "TARGET": "Target/AoE",
+ "NONE": "None",
+ "1D10MAGIC": "1d10 + Magic",
+ "SPELL-HEALING": "Spell Healing",
+ "CAST": "Cast",
+ "INGREDIENT-BONUS": "Ingredient Bonus",
+ "INGREDIENT": "Ingredient",
+ "SPELL-DAMAGE": "Spell Damage",
+ "SPELL-DESCRIPTION": "Spell Description",
+ "RITUAL-DESCRIPTION": "Ritual Description",
+ "ARCANE-LANGUAGE": "Arcane Language",
+ "REQUIRED-MAGIC": "Required Magic",
+ "XP-COST": "XP Cost",
+ "CONDITIONS": "Conditions",
+ "CONSEQUENCES": "Consquences",
+ "petty-spell": "Petty Spell",
+ "lesser-spell": "Lesser Spell",
+ "arcane-spell": "Arcane Spell",
+ "divine-spell": "Divine Spell",
+ "RUNE": "Rune",
+ "INSCRIPTION-NUMBER": "Inscription Number",
+ "EMPOWERMENT": "Empowerment",
+ "INSCRIBE": "Inscribe",
+ "PERMANENT-RUNE-DESCRIPTION": "Permanent Rune Description",
+ "TEMPORARY-RUNE-DESCRIPTION": "Temporary Rune Description",
+ "MAGIC-USED": "Amount of Magic used",
+ "CHANNELLING-SUCCESS": "Channelling success",
+ "INGREDIENT-USED": "Ingredient used",
+ "RUNE-TYPE": "Rune type",
+ "TEMPORARY": "Temporary",
+ "PERMANENT": "Permanent",
+ "MINUTES": "minute(s)",
+ "WEEKS": "week(s)",
+ "COIN-CARRIED": "Coin Carried",
+ "BRASS-PENNIES-BP": "Brass Pennies (BP)",
+ "SILVER-SHILLINGS-SS": "Silver Shillings (SS)",
+ "GOLD-CROWNS-GC": "Gold Crowns (GC)",
+ "TOTAL-GC-VALUE": "Total GC Value",
+ "EXCHANGE-RATE": "Exchange Rate",
+ "EXCHANGE-RATE-DESCRIPTION": "240 brass pennies = 20 silver shilling = 1 gold crown",
+ "ENCUMBRANCE": "Encumbrance",
+ "TRAPPINGS": "Trappings",
+ "COIN": "Coin",
+ "OTHER": "Other",
+ "CARRYING-CAPACITY": "Carrying Max",
+ "PUSH-DRAG-LIFT": "Push/Drag/Lift",
+ "ENCUMBERED": "Encumbered",
+ "ENCUMBERED-MOVEMENT-PENALTY": "Encumbered Movement penalty",
+ "DWARF": "Dwarf",
+ "DWARF-ENCUMBRANCE": "Dwarves can carry twice as much as other characters.",
+ "DWARF-ENCUMBRANCE-CHECK": "Check if you are a Dwarf.",
+ "ENCUMBRANCE-DESCRIPTION": "Encumbrance entered in each row below is:",
+ "ENCUMBRANCE-CHOICE1": "The total encumbrance of the row (ignoring quantity)",
+ "ENCUMBRANCE-CHOICE2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
+ "PAGE-1": "Page 1",
+ "PAGE-2": "Page 2",
+ "PAGE-3": "Page 3",
+ "SHOW-ALL": "Show All",
+ "UNLIMITED": "Unlimited",
+ "ROW-NR": "Row #",
+ "CARRIED-QUESTION": "Carried?",
+ "ABBREVIATE-QUANTITY": "Qty",
+ "TREASURE-LOOT-INVENTORY-NOTES": "Treasure/Loot/Inventory Notes",
+ "PROTECTIVE-ITEMS": "Protective Items",
+ "WORN": "Worn",
+ "HEAD": "Head",
+ "ARMOR-TYPE": "Armor Type",
+ "ARMOR-POINTS": "Armor Points",
+ "ABBREVIATE-ARMOR-POINTS": "AP",
+ "MAGIC-BONUS": "Magic Bonus",
+ "BONUS": "Bonus",
+ "TOTAL-AP": "Total AP",
+ "LEATHER": "Leather",
+ "MAIL": "Mail",
+ "PLATE": "Plate",
+ "TORSO": "Torso",
+ "ARMS": "Arms",
+ "LEGS": "Legs",
+ "LOCATION-DESCRIPTION": "H : Head / B : Body / A : Arms / L : Legs",
+ "TOTAL-ARMOR-ENCUMBRANCE": "Total Armor Encombrance",
+ "TOTAL-WEIGHT-MAX": "The maximum total encumbrance your character can carry without slowing.",
+ "MAX-PUSH-DRAG-LIFT": "This is the maximum encumbrance you can push/drag/lift. If the encumbrance you are pushing/dragging/lifting exceeds your maximum carrying capacity then your Movement drops to 1.",
+ "LIGHT": "Light",
+ "MEDIUM": "Medium",
+ "HEAVY": "Heavy",
+ "LIGHT-ARMOR": "Light Armor",
+ "MEDIUM-ARMOR": "Medium Armor",
+ "HEAVY-ARMOR": "Heavy Armor",
+ "HIT-LOCATIONS": "Hit Locations",
+ "BODY": "Body",
+ "ABBREVIATE-HEAD": "H",
+ "ABBREVIATE-BODY": "B",
+ "ABBREVIATE-ARMS": "A",
+ "ABBREVIATE-LEGS": "L",
+ "LEFT-ARM": "Left Arm",
+ "LEFT-LEG": "Left Leg",
+ "RIGHT-ARM": "Right Arm",
+ "RIGHT-LEG": "Right Leg",
+ "ARMOR-PENALTIES": "Armor Penalties",
+ "ARMOR-PENALTIES-MEDIUM": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
+ "ARMOR-PENALTIES-HEAVY": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
+ "BLOOD-LOSS": "Blood Loss",
+ "BLEEDING": "Bleeding",
+ "ADVANCED-SKILL": "Advanced Skill",
+ "BASIC-SKILL": "Basic Skill",
+ "KNOWLEDGE-SKILL": "Knowledge Skill",
+ "VARIOUS-SKILL": "Various Skill",
+ "TARGET-NUMBER": "Target Number",
+ "TEST-RESULT": "Test Result",
+ "RESULT": "Result",
+ "OUTCOME": "Outcome",
+ "SUCCESS": "Success",
+ "FAILURE": "Failure",
+ "ATTACK-ROLL": "Attack Roll",
+ "MISS": "Miss",
+ "PARRY-ROLL": "Parry Roll",
+ "PARRIED": "Parried",
+ "CASTING-TEST": "Casting Test",
+ "SPELLCASTING-FAILS": "Spellcasting fails",
+ "SPELLCASTING-SUCCEEDS": "Spellcasting succeeds",
+ "INSCRIPTION-TEST": "Inscription Test",
+ "INSCRIPTION-TIME": "Inscription Time",
+ "INSCRIPTION-FAILS": "Inscription fails",
+ "INSCRIPTION-SUCCEEDS": "Inscription succeeds",
+ "HIT-LOCATION": "Hit Location",
+ "HIT-HEAD": "Hit Head",
+ "HIT-BODY": "Hit Body",
+ "HIT-LEFT-ARM": "Hit Left Arm",
+ "HIT-LEFT-LEG": "Hit Left Leg",
+ "HIT-RIGHT-ARM": "Hit Right Arm",
+ "HIT-RIGHT-LEG": "Hit Right Leg",
+ "HIT-LOCATION-NUMBER": "Hit Location {{0}}",
+ "DAMAGE-NUMBER": "Damage {{0}}",
+ "CRITICAL-LOCATION": "Critical Location",
+ "CRITICAL-VALUE": "Critical Value",
+ "CRITICAL-EFFECT": "Critical Effect",
+ "CRITICAL-EFFECT-H1": "Disoriented by the blow. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-H2": "Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H3": "The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-H4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H5": "Knocked to the ground and dazed. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-H6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-H7": "Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-H8": "Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.",
+ "CRITICAL-EFFECT-H9": "Skull pierced by a mighty blow. Death is instantaneous.",
+ "CRITICAL-EFFECT-A1": "Drops anything held in that hand. A shield, if worn, is not affected, since its strapped on.",
+ "CRITICAL-EFFECT-A2": "Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A3": "Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).",
+ "CRITICAL-EFFECT-A4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A5": "Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).",
+ "CRITICAL-EFFECT-A6": "Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-A7": "Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.",
+ "CRITICAL-EFFECT-A8": "Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.",
+ "CRITICAL-EFFECT-A9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-B1": "The wind is knocked out of the character. All tests and attacks suffer a 20% penalty for one round.",
+ "CRITICAL-EFFECT-B2": "Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B3": "Ribs busted by ferocity of attack. Character takes a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-B4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B5": "Knocked to the ground and badly winded. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-B6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-B7": "The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-B8": "Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.",
+ "CRITICAL-EFFECT-B9": "Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.",
+ "CRITICAL-EFFECT-L1": "Stumbles. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-L2": "Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L3": "Leg incapacitated until medical attention is received. Characters Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a 20% penalty.",
+ "CRITICAL-EFFECT-L4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L5": "Knocked to the ground and dazed. All characters tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-L6": "Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-L7": "Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.",
+ "CRITICAL-EFFECT-L8": "Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.",
+ "CRITICAL-EFFECT-L9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-10": "Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.",
+ "BLOOD-SURVIVE": "Survive one more round.",
+ "BLOOD-DEATH": "Death from blood loss!",
+ "OLD-TRAPPINGS": "Use old Trappings layout",
+ "NEW-TRAPPINGS": "Use new Trappings layout",
+ "CHAOS-MANIFESTATION": "Chaos Manifestation",
+ "ROLL-BASIC-TABLES": "Roll on Basic Chaos Manifestaion Tables",
+ "ROLL-EXTENDED-TABLES": "Roll on Extended Chaos Manifestaion Tables",
+ "TZEENTCHS-CURSE": "Tzeentch's Curse",
+ "CHAOS-ROLL": "Chaos Roll",
+ "CHAOS-TABLE": "Chaos Table",
+ "MINOR-NORMAL": "Minor Normal",
+ "MINOR-EXTENDED": "Minor Extended",
+ "MAJOR-NORMAL": "Major Normal",
+ "MAJOR-EXTENDED": "Major Extended",
+ "CATASTROPHIC-NORMAL": "Catastrophic Normal",
+ "CATASTROPHIC-EXTENDED": "Catastrophic Extended",
+ "MINOR": "Minor",
+ "MAJOR": "Major",
+ "CATASTROPHIC": "Catastrophic",
+ "MINOR-CHAOS-MANIFESTATION": "Minor Chaos Manifestation",
+ "MAJOR-CHAOS-MANIFESTATION": "Major Chaos Manifestation",
+ "CATASTROPHIC-CHAOS-MANIFESTATION": "Catastrophic Chaos Manifestation",
+ "YES": "Yes",
+ "NO": "No",
+ "MINOR1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINOR2": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINOR3": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINOR4": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINOR5": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINOR6": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINOR7": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINOR8": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINOR9": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINOR10": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINOR11": "
Unlucky !: Roll on Major Chaos Manifestation instead.",
+ "MINORE1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINORE2": "
Fumblehand: A randomly selected item you are holding or carrying flies 1d10 yards (1d10/2 squares) in a random direction, thrown invisibly by Winds of Chaos.",
+ "MINORE3": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINORE4": "
Nailrot: A randomly chosen finger or toenail turns black and falls off. It will grow back normally.",
+ "MINORE5": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINORE6": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINORE7": "
Waxy Earful: Your ears become entirely plugged with wax, requiring a successful Heal Test to clear. Until you receive such treatment, you suffer a 10% penalty to all tests involving hearing.",
+ "MINORE8": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINORE9": "
Cold Sweats: All those within in 10 yards (5 squares) of you immediately break into a cold sweat lasting 1d10 rounds.",
+ "MINORE10": "
Sleeping Nerves: Every muscle in your body tingles for 1d10 rounds. You suffer a 5% penalty to all tests made in that time.",
+ "MINORE11": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINORE12": "
Milky Eyes: A milky film covers your eyes for 1d10 hours. You suffer a 10% penalty to any tests involving sight in that time.",
+ "MINORE13": "
Bane of Flora: All plant life within 10 yards (5 squares) of you withers and dies.",
+ "MINORE14": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINORE15": "
Handfrozen: The bones and muscles of one of your hands (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move your fingers from their bizarre arrangement for 1d10 minutes.",
+ "MINORE16": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINORE17": "
Creeping Congregation: Insects fill the area around you, buzzing and crawling. They do no harm and disperse within 1d10 rounds, but they are obviousand potentially frighteningto everyone in the area.",
+ "MINORE18": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINORE19": "
Channel Burn: The channels of magic in your body are burned by coursing magic. You suffer a 1 penalty to every Casting Roll you make in the next 1d10 minutes.",
+ "MINORE20": "
Intestinal Rebellion: Your bowels move uncontrollably, soiling both your clothing and pride.",
+ "MINORE21": "
Grave Offence: You uncontrollably shout something horribly offensive to those around you. The GM may overrule you if your invention is insufficiently offensive.",
+ "MINORE22": "
Fluid Transformation: All liquids on your personincluding spell ingredientsturn to brine.",
+ "MINORE23": "
Kin Inconvenienced: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MINORE24": "
Accumulation of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MINORE25": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINORE26": "
Unlucky!: Roll on Major Chaos Manifestation instead.",
+ "MAJOR1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJOR2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJOR3": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJOR4": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJOR5": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJOR6": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJOR7": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJOR8": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJOR9": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJOR10": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJOR11": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "MAJORE1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJORE2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJORE3": "
Hairless: Every hair in your body falls out.",
+ "MAJORE4": "
Blacknail: Every finger and toenail on your body turns black and falls off. They will grow back normally.",
+ "MAJORE5": "
Wracked: You suffer burning pain for 1d10 rounds, suffering a 10% penalty to all tests made in that time.",
+ "MAJORE6": "
Channel Conflagration: The channels of magic in your body are set ablaze by coursing magic. You suffer a 1 penalty to every casting die you roll in the next 1d10 hours.",
+ "MAJORE7": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJORE8": "
Rag Doll: You spontaneously fly through the air 1d10 yards (1d10/5 squares) in a random direction, landing roughly and suffering a Damage 2 hit.",
+ "MAJORE9": "
Fire!: Your clothing bursts into flame (see WFRP, page 136).",
+ "MAJORE10": "
Loadstones: Every piece of metal on your body is permanently magnetized.",
+ "MAJORE11": "
Limbfrozen: The bones and muscles of one of your arms or legs (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move the affected limb for 1d10 hours.",
+ "MAJORE12": "
Tongue-twisted: Chaos energy infuses your mouth; anything you say for the next 1d10 minutes comes out as gibberish, rendering spellcasting impossible during that time.",
+ "MAJORE13": "
Chaotic Wind: Chaos blows through any magical spell ingredients you are carrying. Any spell cast using them will make one of any associated Casting Rolls dice a Chaos die.",
+ "MAJORE14": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJORE15": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJORE16": "
Undone: Every tie, clasp, and fastener of every type on your body flies violently open. Belts come undone, pouches fly open, boots come unlaced, and so on.",
+ "MAJORE17": "
Regurgitate: You throw up uncontrollably, unable to do anything else, for 1d10 rounds. In that time, you spew up much more vomit than could possibly have been contained in your stomach.",
+ "MAJORE18": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJORE19": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJORE20": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJORE21": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJORE22": "
Kin Affected: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MAJORE23": "
Storm of Chaos: Roll on Table 624: Expanded Minor Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "MAJORE24": "
Store of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MAJORE25": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJORE26": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "CATA1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATA2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATA3": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATA4": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA5": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA6": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATA7": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATA8": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATA9": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATA10": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "CATAE1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATAE2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE3": "
Broken: Your will is utterly broken. Your Will Power Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE4": "
Stupefied: Your mind regresses to protect you from a worse fate. Your Intelligence Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE5": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATAE6": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATAE7": "
Rageboil: Everyone within 10 yards (5 squares) of you is immediately and irrationally outraged by your very presence. They all move to attack youeven your alliesand only come to their senses after 1d10 rounds.",
+ "CATAE8": "
Albino Affliction: Your skin and hair are bleached utterly white by roiling Chaos.",
+ "CATAE9": "
Heretical Vision: A Daemon Prince shows you a vision of Chaos. You gain 1d10 Insanity Points. Any time after this event, you can spend 100 xp and gain the Dark Lore (Chaos) talent.",
+ "CATAE10": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATAE11": "
Boiling Blood: For a brief instant, your blood literally boils in your veins. You suffer 2d10 Wounds, which are reduced by Toughness but not armour.",
+ "CATAE12": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATAE13": "
Chaotic Servitors: 1d10 Daemon Imps (see
WFRP, page 229) appear from the Aethyr and do your bidding for 1d10 rounds.",
+ "CATAE14": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATAE15": "
Windblock: You are stuck unable to breathe for 1d10 minutes (see Suffocation in WFRP, page 136), after which you gasp!manage to draw breath.",
+ "CATAE16": "
Lineage Concluded: The infection of Chaos renders you sterile or barren.",
+ "CATAE17": "
Eyefuse: You close your eyes as the Winds of Magic howl about you, and your eyelids are fused shut. You cannot see until this is corrected by magic or surgery.",
+ "CATAE18": "
Spasmodic Paroxysm: Your entire body convulses violently as the pure stuff of Chaos courses over you; you bite off your tongue. You become very difficult to understand and suffer 5 to all Casting Rolls until you are somehow healed.",
+ "CATAE19": "
Witherlimb: A randomly determined limb withers and becomes permanently useless.",
+ "CATAE20": "
Mutating Wind: You must make a Will Power Test or suffer a Chaos Mutation (see WFRP, page 229, or the Old World Bestiary, page 79).",
+ "CATAE21": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATAE22": "
Kin Afflicted: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "CATAE23": "
Vortex of Chaos: Roll on Table 625: Expanded Major Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "CATAE24": "
Hoard of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "CATAE25": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "GODWRATH1": "
Unearthly Vision: Your God chooses this time to grant you a symbolic but confusing vision. This stuns you for 1 round.",
+ "GODWRATH2": "
Prove Your Devotion: A few more prayers are required to finish casting the spell. This result adds 1 half action to the Casting Time of the spell. You must take this extra time even if you failed the Casting Roll.",
+ "GODWRATH3": "
You Try My Patience: You cannot cast another spell for 1d10 rounds. This spell still works as long as you made your Casting Roll.",
+ "GODWRATH4": "
Your Cause is Unworthy: Your spell fails, even if you made the Casting Roll.",
+ "GODWRATH5": "
Stinging Rebuke: Not only does your spell fail, but you also suffer a 10% penalty to your Will Power for 1 minute.",
+ "GODWRATH6": "
What Will You Sacrifice for this Boon?:",
+ "GODWRATH7": "
You Have Sinned Against Me: You have somehow angered your God. You must kneel and repent for 1d10 rounds. This renders you helpless.",
+ "GODWRATH8": "
Daemonic Interference: Your prayer is answered but not by your God. Roll a
Major Chaos Manifestation.",
+ "GODWRATHV1": "
Behold Your Wickedness!: You suffer visions of your failures, which seem to take an eternity but are over in an instant. Gain 1d10 Insanity Points; if you become insane, you gain Heart of Despair.",
+ "GODWRATHV2": "
Lash the Flesh to Purge the Soul: You take 2d10 Wounds, ignoring Toughness Bonus or Armour.",
+ "GODWRATHV3": "
You Shall Not Abuse My Mercy: Your Magic Characteristic is reduced to zero, and increases by one every time you do penance (as if attempting to reduce your Disfavour Pool to zero), until it returns to its original value. If you have no Magic Characteristic, the same happens to your daily allowance of Fortune Points.",
+ "GODWRATHV4": "
Thou Art Accursed and Outcast: You are cast out from the cult, and this is marked on your soul. You take a 30% penalty to all social interactions with followers of your God until you do penance.",
+ "GODWRATHV5": "
Rely Not On These Vanities: All your goods and equipment are stripped from you, leaving you in a tunic. Any non-magical equipment you were carrying is gone forever; magical equipment is mysteriously returned if you do penance. (GMs option: nonmagical but important items may also be returned after penance.)",
+ "GODWRATHV6": "
Called to Account: ",
+ "GODWRATHV7": "
Daemonic Visitation: Roll on the Catastrophic Chaos Manifestation Table instead using the table in WFRP.",
+ "SACRIFICE1": "You vomit up salt water, and feel as though you are almost drowned. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE2": "All warmth and vigour leach from your body. Take a –20% penalty to all actions for the next 1 minute.",
+ "SACRIFICE3": "You automatically fail your next Dodge or Parry Test.",
+ "SACRIFICE4": "You must re-roll your next three successful Tests. If the second roll fails, you fail the Test. If the re-roll succeeds, you succeed and need not roll again.",
+ "SACRIFICE5": "The next time one of your allies suffers an injury, you suffer exactly the same injury. This may mean taking Wounds, or taking a Critical Hit.",
+ "SACRIFICE6": "A brand in the shape of a twin-tailed comet appears on your forehead, inflicting 1d10 Wounds ignoring Toughness Bonus or armour.",
+ "SACRIFICE7": "Your mind becomes that of a beast for three rounds. You flee most situations, but fight if cornered.",
+ "SACRIFICE8": "Your body is rimed with frost. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE9": "You are robbed of your knowledge. You automatically fail any Academic Knowledge Tests you make in the next 1 hour.",
+ "SACRIFICE10": "You lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "OPTIONAL-ARCANE-MARK": "
Optional Arcane Mark: You must pass an Average (+0%) Willpower test or gain an Arcane Mark (see
Realms of Sorcery page 175).",
+ "ARCANE-LORE": "Arcane Lore",
+ "LORE-OF-BEASTS": "Lore of Beasts",
+ "LORE-OF-DEATH": "Lore of Death",
+ "LORE-OF-FIRE": "Lore of Fire",
+ "LORE-OF-HEAVENS": "Lore of the Heavens",
+ "LORE-OF-LIFE": "Lore of Life",
+ "LORE-OF-LIGHT": "Lore of Light",
+ "LORE-OF-METAL": "Lore of Metal",
+ "LORE-OF-SHADOW": "Lore of Shadow",
+ "MARK": "Mark",
+ "MARK-OF": "Mark of",
+ "BEASTS": "Beasts",
+ "DEATH": "Death",
+ "FIRE": "Fire",
+ "HEAVENS": "the Heavens",
+ "LIFE": "Life",
+ "METAL": "Metal",
+ "SHADOW": "Shadow",
+ "WRATH-ROLL": "Wrath Roll",
+ "WRATH-TABLE": "Wrath Table",
+ "WRATH": "Wrath",
+ "VENGEANCE": "Vengeance",
+ "WRATH-OF-THE-GODS": "Wrath of the Gods",
+ "VENGEANCE-OF-THE-GODS": "Vengeance of the Gods",
+ "DISFAVOR-POOL": "Disfavor Pool",
+ "DISFAVOR-ROLL": "Disfavor Roll",
+ "DIVINE-LORE": "Divine Lore",
+ "LORE-OF-MANANN": "Lore of Manann",
+ "LORE-OF-MORR": "Lore of Morr",
+ "LORE-OF-MYRMIDIA": "Lore of Myrmida",
+ "LORE-OF-RANALD": "Lore of Ranald",
+ "LORE-OF-SHALLYA": "Lore of Shallya",
+ "LORE-OF-SIGMAR": "Lore of Sigmar",
+ "LORE-OF-TAAL-RHYA": "Lore of Taal & Rhya",
+ "LORE-OF-ULRIC": "Lore of Ulric",
+ "LORE-OF-VERENA": "Lore of Verena",
+ "MARK-ROLL": "Mark Roll",
+ "MARKS": "Marks",
+ "NO-MARKS": "Don't use Marks optional rule",
+ "USE-MARKS": "Use Marks optional rule",
+ "MARKS-OF-THE-GODS": "Marks of the Gods",
+ "MARKS-OF-MANANN": "Marks of Manann",
+ "MARKS-OF-MORR": "Marks of Morr",
+ "MARKS-OF-MYRMIDIA": "Marks of Myrmida",
+ "MARKS-OF-RANALD": "Marks of Ranald",
+ "MARKS-OF-SHALLYA": "Marks of Shallya",
+ "MARKS-OF-SIGMAR": "Marks of Sigmar",
+ "MARKS-OF-TAAL-RHYA": "Marks of Taal & Rhya",
+ "MARKS-OF-ULRIC": "Marks of Ulric",
+ "MARKS-OF-VERENA": "Marks of Verena",
+ "MARKS-OF": "Marks of",
+ "MANANN": "Manann",
+ "MORR": "Morr",
+ "MYRMIDIA": "Myrmida",
+ "RANALD": "Ranald",
+ "SHALLYA": "Shallya",
+ "SIGMAR": "Sigmar",
+ "TAAL-RHYA": "Taal & Rhya",
+ "ULRIC": "Ulric",
+ "VERENA": "Verena",
+ "NO-LORE": "No Lore selected",
+ "GM-DISCRETION": "GM's discretion",
+ "MARK-GM-DISCRETION": "Mark at GM's discretion",
+ "MARK-MANANN-1": "
Fishy: You are infused with the odours of the sea. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-MANANN-2": "
Pelagic Yearning: You long for the open seas. When not on, or surrounded by, the sea, your Will Power is reduced by 5%.",
+ "MARK-MANANN-3": "
Seaweed Growth: Holy seaweed thrives somewhere on your body. At the GM's discretion, this may apply a -10% penalty to Fellowship Tests in som social situations.",
+ "MARK-MANANN-4": "
Tidal: You are bound to the changing tides. During low tide, you reduce your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. At high tide, increase your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. All other times, and when far from sea, your Characteristics are unchanged.",
+ "MARK-MANANN-5": "
Manann's Mien: You grow taller, your hair darkens, and you develop a brimy smell. You grow larger, increasing your height by 1d10/2 inches and adding 2d10 pounds to your weight. As well, permanently increase your Strength Characteristic by 5%.",
+ "MARK-MANANN-6": "
Piscine Charisma: You become intensely attractive to fish of all kinds. They greet you in open-mouthed wonder and shoal around you in docile masses when you are in the water. For this reason, albatrosses and other seabirds like you. Add +20% to Charm Animal Tests made to interact with sea birds.",
+ "MARK-MANANN-7": "
Rip Tides: Large bodies of water twist and churn in your presence. All Swim Tests made by others with 4 yards (2 squares) of you take a -20% penalty, and a -10% penalty if between 4 and 12 yards (3-6 squares).",
+ "MARK-MANANN-8": "
Webbed: Your toes and fingers become webbed. Gain a +20% bonus to Swim Tests.",
+ "MARK-MANANN-9": "
One With the Sea: Manann reveals the secrets of his realm. You cannot drown in seawater; any time you would drown, you are instead reduced to 0 Wounds and are Helpless, and either float to the surface or wash up on shore. You also add +10% bonus to all Sail, Row, and Navigation Tests whilst at sea.",
+ "MARK-MANANN-10": "
Marked by Manann: A trided, Crown, Wave, or Albatross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channellin Tests when using the Lore of Manann, and a +10% bonus to Fellowship Tests when dealing with other Manannites if they can see the mark.",
+ "MARK-MORR-1": "
Enervated: Your muscles weaken. Permanently reduce your Strength Characteristic by 5%.",
+ "MARK-MORR-2": "
Distracted by Death: Your preoccupation with morbid subjects makes others uncomfortable around you. When interacting with individuals who are not priests in the cult of Morr, you take a -10% penalty to Fellowhip Tests.",
+ "MARK-MORR-4": "
Disturbing Visions: You are plagued by disconnected visions that you know to be portentous, but cannot understand. You take a -10% to Perception tests. Once per day, you may gain a +10% bonus to any single test.",
+ "MARK-MORR-3": "
Skeletal: Your face and scalp draw tightly to your skull. You take a -10% penalty to Charm Tests, but gain a +10% bonus to Intimidate Tests.",
+ "MARK-MORR-5": "
Morr's Mien: You grow taller, your hair darkens, and your skin pales, becoming cool to the touch. You grow larger, gaining 1d10/2 inches in height. As well, increase your Will Power Characteristic by 5%.",
+ "MARK-MORR-6": "
Flock of Ravens: Wherever you go, there always seem to be ravens present. Under most circumstances, they appear in places where one might expect them. Whilst indoors, you see them through windows, and underground, you may see raven cave paintings with disturbing regularity. You gain a +20% bonus to Charm Animal Tests made when interacting with ravens.",
+ "MARK-MORR-7": "
Dead Eyes: A single glance causes others to flinch. Gain the Unsettling Talent.",
+ "MARK-MORR-8": "
Morr's Servant: Sentient Undead shy from your presence. Any creature with the Undead Talent
and a Will Power Characteristic must make a Will Power Test or suffer from Fear. This ignores the Undead Talent's normal exemption to Fear.",
+ "MARK-MORR-9": "
Enlightened: You have gazed beyond the Portal and no longer fear death. Gain the Fearless Talent.",
+ "MARK-MORR-10": "
Marked by Morr: A Rose, Portal, or Raven mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Morr, and a +10% bonus to Fellowship Tests when dealing with other Morrians if they can see the mark.",
+ "MARK-MYRMIDIA-1": "
Vengeful: You become deeply vengeful, which blinds your reason. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-MYRMIDIA-2": "
Rites of War: You feel obliged to recite terms of war before any battle, an act that takes a Full Action. until you complete this honourable rite in combat, you take a -5% penalty to Weapon Skill Tests.",
+ "MARK-MYRMIDIA-3": "
Calculating: You coldly weigh the strengths and weaknesses of all you meet. You take a -10% penalty to Fellowship Tests made to deal with those who you meet for the first time.",
+ "MARK-MYRMIDIA-4": "
Righteous Fury: You punish the wicked, for you are honourable and true. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, but gain a +10% bonus to both Strength and Willpower Tests for the duration of the encounter.",
+ "MARK-MYRMIDIA-5": "
Myrmidia's Mien: Your skin darkens to a deep tan that glints coppery in the light. You grow larger, gaining 1d10/2 inches in height. You also gain a +10% bonus to Command Tests.",
+ "MARK-MYRMIDIA-6": "
Eagle Friend: Eagles like you. You gain a +20% bonus to Charm Animal Tests made when interacting with eagles.",
+ "MARK-MYRMIDIA-7": "
Eagle Eyes: Your irises darken and your eyes become exceptionally sharp. You gain a +20% bonus to Perception Tests involving sight.",
+ "MARK-MYRMIDIA-8": "
Fanatical Love: In combat, you may select one ally as a free action. That ally must have a religious symbol of Myrmidia in plain view. For that round, the ally gains a +10% bonus to all Will Power Tests.",
+ "MARK-MYRMIDIA-9": "
War-honed: Myrmidia reveals the secret of facing war with courage and honour. You gain the Stout-hearted Talent.",
+ "MARK-MYRMIDIA-10": "
Marked by Myrmidia: A Shield and Spear mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Myrmidia, and a +10% bonus to Fellowship Tests when dealing with other myrmidians if they can see the mark.",
+ "MARK-RANALD-1": "
Weak Willed: You become a slave to your passions. Permanently reduce your Will Power Characteristic by 1d10%",
+ "MARK-RANALD-2": "
Liar: You are loathe to tell the truth. Gain a +10% bonus to Blather Tests.",
+ "MARK-RANALD-3": "
Knavish: You exhibit all the untrustworthy characteristics that nobles and priests find repugnant. You take a -10% penalty to all Fellowship Tests when interacting with these individuals.",
+ "MARK-RANALD-4": "
Lithe: You become more wity and nimble. Increase your Agility Characteristic by 1d10%, but reduce your Toughness by the same amount. in addition, you lose 2d10 pounds.",
+ "MARK-RANALD-5": "
Ranald's Mien: You become leaner, your hair and skin darken, and you always seem to smile mischievously. Lose 2d10 pounds, but permanently increase your Fellowship Characteristic by 1d10%",
+ "MARK-RANALD-6": "
Cat Friend: Wherever you go, you seem to attract cats. Moments after entering a community, at least one cat finds you. Each day you remain in the same community, (1d10/2)-1 more cats show up. These cats do not fight on your behalf, but are friendly to you, giving you a +20% bonus to Charm Animal Tests involving these animals. Should you leave the community, the cats do not, generally, follow.",
+ "MARK-RANALD-7": "
Forgettable: People who do not know you find it hard to remember anything more than your disarming smile and flashing eyes. Those who interact with you closely for several hours must pass an Intelligence Test to recall further details.",
+ "MARK-RANALD-8": "
Ranald's Luck: Whenever you use a Fortune Point, roll a d10. If you roll 8, 9, or 10, the Fortune Point works as normal, but isn't spent.",
+ "MARK-RANALD-9": "
Irreverent: Ranald reveals to you the great joke of life. Whenever you are influenced by Fear, Terror, Intimidate, or the Unsettling Talent, and you fail a Will Power Test, you immediately burst into fits of uncontrollable laughter, and ignore the effect. However, whilst laughing (which lasts for 1d10 rounds), you take a -10% penalty to all tests and reduce your Movement Characteristic by 1.",
+ "MARK-RANALD-10": "
Marked by Ranald: A cross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ranald, and a +10% bonus to Fellowship Tests when dealing with other Ranaldans if they can see the mark.",
+ "MARK-SHALLYA-1": "
Pacifist: You find it very hard to even think of striking another. Permanently reduce your Weapon Skill and Ballistic Skill Characteristics by 5%.",
+ "MARK-SHALLYA-2": "
Bleeding Heart: Whenever you are in the vicinity of a creature that is suffering, you take a -10% penalty to all Will Power Tests. Should you leave the suffering individual untended, the penalty increases to -20% and it remains for 24 hours.",
+ "MARK-SHALLYA-3": "
Fear of the Fly Lord: Insects and other agents of decay make you deeply uncomfortable. While in the presence of a swarm of flies, maggots, roaches, or similar critteers, you take a -10% penalty to all Will Power Tests.",
+ "MARK-SHALLYA-4": "
Unworthiness: You always feel you have somehow failed those around you, especially if you could not heal their wounds or save their lives. You take a -10% penalty to Fellowship Tests made to interact with others because of your constant self-deprecating ways.",
+ "MARK-SHALLYA-5": "
Shallya's Mien: Your hair lightens, your eyes flow with holy tears and your face appears innocent. Henceforth, you take a -10% penalty on Perception and Search Tests, but you permanently increase your Fellowship Characteristic by %%. In addition, whenever you make a Heal Test, you repair 1 extra Wound.",
+ "MARK-SHALLYA-6": "
Peaceful Demeanour: You exude peace and tranquillity. Ordinary animals will never attack you unles syou first attack them.",
+ "MARK-SHALLYA-7": "
Healing Hands: Your hands are cool and soothing to the touch. Whenever you make a Heal Test, you repair an additional 2 Wounds.",
+ "MARK-SHALLYA-8": "
Tranquil Aura: Your presence calms aggressive tendencies. All creatures within 4 yards (2 squares) take a -10% penalty to Weapon Skill and Ballistic Skil Tests. This aura does not work on Daemons or Undead.",
+ "MARK-SHALLYA-9": "
Emboldened: You fundamentally understand Shallya's Mercy, and would martyr yourslef rather than retreat from your duties. So long as there are allies or innocents to help and protect, you may act normally when suffering from Fear or Terror, so long as your actions invlude healing those in need, warding their bodies from blows (but not attacking), helping theem reac safety, and the like.",
+ "MARK-SHALLYA-10": "
Marked by Shallya: A Dove, Heart, or Drop of Blood mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Shallya, and a +10% bonus to Fellowship Tests when dealing with other Shallyans if they can see the mark.",
+ "MARK-SIGMAR-1": "
Stubborn: You single-mindedly pursue Sigmar's cause, no matter the consequences. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-SIGMAR-2": "
Hammer Bearer: When wielding a hammer Hand Weapon or Great Weapon, you deal +1 damage. However, you take a -10% penalty to all Ballistic Skill Tests.",
+ "MARK-SIGMAR-3": "
Suspicious: Anyone may be a servant of the Dark Powers. You take a -10% penalty to all Fellowship Tests the first time you meet an individual.",
+ "MARK-SIGMAR-4": "
Grudge Bearer: You really bear grudges. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, byt gain a +10% bonus to both Strength and Will Power Tests for the duration of the encounter.",
+ "MARK-SIGMAR-5": "
Sigmar's Mien: Your hair lightens, your body bulks out and your eyes turn blue. You permanently gain 1d10/2 inches in height, 2d10 pounds in weight, and increase your Toughness Characteristic by 5%.",
+ "MARK-SIGMAR-6": "
Dawongr(Dwarf Friend): Your manner reminds Dwarfs of their ancient promises to Sigmar. You gain a +10% bonus to all Fellowship Tests made when interacting with Dwarfs.",
+ "MARK-SIGMAR-7": "
Greenskin Animosity: The thought of Greenskins fills you with righteous anger. Gain the Grudge-born Fury Talent.",
+ "MARK-SIGMAR-8": "
Symbol of Unity: Your presence inspires others with nationalistic pride. The first time during an encounter that a citizen of the Empire that is within 6 yards (3 squares) makes a Weapon Skill or Ballistic Skill Test against another citizen of the Empire, he takes a -10% penalty.",
+ "MARK-SIGMAR-9": "
Enlightened: Sigmar fills you with his divine purpose. When combating Greenskins or servants of Chaos, you automatically pass all Will Power Tests.",
+ "MARK-SIGMAR-10": "
Marked by Sigmar: A Comet or Hammer mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Sigmar, and a +10% bonus to Fellowship Tests when dealing with other Sigmarites if they can see the mark.",
+ "MARK-TAAL-RHYA-1": "
Wild Mind: Your thoughts are preoccupied with the passing seasons and baser needs. Permanently reduce your Intelligence Charactereistic by 5%.",
+ "MARK-TAAL-RHYA-2": "
Little Friends: Small animals, such as rodents and little birds, are attracted to you. They can be inconvenient, as they nibble everything and leave droppings everywhere. You take a -10% penalty to Fellowship Tests in social situations where such creatures are inappropriate.",
+ "MARK-TAAL-RHYA-3": "
Plant Growth: Holy plant life thrives somwhere on your body. At the GM's discretion, this may apply a -10% penalty yo Fellowship Tests in some social situations.",
+ "MARK-TAAL-RHYA-4": "
Seasonal: You are bound to the passing seasons. During the winter, you reduce your Wounds Characteristic by 2 and your Movement Characteristic by 1. In the autumn, you reduce your Wounds Characteristic by 1. In the spring, you increases your Wounds Characteristic by 1. In the summer, you increase your Wounds Characteristic by 2 and your Movement Characteristic by 1.",
+ "MARK-TAAL-RHYA-5": "
Taal or Rhya's Mien: You have an equal chance of assuming the likeness of Taal or Rhya. If Taal, you grow tall, strong, with shaggy hair. If Rhya, you become more curvaceous, with long flaxen hair, and appealing features. In either case, grow 1d10/2 inches taller and 2d10 pounds heavier. In addition, permanently increase your Fellowship Characteristic by 5%.",
+ "MARK-TAAL-RHYA-6": "
Animal Friend: Animals see you as one of their own, and never attack you evn if you attack them first. Unusual or controlled animals must pass a Challenging (-10%) Will Power Test to attack you.",
+ "MARK-TAAL-RHYA-7": "
Enlivened Flora: Wnever you remain in a natural setting for more than 1 round, all living plants within 4 yards (2 squares) grow healthy and lush. Whilst you are unaffected by this verdant growth, the area counts as difficult terrain afterwards, halving movement through it.",
+ "MARK-TAAL-RHYA-8": "
Tranquil Fauna: Animals are calmed by your presence. You gain a +10% bonus to Animal Care and Animal Training Tests.",
+ "MARK-TAAL-RHYA-9": "
Beast Senses: Taal or Rhya reveals the world around you as they see it. Gain the Keen Senses Talent.",
+ "MARK-TAAL-RHYA-10": "
Marked by Taal or Rhya: An Antlet, Axe, Coil of Live, Sheaf, or Bow and Arrow mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Taal & Rhya, and a +10% bonus to Fellowship Tests when dealing with other Taalites or Rhyans if they can see the mark.",
+ "MARK-ULRIC-1": "
Berserker: Each round in combat, you must pass a Will Power Test or immediately enter a Frenzy as if you had the Frenzy Talent.",
+ "MARK-ULRIC-2": "
Claws: You grow wickedly sharp claws. Permanently reduce your Ballistic Characteristic by 5%. Gain the Natural Weapons Talent.",
+ "MARK-ULRIC-3": "
Wolf's Eyes: You gain the clear, blue eyes of a Winter Wolf. You gain the Night Vision Talent, but can now only see in black and white.",
+ "MARK-ULRIC-4": "
Predator: Those around you become uncomfortable, instinctively aware that a killer is in their midst. You take a -10% penalty to Charm Tests, but gain a +10% bonus on Intimidate Tests.",
+ "MARK-ULRIC-5": "
Ulric's Mien: Your hair dakens, your body bulks, and you skin pales, becoming icy-cold. You grow 1d10/2 inches taller and 2 d10 pounds heavier. In addition, permanently increase your Strength Characteristic by 5%.",
+ "MARK-ULRIC-6": "
Wolf Friend: You attract a wolf companion. This creature is loyal and fights on your behalf. Should you treat the wolf poorly, it abandons you. You can gain this mark multiple times. Each time, you gain an additional wolf.",
+ "MARK-ULRIC-7": "
Pack Leader: You gain a measure of Ultic's undeniable authority. You gain a +10% bonus to all Command Tests.",
+ "MARK-ULRIC-8": "
One with the Wild: Ulric reveals the world around you as he sees it. You gain a +10% bonus to all Outdoor Survival Tests.",
+ "MARK-ULRIC-9": "
Ulric's Servant: Touched by Ulric, you no longer suffer the harmful effects of cold - except when it's triggered by a Wrath of God.",
+ "MARK-ULRIC-10": "
Marked by Ulric: A Wolf mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ulric, and a +10% bonus to Fellowship Tests when dealing with other Ulricans if they can see the mark.",
+ "MARK-VERENA-1": "
Savant: Your intellectual superiority makes it difficult for you to connect with others. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-VERENA-2": "
Daemon's Advocate: You can't help expressing alternative stances. If you allow an opinion or argument to be stated without countering it and balancing matters, take a -10% penalty yo all Will Power Tests for 24 hours.",
+ "MARK-VERENA-3": "
Just Heart: Whenever you see injustice, you must speak out against it unless you pass a Challenging (-10%) Will Power Test.",
+ "MARK-VERENA-4": "
Piercing Gaze: Your all-seeing eyes bore into everything around you. You gain a +10% bonus to all Perception Tests relying on sight, but take a -10% penalty on Charm Tests.",
+ "MARK-VERENA-5": "
Verena's Mien: Your back straightens, eyes clear and your face gains a dignified appearance. You grow 1d10/2 inches taller. In addition, permanently increase your Intelligence Characteristic by 5%.",
+ "MARK-VERENA-6": "
Owl Friend: Owls like you. You gain a +20% bonus on Charm Animal Tests made against owls.",
+ "MARK-VERENA-7": "
Eidetic Recall: With a successful Intelligence Test, you can perfectly recall any text you have read. You also gain a +20% bonus to all other tests involving memory.",
+ "MARK-VERENA-8": "
Voice of Wisdom: Your voice carried the wisdom of Verena Herself. Double the number of people you can affect with a Charm Test.",
+ "MARK-VERENA-9": "
Enlightened: Verena grants you a small portion of her wisdom. You gain a +10% bonus to all Academic Knowledge Tests that you have selected as skills. As well, you may attempt Academic Knowledge Tests outside of your fields of study, alebeit at a -20% penalty.",
+ "MARK-VERENA-10": "
Marked by Verena: An Owl, Scales, or Sword mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Verena, and a +10% bonus to Fellowship Tests when dealing with other Verenans if they can see the mark.",
+ "MARK-BEASTS-1": "
Aloof: Others find you emotionally detached and somewhat rude. Take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-BEASTS-2": "
Restless: You tend not t stay in one place for long, always needing to move about. It's worse when you're in closed spaces.",
+ "MARK-BEASTS-3": "
Dirty: For some reason, you attract dirt and you can never fully get clean.",
+ "MARK-BEASTS-4": "
Hairy: You grow thick hair all over your body. When you shave it off, it regrows quickly.",
+ "MARK-BEASTS-5": "
Feral: Your nails thicken and lenthen and your teeth grow pointed. You have a wild-eyed appearance others find unsettling. You take a -5% penalty to all Fellowship Tests made when interacting non-magic using Humans.",
+ "MARK-BEASTS-6": "
Aura of Savagery: Domesticated animals tend to turn angry, almost violent, while in your presence. All Animal Care and Animal Training Tests made by you or others while you are within 12 yards (4 squares) have their difficulty worsened by one step.",
+ "MARK-BEASTS-7": "
Musk: You exude a strong musky smell that puts others off. You take a -10% penalty to Fellowship Tests when interacting with Nobles, priests, and others of the upper class.",
+ "MARK-BEASTS-8": "
Brutish: You lack refinement and grace, imposing a -5% penalty to your Intelligence or Fellowship Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-BEASTS-9": "
Small Friends: You attract small, though harmless, animals like squirrels, mice, small birds, and so on. They seem to show up when least appropriate, leaving droppings in food and drink, and causing a nuisance. As a result, when in social situations where such creatures aren't appropriate, you take a -5% penalty to Fellowship Tests.",
+ "MARK-BEASTS-10": "
Mark of Ghur: The rune of
Ghur appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Beasts.",
+ "MARK-DEATH-1": "
Pallor: You sallow appearance, with pale skin and almost jaundiced eyes.",
+ "MARK-DEATH-2": "
Clammy Skin: You have cold skin. Asleep, you could be mistaken for dead.",
+ "MARK-DEATH-4": "
Dead Eyes: Your eyes are those of a dead man.",
+ "MARK-DEATH-3": "
Graveyard Stench: You stink of the grave. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-DEATH-5": "
Aura of Death: All plantswithin when you are within 4 yards (2 squares). This extends to equipment that derives from plant materials, worsening craftsmanship by one stop (to a maximum of Poor).",
+ "MARK-DEATH-6": "
Skull-like Visage: Your skin draws tightly to your skill. You take a -5% penalty to Fellowship Tests.",
+ "MARK-DEATH-7": "
Skeletal Fram: Your body muscle mithers, imposing a -5% penalty to your Strength or Toughness Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-DEATH-8": "
Voice of the Dead: Your voice changes so that when you speak, it is in an unsettling whisper. You take a -5% penalty to Animal Training and Fellowship Tests.",
+ "MARK-DEATH-9": "
Haunted: Voices and apparitions of the dead follow you everywhere, distracting you. Take a -10% penalty to Perception Tests.",
+ "MARK-DEATH-10": "
Mark of Shyish: The rune of
Shyish appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Death.",
+ "MARK-FIRE-1": "
Temper: You have a quick temper, losing your cool at the slightest provocation.",
+ "MARK-FIRE-2": "
Hyperactive: You can't sit still. You fidget constantly.",
+ "MARK-FIRE-3": "
Red Hair: Your hair and eyebrows turn bright, fiery red.",
+ "MARK-FIRE-4": "
Face Tattoos: Odd markings, like tattoos, appear on your face. Take a -10% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-FIRE-5": "
Flaming Eyes: Your eyes literally smolder with energy. Animals become nervous when you're around. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-FIRE-6": "
Hot Skin: Your skin is always feverish and you have a flushed appearance.",
+ "MARK-FIRE-7": "
Vulnerable to Cold: You are uncomfortable in the cold, taking a -5% penalty to Weapon Skill and Ballistic Skill Tests when exposed to cold climes.",
+ "MARK-FIRE-8": "
Aura of Brimstone: You stink of brimstone. All characters within 4 yards (2 squares) take a -10% penalty to olfactory-based Perception Tests.",
+ "MARK-FIRE-9": "
Raging Temper: You are volatile, more so than others of the Bright Order. You gain 1 Insanity Point and take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-FIRE-10": "
Mark of Aqshy: The rune of
Aqshy appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Fire.",
+ "MARK-HEAVENS-1": "
Zephyr: Small breezes and winds gather about you, causing paper to rustle, dust to swirl up and other such minor effects.",
+ "MARK-HEAVENS-2": "
Feather Light: Azyr loosens the shackles of gravity. Your body weight decreases by 10%. Your appearance remains unchanged.",
+ "MARK-HEAVENS-3": "
White Hair: Your hair turns snow white. Dyes do not hold.",
+ "MARK-HEAVENS-4": "
Blue Eyes: Your eyes change colour to a startling shade of blue. In areas of low-lighting, they faintly glow. Take a -5% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-HEAVENS-5": "
Disturbing Visions: You commonly see disconnected portentous events that are meaningless to you. The constant barrage is distracting, imposing a -5% penalty yo Perception Tests.",
+ "MARK-HEAVENS-6": "
Scentless: Your natural smell is replaced by the scent of fresh air. Reeking fluids, noxious potions and other sources of stench gradually lose their aroma on contact with your person. Whilst this is advantageous after, say, a walk through a filth spattered street, it does serve to make people and animals uncomfortable in your presence. You take a -5% Fellowship penalty when dealing with people, and a -10% Fellowship penalty when dealing with animals. All attempts to track you using scent are considered Hard (-20%).",
+ "MARK-HEAVENS-7": "
Alarming Visions: Whenever you suffer the effects to Tzeentch's Curse, you must succeed on a Challenging (-10%) Will Power Tests to control the sudden flashes of precognition that come with the botched magic. If you fail, you are stunned for 1 round.",
+ "MARK-HEAVENS-8": "
Aura of Tranquillity: You emit a strange, but peaceful, aura that others find calming. Characters within 4 yards (2 squares) take a -5% penalty to Weapon Skill and Ballistic Skill Tests.",
+ "MARK-HEAVENS-9": "
Stargazer: You become agitated when you are unable to scry the stars. The difficulty of all tests involving Academic Knowledge or Will Power increases by you step for each night you fail to observe the night sky for at least half an hour. All accumulated penalties are removed when you are able to study the heavens once more.",
+ "MARK-HEAVENS-10": "
Mark of Azyr: The rune of
Azyr appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of the Heavens.",
+ "MARK-LIFE-1": "
Plant Growth: A small patch of plantlife begins to thrive upon your skin. These growths are inconsequential - mould under the fingernails, ivy in the hair and so on - but they are somewhat peculiar. They may be removed, but always grow back the following day.",
+ "MARK-LIFE-2": "
Barefoot: You can't abide by wearing footwear and you you must, you take a -5% penalty to Agility Tests.",
+ "MARK-LIFE-3": "
Rapid Hair and Nails: Your hair and fingernails grow at an almost alarming rate. You must spend a portion of each day, trimming them back.",
+ "MARK-LIFE-4": "
Green Skin: Your skin changes colour, assuming a greenish hue. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIFE-5": "
Vulnerability to Fire: Fire deals +1 Damage against you.",
+ "MARK-LIFE-6": "
Great Constitution: You gain Resistance to Disease.",
+ "MARK-LIFE-7": "
Metal Revulsion: You can't bear to touch metal objects of any kind. When you do, you must make a Challenging (-10%) Will Power Test or take a -1 cumulative penalty to your Magic Characteristic for 24 hours. You need not take the Test if struck by a metal weapon in combat.",
+ "MARK-LIFE-8": "
Aura of Growth: You emit an aura of growth and health, restoring life and colour to all plants you pass within 4 yards (2 squares). In natural environments, each of these spaces slows movement as if they were difficult terrain, halving movement through it, though you yourself are unaffected.",
+ "MARK-LIFE-9": "
Bound to the Seasons: You are physically affected by the passage of the seasons. In the winter, you take a -2 penalty to your Wounds Characteristic and a -1 penalty to your Movement Characteristic; in the autumn, you take a -1 penalty to your Wounds Characteristic; in the spring, you gain a +1 bonus to your Wounds Characteristic; in the summer, you gain a +2 bonus to your Wounds Characteristic and a +1 bonus to your Movement Characteristic.",
+ "MARK-LIFE-10": "
Mark of Ghyran: The rune of
Ghyran appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Life.",
+ "MARK-LIGHT-1": "
Choral Voice: Your voice becomes suffused with the harmonious vibrations of
Hysh. When you sing, it sounds as if scores of others are singing alongside you.",
+ "MARK-LIGHT-2": "
Eureka!: You inspire small acts of remembrance and deja-vu in those around you. You have no control over this effect, which tends to make non-magic users a little distracted when talking to you.",
+ "MARK-LIGHT-3": "
Pale: Your skin lightens considerably, bordering on semi-translucent.",
+ "MARK-LIGHT-4": "
Erie Eyes: Your eyes change colour, becoming milky white or have a golden luminance. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIGHT-5": "
Arrogant: Your deep knowledge (or rather your opinion about your own education) comes off as arrogant and pretentious. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-LIGHT-6": "
Paranoid: Given your wisdom, you have a deeper understanding of the nature of the Realm of Chaos, making you suspicious of all those around you. You take a -5% penalty to all Fear Tests.",
+ "MARK-LIGHT-7": "
Vulnerability to Darkness: When in areas of low-lighting, you take a -10% penalty to Channelling Tests.",
+ "MARK-LIGHT-8": "
Aura of Light: You give off a radiant energy that makes other light sources glow brighter than normal. All light sources within 4 yards (2 squares) provide light as if one step stronger. For instance, a candle would shed light as a lamp. (See
WFRP, page 117.) However, within such light, all characters take a -20% penalty to Concealment Tests.",
+ "MARK-LIGHT-9": "
Luminescent: You give off a constant soft glow, making it nearly impossible to conceal your movements. You take a -20% penalty yo all Concealment Tests. However, you shed light equal to torchlight (see
WFRP, page 117.).",
+ "MARK-LIGHT-10": "
Mark of Hysh: The rune of
Hysh appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Light.",
+ "MARK-METAL-1": "
Quicksilver Tears: Your tears and sweat take on the appearance of mercury. For all other intents and purposes they remain unchanged from normal tears and sweat.",
+ "MARK-METAL-2": "
Leaden Tongue: Your voice takes on a harsh tone, akin to metal clashing upon metal. Your singing sounds like a gong related accident.",
+ "MARK-METAL-3": "
Golden Skin: Your skin becomes thick, gaining a subtle golden sheen.",
+ "MARK-METAL-4": "
Stiff Limbs: Your limbs stiffen, making it hard to move around. Take a -5% penalty to your Agility Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-5": "
Magic Conductor: You attract magical energy. All characters within 4 yards (2 squares), take a -10% penalty to Will Power Tests made to resist spells.",
+ "MARK-METAL-6": "
Aura of Magnetism: You emit a strange aura that attracts metals to your flesh. Enemies trying to strike you gain a +5% bonus to Weapon Skill and Ballistic Skill Tests, though anyone else within 4 yards (2 squares) who tries to strike someone other than you takes a -5% penalty on all Weapon Skill and Ballistic Skill Tests.",
+ "MARK-METAL-7": "
Mechanical: When you interact with an animal, it sees you as an object rather than a creature. Animals will only attack you if you first attack them.",
+ "MARK-METAL-8": "
Greater Golden Skin: Your skin hardens into a thick shell. You take a -20% penalty to your Agility Characteristic and a -1 penalty to your Movement Characteristic, but you gain 1 Armour Point to all locations. These points stack with all other forms of Armour, but not leather or studded leather (see page 17 in
Old World Armoury). Modify your starting profile accordingly.",
+ "MARK-METAL-9": "
Slow: You have a hard time moving around. Take a -2 penalty to your Movement Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-10": "
Mark of Chamon: The rune of
Chamon appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Metal.",
+ "MARK-SHADOW-1": "
Flicker: Light seems uncomfortable in your presence. Candles flicker, lanterns dim and fires burn low when you are around.",
+ "MARK-SHADOW-2": "
Trickster: You cloak yourself in deception and misdirection, making you untrustworthy to others. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-3": "
Mantle of Mist: Mist, fog, smoke and other vapours seem drawn to your side. This adds a +5% bonus to Intimidate Tests made in fog banks and other suitable conditions, but does mean you tend to reek of smoke all the time.",
+ "MARK-SHADOW-4": "
Aspect of Ulgu: Your frame lightens and tightens whilst your hair colour changes to grey.",
+ "MARK-SHADOW-5": "
Forgettable: People can't seem to remember your face. Characters who've met you must succeed on an Intelligence Tests to recall who you are.",
+ "MARK-SHADOW-6": "
Disturbing Eyes: Your eyes become grey and swirl with unnatural darkness. You gain a +5% bonus to Intimidate Tests.",
+ "MARK-SHADOW-7": "
Insubstantial: Your body becomes slightly insubstantial. You gain a +10% bonus to Concealment Tests, but you take a -5% penalty to your Toughness Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-8": "
Unnatural Shadow: Your shadow does not behave itself - moving often of it's own accord. The shifting wrongness of your shadow puts folk ill at ease, imposing a -10% penalty to Fellowship Tests made when interacting with non-magic users. Worse, superstitious peasants will need convincing that you are not a Daemon.",
+ "MARK-SHADOW-9": "
Shrouded: Your body draws shadows towards it. You gain a +10% bonus to Concealment Tests.",
+ "MARK-SHADOW-10": "
Mark of Ulgu: The rune of
Ulgu appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Shadow.",
+ "ARCANE-MARK": "Arcane Mark",
+ "CHARACTERISTIC": "Characteristic"
}
\ No newline at end of file
diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/tr.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/tr.json
index e0d76c9eea..5b2a49ac0f 100644
--- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/tr.json
+++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/tr.json
@@ -1,286 +1,787 @@
{
- "character-name": "Character Name",
- "career": "Career",
- "career-path": "Career Path",
- "race": "Race",
- "religion": "Religion",
- "concept": "Concept",
- "advancements": "Advancements",
- "xp": "XP",
- "core-stats": "Core Stats",
- "background": "Background",
- "weapons": "Weapons",
- "armor": "Armor",
- "spellbook": "Spellbook ",
- "inventory": "Inventory",
- "character-profile": "Character Profile",
- "main-profile": "Main Profile",
- "main": "Main",
- "abbreviate-weapon-skill": "WS",
- "abbreviate-ballistic-skill": "BS",
- "abbreviate-strength": "S",
- "abbreviate-toughness": "T",
- "abbreviate-agility": "Ag",
- "abbreviate-intelligence": "Int",
- "abbreviate-will-power": "WP",
- "abbreviate-fellowship": "Fel",
- "starting": "Starting",
- "talents": "Talents",
- "advance": "Advance",
- "current": "Current",
- "secondary-profile": "Secondary Profile",
- "secondary": "Secondary",
- "abbreviate-attacks": "A",
- "abbreviate-wounds": "W",
- "abbreviate-strength-bonus": "SB",
- "abbreviate-toughness-bonus": "TB",
- "abbreviate-movement": "M",
- "abbreviate-magic": "Mag",
- "abbreviate-insanity-points": "IP",
- "abbreviate-fate-points": "FP",
- "combat": "Combat",
- "initiative": "Initiative",
- "wounds": "Wounds",
- "fortune": "Fortune",
- "move": "Move",
- "charge": "Charge",
- "run": "Run",
- "leap": "Leap",
- "abbreviate-initiative": "Init",
- "check-luck": "Check if you have the Luck Talent",
- "talent-name": "Talent Name",
- "description": "Descripton",
- "skills": "Career Main Profile",
- "knowledge-and-language-skills": "Knowledge and Language Skills",
- "skill-name": "Skill Name",
- "abbreviate-characteristic": "Char",
- "training": "Training",
- "misc": "Misc",
- "total": "Total",
- "roll": "Roll",
- "abbreviate-gm": "GM",
- "common-knowledge-any": "Common Knowledge (any)",
- "common-knowledge": "Common Knowledge",
- "trained": "Trained",
- "perform-trade-and-other-skills": "Perform, Trade, and Other Skills",
- "basic": "Basic",
- "special-rules": "Special Rules",
- "name": "Name",
- "basic-skills": "Basic Skills",
- "animal-care": "Animal Care",
- "charm": "Charm",
- "command": "Command",
- "concealment": "Concealment",
- "consume-alcohol": "Consume Alcohol",
- "disguise": "Disguise",
- "drive": "Drive",
- "evaluate": "Evaluate",
- "gamble": "Gamble",
- "gossip": "Gossip",
- "haggle": "Haggle",
- "intimidate": "Intimidate",
- "outdoor-survival": "Outdoor Survival",
- "preception": "Perception",
- "ride": "Ride",
- "row": "Row",
- "scale-sheet-surface": "Scale Sheer Surface",
- "search": "Search",
- "silent-move": "Silent Move",
- "swim": "Swim",
- "advanced-skills": "Advanced Skills",
- "animal-training": "Animal Training",
- "blather": "Blather",
- "chanelling": "Chanelling",
- "charm-animal": "Charm Animal",
- "dodge-blow": "Dodge Blow",
- "follow-trail": "Follow Trail",
- "heal": "Heal",
- "hypnotism": "Hypnotism",
- "lip-reading": "Lip Reading",
- "magical-sense": "Magical Sense",
- "navigation": "Navigation",
- "pick-lock": "Pick Lock",
- "prepare-poison": "Prepare Poison",
- "read-and-write": "Read and Write",
- "sail": "Sail",
- "set-trap": "Set Trap",
- "shadowing": "Shadowing",
- "sleight-of-hand": "Sleight of Hand",
- "torture": "Torture",
- "vetroloquism": "Ventriloquism",
- "astrology": "Astrology",
- "star-sign": "Star Sign",
- "doom": "Doom",
- "appearance": "Appearance",
- "gender": "Gender",
- "build": "Build",
- "age": "Age",
- "attr-height": "Height",
- "weight": "Weight",
- "eyes": "Eyes",
- "skin": "Skin",
- "hair": "Hair",
- "history": "History",
- "miscellaneous-notes": "Miscellaneous Notes",
- "starting-career": "Starting Career",
- "career-name": "Career Name",
- "career-main-profile": "Career Main Profile",
- "weapon-skill": "Weapon Skill",
- "ballistic-skill": "Ballistic Skill",
- "strength": "Strength",
- "toughness": "Toughness",
- "agility": "Agility",
- "intelligence": "Intelligence",
- "will-power": "Will Power",
- "fellowship": "Fellowship",
- "career-secondary-profile": "Career Secondary Profile",
- "attacks": "Attacks",
- "strength-bonus": "Strength Bonus",
- "toughness-bonus": "Toughness Bonus",
- "movement": "Movement",
- "magic": "Magic",
- "insanity-points": "Insanity Points",
- "fate-points": "Fate Points",
- "career-skills": "Career Skills",
- "career-talents": "Career Talents",
- "career-exits": "Career Exits",
- "second-career": "Second Career",
- "third-career": "Third Career",
- "fourth-career": "Fourth Career",
- "fifth-career": "Fifth Career",
- "melee-weapons": "Melee Weapons",
- "abbreviate-proficiency": "Prof?",
- "weapon": "Weapon",
- "craftsmanship": "Craftsmanship",
- "ws-bonus": "WS Bonus",
- "to-hit": "To Hit",
- "damage": "Damage",
- "impact": "Impact",
- "defensive": "Defensive",
- "qualities": "Qualities",
- "attack": "Attack",
- "parry": "Parry",
- "poor": "Poor",
- "common": "Common",
- "good": "Good",
- "best": "Best",
- "abbreviate-attack": "Atk",
- "abbreviate-damage": "Dmg",
- "abbreviate-parry": "Pry",
- "ranged-weapons": "Ranged Weapons",
- "bs-bonus": "BS Bonus",
- "type": "Type",
- "reload": "Reload",
- "range": "Range",
- "ammo": "Ammo",
- "shoot": "Shoot",
- "throw": "Throw",
- "free": "Free",
- "half": "Half",
- "full-number": "{{0}} Full",
- "critical-hit": "Critical Hit",
- "critical-roll": "Critical Roll",
- "critical": "Critical",
- "petty": "Petty",
- "lesser": "Lesser",
- "arcane": "Arcane",
- "divine": "Divine",
- "runes": "Runes",
- "perform-chanelling": "Take a Half Action to perform Chanelling",
- "spell-name": "Name",
- "casting-number": "Casting Number",
- "casting-time": "Casting Time",
- "duration": "Duration",
- "target": "Target/AoE",
- "none": "None",
- "1d10magic": "1d10 + Magic",
- "spell-healing": "Spell Healing",
- "cast": "Cast",
- "ingredient-bonus": "Ingredient Bonus",
- "ingredient": "Ingredient",
- "spell-damage": "Spell Damage",
- "spell-description": "Spell Description",
- "petty-spell": "Petty Spell",
- "lesser-spell": "Lesser Spell",
- "arcane-spell": "Arcane Spell",
- "divine-spell": "Divine Spell",
- "rune": "Rune",
- "inscription-number": "Inscription Number",
- "empowerment": "Empowerment",
- "inscribe": "Inscribe",
- "permanent-rune-description": "Permanent Rune Description",
- "temporary-rune-description": "Temporary Rune Description",
- "coin-carried": "Coin Carried",
- "brass-pennies-bp": "Brass Pennies (BP)",
- "silver-shillings-ss": "Silver Shillings (SS)",
- "gold-crowns-gc": "Gold Crowns (GC)",
- "total-gc-value": "Total GC Value",
- "exchange-rate": "Exchange Rate",
- "exchange-rate-description": "240 brass pennies = 20 silver shilling = 1 gold crown",
- "encumbrance": "Encumbrance",
- "trappings": "Trappings",
- "coin": "Coin",
- "other": "Other",
- "carrying-capacity": "Carrying Max",
- "push-drag-lift": "Push/Drag/Lift",
- "encumbered": "Encumbered",
- "dwarf": "Dwarf",
- "dwarf-encumbrance": "Dwarves can carry twice as much as other characters.",
- "encumbrance-description": "Encumbrance entered in each row below is:",
- "encumbrance-choice1": "The total encumbrance of the row (ignoring quantity)",
- "encumbrance-choice2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
- "page1": "Page 1",
- "page2": "Page 2",
- "page3": "Page 3",
- "show-all": "Show All",
- "row-nr": "Row #",
- "carried-question": "Carried?",
- "abbreviate-quantity": "Qty",
- "treasure-loot-inventory-notes": "Treasure/Loot/Inventory Notes",
- "protective-item": "Protective Items",
- "head": "Head",
- "worn": "Worn",
- "armor-type": "Armor Type",
- "armor-points": "Armor Points",
- "magic-bonus": "Magic Bonus",
- "total-ap": "Total AP",
- "leather": "Leather",
- "mail": "Mail",
- "plate": "Plate",
- "torso": "Torso",
- "arms": "Arms",
- "legs": "Legs",
- "armor-penalties": "Armor Penalties",
- "armor-penalties-description1": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
- "armor-penalties-description2": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
- "hit-locations": "Hit Locations",
- "left-arm": "Left Arm",
- "left-leg": "Left Leg",
- "right-arm": "Right Arm",
- "right-leg": "Right Leg",
- "advanced-skill": "Advanced Skill",
- "basic-skill": "Basic Skill",
- "knowledge-skill": "Knowledge Skill",
- "various-skill": "Various Skill",
- "blood-loss": "Blood Loss",
- "bleeding": "Bleeding",
- "casting-test": "Casting Test",
- "outcome": "Outcome",
- "spellcasting-succeeds": "Spellcasting succeeds",
- "hit-left-arm": "Hit Left Arm",
- "hit-right-leg": "Hit Right Leg",
- "hit-location-number": "Hit Location {{0}}",
- "hit-right-arm": "Hit Right Arm",
- "damage-number": "Damage {{0}}",
- "hit-left-leg": "Hit Left Leg",
- "hit-body": "Hit Body",
- "hit-head": "Hit Head",
- "target-number": "Target Number",
- "attack-roll": "Attack Roll",
- "miss": "Miss",
- "parry-roll": "Parry Roll",
- "failure": "Failure",
- "spellcasting-fails": "Spellcasting fails",
- "test-result": "Test Result",
- "characteristic": "Characteristic"
+ "CHARACTER-NAME": "Character Name",
+ "CAREER": "Career",
+ "CAREER-PATH": "Career Path",
+ "RACE": "Race",
+ "RELIGION": "Religion",
+ "CONCEPT": "Concept",
+ "ADVANCEMENTS": "Advancements",
+ "XP": "XP",
+ "XP-EARNED": "XP Earned",
+ "XP-SPENT": "XP Spent",
+ "XP-REST": "XP Rest",
+ "PUBLIC": "Make all rolls public",
+ "WHISPER": "Whisper all rolls to GM",
+ "CORE-STATS": "Core Stats",
+ "BACKGROUND": "Background",
+ "WEAPONS": "Weapons",
+ "ARMOR": "Armor",
+ "SPELLBOOK": "Spellbook",
+ "INVENTORY": "Inventory",
+ "SETTINGS": "Settings",
+ "CHARACTER-PROFILE": "Character Profile",
+ "MAIN-PROFILE": "Main Profile",
+ "MAIN": "Main",
+ "ABBREVIATE-WEAPON-SKILL": "WS",
+ "ABBREVIATE-BALLISTIC-SKILL": "BS",
+ "ABBREVIATE-STRENGTH": "S",
+ "ABBREVIATE-TOUGHNESS": "T",
+ "ABBREVIATE-AGILITY": "Ag",
+ "ABBREVIATE-INTELLIGENCE": "Int",
+ "ABBREVIATE-WILL-POWER": "WP",
+ "ABBREVIATE-FELLOWSHIP": "Fel",
+ "STARTING": "Starting",
+ "TALENTS": "Talents",
+ "ADVANCE": "Advance",
+ "CURRENT": "Current",
+ "MODIFIER": "Modifier",
+ "SECONDARY-PROFILE": "Secondary Profile",
+ "SECONDARY": "Secondary",
+ "ABBREVIATE-ATTACKS": "A",
+ "ABBREVIATE-WOUNDS": "W",
+ "ABBREVIATE-STRENGTH-BONUS": "SB",
+ "ABBREVIATE-TOUGHNESS-BONUS": "TB",
+ "ABBREVIATE-MOVEMENT": "M",
+ "ABBREVIATE-MAGIC": "Mag",
+ "ABBREVIATE-INSANITY-POINTS": "IP",
+ "ABBREVIATE-FATE-POINTS": "FP",
+ "COMBAT": "Combat",
+ "INITIATIVE": "Initiative",
+ "WOUNDS": "Wounds",
+ "FORTUNE": "Fortune",
+ "MOVE": "Move",
+ "CHARGE": "Charge",
+ "RUN": "Run",
+ "LEAP": "Leap",
+ "ABBREVIATE-INITIATIVE": "Init",
+ "CHECK-LUCK": "Check if you have the Luck Talent",
+ "TALENT-NAME": "Talent Name",
+ "DESCRIPTION": "Descripton",
+ "SKILLS": "Skills",
+ "KNOWLEDGE-AND-LANGUAGE-SKILLS": "Knowledge and Language Skills",
+ "KNOWLEDGE": "Knowledge",
+ "SKILL-NAME": "Skill Name",
+ "ABBREVIATE-CHARACTERISTIC": "Char",
+ "TRAINING": "Training",
+ "ABBREVIATE-MISCELLANEOUS": "Misc",
+ "TOTAL": "Total",
+ "ROLL": "Roll",
+ "ABBREVIATE-GM": "GM",
+ "COMMON-KNOWLEDGE-ANY": "Common Knowledge (any)",
+ "COMMON-KNOWLEDGE": "Common Knowledge",
+ "PERFORM-TRADE-AND-OTHER-SKILLS": "Perform, Trade, and Other Skills",
+ "TRAINED": "Trained",
+ "BASIC": "Basic",
+ "SPECIAL-RULES": "Special Rules",
+ "NAME": "Name",
+ "BASIC-SKILLS": "Basic Skills",
+ "ANIMAL-CARE": "Animal Care",
+ "CHARM": "Charm",
+ "COMMAND": "Command",
+ "CONCEALMENT": "Concealment",
+ "CONSUME-ALCOHOL": "Consume Alcohol",
+ "DISGUISE": "Disguise",
+ "DRIVE": "Drive",
+ "EVALUATE": "Evaluate",
+ "GAMBLE": "Gamble",
+ "GOSSIP": "Gossip",
+ "HAGGLE": "Haggle",
+ "INTIMIDATE": "Intimidate",
+ "OUTDOOR-SURVIVAL": "Outdoor Survival",
+ "PERCEPTION": "Perception",
+ "RIDE": "Ride",
+ "ROW": "Row",
+ "SCALE-SHEER-SURFACE": "Scale Sheer Surface",
+ "SEARCH": "Search",
+ "SILENT-MOVE": "Silent Move",
+ "SWIM": "Swim",
+ "ADVANCED-SKILLS": "Advanced Skills",
+ "ANIMAL-TRAINING": "Animal Training",
+ "BLATHER": "Blather",
+ "CHANNELLING": "Channelling",
+ "CHARM-ANIMAL": "Charm Animal",
+ "DODGE-BLOW": "Dodge Blow",
+ "FOLLOW-TRAIL": "Follow Trail",
+ "HEAL": "Heal",
+ "HYPNOTISM": "Hypnotism",
+ "LIP-READING": "Lip Reading",
+ "MAGICAL-SENSE": "Magical Sense",
+ "NAVIGATION": "Navigation",
+ "PICK-LOCK": "Pick Lock",
+ "PREPARE-POISON": "Prepare Poison",
+ "READ-AND-WRITE": "Read and Write",
+ "SAIL": "Sail",
+ "SET-TRAP": "Set Trap",
+ "SHADOWING": "Shadowing",
+ "SLEIGHT-OF-HAND": "Sleight of Hand",
+ "TORTURE": "Torture",
+ "VENTRILOQUISM": "Ventriloquism",
+ "ASTROLOGY": "Astrology",
+ "STAR-SIGN": "Star Sign",
+ "DOOM": "Doom",
+ "APPEARANCE": "Appearance",
+ "GENDER": "Gender",
+ "BUILD": "Build",
+ "AGE": "Age",
+ "HEIGHT": "Height",
+ "WEIGHT": "Weight",
+ "EYES": "Eyes",
+ "SKIN": "Skin",
+ "HAIR": "Hair",
+ "HISTORY": "History",
+ "MISCELLANEOUS-NOTES": "Miscellaneous Notes",
+ "CAREER-NAME": "Career Name",
+ "STARTING-CAREER": "Starting Career",
+ "SECOND-CAREER": "Second Career",
+ "THIRD-CAREER": "Third Career",
+ "FOURTH-CAREER": "Fourth Career",
+ "FIFTH-CAREER": "Fifth Career",
+ "CAREER-ENTERED": "Career Entered",
+ "CAREER-ENTERED_CHECK": "Check if you've entered this career.",
+ "CAREER-MAIN-PROFILE": "Career Main Profile",
+ "WEAPON-SKILL": "Weapon Skill",
+ "BALLISTIC-SKILL": "Ballistic Skill",
+ "STRENGTH": "Strength",
+ "TOUGHNESS": "Toughness",
+ "AGILITY": "Agility",
+ "INTELLIGENCE": "Intelligence",
+ "WILL-POWER": "Will Power",
+ "FELLOWSHIP": "Fellowship",
+ "CAREER-SECONDARY-PROFILE": "Career Secondary Profile",
+ "ATTACKS": "Attacks",
+ "STRENGTH-BONUS": "Strength Bonus",
+ "TOUGHNESS-BONUS": "Toughness Bonus",
+ "MOVEMENT": "Movement",
+ "MAGIC": "Magic",
+ "INSANITY-POINTS": "Insanity Points",
+ "FATE-POINTS": "Fate Points",
+ "CAREER-SKILLS": "Career Skills",
+ "CAREER-TALENTS": "Career Talents",
+ "CAREER-SKILLS-AND-TALENTS": "Career Skills and Talents",
+ "SKILL-OR-TALENT": "Skill or Talent",
+ "CAREER-EXITS": "Career Exits",
+ "TAKEN": "Taken",
+ "MELEE-WEAPONS": "Melee Weapons",
+ "ABBREVIATE-PROFICIENCY": "Prof?",
+ "WEAPON": "Weapon",
+ "CRAFTSMANSHIP": "Craftsmanship",
+ "ABBREVIATE-CRAFTSMANSHIP": "Craft",
+ "ABBREVIATE-ENCUMBRANCE": "Enc",
+ "WS-BONUS": "WS Bonus",
+ "TO-HIT": "To Hit",
+ "DAMAGE": "Damage",
+ "FURY-DAMAGE": "Fury Damage",
+ "DAMAGE-INC-SB": "Melee damage already includes SB.",
+ "IMPACT": "Impact",
+ "ABBREVIATE-IMPACT": "Imp",
+ "DEFENSIVE": "Defensive",
+ "ABBREVIATE-DEFENSIVE": "Def",
+ "QUALITIES": "Qualities",
+ "FRENZY-DESCRIPTION": "Check if you are using the Frenzy Talent",
+ "ATTACK": "Attack",
+ "PARRY": "Parry",
+ "POOR": "Poor",
+ "COMMON": "Common",
+ "GOOD": "Good",
+ "BEST": "Best",
+ "ABBREVIATE-ATTACK": "Atk",
+ "ABBREVIATE-DAMAGE": "Dmg",
+ "ABBREVIATE-PARRY": "Pry",
+ "RANGED-WEAPONS": "Ranged Weapons",
+ "BS-BONUS": "BS Bonus",
+ "TYPE": "Type",
+ "RELOAD": "Reload",
+ "RANGE": "Range",
+ "ABBREVIATE-AMMUNITION": "Ammo",
+ "ABBREVIATE-AMMUNITION-ENCUMBRANCE": "Ammo Enc",
+ "AMMO-ENCUMBRANCE-DESCRIPTION": "Note Encombrance value for 1 piece of ammo.",
+ "SHOOT": "Shoot",
+ "THROW": "Throw",
+ "FREE": "Free",
+ "HALF": "Half",
+ "FULL-NUMBER": "{{0}} Full",
+ "CRITICAL": "Critical",
+ "CRITICAL-HIT": "Critical Hit",
+ "CRITICAL-ROLL": "Critical Roll",
+ "TOTAL-MELEE-WEAPON-ENCUMBRANCE": "Total Melee Weapon Encumbrance",
+ "TOTAL-RANGED-WEAPON-ENCUMBRANCE": "Total Ranged Weapon Encumbrance",
+ "TOTAL-WEAPON-ENCUMBRANCE": "Total Weapon Encumbrance",
+ "PETTY": "Petty",
+ "LESSER": "Lesser",
+ "ARCANE": "Arcane",
+ "DIVINE": "Divine",
+ "RUNES": "Runes",
+ "RITUALS": "Rituals",
+ "PERFORM-CHANNELLING": "Take a Half Action to perform Channelling",
+ "SPELL-NAME": "Name",
+ "CASTING-NUMBER": "Casting Number",
+ "CASTING-TIME": "Casting Time",
+ "DURATION": "Duration",
+ "TARGET": "Target/AoE",
+ "NONE": "None",
+ "1D10MAGIC": "1d10 + Magic",
+ "SPELL-HEALING": "Spell Healing",
+ "CAST": "Cast",
+ "INGREDIENT-BONUS": "Ingredient Bonus",
+ "INGREDIENT": "Ingredient",
+ "SPELL-DAMAGE": "Spell Damage",
+ "SPELL-DESCRIPTION": "Spell Description",
+ "RITUAL-DESCRIPTION": "Ritual Description",
+ "ARCANE-LANGUAGE": "Arcane Language",
+ "REQUIRED-MAGIC": "Required Magic",
+ "XP-COST": "XP Cost",
+ "CONDITIONS": "Conditions",
+ "CONSEQUENCES": "Consquences",
+ "petty-spell": "Petty Spell",
+ "lesser-spell": "Lesser Spell",
+ "arcane-spell": "Arcane Spell",
+ "divine-spell": "Divine Spell",
+ "RUNE": "Rune",
+ "INSCRIPTION-NUMBER": "Inscription Number",
+ "EMPOWERMENT": "Empowerment",
+ "INSCRIBE": "Inscribe",
+ "PERMANENT-RUNE-DESCRIPTION": "Permanent Rune Description",
+ "TEMPORARY-RUNE-DESCRIPTION": "Temporary Rune Description",
+ "MAGIC-USED": "Amount of Magic used",
+ "CHANNELLING-SUCCESS": "Channelling success",
+ "INGREDIENT-USED": "Ingredient used",
+ "RUNE-TYPE": "Rune type",
+ "TEMPORARY": "Temporary",
+ "PERMANENT": "Permanent",
+ "MINUTES": "minute(s)",
+ "WEEKS": "week(s)",
+ "COIN-CARRIED": "Coin Carried",
+ "BRASS-PENNIES-BP": "Brass Pennies (BP)",
+ "SILVER-SHILLINGS-SS": "Silver Shillings (SS)",
+ "GOLD-CROWNS-GC": "Gold Crowns (GC)",
+ "TOTAL-GC-VALUE": "Total GC Value",
+ "EXCHANGE-RATE": "Exchange Rate",
+ "EXCHANGE-RATE-DESCRIPTION": "240 brass pennies = 20 silver shilling = 1 gold crown",
+ "ENCUMBRANCE": "Encumbrance",
+ "TRAPPINGS": "Trappings",
+ "COIN": "Coin",
+ "OTHER": "Other",
+ "CARRYING-CAPACITY": "Carrying Max",
+ "PUSH-DRAG-LIFT": "Push/Drag/Lift",
+ "ENCUMBERED": "Encumbered",
+ "ENCUMBERED-MOVEMENT-PENALTY": "Encumbered Movement penalty",
+ "DWARF": "Dwarf",
+ "DWARF-ENCUMBRANCE": "Dwarves can carry twice as much as other characters.",
+ "DWARF-ENCUMBRANCE-CHECK": "Check if you are a Dwarf.",
+ "ENCUMBRANCE-DESCRIPTION": "Encumbrance entered in each row below is:",
+ "ENCUMBRANCE-CHOICE1": "The total encumbrance of the row (ignoring quantity)",
+ "ENCUMBRANCE-CHOICE2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
+ "PAGE-1": "Page 1",
+ "PAGE-2": "Page 2",
+ "PAGE-3": "Page 3",
+ "SHOW-ALL": "Show All",
+ "UNLIMITED": "Unlimited",
+ "ROW-NR": "Row #",
+ "CARRIED-QUESTION": "Carried?",
+ "ABBREVIATE-QUANTITY": "Qty",
+ "TREASURE-LOOT-INVENTORY-NOTES": "Treasure/Loot/Inventory Notes",
+ "PROTECTIVE-ITEMS": "Protective Items",
+ "WORN": "Worn",
+ "HEAD": "Head",
+ "ARMOR-TYPE": "Armor Type",
+ "ARMOR-POINTS": "Armor Points",
+ "ABBREVIATE-ARMOR-POINTS": "AP",
+ "MAGIC-BONUS": "Magic Bonus",
+ "BONUS": "Bonus",
+ "TOTAL-AP": "Total AP",
+ "LEATHER": "Leather",
+ "MAIL": "Mail",
+ "PLATE": "Plate",
+ "TORSO": "Torso",
+ "ARMS": "Arms",
+ "LEGS": "Legs",
+ "LOCATION-DESCRIPTION": "H : Head / B : Body / A : Arms / L : Legs",
+ "TOTAL-ARMOR-ENCUMBRANCE": "Total Armor Encombrance",
+ "TOTAL-WEIGHT-MAX": "The maximum total encumbrance your character can carry without slowing.",
+ "MAX-PUSH-DRAG-LIFT": "This is the maximum encumbrance you can push/drag/lift. If the encumbrance you are pushing/dragging/lifting exceeds your maximum carrying capacity then your Movement drops to 1.",
+ "LIGHT": "Light",
+ "MEDIUM": "Medium",
+ "HEAVY": "Heavy",
+ "LIGHT-ARMOR": "Light Armor",
+ "MEDIUM-ARMOR": "Medium Armor",
+ "HEAVY-ARMOR": "Heavy Armor",
+ "HIT-LOCATIONS": "Hit Locations",
+ "BODY": "Body",
+ "ABBREVIATE-HEAD": "H",
+ "ABBREVIATE-BODY": "B",
+ "ABBREVIATE-ARMS": "A",
+ "ABBREVIATE-LEGS": "L",
+ "LEFT-ARM": "Left Arm",
+ "LEFT-LEG": "Left Leg",
+ "RIGHT-ARM": "Right Arm",
+ "RIGHT-LEG": "Right Leg",
+ "ARMOR-PENALTIES": "Armor Penalties",
+ "ARMOR-PENALTIES-MEDIUM": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
+ "ARMOR-PENALTIES-HEAVY": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
+ "BLOOD-LOSS": "Blood Loss",
+ "BLEEDING": "Bleeding",
+ "ADVANCED-SKILL": "Advanced Skill",
+ "BASIC-SKILL": "Basic Skill",
+ "KNOWLEDGE-SKILL": "Knowledge Skill",
+ "VARIOUS-SKILL": "Various Skill",
+ "TARGET-NUMBER": "Target Number",
+ "TEST-RESULT": "Test Result",
+ "RESULT": "Result",
+ "OUTCOME": "Outcome",
+ "SUCCESS": "Success",
+ "FAILURE": "Failure",
+ "ATTACK-ROLL": "Attack Roll",
+ "MISS": "Miss",
+ "PARRY-ROLL": "Parry Roll",
+ "PARRIED": "Parried",
+ "CASTING-TEST": "Casting Test",
+ "SPELLCASTING-FAILS": "Spellcasting fails",
+ "SPELLCASTING-SUCCEEDS": "Spellcasting succeeds",
+ "INSCRIPTION-TEST": "Inscription Test",
+ "INSCRIPTION-TIME": "Inscription Time",
+ "INSCRIPTION-FAILS": "Inscription fails",
+ "INSCRIPTION-SUCCEEDS": "Inscription succeeds",
+ "HIT-LOCATION": "Hit Location",
+ "HIT-HEAD": "Hit Head",
+ "HIT-BODY": "Hit Body",
+ "HIT-LEFT-ARM": "Hit Left Arm",
+ "HIT-LEFT-LEG": "Hit Left Leg",
+ "HIT-RIGHT-ARM": "Hit Right Arm",
+ "HIT-RIGHT-LEG": "Hit Right Leg",
+ "HIT-LOCATION-NUMBER": "Hit Location {{0}}",
+ "DAMAGE-NUMBER": "Damage {{0}}",
+ "CRITICAL-LOCATION": "Critical Location",
+ "CRITICAL-VALUE": "Critical Value",
+ "CRITICAL-EFFECT": "Critical Effect",
+ "CRITICAL-EFFECT-H1": "Disoriented by the blow. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-H2": "Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H3": "The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-H4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H5": "Knocked to the ground and dazed. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-H6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-H7": "Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-H8": "Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.",
+ "CRITICAL-EFFECT-H9": "Skull pierced by a mighty blow. Death is instantaneous.",
+ "CRITICAL-EFFECT-A1": "Drops anything held in that hand. A shield, if worn, is not affected, since its strapped on.",
+ "CRITICAL-EFFECT-A2": "Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A3": "Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).",
+ "CRITICAL-EFFECT-A4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A5": "Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).",
+ "CRITICAL-EFFECT-A6": "Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-A7": "Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.",
+ "CRITICAL-EFFECT-A8": "Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.",
+ "CRITICAL-EFFECT-A9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-B1": "The wind is knocked out of the character. All tests and attacks suffer a 20% penalty for one round.",
+ "CRITICAL-EFFECT-B2": "Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B3": "Ribs busted by ferocity of attack. Character takes a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-B4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B5": "Knocked to the ground and badly winded. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-B6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-B7": "The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-B8": "Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.",
+ "CRITICAL-EFFECT-B9": "Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.",
+ "CRITICAL-EFFECT-L1": "Stumbles. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-L2": "Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L3": "Leg incapacitated until medical attention is received. Characters Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a 20% penalty.",
+ "CRITICAL-EFFECT-L4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L5": "Knocked to the ground and dazed. All characters tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-L6": "Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-L7": "Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.",
+ "CRITICAL-EFFECT-L8": "Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.",
+ "CRITICAL-EFFECT-L9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-10": "Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.",
+ "BLOOD-SURVIVE": "Survive one more round.",
+ "BLOOD-DEATH": "Death from blood loss!",
+ "OLD-TRAPPINGS": "Use old Trappings layout",
+ "NEW-TRAPPINGS": "Use new Trappings layout",
+ "CHAOS-MANIFESTATION": "Chaos Manifestation",
+ "ROLL-BASIC-TABLES": "Roll on Basic Chaos Manifestaion Tables",
+ "ROLL-EXTENDED-TABLES": "Roll on Extended Chaos Manifestaion Tables",
+ "TZEENTCHS-CURSE": "Tzeentch's Curse",
+ "CHAOS-ROLL": "Chaos Roll",
+ "CHAOS-TABLE": "Chaos Table",
+ "MINOR-NORMAL": "Minor Normal",
+ "MINOR-EXTENDED": "Minor Extended",
+ "MAJOR-NORMAL": "Major Normal",
+ "MAJOR-EXTENDED": "Major Extended",
+ "CATASTROPHIC-NORMAL": "Catastrophic Normal",
+ "CATASTROPHIC-EXTENDED": "Catastrophic Extended",
+ "MINOR": "Minor",
+ "MAJOR": "Major",
+ "CATASTROPHIC": "Catastrophic",
+ "MINOR-CHAOS-MANIFESTATION": "Minor Chaos Manifestation",
+ "MAJOR-CHAOS-MANIFESTATION": "Major Chaos Manifestation",
+ "CATASTROPHIC-CHAOS-MANIFESTATION": "Catastrophic Chaos Manifestation",
+ "YES": "Yes",
+ "NO": "No",
+ "MINOR1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINOR2": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINOR3": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINOR4": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINOR5": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINOR6": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINOR7": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINOR8": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINOR9": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINOR10": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINOR11": "
Unlucky !: Roll on Major Chaos Manifestation instead.",
+ "MINORE1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINORE2": "
Fumblehand: A randomly selected item you are holding or carrying flies 1d10 yards (1d10/2 squares) in a random direction, thrown invisibly by Winds of Chaos.",
+ "MINORE3": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINORE4": "
Nailrot: A randomly chosen finger or toenail turns black and falls off. It will grow back normally.",
+ "MINORE5": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINORE6": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINORE7": "
Waxy Earful: Your ears become entirely plugged with wax, requiring a successful Heal Test to clear. Until you receive such treatment, you suffer a 10% penalty to all tests involving hearing.",
+ "MINORE8": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINORE9": "
Cold Sweats: All those within in 10 yards (5 squares) of you immediately break into a cold sweat lasting 1d10 rounds.",
+ "MINORE10": "
Sleeping Nerves: Every muscle in your body tingles for 1d10 rounds. You suffer a 5% penalty to all tests made in that time.",
+ "MINORE11": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINORE12": "
Milky Eyes: A milky film covers your eyes for 1d10 hours. You suffer a 10% penalty to any tests involving sight in that time.",
+ "MINORE13": "
Bane of Flora: All plant life within 10 yards (5 squares) of you withers and dies.",
+ "MINORE14": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINORE15": "
Handfrozen: The bones and muscles of one of your hands (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move your fingers from their bizarre arrangement for 1d10 minutes.",
+ "MINORE16": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINORE17": "
Creeping Congregation: Insects fill the area around you, buzzing and crawling. They do no harm and disperse within 1d10 rounds, but they are obviousand potentially frighteningto everyone in the area.",
+ "MINORE18": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINORE19": "
Channel Burn: The channels of magic in your body are burned by coursing magic. You suffer a 1 penalty to every Casting Roll you make in the next 1d10 minutes.",
+ "MINORE20": "
Intestinal Rebellion: Your bowels move uncontrollably, soiling both your clothing and pride.",
+ "MINORE21": "
Grave Offence: You uncontrollably shout something horribly offensive to those around you. The GM may overrule you if your invention is insufficiently offensive.",
+ "MINORE22": "
Fluid Transformation: All liquids on your personincluding spell ingredientsturn to brine.",
+ "MINORE23": "
Kin Inconvenienced: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MINORE24": "
Accumulation of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MINORE25": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINORE26": "
Unlucky!: Roll on Major Chaos Manifestation instead.",
+ "MAJOR1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJOR2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJOR3": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJOR4": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJOR5": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJOR6": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJOR7": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJOR8": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJOR9": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJOR10": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJOR11": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "MAJORE1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJORE2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJORE3": "
Hairless: Every hair in your body falls out.",
+ "MAJORE4": "
Blacknail: Every finger and toenail on your body turns black and falls off. They will grow back normally.",
+ "MAJORE5": "
Wracked: You suffer burning pain for 1d10 rounds, suffering a 10% penalty to all tests made in that time.",
+ "MAJORE6": "
Channel Conflagration: The channels of magic in your body are set ablaze by coursing magic. You suffer a 1 penalty to every casting die you roll in the next 1d10 hours.",
+ "MAJORE7": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJORE8": "
Rag Doll: You spontaneously fly through the air 1d10 yards (1d10/5 squares) in a random direction, landing roughly and suffering a Damage 2 hit.",
+ "MAJORE9": "
Fire!: Your clothing bursts into flame (see WFRP, page 136).",
+ "MAJORE10": "
Loadstones: Every piece of metal on your body is permanently magnetized.",
+ "MAJORE11": "
Limbfrozen: The bones and muscles of one of your arms or legs (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move the affected limb for 1d10 hours.",
+ "MAJORE12": "
Tongue-twisted: Chaos energy infuses your mouth; anything you say for the next 1d10 minutes comes out as gibberish, rendering spellcasting impossible during that time.",
+ "MAJORE13": "
Chaotic Wind: Chaos blows through any magical spell ingredients you are carrying. Any spell cast using them will make one of any associated Casting Rolls dice a Chaos die.",
+ "MAJORE14": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJORE15": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJORE16": "
Undone: Every tie, clasp, and fastener of every type on your body flies violently open. Belts come undone, pouches fly open, boots come unlaced, and so on.",
+ "MAJORE17": "
Regurgitate: You throw up uncontrollably, unable to do anything else, for 1d10 rounds. In that time, you spew up much more vomit than could possibly have been contained in your stomach.",
+ "MAJORE18": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJORE19": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJORE20": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJORE21": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJORE22": "
Kin Affected: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MAJORE23": "
Storm of Chaos: Roll on Table 624: Expanded Minor Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "MAJORE24": "
Store of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MAJORE25": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJORE26": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "CATA1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATA2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATA3": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATA4": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA5": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA6": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATA7": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATA8": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATA9": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATA10": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "CATAE1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATAE2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE3": "
Broken: Your will is utterly broken. Your Will Power Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE4": "
Stupefied: Your mind regresses to protect you from a worse fate. Your Intelligence Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE5": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATAE6": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATAE7": "
Rageboil: Everyone within 10 yards (5 squares) of you is immediately and irrationally outraged by your very presence. They all move to attack youeven your alliesand only come to their senses after 1d10 rounds.",
+ "CATAE8": "
Albino Affliction: Your skin and hair are bleached utterly white by roiling Chaos.",
+ "CATAE9": "
Heretical Vision: A Daemon Prince shows you a vision of Chaos. You gain 1d10 Insanity Points. Any time after this event, you can spend 100 xp and gain the Dark Lore (Chaos) talent.",
+ "CATAE10": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATAE11": "
Boiling Blood: For a brief instant, your blood literally boils in your veins. You suffer 2d10 Wounds, which are reduced by Toughness but not armour.",
+ "CATAE12": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATAE13": "
Chaotic Servitors: 1d10 Daemon Imps (see
WFRP, page 229) appear from the Aethyr and do your bidding for 1d10 rounds.",
+ "CATAE14": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATAE15": "
Windblock: You are stuck unable to breathe for 1d10 minutes (see Suffocation in WFRP, page 136), after which you gasp!manage to draw breath.",
+ "CATAE16": "
Lineage Concluded: The infection of Chaos renders you sterile or barren.",
+ "CATAE17": "
Eyefuse: You close your eyes as the Winds of Magic howl about you, and your eyelids are fused shut. You cannot see until this is corrected by magic or surgery.",
+ "CATAE18": "
Spasmodic Paroxysm: Your entire body convulses violently as the pure stuff of Chaos courses over you; you bite off your tongue. You become very difficult to understand and suffer 5 to all Casting Rolls until you are somehow healed.",
+ "CATAE19": "
Witherlimb: A randomly determined limb withers and becomes permanently useless.",
+ "CATAE20": "
Mutating Wind: You must make a Will Power Test or suffer a Chaos Mutation (see WFRP, page 229, or the Old World Bestiary, page 79).",
+ "CATAE21": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATAE22": "
Kin Afflicted: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "CATAE23": "
Vortex of Chaos: Roll on Table 625: Expanded Major Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "CATAE24": "
Hoard of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "CATAE25": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "GODWRATH1": "
Unearthly Vision: Your God chooses this time to grant you a symbolic but confusing vision. This stuns you for 1 round.",
+ "GODWRATH2": "
Prove Your Devotion: A few more prayers are required to finish casting the spell. This result adds 1 half action to the Casting Time of the spell. You must take this extra time even if you failed the Casting Roll.",
+ "GODWRATH3": "
You Try My Patience: You cannot cast another spell for 1d10 rounds. This spell still works as long as you made your Casting Roll.",
+ "GODWRATH4": "
Your Cause is Unworthy: Your spell fails, even if you made the Casting Roll.",
+ "GODWRATH5": "
Stinging Rebuke: Not only does your spell fail, but you also suffer a 10% penalty to your Will Power for 1 minute.",
+ "GODWRATH6": "
What Will You Sacrifice for this Boon?:",
+ "GODWRATH7": "
You Have Sinned Against Me: You have somehow angered your God. You must kneel and repent for 1d10 rounds. This renders you helpless.",
+ "GODWRATH8": "
Daemonic Interference: Your prayer is answered but not by your God. Roll a
Major Chaos Manifestation.",
+ "GODWRATHV1": "
Behold Your Wickedness!: You suffer visions of your failures, which seem to take an eternity but are over in an instant. Gain 1d10 Insanity Points; if you become insane, you gain Heart of Despair.",
+ "GODWRATHV2": "
Lash the Flesh to Purge the Soul: You take 2d10 Wounds, ignoring Toughness Bonus or Armour.",
+ "GODWRATHV3": "
You Shall Not Abuse My Mercy: Your Magic Characteristic is reduced to zero, and increases by one every time you do penance (as if attempting to reduce your Disfavour Pool to zero), until it returns to its original value. If you have no Magic Characteristic, the same happens to your daily allowance of Fortune Points.",
+ "GODWRATHV4": "
Thou Art Accursed and Outcast: You are cast out from the cult, and this is marked on your soul. You take a 30% penalty to all social interactions with followers of your God until you do penance.",
+ "GODWRATHV5": "
Rely Not On These Vanities: All your goods and equipment are stripped from you, leaving you in a tunic. Any non-magical equipment you were carrying is gone forever; magical equipment is mysteriously returned if you do penance. (GMs option: nonmagical but important items may also be returned after penance.)",
+ "GODWRATHV6": "
Called to Account: ",
+ "GODWRATHV7": "
Daemonic Visitation: Roll on the Catastrophic Chaos Manifestation Table instead using the table in WFRP.",
+ "SACRIFICE1": "You vomit up salt water, and feel as though you are almost drowned. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE2": "All warmth and vigour leach from your body. Take a –20% penalty to all actions for the next 1 minute.",
+ "SACRIFICE3": "You automatically fail your next Dodge or Parry Test.",
+ "SACRIFICE4": "You must re-roll your next three successful Tests. If the second roll fails, you fail the Test. If the re-roll succeeds, you succeed and need not roll again.",
+ "SACRIFICE5": "The next time one of your allies suffers an injury, you suffer exactly the same injury. This may mean taking Wounds, or taking a Critical Hit.",
+ "SACRIFICE6": "A brand in the shape of a twin-tailed comet appears on your forehead, inflicting 1d10 Wounds ignoring Toughness Bonus or armour.",
+ "SACRIFICE7": "Your mind becomes that of a beast for three rounds. You flee most situations, but fight if cornered.",
+ "SACRIFICE8": "Your body is rimed with frost. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE9": "You are robbed of your knowledge. You automatically fail any Academic Knowledge Tests you make in the next 1 hour.",
+ "SACRIFICE10": "You lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "OPTIONAL-ARCANE-MARK": "
Optional Arcane Mark: You must pass an Average (+0%) Willpower test or gain an Arcane Mark (see
Realms of Sorcery page 175).",
+ "ARCANE-LORE": "Arcane Lore",
+ "LORE-OF-BEASTS": "Lore of Beasts",
+ "LORE-OF-DEATH": "Lore of Death",
+ "LORE-OF-FIRE": "Lore of Fire",
+ "LORE-OF-HEAVENS": "Lore of the Heavens",
+ "LORE-OF-LIFE": "Lore of Life",
+ "LORE-OF-LIGHT": "Lore of Light",
+ "LORE-OF-METAL": "Lore of Metal",
+ "LORE-OF-SHADOW": "Lore of Shadow",
+ "MARK": "Mark",
+ "MARK-OF": "Mark of",
+ "BEASTS": "Beasts",
+ "DEATH": "Death",
+ "FIRE": "Fire",
+ "HEAVENS": "the Heavens",
+ "LIFE": "Life",
+ "METAL": "Metal",
+ "SHADOW": "Shadow",
+ "WRATH-ROLL": "Wrath Roll",
+ "WRATH-TABLE": "Wrath Table",
+ "WRATH": "Wrath",
+ "VENGEANCE": "Vengeance",
+ "WRATH-OF-THE-GODS": "Wrath of the Gods",
+ "VENGEANCE-OF-THE-GODS": "Vengeance of the Gods",
+ "DISFAVOR-POOL": "Disfavor Pool",
+ "DISFAVOR-ROLL": "Disfavor Roll",
+ "DIVINE-LORE": "Divine Lore",
+ "LORE-OF-MANANN": "Lore of Manann",
+ "LORE-OF-MORR": "Lore of Morr",
+ "LORE-OF-MYRMIDIA": "Lore of Myrmida",
+ "LORE-OF-RANALD": "Lore of Ranald",
+ "LORE-OF-SHALLYA": "Lore of Shallya",
+ "LORE-OF-SIGMAR": "Lore of Sigmar",
+ "LORE-OF-TAAL-RHYA": "Lore of Taal & Rhya",
+ "LORE-OF-ULRIC": "Lore of Ulric",
+ "LORE-OF-VERENA": "Lore of Verena",
+ "MARK-ROLL": "Mark Roll",
+ "MARKS": "Marks",
+ "NO-MARKS": "Don't use Marks optional rule",
+ "USE-MARKS": "Use Marks optional rule",
+ "MARKS-OF-THE-GODS": "Marks of the Gods",
+ "MARKS-OF-MANANN": "Marks of Manann",
+ "MARKS-OF-MORR": "Marks of Morr",
+ "MARKS-OF-MYRMIDIA": "Marks of Myrmida",
+ "MARKS-OF-RANALD": "Marks of Ranald",
+ "MARKS-OF-SHALLYA": "Marks of Shallya",
+ "MARKS-OF-SIGMAR": "Marks of Sigmar",
+ "MARKS-OF-TAAL-RHYA": "Marks of Taal & Rhya",
+ "MARKS-OF-ULRIC": "Marks of Ulric",
+ "MARKS-OF-VERENA": "Marks of Verena",
+ "MARKS-OF": "Marks of",
+ "MANANN": "Manann",
+ "MORR": "Morr",
+ "MYRMIDIA": "Myrmida",
+ "RANALD": "Ranald",
+ "SHALLYA": "Shallya",
+ "SIGMAR": "Sigmar",
+ "TAAL-RHYA": "Taal & Rhya",
+ "ULRIC": "Ulric",
+ "VERENA": "Verena",
+ "NO-LORE": "No Lore selected",
+ "GM-DISCRETION": "GM's discretion",
+ "MARK-GM-DISCRETION": "Mark at GM's discretion",
+ "MARK-MANANN-1": "
Fishy: You are infused with the odours of the sea. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-MANANN-2": "
Pelagic Yearning: You long for the open seas. When not on, or surrounded by, the sea, your Will Power is reduced by 5%.",
+ "MARK-MANANN-3": "
Seaweed Growth: Holy seaweed thrives somewhere on your body. At the GM's discretion, this may apply a -10% penalty to Fellowship Tests in som social situations.",
+ "MARK-MANANN-4": "
Tidal: You are bound to the changing tides. During low tide, you reduce your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. At high tide, increase your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. All other times, and when far from sea, your Characteristics are unchanged.",
+ "MARK-MANANN-5": "
Manann's Mien: You grow taller, your hair darkens, and you develop a brimy smell. You grow larger, increasing your height by 1d10/2 inches and adding 2d10 pounds to your weight. As well, permanently increase your Strength Characteristic by 5%.",
+ "MARK-MANANN-6": "
Piscine Charisma: You become intensely attractive to fish of all kinds. They greet you in open-mouthed wonder and shoal around you in docile masses when you are in the water. For this reason, albatrosses and other seabirds like you. Add +20% to Charm Animal Tests made to interact with sea birds.",
+ "MARK-MANANN-7": "
Rip Tides: Large bodies of water twist and churn in your presence. All Swim Tests made by others with 4 yards (2 squares) of you take a -20% penalty, and a -10% penalty if between 4 and 12 yards (3-6 squares).",
+ "MARK-MANANN-8": "
Webbed: Your toes and fingers become webbed. Gain a +20% bonus to Swim Tests.",
+ "MARK-MANANN-9": "
One With the Sea: Manann reveals the secrets of his realm. You cannot drown in seawater; any time you would drown, you are instead reduced to 0 Wounds and are Helpless, and either float to the surface or wash up on shore. You also add +10% bonus to all Sail, Row, and Navigation Tests whilst at sea.",
+ "MARK-MANANN-10": "
Marked by Manann: A trided, Crown, Wave, or Albatross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channellin Tests when using the Lore of Manann, and a +10% bonus to Fellowship Tests when dealing with other Manannites if they can see the mark.",
+ "MARK-MORR-1": "
Enervated: Your muscles weaken. Permanently reduce your Strength Characteristic by 5%.",
+ "MARK-MORR-2": "
Distracted by Death: Your preoccupation with morbid subjects makes others uncomfortable around you. When interacting with individuals who are not priests in the cult of Morr, you take a -10% penalty to Fellowhip Tests.",
+ "MARK-MORR-4": "
Disturbing Visions: You are plagued by disconnected visions that you know to be portentous, but cannot understand. You take a -10% to Perception tests. Once per day, you may gain a +10% bonus to any single test.",
+ "MARK-MORR-3": "
Skeletal: Your face and scalp draw tightly to your skull. You take a -10% penalty to Charm Tests, but gain a +10% bonus to Intimidate Tests.",
+ "MARK-MORR-5": "
Morr's Mien: You grow taller, your hair darkens, and your skin pales, becoming cool to the touch. You grow larger, gaining 1d10/2 inches in height. As well, increase your Will Power Characteristic by 5%.",
+ "MARK-MORR-6": "
Flock of Ravens: Wherever you go, there always seem to be ravens present. Under most circumstances, they appear in places where one might expect them. Whilst indoors, you see them through windows, and underground, you may see raven cave paintings with disturbing regularity. You gain a +20% bonus to Charm Animal Tests made when interacting with ravens.",
+ "MARK-MORR-7": "
Dead Eyes: A single glance causes others to flinch. Gain the Unsettling Talent.",
+ "MARK-MORR-8": "
Morr's Servant: Sentient Undead shy from your presence. Any creature with the Undead Talent
and a Will Power Characteristic must make a Will Power Test or suffer from Fear. This ignores the Undead Talent's normal exemption to Fear.",
+ "MARK-MORR-9": "
Enlightened: You have gazed beyond the Portal and no longer fear death. Gain the Fearless Talent.",
+ "MARK-MORR-10": "
Marked by Morr: A Rose, Portal, or Raven mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Morr, and a +10% bonus to Fellowship Tests when dealing with other Morrians if they can see the mark.",
+ "MARK-MYRMIDIA-1": "
Vengeful: You become deeply vengeful, which blinds your reason. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-MYRMIDIA-2": "
Rites of War: You feel obliged to recite terms of war before any battle, an act that takes a Full Action. until you complete this honourable rite in combat, you take a -5% penalty to Weapon Skill Tests.",
+ "MARK-MYRMIDIA-3": "
Calculating: You coldly weigh the strengths and weaknesses of all you meet. You take a -10% penalty to Fellowship Tests made to deal with those who you meet for the first time.",
+ "MARK-MYRMIDIA-4": "
Righteous Fury: You punish the wicked, for you are honourable and true. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, but gain a +10% bonus to both Strength and Willpower Tests for the duration of the encounter.",
+ "MARK-MYRMIDIA-5": "
Myrmidia's Mien: Your skin darkens to a deep tan that glints coppery in the light. You grow larger, gaining 1d10/2 inches in height. You also gain a +10% bonus to Command Tests.",
+ "MARK-MYRMIDIA-6": "
Eagle Friend: Eagles like you. You gain a +20% bonus to Charm Animal Tests made when interacting with eagles.",
+ "MARK-MYRMIDIA-7": "
Eagle Eyes: Your irises darken and your eyes become exceptionally sharp. You gain a +20% bonus to Perception Tests involving sight.",
+ "MARK-MYRMIDIA-8": "
Fanatical Love: In combat, you may select one ally as a free action. That ally must have a religious symbol of Myrmidia in plain view. For that round, the ally gains a +10% bonus to all Will Power Tests.",
+ "MARK-MYRMIDIA-9": "
War-honed: Myrmidia reveals the secret of facing war with courage and honour. You gain the Stout-hearted Talent.",
+ "MARK-MYRMIDIA-10": "
Marked by Myrmidia: A Shield and Spear mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Myrmidia, and a +10% bonus to Fellowship Tests when dealing with other myrmidians if they can see the mark.",
+ "MARK-RANALD-1": "
Weak Willed: You become a slave to your passions. Permanently reduce your Will Power Characteristic by 1d10%",
+ "MARK-RANALD-2": "
Liar: You are loathe to tell the truth. Gain a +10% bonus to Blather Tests.",
+ "MARK-RANALD-3": "
Knavish: You exhibit all the untrustworthy characteristics that nobles and priests find repugnant. You take a -10% penalty to all Fellowship Tests when interacting with these individuals.",
+ "MARK-RANALD-4": "
Lithe: You become more wity and nimble. Increase your Agility Characteristic by 1d10%, but reduce your Toughness by the same amount. in addition, you lose 2d10 pounds.",
+ "MARK-RANALD-5": "
Ranald's Mien: You become leaner, your hair and skin darken, and you always seem to smile mischievously. Lose 2d10 pounds, but permanently increase your Fellowship Characteristic by 1d10%",
+ "MARK-RANALD-6": "
Cat Friend: Wherever you go, you seem to attract cats. Moments after entering a community, at least one cat finds you. Each day you remain in the same community, (1d10/2)-1 more cats show up. These cats do not fight on your behalf, but are friendly to you, giving you a +20% bonus to Charm Animal Tests involving these animals. Should you leave the community, the cats do not, generally, follow.",
+ "MARK-RANALD-7": "
Forgettable: People who do not know you find it hard to remember anything more than your disarming smile and flashing eyes. Those who interact with you closely for several hours must pass an Intelligence Test to recall further details.",
+ "MARK-RANALD-8": "
Ranald's Luck: Whenever you use a Fortune Point, roll a d10. If you roll 8, 9, or 10, the Fortune Point works as normal, but isn't spent.",
+ "MARK-RANALD-9": "
Irreverent: Ranald reveals to you the great joke of life. Whenever you are influenced by Fear, Terror, Intimidate, or the Unsettling Talent, and you fail a Will Power Test, you immediately burst into fits of uncontrollable laughter, and ignore the effect. However, whilst laughing (which lasts for 1d10 rounds), you take a -10% penalty to all tests and reduce your Movement Characteristic by 1.",
+ "MARK-RANALD-10": "
Marked by Ranald: A cross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ranald, and a +10% bonus to Fellowship Tests when dealing with other Ranaldans if they can see the mark.",
+ "MARK-SHALLYA-1": "
Pacifist: You find it very hard to even think of striking another. Permanently reduce your Weapon Skill and Ballistic Skill Characteristics by 5%.",
+ "MARK-SHALLYA-2": "
Bleeding Heart: Whenever you are in the vicinity of a creature that is suffering, you take a -10% penalty to all Will Power Tests. Should you leave the suffering individual untended, the penalty increases to -20% and it remains for 24 hours.",
+ "MARK-SHALLYA-3": "
Fear of the Fly Lord: Insects and other agents of decay make you deeply uncomfortable. While in the presence of a swarm of flies, maggots, roaches, or similar critteers, you take a -10% penalty to all Will Power Tests.",
+ "MARK-SHALLYA-4": "
Unworthiness: You always feel you have somehow failed those around you, especially if you could not heal their wounds or save their lives. You take a -10% penalty to Fellowship Tests made to interact with others because of your constant self-deprecating ways.",
+ "MARK-SHALLYA-5": "
Shallya's Mien: Your hair lightens, your eyes flow with holy tears and your face appears innocent. Henceforth, you take a -10% penalty on Perception and Search Tests, but you permanently increase your Fellowship Characteristic by %%. In addition, whenever you make a Heal Test, you repair 1 extra Wound.",
+ "MARK-SHALLYA-6": "
Peaceful Demeanour: You exude peace and tranquillity. Ordinary animals will never attack you unles syou first attack them.",
+ "MARK-SHALLYA-7": "
Healing Hands: Your hands are cool and soothing to the touch. Whenever you make a Heal Test, you repair an additional 2 Wounds.",
+ "MARK-SHALLYA-8": "
Tranquil Aura: Your presence calms aggressive tendencies. All creatures within 4 yards (2 squares) take a -10% penalty to Weapon Skill and Ballistic Skil Tests. This aura does not work on Daemons or Undead.",
+ "MARK-SHALLYA-9": "
Emboldened: You fundamentally understand Shallya's Mercy, and would martyr yourslef rather than retreat from your duties. So long as there are allies or innocents to help and protect, you may act normally when suffering from Fear or Terror, so long as your actions invlude healing those in need, warding their bodies from blows (but not attacking), helping theem reac safety, and the like.",
+ "MARK-SHALLYA-10": "
Marked by Shallya: A Dove, Heart, or Drop of Blood mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Shallya, and a +10% bonus to Fellowship Tests when dealing with other Shallyans if they can see the mark.",
+ "MARK-SIGMAR-1": "
Stubborn: You single-mindedly pursue Sigmar's cause, no matter the consequences. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-SIGMAR-2": "
Hammer Bearer: When wielding a hammer Hand Weapon or Great Weapon, you deal +1 damage. However, you take a -10% penalty to all Ballistic Skill Tests.",
+ "MARK-SIGMAR-3": "
Suspicious: Anyone may be a servant of the Dark Powers. You take a -10% penalty to all Fellowship Tests the first time you meet an individual.",
+ "MARK-SIGMAR-4": "
Grudge Bearer: You really bear grudges. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, byt gain a +10% bonus to both Strength and Will Power Tests for the duration of the encounter.",
+ "MARK-SIGMAR-5": "
Sigmar's Mien: Your hair lightens, your body bulks out and your eyes turn blue. You permanently gain 1d10/2 inches in height, 2d10 pounds in weight, and increase your Toughness Characteristic by 5%.",
+ "MARK-SIGMAR-6": "
Dawongr(Dwarf Friend): Your manner reminds Dwarfs of their ancient promises to Sigmar. You gain a +10% bonus to all Fellowship Tests made when interacting with Dwarfs.",
+ "MARK-SIGMAR-7": "
Greenskin Animosity: The thought of Greenskins fills you with righteous anger. Gain the Grudge-born Fury Talent.",
+ "MARK-SIGMAR-8": "
Symbol of Unity: Your presence inspires others with nationalistic pride. The first time during an encounter that a citizen of the Empire that is within 6 yards (3 squares) makes a Weapon Skill or Ballistic Skill Test against another citizen of the Empire, he takes a -10% penalty.",
+ "MARK-SIGMAR-9": "
Enlightened: Sigmar fills you with his divine purpose. When combating Greenskins or servants of Chaos, you automatically pass all Will Power Tests.",
+ "MARK-SIGMAR-10": "
Marked by Sigmar: A Comet or Hammer mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Sigmar, and a +10% bonus to Fellowship Tests when dealing with other Sigmarites if they can see the mark.",
+ "MARK-TAAL-RHYA-1": "
Wild Mind: Your thoughts are preoccupied with the passing seasons and baser needs. Permanently reduce your Intelligence Charactereistic by 5%.",
+ "MARK-TAAL-RHYA-2": "
Little Friends: Small animals, such as rodents and little birds, are attracted to you. They can be inconvenient, as they nibble everything and leave droppings everywhere. You take a -10% penalty to Fellowship Tests in social situations where such creatures are inappropriate.",
+ "MARK-TAAL-RHYA-3": "
Plant Growth: Holy plant life thrives somwhere on your body. At the GM's discretion, this may apply a -10% penalty yo Fellowship Tests in some social situations.",
+ "MARK-TAAL-RHYA-4": "
Seasonal: You are bound to the passing seasons. During the winter, you reduce your Wounds Characteristic by 2 and your Movement Characteristic by 1. In the autumn, you reduce your Wounds Characteristic by 1. In the spring, you increases your Wounds Characteristic by 1. In the summer, you increase your Wounds Characteristic by 2 and your Movement Characteristic by 1.",
+ "MARK-TAAL-RHYA-5": "
Taal or Rhya's Mien: You have an equal chance of assuming the likeness of Taal or Rhya. If Taal, you grow tall, strong, with shaggy hair. If Rhya, you become more curvaceous, with long flaxen hair, and appealing features. In either case, grow 1d10/2 inches taller and 2d10 pounds heavier. In addition, permanently increase your Fellowship Characteristic by 5%.",
+ "MARK-TAAL-RHYA-6": "
Animal Friend: Animals see you as one of their own, and never attack you evn if you attack them first. Unusual or controlled animals must pass a Challenging (-10%) Will Power Test to attack you.",
+ "MARK-TAAL-RHYA-7": "
Enlivened Flora: Wnever you remain in a natural setting for more than 1 round, all living plants within 4 yards (2 squares) grow healthy and lush. Whilst you are unaffected by this verdant growth, the area counts as difficult terrain afterwards, halving movement through it.",
+ "MARK-TAAL-RHYA-8": "
Tranquil Fauna: Animals are calmed by your presence. You gain a +10% bonus to Animal Care and Animal Training Tests.",
+ "MARK-TAAL-RHYA-9": "
Beast Senses: Taal or Rhya reveals the world around you as they see it. Gain the Keen Senses Talent.",
+ "MARK-TAAL-RHYA-10": "
Marked by Taal or Rhya: An Antlet, Axe, Coil of Live, Sheaf, or Bow and Arrow mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Taal & Rhya, and a +10% bonus to Fellowship Tests when dealing with other Taalites or Rhyans if they can see the mark.",
+ "MARK-ULRIC-1": "
Berserker: Each round in combat, you must pass a Will Power Test or immediately enter a Frenzy as if you had the Frenzy Talent.",
+ "MARK-ULRIC-2": "
Claws: You grow wickedly sharp claws. Permanently reduce your Ballistic Characteristic by 5%. Gain the Natural Weapons Talent.",
+ "MARK-ULRIC-3": "
Wolf's Eyes: You gain the clear, blue eyes of a Winter Wolf. You gain the Night Vision Talent, but can now only see in black and white.",
+ "MARK-ULRIC-4": "
Predator: Those around you become uncomfortable, instinctively aware that a killer is in their midst. You take a -10% penalty to Charm Tests, but gain a +10% bonus on Intimidate Tests.",
+ "MARK-ULRIC-5": "
Ulric's Mien: Your hair dakens, your body bulks, and you skin pales, becoming icy-cold. You grow 1d10/2 inches taller and 2 d10 pounds heavier. In addition, permanently increase your Strength Characteristic by 5%.",
+ "MARK-ULRIC-6": "
Wolf Friend: You attract a wolf companion. This creature is loyal and fights on your behalf. Should you treat the wolf poorly, it abandons you. You can gain this mark multiple times. Each time, you gain an additional wolf.",
+ "MARK-ULRIC-7": "
Pack Leader: You gain a measure of Ultic's undeniable authority. You gain a +10% bonus to all Command Tests.",
+ "MARK-ULRIC-8": "
One with the Wild: Ulric reveals the world around you as he sees it. You gain a +10% bonus to all Outdoor Survival Tests.",
+ "MARK-ULRIC-9": "
Ulric's Servant: Touched by Ulric, you no longer suffer the harmful effects of cold - except when it's triggered by a Wrath of God.",
+ "MARK-ULRIC-10": "
Marked by Ulric: A Wolf mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ulric, and a +10% bonus to Fellowship Tests when dealing with other Ulricans if they can see the mark.",
+ "MARK-VERENA-1": "
Savant: Your intellectual superiority makes it difficult for you to connect with others. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-VERENA-2": "
Daemon's Advocate: You can't help expressing alternative stances. If you allow an opinion or argument to be stated without countering it and balancing matters, take a -10% penalty yo all Will Power Tests for 24 hours.",
+ "MARK-VERENA-3": "
Just Heart: Whenever you see injustice, you must speak out against it unless you pass a Challenging (-10%) Will Power Test.",
+ "MARK-VERENA-4": "
Piercing Gaze: Your all-seeing eyes bore into everything around you. You gain a +10% bonus to all Perception Tests relying on sight, but take a -10% penalty on Charm Tests.",
+ "MARK-VERENA-5": "
Verena's Mien: Your back straightens, eyes clear and your face gains a dignified appearance. You grow 1d10/2 inches taller. In addition, permanently increase your Intelligence Characteristic by 5%.",
+ "MARK-VERENA-6": "
Owl Friend: Owls like you. You gain a +20% bonus on Charm Animal Tests made against owls.",
+ "MARK-VERENA-7": "
Eidetic Recall: With a successful Intelligence Test, you can perfectly recall any text you have read. You also gain a +20% bonus to all other tests involving memory.",
+ "MARK-VERENA-8": "
Voice of Wisdom: Your voice carried the wisdom of Verena Herself. Double the number of people you can affect with a Charm Test.",
+ "MARK-VERENA-9": "
Enlightened: Verena grants you a small portion of her wisdom. You gain a +10% bonus to all Academic Knowledge Tests that you have selected as skills. As well, you may attempt Academic Knowledge Tests outside of your fields of study, alebeit at a -20% penalty.",
+ "MARK-VERENA-10": "
Marked by Verena: An Owl, Scales, or Sword mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Verena, and a +10% bonus to Fellowship Tests when dealing with other Verenans if they can see the mark.",
+ "MARK-BEASTS-1": "
Aloof: Others find you emotionally detached and somewhat rude. Take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-BEASTS-2": "
Restless: You tend not t stay in one place for long, always needing to move about. It's worse when you're in closed spaces.",
+ "MARK-BEASTS-3": "
Dirty: For some reason, you attract dirt and you can never fully get clean.",
+ "MARK-BEASTS-4": "
Hairy: You grow thick hair all over your body. When you shave it off, it regrows quickly.",
+ "MARK-BEASTS-5": "
Feral: Your nails thicken and lenthen and your teeth grow pointed. You have a wild-eyed appearance others find unsettling. You take a -5% penalty to all Fellowship Tests made when interacting non-magic using Humans.",
+ "MARK-BEASTS-6": "
Aura of Savagery: Domesticated animals tend to turn angry, almost violent, while in your presence. All Animal Care and Animal Training Tests made by you or others while you are within 12 yards (4 squares) have their difficulty worsened by one step.",
+ "MARK-BEASTS-7": "
Musk: You exude a strong musky smell that puts others off. You take a -10% penalty to Fellowship Tests when interacting with Nobles, priests, and others of the upper class.",
+ "MARK-BEASTS-8": "
Brutish: You lack refinement and grace, imposing a -5% penalty to your Intelligence or Fellowship Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-BEASTS-9": "
Small Friends: You attract small, though harmless, animals like squirrels, mice, small birds, and so on. They seem to show up when least appropriate, leaving droppings in food and drink, and causing a nuisance. As a result, when in social situations where such creatures aren't appropriate, you take a -5% penalty to Fellowship Tests.",
+ "MARK-BEASTS-10": "
Mark of Ghur: The rune of
Ghur appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Beasts.",
+ "MARK-DEATH-1": "
Pallor: You sallow appearance, with pale skin and almost jaundiced eyes.",
+ "MARK-DEATH-2": "
Clammy Skin: You have cold skin. Asleep, you could be mistaken for dead.",
+ "MARK-DEATH-4": "
Dead Eyes: Your eyes are those of a dead man.",
+ "MARK-DEATH-3": "
Graveyard Stench: You stink of the grave. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-DEATH-5": "
Aura of Death: All plantswithin when you are within 4 yards (2 squares). This extends to equipment that derives from plant materials, worsening craftsmanship by one stop (to a maximum of Poor).",
+ "MARK-DEATH-6": "
Skull-like Visage: Your skin draws tightly to your skill. You take a -5% penalty to Fellowship Tests.",
+ "MARK-DEATH-7": "
Skeletal Fram: Your body muscle mithers, imposing a -5% penalty to your Strength or Toughness Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-DEATH-8": "
Voice of the Dead: Your voice changes so that when you speak, it is in an unsettling whisper. You take a -5% penalty to Animal Training and Fellowship Tests.",
+ "MARK-DEATH-9": "
Haunted: Voices and apparitions of the dead follow you everywhere, distracting you. Take a -10% penalty to Perception Tests.",
+ "MARK-DEATH-10": "
Mark of Shyish: The rune of
Shyish appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Death.",
+ "MARK-FIRE-1": "
Temper: You have a quick temper, losing your cool at the slightest provocation.",
+ "MARK-FIRE-2": "
Hyperactive: You can't sit still. You fidget constantly.",
+ "MARK-FIRE-3": "
Red Hair: Your hair and eyebrows turn bright, fiery red.",
+ "MARK-FIRE-4": "
Face Tattoos: Odd markings, like tattoos, appear on your face. Take a -10% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-FIRE-5": "
Flaming Eyes: Your eyes literally smolder with energy. Animals become nervous when you're around. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-FIRE-6": "
Hot Skin: Your skin is always feverish and you have a flushed appearance.",
+ "MARK-FIRE-7": "
Vulnerable to Cold: You are uncomfortable in the cold, taking a -5% penalty to Weapon Skill and Ballistic Skill Tests when exposed to cold climes.",
+ "MARK-FIRE-8": "
Aura of Brimstone: You stink of brimstone. All characters within 4 yards (2 squares) take a -10% penalty to olfactory-based Perception Tests.",
+ "MARK-FIRE-9": "
Raging Temper: You are volatile, more so than others of the Bright Order. You gain 1 Insanity Point and take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-FIRE-10": "
Mark of Aqshy: The rune of
Aqshy appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Fire.",
+ "MARK-HEAVENS-1": "
Zephyr: Small breezes and winds gather about you, causing paper to rustle, dust to swirl up and other such minor effects.",
+ "MARK-HEAVENS-2": "
Feather Light: Azyr loosens the shackles of gravity. Your body weight decreases by 10%. Your appearance remains unchanged.",
+ "MARK-HEAVENS-3": "
White Hair: Your hair turns snow white. Dyes do not hold.",
+ "MARK-HEAVENS-4": "
Blue Eyes: Your eyes change colour to a startling shade of blue. In areas of low-lighting, they faintly glow. Take a -5% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-HEAVENS-5": "
Disturbing Visions: You commonly see disconnected portentous events that are meaningless to you. The constant barrage is distracting, imposing a -5% penalty yo Perception Tests.",
+ "MARK-HEAVENS-6": "
Scentless: Your natural smell is replaced by the scent of fresh air. Reeking fluids, noxious potions and other sources of stench gradually lose their aroma on contact with your person. Whilst this is advantageous after, say, a walk through a filth spattered street, it does serve to make people and animals uncomfortable in your presence. You take a -5% Fellowship penalty when dealing with people, and a -10% Fellowship penalty when dealing with animals. All attempts to track you using scent are considered Hard (-20%).",
+ "MARK-HEAVENS-7": "
Alarming Visions: Whenever you suffer the effects to Tzeentch's Curse, you must succeed on a Challenging (-10%) Will Power Tests to control the sudden flashes of precognition that come with the botched magic. If you fail, you are stunned for 1 round.",
+ "MARK-HEAVENS-8": "
Aura of Tranquillity: You emit a strange, but peaceful, aura that others find calming. Characters within 4 yards (2 squares) take a -5% penalty to Weapon Skill and Ballistic Skill Tests.",
+ "MARK-HEAVENS-9": "
Stargazer: You become agitated when you are unable to scry the stars. The difficulty of all tests involving Academic Knowledge or Will Power increases by you step for each night you fail to observe the night sky for at least half an hour. All accumulated penalties are removed when you are able to study the heavens once more.",
+ "MARK-HEAVENS-10": "
Mark of Azyr: The rune of
Azyr appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of the Heavens.",
+ "MARK-LIFE-1": "
Plant Growth: A small patch of plantlife begins to thrive upon your skin. These growths are inconsequential - mould under the fingernails, ivy in the hair and so on - but they are somewhat peculiar. They may be removed, but always grow back the following day.",
+ "MARK-LIFE-2": "
Barefoot: You can't abide by wearing footwear and you you must, you take a -5% penalty to Agility Tests.",
+ "MARK-LIFE-3": "
Rapid Hair and Nails: Your hair and fingernails grow at an almost alarming rate. You must spend a portion of each day, trimming them back.",
+ "MARK-LIFE-4": "
Green Skin: Your skin changes colour, assuming a greenish hue. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIFE-5": "
Vulnerability to Fire: Fire deals +1 Damage against you.",
+ "MARK-LIFE-6": "
Great Constitution: You gain Resistance to Disease.",
+ "MARK-LIFE-7": "
Metal Revulsion: You can't bear to touch metal objects of any kind. When you do, you must make a Challenging (-10%) Will Power Test or take a -1 cumulative penalty to your Magic Characteristic for 24 hours. You need not take the Test if struck by a metal weapon in combat.",
+ "MARK-LIFE-8": "
Aura of Growth: You emit an aura of growth and health, restoring life and colour to all plants you pass within 4 yards (2 squares). In natural environments, each of these spaces slows movement as if they were difficult terrain, halving movement through it, though you yourself are unaffected.",
+ "MARK-LIFE-9": "
Bound to the Seasons: You are physically affected by the passage of the seasons. In the winter, you take a -2 penalty to your Wounds Characteristic and a -1 penalty to your Movement Characteristic; in the autumn, you take a -1 penalty to your Wounds Characteristic; in the spring, you gain a +1 bonus to your Wounds Characteristic; in the summer, you gain a +2 bonus to your Wounds Characteristic and a +1 bonus to your Movement Characteristic.",
+ "MARK-LIFE-10": "
Mark of Ghyran: The rune of
Ghyran appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Life.",
+ "MARK-LIGHT-1": "
Choral Voice: Your voice becomes suffused with the harmonious vibrations of
Hysh. When you sing, it sounds as if scores of others are singing alongside you.",
+ "MARK-LIGHT-2": "
Eureka!: You inspire small acts of remembrance and deja-vu in those around you. You have no control over this effect, which tends to make non-magic users a little distracted when talking to you.",
+ "MARK-LIGHT-3": "
Pale: Your skin lightens considerably, bordering on semi-translucent.",
+ "MARK-LIGHT-4": "
Erie Eyes: Your eyes change colour, becoming milky white or have a golden luminance. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIGHT-5": "
Arrogant: Your deep knowledge (or rather your opinion about your own education) comes off as arrogant and pretentious. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-LIGHT-6": "
Paranoid: Given your wisdom, you have a deeper understanding of the nature of the Realm of Chaos, making you suspicious of all those around you. You take a -5% penalty to all Fear Tests.",
+ "MARK-LIGHT-7": "
Vulnerability to Darkness: When in areas of low-lighting, you take a -10% penalty to Channelling Tests.",
+ "MARK-LIGHT-8": "
Aura of Light: You give off a radiant energy that makes other light sources glow brighter than normal. All light sources within 4 yards (2 squares) provide light as if one step stronger. For instance, a candle would shed light as a lamp. (See
WFRP, page 117.) However, within such light, all characters take a -20% penalty to Concealment Tests.",
+ "MARK-LIGHT-9": "
Luminescent: You give off a constant soft glow, making it nearly impossible to conceal your movements. You take a -20% penalty yo all Concealment Tests. However, you shed light equal to torchlight (see
WFRP, page 117.).",
+ "MARK-LIGHT-10": "
Mark of Hysh: The rune of
Hysh appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Light.",
+ "MARK-METAL-1": "
Quicksilver Tears: Your tears and sweat take on the appearance of mercury. For all other intents and purposes they remain unchanged from normal tears and sweat.",
+ "MARK-METAL-2": "
Leaden Tongue: Your voice takes on a harsh tone, akin to metal clashing upon metal. Your singing sounds like a gong related accident.",
+ "MARK-METAL-3": "
Golden Skin: Your skin becomes thick, gaining a subtle golden sheen.",
+ "MARK-METAL-4": "
Stiff Limbs: Your limbs stiffen, making it hard to move around. Take a -5% penalty to your Agility Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-5": "
Magic Conductor: You attract magical energy. All characters within 4 yards (2 squares), take a -10% penalty to Will Power Tests made to resist spells.",
+ "MARK-METAL-6": "
Aura of Magnetism: You emit a strange aura that attracts metals to your flesh. Enemies trying to strike you gain a +5% bonus to Weapon Skill and Ballistic Skill Tests, though anyone else within 4 yards (2 squares) who tries to strike someone other than you takes a -5% penalty on all Weapon Skill and Ballistic Skill Tests.",
+ "MARK-METAL-7": "
Mechanical: When you interact with an animal, it sees you as an object rather than a creature. Animals will only attack you if you first attack them.",
+ "MARK-METAL-8": "
Greater Golden Skin: Your skin hardens into a thick shell. You take a -20% penalty to your Agility Characteristic and a -1 penalty to your Movement Characteristic, but you gain 1 Armour Point to all locations. These points stack with all other forms of Armour, but not leather or studded leather (see page 17 in
Old World Armoury). Modify your starting profile accordingly.",
+ "MARK-METAL-9": "
Slow: You have a hard time moving around. Take a -2 penalty to your Movement Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-10": "
Mark of Chamon: The rune of
Chamon appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Metal.",
+ "MARK-SHADOW-1": "
Flicker: Light seems uncomfortable in your presence. Candles flicker, lanterns dim and fires burn low when you are around.",
+ "MARK-SHADOW-2": "
Trickster: You cloak yourself in deception and misdirection, making you untrustworthy to others. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-3": "
Mantle of Mist: Mist, fog, smoke and other vapours seem drawn to your side. This adds a +5% bonus to Intimidate Tests made in fog banks and other suitable conditions, but does mean you tend to reek of smoke all the time.",
+ "MARK-SHADOW-4": "
Aspect of Ulgu: Your frame lightens and tightens whilst your hair colour changes to grey.",
+ "MARK-SHADOW-5": "
Forgettable: People can't seem to remember your face. Characters who've met you must succeed on an Intelligence Tests to recall who you are.",
+ "MARK-SHADOW-6": "
Disturbing Eyes: Your eyes become grey and swirl with unnatural darkness. You gain a +5% bonus to Intimidate Tests.",
+ "MARK-SHADOW-7": "
Insubstantial: Your body becomes slightly insubstantial. You gain a +10% bonus to Concealment Tests, but you take a -5% penalty to your Toughness Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-8": "
Unnatural Shadow: Your shadow does not behave itself - moving often of it's own accord. The shifting wrongness of your shadow puts folk ill at ease, imposing a -10% penalty to Fellowship Tests made when interacting with non-magic users. Worse, superstitious peasants will need convincing that you are not a Daemon.",
+ "MARK-SHADOW-9": "
Shrouded: Your body draws shadows towards it. You gain a +10% bonus to Concealment Tests.",
+ "MARK-SHADOW-10": "
Mark of Ulgu: The rune of
Ulgu appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Shadow.",
+ "ARCANE-MARK": "Arcane Mark",
+ "CHARACTERISTIC": "Characteristic"
}
\ No newline at end of file
diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/zh.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/zh.json
index e0d76c9eea..5b2a49ac0f 100644
--- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/zh.json
+++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/zh.json
@@ -1,286 +1,787 @@
{
- "character-name": "Character Name",
- "career": "Career",
- "career-path": "Career Path",
- "race": "Race",
- "religion": "Religion",
- "concept": "Concept",
- "advancements": "Advancements",
- "xp": "XP",
- "core-stats": "Core Stats",
- "background": "Background",
- "weapons": "Weapons",
- "armor": "Armor",
- "spellbook": "Spellbook ",
- "inventory": "Inventory",
- "character-profile": "Character Profile",
- "main-profile": "Main Profile",
- "main": "Main",
- "abbreviate-weapon-skill": "WS",
- "abbreviate-ballistic-skill": "BS",
- "abbreviate-strength": "S",
- "abbreviate-toughness": "T",
- "abbreviate-agility": "Ag",
- "abbreviate-intelligence": "Int",
- "abbreviate-will-power": "WP",
- "abbreviate-fellowship": "Fel",
- "starting": "Starting",
- "talents": "Talents",
- "advance": "Advance",
- "current": "Current",
- "secondary-profile": "Secondary Profile",
- "secondary": "Secondary",
- "abbreviate-attacks": "A",
- "abbreviate-wounds": "W",
- "abbreviate-strength-bonus": "SB",
- "abbreviate-toughness-bonus": "TB",
- "abbreviate-movement": "M",
- "abbreviate-magic": "Mag",
- "abbreviate-insanity-points": "IP",
- "abbreviate-fate-points": "FP",
- "combat": "Combat",
- "initiative": "Initiative",
- "wounds": "Wounds",
- "fortune": "Fortune",
- "move": "Move",
- "charge": "Charge",
- "run": "Run",
- "leap": "Leap",
- "abbreviate-initiative": "Init",
- "check-luck": "Check if you have the Luck Talent",
- "talent-name": "Talent Name",
- "description": "Descripton",
- "skills": "Career Main Profile",
- "knowledge-and-language-skills": "Knowledge and Language Skills",
- "skill-name": "Skill Name",
- "abbreviate-characteristic": "Char",
- "training": "Training",
- "misc": "Misc",
- "total": "Total",
- "roll": "Roll",
- "abbreviate-gm": "GM",
- "common-knowledge-any": "Common Knowledge (any)",
- "common-knowledge": "Common Knowledge",
- "trained": "Trained",
- "perform-trade-and-other-skills": "Perform, Trade, and Other Skills",
- "basic": "Basic",
- "special-rules": "Special Rules",
- "name": "Name",
- "basic-skills": "Basic Skills",
- "animal-care": "Animal Care",
- "charm": "Charm",
- "command": "Command",
- "concealment": "Concealment",
- "consume-alcohol": "Consume Alcohol",
- "disguise": "Disguise",
- "drive": "Drive",
- "evaluate": "Evaluate",
- "gamble": "Gamble",
- "gossip": "Gossip",
- "haggle": "Haggle",
- "intimidate": "Intimidate",
- "outdoor-survival": "Outdoor Survival",
- "preception": "Perception",
- "ride": "Ride",
- "row": "Row",
- "scale-sheet-surface": "Scale Sheer Surface",
- "search": "Search",
- "silent-move": "Silent Move",
- "swim": "Swim",
- "advanced-skills": "Advanced Skills",
- "animal-training": "Animal Training",
- "blather": "Blather",
- "chanelling": "Chanelling",
- "charm-animal": "Charm Animal",
- "dodge-blow": "Dodge Blow",
- "follow-trail": "Follow Trail",
- "heal": "Heal",
- "hypnotism": "Hypnotism",
- "lip-reading": "Lip Reading",
- "magical-sense": "Magical Sense",
- "navigation": "Navigation",
- "pick-lock": "Pick Lock",
- "prepare-poison": "Prepare Poison",
- "read-and-write": "Read and Write",
- "sail": "Sail",
- "set-trap": "Set Trap",
- "shadowing": "Shadowing",
- "sleight-of-hand": "Sleight of Hand",
- "torture": "Torture",
- "vetroloquism": "Ventriloquism",
- "astrology": "Astrology",
- "star-sign": "Star Sign",
- "doom": "Doom",
- "appearance": "Appearance",
- "gender": "Gender",
- "build": "Build",
- "age": "Age",
- "attr-height": "Height",
- "weight": "Weight",
- "eyes": "Eyes",
- "skin": "Skin",
- "hair": "Hair",
- "history": "History",
- "miscellaneous-notes": "Miscellaneous Notes",
- "starting-career": "Starting Career",
- "career-name": "Career Name",
- "career-main-profile": "Career Main Profile",
- "weapon-skill": "Weapon Skill",
- "ballistic-skill": "Ballistic Skill",
- "strength": "Strength",
- "toughness": "Toughness",
- "agility": "Agility",
- "intelligence": "Intelligence",
- "will-power": "Will Power",
- "fellowship": "Fellowship",
- "career-secondary-profile": "Career Secondary Profile",
- "attacks": "Attacks",
- "strength-bonus": "Strength Bonus",
- "toughness-bonus": "Toughness Bonus",
- "movement": "Movement",
- "magic": "Magic",
- "insanity-points": "Insanity Points",
- "fate-points": "Fate Points",
- "career-skills": "Career Skills",
- "career-talents": "Career Talents",
- "career-exits": "Career Exits",
- "second-career": "Second Career",
- "third-career": "Third Career",
- "fourth-career": "Fourth Career",
- "fifth-career": "Fifth Career",
- "melee-weapons": "Melee Weapons",
- "abbreviate-proficiency": "Prof?",
- "weapon": "Weapon",
- "craftsmanship": "Craftsmanship",
- "ws-bonus": "WS Bonus",
- "to-hit": "To Hit",
- "damage": "Damage",
- "impact": "Impact",
- "defensive": "Defensive",
- "qualities": "Qualities",
- "attack": "Attack",
- "parry": "Parry",
- "poor": "Poor",
- "common": "Common",
- "good": "Good",
- "best": "Best",
- "abbreviate-attack": "Atk",
- "abbreviate-damage": "Dmg",
- "abbreviate-parry": "Pry",
- "ranged-weapons": "Ranged Weapons",
- "bs-bonus": "BS Bonus",
- "type": "Type",
- "reload": "Reload",
- "range": "Range",
- "ammo": "Ammo",
- "shoot": "Shoot",
- "throw": "Throw",
- "free": "Free",
- "half": "Half",
- "full-number": "{{0}} Full",
- "critical-hit": "Critical Hit",
- "critical-roll": "Critical Roll",
- "critical": "Critical",
- "petty": "Petty",
- "lesser": "Lesser",
- "arcane": "Arcane",
- "divine": "Divine",
- "runes": "Runes",
- "perform-chanelling": "Take a Half Action to perform Chanelling",
- "spell-name": "Name",
- "casting-number": "Casting Number",
- "casting-time": "Casting Time",
- "duration": "Duration",
- "target": "Target/AoE",
- "none": "None",
- "1d10magic": "1d10 + Magic",
- "spell-healing": "Spell Healing",
- "cast": "Cast",
- "ingredient-bonus": "Ingredient Bonus",
- "ingredient": "Ingredient",
- "spell-damage": "Spell Damage",
- "spell-description": "Spell Description",
- "petty-spell": "Petty Spell",
- "lesser-spell": "Lesser Spell",
- "arcane-spell": "Arcane Spell",
- "divine-spell": "Divine Spell",
- "rune": "Rune",
- "inscription-number": "Inscription Number",
- "empowerment": "Empowerment",
- "inscribe": "Inscribe",
- "permanent-rune-description": "Permanent Rune Description",
- "temporary-rune-description": "Temporary Rune Description",
- "coin-carried": "Coin Carried",
- "brass-pennies-bp": "Brass Pennies (BP)",
- "silver-shillings-ss": "Silver Shillings (SS)",
- "gold-crowns-gc": "Gold Crowns (GC)",
- "total-gc-value": "Total GC Value",
- "exchange-rate": "Exchange Rate",
- "exchange-rate-description": "240 brass pennies = 20 silver shilling = 1 gold crown",
- "encumbrance": "Encumbrance",
- "trappings": "Trappings",
- "coin": "Coin",
- "other": "Other",
- "carrying-capacity": "Carrying Max",
- "push-drag-lift": "Push/Drag/Lift",
- "encumbered": "Encumbered",
- "dwarf": "Dwarf",
- "dwarf-encumbrance": "Dwarves can carry twice as much as other characters.",
- "encumbrance-description": "Encumbrance entered in each row below is:",
- "encumbrance-choice1": "The total encumbrance of the row (ignoring quantity)",
- "encumbrance-choice2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
- "page1": "Page 1",
- "page2": "Page 2",
- "page3": "Page 3",
- "show-all": "Show All",
- "row-nr": "Row #",
- "carried-question": "Carried?",
- "abbreviate-quantity": "Qty",
- "treasure-loot-inventory-notes": "Treasure/Loot/Inventory Notes",
- "protective-item": "Protective Items",
- "head": "Head",
- "worn": "Worn",
- "armor-type": "Armor Type",
- "armor-points": "Armor Points",
- "magic-bonus": "Magic Bonus",
- "total-ap": "Total AP",
- "leather": "Leather",
- "mail": "Mail",
- "plate": "Plate",
- "torso": "Torso",
- "arms": "Arms",
- "legs": "Legs",
- "armor-penalties": "Armor Penalties",
- "armor-penalties-description1": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
- "armor-penalties-description2": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
- "hit-locations": "Hit Locations",
- "left-arm": "Left Arm",
- "left-leg": "Left Leg",
- "right-arm": "Right Arm",
- "right-leg": "Right Leg",
- "advanced-skill": "Advanced Skill",
- "basic-skill": "Basic Skill",
- "knowledge-skill": "Knowledge Skill",
- "various-skill": "Various Skill",
- "blood-loss": "Blood Loss",
- "bleeding": "Bleeding",
- "casting-test": "Casting Test",
- "outcome": "Outcome",
- "spellcasting-succeeds": "Spellcasting succeeds",
- "hit-left-arm": "Hit Left Arm",
- "hit-right-leg": "Hit Right Leg",
- "hit-location-number": "Hit Location {{0}}",
- "hit-right-arm": "Hit Right Arm",
- "damage-number": "Damage {{0}}",
- "hit-left-leg": "Hit Left Leg",
- "hit-body": "Hit Body",
- "hit-head": "Hit Head",
- "target-number": "Target Number",
- "attack-roll": "Attack Roll",
- "miss": "Miss",
- "parry-roll": "Parry Roll",
- "failure": "Failure",
- "spellcasting-fails": "Spellcasting fails",
- "test-result": "Test Result",
- "characteristic": "Characteristic"
+ "CHARACTER-NAME": "Character Name",
+ "CAREER": "Career",
+ "CAREER-PATH": "Career Path",
+ "RACE": "Race",
+ "RELIGION": "Religion",
+ "CONCEPT": "Concept",
+ "ADVANCEMENTS": "Advancements",
+ "XP": "XP",
+ "XP-EARNED": "XP Earned",
+ "XP-SPENT": "XP Spent",
+ "XP-REST": "XP Rest",
+ "PUBLIC": "Make all rolls public",
+ "WHISPER": "Whisper all rolls to GM",
+ "CORE-STATS": "Core Stats",
+ "BACKGROUND": "Background",
+ "WEAPONS": "Weapons",
+ "ARMOR": "Armor",
+ "SPELLBOOK": "Spellbook",
+ "INVENTORY": "Inventory",
+ "SETTINGS": "Settings",
+ "CHARACTER-PROFILE": "Character Profile",
+ "MAIN-PROFILE": "Main Profile",
+ "MAIN": "Main",
+ "ABBREVIATE-WEAPON-SKILL": "WS",
+ "ABBREVIATE-BALLISTIC-SKILL": "BS",
+ "ABBREVIATE-STRENGTH": "S",
+ "ABBREVIATE-TOUGHNESS": "T",
+ "ABBREVIATE-AGILITY": "Ag",
+ "ABBREVIATE-INTELLIGENCE": "Int",
+ "ABBREVIATE-WILL-POWER": "WP",
+ "ABBREVIATE-FELLOWSHIP": "Fel",
+ "STARTING": "Starting",
+ "TALENTS": "Talents",
+ "ADVANCE": "Advance",
+ "CURRENT": "Current",
+ "MODIFIER": "Modifier",
+ "SECONDARY-PROFILE": "Secondary Profile",
+ "SECONDARY": "Secondary",
+ "ABBREVIATE-ATTACKS": "A",
+ "ABBREVIATE-WOUNDS": "W",
+ "ABBREVIATE-STRENGTH-BONUS": "SB",
+ "ABBREVIATE-TOUGHNESS-BONUS": "TB",
+ "ABBREVIATE-MOVEMENT": "M",
+ "ABBREVIATE-MAGIC": "Mag",
+ "ABBREVIATE-INSANITY-POINTS": "IP",
+ "ABBREVIATE-FATE-POINTS": "FP",
+ "COMBAT": "Combat",
+ "INITIATIVE": "Initiative",
+ "WOUNDS": "Wounds",
+ "FORTUNE": "Fortune",
+ "MOVE": "Move",
+ "CHARGE": "Charge",
+ "RUN": "Run",
+ "LEAP": "Leap",
+ "ABBREVIATE-INITIATIVE": "Init",
+ "CHECK-LUCK": "Check if you have the Luck Talent",
+ "TALENT-NAME": "Talent Name",
+ "DESCRIPTION": "Descripton",
+ "SKILLS": "Skills",
+ "KNOWLEDGE-AND-LANGUAGE-SKILLS": "Knowledge and Language Skills",
+ "KNOWLEDGE": "Knowledge",
+ "SKILL-NAME": "Skill Name",
+ "ABBREVIATE-CHARACTERISTIC": "Char",
+ "TRAINING": "Training",
+ "ABBREVIATE-MISCELLANEOUS": "Misc",
+ "TOTAL": "Total",
+ "ROLL": "Roll",
+ "ABBREVIATE-GM": "GM",
+ "COMMON-KNOWLEDGE-ANY": "Common Knowledge (any)",
+ "COMMON-KNOWLEDGE": "Common Knowledge",
+ "PERFORM-TRADE-AND-OTHER-SKILLS": "Perform, Trade, and Other Skills",
+ "TRAINED": "Trained",
+ "BASIC": "Basic",
+ "SPECIAL-RULES": "Special Rules",
+ "NAME": "Name",
+ "BASIC-SKILLS": "Basic Skills",
+ "ANIMAL-CARE": "Animal Care",
+ "CHARM": "Charm",
+ "COMMAND": "Command",
+ "CONCEALMENT": "Concealment",
+ "CONSUME-ALCOHOL": "Consume Alcohol",
+ "DISGUISE": "Disguise",
+ "DRIVE": "Drive",
+ "EVALUATE": "Evaluate",
+ "GAMBLE": "Gamble",
+ "GOSSIP": "Gossip",
+ "HAGGLE": "Haggle",
+ "INTIMIDATE": "Intimidate",
+ "OUTDOOR-SURVIVAL": "Outdoor Survival",
+ "PERCEPTION": "Perception",
+ "RIDE": "Ride",
+ "ROW": "Row",
+ "SCALE-SHEER-SURFACE": "Scale Sheer Surface",
+ "SEARCH": "Search",
+ "SILENT-MOVE": "Silent Move",
+ "SWIM": "Swim",
+ "ADVANCED-SKILLS": "Advanced Skills",
+ "ANIMAL-TRAINING": "Animal Training",
+ "BLATHER": "Blather",
+ "CHANNELLING": "Channelling",
+ "CHARM-ANIMAL": "Charm Animal",
+ "DODGE-BLOW": "Dodge Blow",
+ "FOLLOW-TRAIL": "Follow Trail",
+ "HEAL": "Heal",
+ "HYPNOTISM": "Hypnotism",
+ "LIP-READING": "Lip Reading",
+ "MAGICAL-SENSE": "Magical Sense",
+ "NAVIGATION": "Navigation",
+ "PICK-LOCK": "Pick Lock",
+ "PREPARE-POISON": "Prepare Poison",
+ "READ-AND-WRITE": "Read and Write",
+ "SAIL": "Sail",
+ "SET-TRAP": "Set Trap",
+ "SHADOWING": "Shadowing",
+ "SLEIGHT-OF-HAND": "Sleight of Hand",
+ "TORTURE": "Torture",
+ "VENTRILOQUISM": "Ventriloquism",
+ "ASTROLOGY": "Astrology",
+ "STAR-SIGN": "Star Sign",
+ "DOOM": "Doom",
+ "APPEARANCE": "Appearance",
+ "GENDER": "Gender",
+ "BUILD": "Build",
+ "AGE": "Age",
+ "HEIGHT": "Height",
+ "WEIGHT": "Weight",
+ "EYES": "Eyes",
+ "SKIN": "Skin",
+ "HAIR": "Hair",
+ "HISTORY": "History",
+ "MISCELLANEOUS-NOTES": "Miscellaneous Notes",
+ "CAREER-NAME": "Career Name",
+ "STARTING-CAREER": "Starting Career",
+ "SECOND-CAREER": "Second Career",
+ "THIRD-CAREER": "Third Career",
+ "FOURTH-CAREER": "Fourth Career",
+ "FIFTH-CAREER": "Fifth Career",
+ "CAREER-ENTERED": "Career Entered",
+ "CAREER-ENTERED_CHECK": "Check if you've entered this career.",
+ "CAREER-MAIN-PROFILE": "Career Main Profile",
+ "WEAPON-SKILL": "Weapon Skill",
+ "BALLISTIC-SKILL": "Ballistic Skill",
+ "STRENGTH": "Strength",
+ "TOUGHNESS": "Toughness",
+ "AGILITY": "Agility",
+ "INTELLIGENCE": "Intelligence",
+ "WILL-POWER": "Will Power",
+ "FELLOWSHIP": "Fellowship",
+ "CAREER-SECONDARY-PROFILE": "Career Secondary Profile",
+ "ATTACKS": "Attacks",
+ "STRENGTH-BONUS": "Strength Bonus",
+ "TOUGHNESS-BONUS": "Toughness Bonus",
+ "MOVEMENT": "Movement",
+ "MAGIC": "Magic",
+ "INSANITY-POINTS": "Insanity Points",
+ "FATE-POINTS": "Fate Points",
+ "CAREER-SKILLS": "Career Skills",
+ "CAREER-TALENTS": "Career Talents",
+ "CAREER-SKILLS-AND-TALENTS": "Career Skills and Talents",
+ "SKILL-OR-TALENT": "Skill or Talent",
+ "CAREER-EXITS": "Career Exits",
+ "TAKEN": "Taken",
+ "MELEE-WEAPONS": "Melee Weapons",
+ "ABBREVIATE-PROFICIENCY": "Prof?",
+ "WEAPON": "Weapon",
+ "CRAFTSMANSHIP": "Craftsmanship",
+ "ABBREVIATE-CRAFTSMANSHIP": "Craft",
+ "ABBREVIATE-ENCUMBRANCE": "Enc",
+ "WS-BONUS": "WS Bonus",
+ "TO-HIT": "To Hit",
+ "DAMAGE": "Damage",
+ "FURY-DAMAGE": "Fury Damage",
+ "DAMAGE-INC-SB": "Melee damage already includes SB.",
+ "IMPACT": "Impact",
+ "ABBREVIATE-IMPACT": "Imp",
+ "DEFENSIVE": "Defensive",
+ "ABBREVIATE-DEFENSIVE": "Def",
+ "QUALITIES": "Qualities",
+ "FRENZY-DESCRIPTION": "Check if you are using the Frenzy Talent",
+ "ATTACK": "Attack",
+ "PARRY": "Parry",
+ "POOR": "Poor",
+ "COMMON": "Common",
+ "GOOD": "Good",
+ "BEST": "Best",
+ "ABBREVIATE-ATTACK": "Atk",
+ "ABBREVIATE-DAMAGE": "Dmg",
+ "ABBREVIATE-PARRY": "Pry",
+ "RANGED-WEAPONS": "Ranged Weapons",
+ "BS-BONUS": "BS Bonus",
+ "TYPE": "Type",
+ "RELOAD": "Reload",
+ "RANGE": "Range",
+ "ABBREVIATE-AMMUNITION": "Ammo",
+ "ABBREVIATE-AMMUNITION-ENCUMBRANCE": "Ammo Enc",
+ "AMMO-ENCUMBRANCE-DESCRIPTION": "Note Encombrance value for 1 piece of ammo.",
+ "SHOOT": "Shoot",
+ "THROW": "Throw",
+ "FREE": "Free",
+ "HALF": "Half",
+ "FULL-NUMBER": "{{0}} Full",
+ "CRITICAL": "Critical",
+ "CRITICAL-HIT": "Critical Hit",
+ "CRITICAL-ROLL": "Critical Roll",
+ "TOTAL-MELEE-WEAPON-ENCUMBRANCE": "Total Melee Weapon Encumbrance",
+ "TOTAL-RANGED-WEAPON-ENCUMBRANCE": "Total Ranged Weapon Encumbrance",
+ "TOTAL-WEAPON-ENCUMBRANCE": "Total Weapon Encumbrance",
+ "PETTY": "Petty",
+ "LESSER": "Lesser",
+ "ARCANE": "Arcane",
+ "DIVINE": "Divine",
+ "RUNES": "Runes",
+ "RITUALS": "Rituals",
+ "PERFORM-CHANNELLING": "Take a Half Action to perform Channelling",
+ "SPELL-NAME": "Name",
+ "CASTING-NUMBER": "Casting Number",
+ "CASTING-TIME": "Casting Time",
+ "DURATION": "Duration",
+ "TARGET": "Target/AoE",
+ "NONE": "None",
+ "1D10MAGIC": "1d10 + Magic",
+ "SPELL-HEALING": "Spell Healing",
+ "CAST": "Cast",
+ "INGREDIENT-BONUS": "Ingredient Bonus",
+ "INGREDIENT": "Ingredient",
+ "SPELL-DAMAGE": "Spell Damage",
+ "SPELL-DESCRIPTION": "Spell Description",
+ "RITUAL-DESCRIPTION": "Ritual Description",
+ "ARCANE-LANGUAGE": "Arcane Language",
+ "REQUIRED-MAGIC": "Required Magic",
+ "XP-COST": "XP Cost",
+ "CONDITIONS": "Conditions",
+ "CONSEQUENCES": "Consquences",
+ "petty-spell": "Petty Spell",
+ "lesser-spell": "Lesser Spell",
+ "arcane-spell": "Arcane Spell",
+ "divine-spell": "Divine Spell",
+ "RUNE": "Rune",
+ "INSCRIPTION-NUMBER": "Inscription Number",
+ "EMPOWERMENT": "Empowerment",
+ "INSCRIBE": "Inscribe",
+ "PERMANENT-RUNE-DESCRIPTION": "Permanent Rune Description",
+ "TEMPORARY-RUNE-DESCRIPTION": "Temporary Rune Description",
+ "MAGIC-USED": "Amount of Magic used",
+ "CHANNELLING-SUCCESS": "Channelling success",
+ "INGREDIENT-USED": "Ingredient used",
+ "RUNE-TYPE": "Rune type",
+ "TEMPORARY": "Temporary",
+ "PERMANENT": "Permanent",
+ "MINUTES": "minute(s)",
+ "WEEKS": "week(s)",
+ "COIN-CARRIED": "Coin Carried",
+ "BRASS-PENNIES-BP": "Brass Pennies (BP)",
+ "SILVER-SHILLINGS-SS": "Silver Shillings (SS)",
+ "GOLD-CROWNS-GC": "Gold Crowns (GC)",
+ "TOTAL-GC-VALUE": "Total GC Value",
+ "EXCHANGE-RATE": "Exchange Rate",
+ "EXCHANGE-RATE-DESCRIPTION": "240 brass pennies = 20 silver shilling = 1 gold crown",
+ "ENCUMBRANCE": "Encumbrance",
+ "TRAPPINGS": "Trappings",
+ "COIN": "Coin",
+ "OTHER": "Other",
+ "CARRYING-CAPACITY": "Carrying Max",
+ "PUSH-DRAG-LIFT": "Push/Drag/Lift",
+ "ENCUMBERED": "Encumbered",
+ "ENCUMBERED-MOVEMENT-PENALTY": "Encumbered Movement penalty",
+ "DWARF": "Dwarf",
+ "DWARF-ENCUMBRANCE": "Dwarves can carry twice as much as other characters.",
+ "DWARF-ENCUMBRANCE-CHECK": "Check if you are a Dwarf.",
+ "ENCUMBRANCE-DESCRIPTION": "Encumbrance entered in each row below is:",
+ "ENCUMBRANCE-CHOICE1": "The total encumbrance of the row (ignoring quantity)",
+ "ENCUMBRANCE-CHOICE2": "Encumbrance per single item of the row (total encumbrance of the row = quantity * encumbrance)",
+ "PAGE-1": "Page 1",
+ "PAGE-2": "Page 2",
+ "PAGE-3": "Page 3",
+ "SHOW-ALL": "Show All",
+ "UNLIMITED": "Unlimited",
+ "ROW-NR": "Row #",
+ "CARRIED-QUESTION": "Carried?",
+ "ABBREVIATE-QUANTITY": "Qty",
+ "TREASURE-LOOT-INVENTORY-NOTES": "Treasure/Loot/Inventory Notes",
+ "PROTECTIVE-ITEMS": "Protective Items",
+ "WORN": "Worn",
+ "HEAD": "Head",
+ "ARMOR-TYPE": "Armor Type",
+ "ARMOR-POINTS": "Armor Points",
+ "ABBREVIATE-ARMOR-POINTS": "AP",
+ "MAGIC-BONUS": "Magic Bonus",
+ "BONUS": "Bonus",
+ "TOTAL-AP": "Total AP",
+ "LEATHER": "Leather",
+ "MAIL": "Mail",
+ "PLATE": "Plate",
+ "TORSO": "Torso",
+ "ARMS": "Arms",
+ "LEGS": "Legs",
+ "LOCATION-DESCRIPTION": "H : Head / B : Body / A : Arms / L : Legs",
+ "TOTAL-ARMOR-ENCUMBRANCE": "Total Armor Encombrance",
+ "TOTAL-WEIGHT-MAX": "The maximum total encumbrance your character can carry without slowing.",
+ "MAX-PUSH-DRAG-LIFT": "This is the maximum encumbrance you can push/drag/lift. If the encumbrance you are pushing/dragging/lifting exceeds your maximum carrying capacity then your Movement drops to 1.",
+ "LIGHT": "Light",
+ "MEDIUM": "Medium",
+ "HEAVY": "Heavy",
+ "LIGHT-ARMOR": "Light Armor",
+ "MEDIUM-ARMOR": "Medium Armor",
+ "HEAVY-ARMOR": "Heavy Armor",
+ "HIT-LOCATIONS": "Hit Locations",
+ "BODY": "Body",
+ "ABBREVIATE-HEAD": "H",
+ "ABBREVIATE-BODY": "B",
+ "ABBREVIATE-ARMS": "A",
+ "ABBREVIATE-LEGS": "L",
+ "LEFT-ARM": "Left Arm",
+ "LEFT-LEG": "Left Leg",
+ "RIGHT-ARM": "Right Arm",
+ "RIGHT-LEG": "Right Leg",
+ "ARMOR-PENALTIES": "Armor Penalties",
+ "ARMOR-PENALTIES-MEDIUM": "Wearing medium or heay armor imposes -10 penalty on Agility Tests.",
+ "ARMOR-PENALTIES-HEAVY": "Wearing heavy armor lowers Movement by 1, unless you have the Sturdy talent.",
+ "BLOOD-LOSS": "Blood Loss",
+ "BLEEDING": "Bleeding",
+ "ADVANCED-SKILL": "Advanced Skill",
+ "BASIC-SKILL": "Basic Skill",
+ "KNOWLEDGE-SKILL": "Knowledge Skill",
+ "VARIOUS-SKILL": "Various Skill",
+ "TARGET-NUMBER": "Target Number",
+ "TEST-RESULT": "Test Result",
+ "RESULT": "Result",
+ "OUTCOME": "Outcome",
+ "SUCCESS": "Success",
+ "FAILURE": "Failure",
+ "ATTACK-ROLL": "Attack Roll",
+ "MISS": "Miss",
+ "PARRY-ROLL": "Parry Roll",
+ "PARRIED": "Parried",
+ "CASTING-TEST": "Casting Test",
+ "SPELLCASTING-FAILS": "Spellcasting fails",
+ "SPELLCASTING-SUCCEEDS": "Spellcasting succeeds",
+ "INSCRIPTION-TEST": "Inscription Test",
+ "INSCRIPTION-TIME": "Inscription Time",
+ "INSCRIPTION-FAILS": "Inscription fails",
+ "INSCRIPTION-SUCCEEDS": "Inscription succeeds",
+ "HIT-LOCATION": "Hit Location",
+ "HIT-HEAD": "Hit Head",
+ "HIT-BODY": "Hit Body",
+ "HIT-LEFT-ARM": "Hit Left Arm",
+ "HIT-LEFT-LEG": "Hit Left Leg",
+ "HIT-RIGHT-ARM": "Hit Right Arm",
+ "HIT-RIGHT-LEG": "Hit Right Leg",
+ "HIT-LOCATION-NUMBER": "Hit Location {{0}}",
+ "DAMAGE-NUMBER": "Damage {{0}}",
+ "CRITICAL-LOCATION": "Critical Location",
+ "CRITICAL-VALUE": "Critical Value",
+ "CRITICAL-EFFECT": "Critical Effect",
+ "CRITICAL-EFFECT-H1": "Disoriented by the blow. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-H2": "Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H3": "The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-H4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.",
+ "CRITICAL-EFFECT-H5": "Knocked to the ground and dazed. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-H6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-H7": "Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-H8": "Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently.",
+ "CRITICAL-EFFECT-H9": "Skull pierced by a mighty blow. Death is instantaneous.",
+ "CRITICAL-EFFECT-A1": "Drops anything held in that hand. A shield, if worn, is not affected, since its strapped on.",
+ "CRITICAL-EFFECT-A2": "Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A3": "Hand incapacitated until medical attention is received. Anything held in this hand is dropped (again, excepting a shield).",
+ "CRITICAL-EFFECT-A4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Arm struck numb and cannot be used for 1 round.",
+ "CRITICAL-EFFECT-A5": "Arm incapacitated until medical attention is received. Anything held in this hand is dropped (excepting a shield).",
+ "CRITICAL-EFFECT-A6": "Arm demolished by attack. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-A7": "Hand turned into a bloody ruin. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the hand permanently.",
+ "CRITICAL-EFFECT-A8": "Arm is now a dangling mass of bloody meat. Anything held in this hand is dropped (excepting a shield). Blood loss is such that character has a 20% chance of dying each round until medical attention is received. Test at the start of victims turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or lose the arm from the elbow down permanently.",
+ "CRITICAL-EFFECT-A9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his shoulder. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-B1": "The wind is knocked out of the character. All tests and attacks suffer a 20% penalty for one round.",
+ "CRITICAL-EFFECT-B2": "Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B3": "Ribs busted by ferocity of attack. Character takes a 10% WS penalty until medical attention is received.",
+ "CRITICAL-EFFECT-B4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Struck in the groin. The pain is such that the character cannot take any actions for one round.",
+ "CRITICAL-EFFECT-B5": "Knocked to the ground and badly winded. All his tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-B6": "Stunned for 1d10 rounds.",
+ "CRITICAL-EFFECT-B7": "The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent.",
+ "CRITICAL-EFFECT-B8": "Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down.",
+ "CRITICAL-EFFECT-B9": "Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds.",
+ "CRITICAL-EFFECT-L1": "Stumbles. Character can only take a half action on his next turn.",
+ "CRITICAL-EFFECT-L2": "Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L3": "Leg incapacitated until medical attention is received. Characters Movement Characteristic is reduced to 1 and he cannot dodge. Related Agility Tests also suffer a 20% penalty.",
+ "CRITICAL-EFFECT-L4": "Armor damaged. Armor Points on this location are reduced by 1 until the armor is repaired with a successful Trade (Armorer) Skill Test. If character isnt wearing any armor or players are using the Basic Armor system, use the following result instead:
Leg struck numb by the attack. Characters Movement Characteristic is reduced to 1 for one round and during that time he cannot dodge and suffers a 20% penalty on related Agility Tests.",
+ "CRITICAL-EFFECT-L5": "Knocked to the ground and dazed. All characters tests and attacks suffer a 30% penalty for one round and he must use the stand action to regain his feet.",
+ "CRITICAL-EFFECT-L6": "Leg demolished and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character.",
+ "CRITICAL-EFFECT-L7": "Leg is turned into a bloody ruin and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the foot permanently.",
+ "CRITICAL-EFFECT-L8": "Leg turned into a dangling mass of bloody meat and character is considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose the leg from the knee down permanently.",
+ "CRITICAL-EFFECT-L9": "Major artery severed. After a fraction of a second, character collapses with blood pouring out of the ruins of his leg. Death from shock and blood loss is almost instantaneous.",
+ "CRITICAL-EFFECT-10": "Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.",
+ "BLOOD-SURVIVE": "Survive one more round.",
+ "BLOOD-DEATH": "Death from blood loss!",
+ "OLD-TRAPPINGS": "Use old Trappings layout",
+ "NEW-TRAPPINGS": "Use new Trappings layout",
+ "CHAOS-MANIFESTATION": "Chaos Manifestation",
+ "ROLL-BASIC-TABLES": "Roll on Basic Chaos Manifestaion Tables",
+ "ROLL-EXTENDED-TABLES": "Roll on Extended Chaos Manifestaion Tables",
+ "TZEENTCHS-CURSE": "Tzeentch's Curse",
+ "CHAOS-ROLL": "Chaos Roll",
+ "CHAOS-TABLE": "Chaos Table",
+ "MINOR-NORMAL": "Minor Normal",
+ "MINOR-EXTENDED": "Minor Extended",
+ "MAJOR-NORMAL": "Major Normal",
+ "MAJOR-EXTENDED": "Major Extended",
+ "CATASTROPHIC-NORMAL": "Catastrophic Normal",
+ "CATASTROPHIC-EXTENDED": "Catastrophic Extended",
+ "MINOR": "Minor",
+ "MAJOR": "Major",
+ "CATASTROPHIC": "Catastrophic",
+ "MINOR-CHAOS-MANIFESTATION": "Minor Chaos Manifestation",
+ "MAJOR-CHAOS-MANIFESTATION": "Major Chaos Manifestation",
+ "CATASTROPHIC-CHAOS-MANIFESTATION": "Catastrophic Chaos Manifestation",
+ "YES": "Yes",
+ "NO": "No",
+ "MINOR1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINOR2": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINOR3": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINOR4": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINOR5": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINOR6": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINOR7": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINOR8": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINOR9": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINOR10": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINOR11": "
Unlucky !: Roll on Major Chaos Manifestation instead.",
+ "MINORE1": "
Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.",
+ "MINORE2": "
Fumblehand: A randomly selected item you are holding or carrying flies 1d10 yards (1d10/2 squares) in a random direction, thrown invisibly by Winds of Chaos.",
+ "MINORE3": "
Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.",
+ "MINORE4": "
Nailrot: A randomly chosen finger or toenail turns black and falls off. It will grow back normally.",
+ "MINORE5": "
Breath of Chaos: A cold and unnatural wind blows through the area.",
+ "MINORE6": "
Horripilation: Your hair stands on end for 1d10 rounds.",
+ "MINORE7": "
Waxy Earful: Your ears become entirely plugged with wax, requiring a successful Heal Test to clear. Until you receive such treatment, you suffer a 10% penalty to all tests involving hearing.",
+ "MINORE8": "
Wyrdlight: You glow with an eerie light for 1d10 rounds.",
+ "MINORE9": "
Cold Sweats: All those within in 10 yards (5 squares) of you immediately break into a cold sweat lasting 1d10 rounds.",
+ "MINORE10": "
Sleeping Nerves: Every muscle in your body tingles for 1d10 rounds. You suffer a 5% penalty to all tests made in that time.",
+ "MINORE11": "
Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.",
+ "MINORE12": "
Milky Eyes: A milky film covers your eyes for 1d10 hours. You suffer a 10% penalty to any tests involving sight in that time.",
+ "MINORE13": "
Bane of Flora: All plant life within 10 yards (5 squares) of you withers and dies.",
+ "MINORE14": "
Haunted: Ghostly voices fill the air for the duration of your spell.",
+ "MINORE15": "
Handfrozen: The bones and muscles of one of your hands (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move your fingers from their bizarre arrangement for 1d10 minutes.",
+ "MINORE16": "
Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.",
+ "MINORE17": "
Creeping Congregation: Insects fill the area around you, buzzing and crawling. They do no harm and disperse within 1d10 rounds, but they are obviousand potentially frighteningto everyone in the area.",
+ "MINORE18": "
Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.",
+ "MINORE19": "
Channel Burn: The channels of magic in your body are burned by coursing magic. You suffer a 1 penalty to every Casting Roll you make in the next 1d10 minutes.",
+ "MINORE20": "
Intestinal Rebellion: Your bowels move uncontrollably, soiling both your clothing and pride.",
+ "MINORE21": "
Grave Offence: You uncontrollably shout something horribly offensive to those around you. The GM may overrule you if your invention is insufficiently offensive.",
+ "MINORE22": "
Fluid Transformation: All liquids on your personincluding spell ingredientsturn to brine.",
+ "MINORE23": "
Kin Inconvenienced: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MINORE24": "
Accumulation of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MINORE25": "
Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.",
+ "MINORE26": "
Unlucky!: Roll on Major Chaos Manifestation instead.",
+ "MAJOR1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJOR2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJOR3": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJOR4": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJOR5": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJOR6": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJOR7": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJOR8": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJOR9": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJOR10": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJOR11": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "MAJORE1": "
Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.",
+ "MAJORE2": "
Silenced: You lose your voice for 1d10 rounds.",
+ "MAJORE3": "
Hairless: Every hair in your body falls out.",
+ "MAJORE4": "
Blacknail: Every finger and toenail on your body turns black and falls off. They will grow back normally.",
+ "MAJORE5": "
Wracked: You suffer burning pain for 1d10 rounds, suffering a 10% penalty to all tests made in that time.",
+ "MAJORE6": "
Channel Conflagration: The channels of magic in your body are set ablaze by coursing magic. You suffer a 1 penalty to every casting die you roll in the next 1d10 hours.",
+ "MAJORE7": "
Overload: You are overwhelmed by magical energy and are stunned for 1 round.",
+ "MAJORE8": "
Rag Doll: You spontaneously fly through the air 1d10 yards (1d10/5 squares) in a random direction, landing roughly and suffering a Damage 2 hit.",
+ "MAJORE9": "
Fire!: Your clothing bursts into flame (see WFRP, page 136).",
+ "MAJORE10": "
Loadstones: Every piece of metal on your body is permanently magnetized.",
+ "MAJORE11": "
Limbfrozen: The bones and muscles of one of your arms or legs (determine which one randomly) are frozen into an unnatural position by Chaos energy. Though this is not painful, you cannot move the affected limb for 1d10 hours.",
+ "MAJORE12": "
Tongue-twisted: Chaos energy infuses your mouth; anything you say for the next 1d10 minutes comes out as gibberish, rendering spellcasting impossible during that time.",
+ "MAJORE13": "
Chaotic Wind: Chaos blows through any magical spell ingredients you are carrying. Any spell cast using them will make one of any associated Casting Rolls dice a Chaos die.",
+ "MAJORE14": "
Craven Familiar: A Daemon Imp appears from the Aethyr and attacks you next round.",
+ "MAJORE15": "
Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.",
+ "MAJORE16": "
Undone: Every tie, clasp, and fastener of every type on your body flies violently open. Belts come undone, pouches fly open, boots come unlaced, and so on.",
+ "MAJORE17": "
Regurgitate: You throw up uncontrollably, unable to do anything else, for 1d10 rounds. In that time, you spew up much more vomit than could possibly have been contained in your stomach.",
+ "MAJORE18": "
Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "MAJORE19": "
Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.",
+ "MAJORE20": "
Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.",
+ "MAJORE21": "
Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, youll have no memory of what you just did.",
+ "MAJORE22": "
Kin Affected: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "MAJORE23": "
Storm of Chaos: Roll on Table 624: Expanded Minor Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "MAJORE24": "
Store of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "MAJORE25": "
Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.",
+ "MAJORE26": "
Trick of Fate: Roll on Catastrophic Chaos Manifestation.",
+ "CATA1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATA2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATA3": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATA4": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA5": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATA6": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATA7": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATA8": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATA9": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATA10": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "CATAE1": "
Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.",
+ "CATAE2": "
The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE3": "
Broken: Your will is utterly broken. Your Will Power Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE4": "
Stupefied: Your mind regresses to protect you from a worse fate. Your Intelligence Characteristic is reduced by 20% for 1d10 hours.",
+ "CATAE5": "
Tzeentchs Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.",
+ "CATAE6": "
Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.",
+ "CATAE7": "
Rageboil: Everyone within 10 yards (5 squares) of you is immediately and irrationally outraged by your very presence. They all move to attack youeven your alliesand only come to their senses after 1d10 rounds.",
+ "CATAE8": "
Albino Affliction: Your skin and hair are bleached utterly white by roiling Chaos.",
+ "CATAE9": "
Heretical Vision: A Daemon Prince shows you a vision of Chaos. You gain 1d10 Insanity Points. Any time after this event, you can spend 100 xp and gain the Dark Lore (Chaos) talent.",
+ "CATAE10": "
Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.",
+ "CATAE11": "
Boiling Blood: For a brief instant, your blood literally boils in your veins. You suffer 2d10 Wounds, which are reduced by Toughness but not armour.",
+ "CATAE12": "
Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see
Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.",
+ "CATAE13": "
Chaotic Servitors: 1d10 Daemon Imps (see
WFRP, page 229) appear from the Aethyr and do your bidding for 1d10 rounds.",
+ "CATAE14": "
Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GMs discretion). Removal of the branded skin will make no difference to the contract.",
+ "CATAE15": "
Windblock: You are stuck unable to breathe for 1d10 minutes (see Suffocation in WFRP, page 136), after which you gasp!manage to draw breath.",
+ "CATAE16": "
Lineage Concluded: The infection of Chaos renders you sterile or barren.",
+ "CATAE17": "
Eyefuse: You close your eyes as the Winds of Magic howl about you, and your eyelids are fused shut. You cannot see until this is corrected by magic or surgery.",
+ "CATAE18": "
Spasmodic Paroxysm: Your entire body convulses violently as the pure stuff of Chaos courses over you; you bite off your tongue. You become very difficult to understand and suffer 5 to all Casting Rolls until you are somehow healed.",
+ "CATAE19": "
Witherlimb: A randomly determined limb withers and becomes permanently useless.",
+ "CATAE20": "
Mutating Wind: You must make a Will Power Test or suffer a Chaos Mutation (see WFRP, page 229, or the Old World Bestiary, page 79).",
+ "CATAE21": "
Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, its time to roll up a new character.",
+ "CATAE22": "
Kin Afflicted: Roll again on this table. Your closest living relative (an offspring, sibling, or parent, considered in that order, closeness being defined by proximity to you in age) suffers the resulting effect, regardless of how far away he is.",
+ "CATAE23": "
Vortex of Chaos: Roll on Table 625: Expanded Major Chaos Manifestations. Every creature within 1d10 yards (1d5 squares) suffers that effect.",
+ "CATAE24": "
Hoard of Chaos: Roll twice more on this table. The first roll is what happens now. The second roll (which the GM should make in secret) defines what will automatically happen the next time you cast a spell, in addition to any other effects Tzeentchs Curse will bring if you roll doubles, triples, or quadruples.",
+ "CATAE25": "
Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.",
+ "GODWRATH1": "
Unearthly Vision: Your God chooses this time to grant you a symbolic but confusing vision. This stuns you for 1 round.",
+ "GODWRATH2": "
Prove Your Devotion: A few more prayers are required to finish casting the spell. This result adds 1 half action to the Casting Time of the spell. You must take this extra time even if you failed the Casting Roll.",
+ "GODWRATH3": "
You Try My Patience: You cannot cast another spell for 1d10 rounds. This spell still works as long as you made your Casting Roll.",
+ "GODWRATH4": "
Your Cause is Unworthy: Your spell fails, even if you made the Casting Roll.",
+ "GODWRATH5": "
Stinging Rebuke: Not only does your spell fail, but you also suffer a 10% penalty to your Will Power for 1 minute.",
+ "GODWRATH6": "
What Will You Sacrifice for this Boon?:",
+ "GODWRATH7": "
You Have Sinned Against Me: You have somehow angered your God. You must kneel and repent for 1d10 rounds. This renders you helpless.",
+ "GODWRATH8": "
Daemonic Interference: Your prayer is answered but not by your God. Roll a
Major Chaos Manifestation.",
+ "GODWRATHV1": "
Behold Your Wickedness!: You suffer visions of your failures, which seem to take an eternity but are over in an instant. Gain 1d10 Insanity Points; if you become insane, you gain Heart of Despair.",
+ "GODWRATHV2": "
Lash the Flesh to Purge the Soul: You take 2d10 Wounds, ignoring Toughness Bonus or Armour.",
+ "GODWRATHV3": "
You Shall Not Abuse My Mercy: Your Magic Characteristic is reduced to zero, and increases by one every time you do penance (as if attempting to reduce your Disfavour Pool to zero), until it returns to its original value. If you have no Magic Characteristic, the same happens to your daily allowance of Fortune Points.",
+ "GODWRATHV4": "
Thou Art Accursed and Outcast: You are cast out from the cult, and this is marked on your soul. You take a 30% penalty to all social interactions with followers of your God until you do penance.",
+ "GODWRATHV5": "
Rely Not On These Vanities: All your goods and equipment are stripped from you, leaving you in a tunic. Any non-magical equipment you were carrying is gone forever; magical equipment is mysteriously returned if you do penance. (GMs option: nonmagical but important items may also be returned after penance.)",
+ "GODWRATHV6": "
Called to Account: ",
+ "GODWRATHV7": "
Daemonic Visitation: Roll on the Catastrophic Chaos Manifestation Table instead using the table in WFRP.",
+ "SACRIFICE1": "You vomit up salt water, and feel as though you are almost drowned. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE2": "All warmth and vigour leach from your body. Take a –20% penalty to all actions for the next 1 minute.",
+ "SACRIFICE3": "You automatically fail your next Dodge or Parry Test.",
+ "SACRIFICE4": "You must re-roll your next three successful Tests. If the second roll fails, you fail the Test. If the re-roll succeeds, you succeed and need not roll again.",
+ "SACRIFICE5": "The next time one of your allies suffers an injury, you suffer exactly the same injury. This may mean taking Wounds, or taking a Critical Hit.",
+ "SACRIFICE6": "A brand in the shape of a twin-tailed comet appears on your forehead, inflicting 1d10 Wounds ignoring Toughness Bonus or armour.",
+ "SACRIFICE7": "Your mind becomes that of a beast for three rounds. You flee most situations, but fight if cornered.",
+ "SACRIFICE8": "Your body is rimed with frost. Take 1d10 Wounds, regardless of Toughness or Armour.",
+ "SACRIFICE9": "You are robbed of your knowledge. You automatically fail any Academic Knowledge Tests you make in the next 1 hour.",
+ "SACRIFICE10": "You lose 1d10 Wounds regardless of Toughness Bonus or armour.",
+ "OPTIONAL-ARCANE-MARK": "
Optional Arcane Mark: You must pass an Average (+0%) Willpower test or gain an Arcane Mark (see
Realms of Sorcery page 175).",
+ "ARCANE-LORE": "Arcane Lore",
+ "LORE-OF-BEASTS": "Lore of Beasts",
+ "LORE-OF-DEATH": "Lore of Death",
+ "LORE-OF-FIRE": "Lore of Fire",
+ "LORE-OF-HEAVENS": "Lore of the Heavens",
+ "LORE-OF-LIFE": "Lore of Life",
+ "LORE-OF-LIGHT": "Lore of Light",
+ "LORE-OF-METAL": "Lore of Metal",
+ "LORE-OF-SHADOW": "Lore of Shadow",
+ "MARK": "Mark",
+ "MARK-OF": "Mark of",
+ "BEASTS": "Beasts",
+ "DEATH": "Death",
+ "FIRE": "Fire",
+ "HEAVENS": "the Heavens",
+ "LIFE": "Life",
+ "METAL": "Metal",
+ "SHADOW": "Shadow",
+ "WRATH-ROLL": "Wrath Roll",
+ "WRATH-TABLE": "Wrath Table",
+ "WRATH": "Wrath",
+ "VENGEANCE": "Vengeance",
+ "WRATH-OF-THE-GODS": "Wrath of the Gods",
+ "VENGEANCE-OF-THE-GODS": "Vengeance of the Gods",
+ "DISFAVOR-POOL": "Disfavor Pool",
+ "DISFAVOR-ROLL": "Disfavor Roll",
+ "DIVINE-LORE": "Divine Lore",
+ "LORE-OF-MANANN": "Lore of Manann",
+ "LORE-OF-MORR": "Lore of Morr",
+ "LORE-OF-MYRMIDIA": "Lore of Myrmida",
+ "LORE-OF-RANALD": "Lore of Ranald",
+ "LORE-OF-SHALLYA": "Lore of Shallya",
+ "LORE-OF-SIGMAR": "Lore of Sigmar",
+ "LORE-OF-TAAL-RHYA": "Lore of Taal & Rhya",
+ "LORE-OF-ULRIC": "Lore of Ulric",
+ "LORE-OF-VERENA": "Lore of Verena",
+ "MARK-ROLL": "Mark Roll",
+ "MARKS": "Marks",
+ "NO-MARKS": "Don't use Marks optional rule",
+ "USE-MARKS": "Use Marks optional rule",
+ "MARKS-OF-THE-GODS": "Marks of the Gods",
+ "MARKS-OF-MANANN": "Marks of Manann",
+ "MARKS-OF-MORR": "Marks of Morr",
+ "MARKS-OF-MYRMIDIA": "Marks of Myrmida",
+ "MARKS-OF-RANALD": "Marks of Ranald",
+ "MARKS-OF-SHALLYA": "Marks of Shallya",
+ "MARKS-OF-SIGMAR": "Marks of Sigmar",
+ "MARKS-OF-TAAL-RHYA": "Marks of Taal & Rhya",
+ "MARKS-OF-ULRIC": "Marks of Ulric",
+ "MARKS-OF-VERENA": "Marks of Verena",
+ "MARKS-OF": "Marks of",
+ "MANANN": "Manann",
+ "MORR": "Morr",
+ "MYRMIDIA": "Myrmida",
+ "RANALD": "Ranald",
+ "SHALLYA": "Shallya",
+ "SIGMAR": "Sigmar",
+ "TAAL-RHYA": "Taal & Rhya",
+ "ULRIC": "Ulric",
+ "VERENA": "Verena",
+ "NO-LORE": "No Lore selected",
+ "GM-DISCRETION": "GM's discretion",
+ "MARK-GM-DISCRETION": "Mark at GM's discretion",
+ "MARK-MANANN-1": "
Fishy: You are infused with the odours of the sea. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-MANANN-2": "
Pelagic Yearning: You long for the open seas. When not on, or surrounded by, the sea, your Will Power is reduced by 5%.",
+ "MARK-MANANN-3": "
Seaweed Growth: Holy seaweed thrives somewhere on your body. At the GM's discretion, this may apply a -10% penalty to Fellowship Tests in som social situations.",
+ "MARK-MANANN-4": "
Tidal: You are bound to the changing tides. During low tide, you reduce your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. At high tide, increase your Wounds Characteristic by 2 and your Toughness Characteristic by 5%. All other times, and when far from sea, your Characteristics are unchanged.",
+ "MARK-MANANN-5": "
Manann's Mien: You grow taller, your hair darkens, and you develop a brimy smell. You grow larger, increasing your height by 1d10/2 inches and adding 2d10 pounds to your weight. As well, permanently increase your Strength Characteristic by 5%.",
+ "MARK-MANANN-6": "
Piscine Charisma: You become intensely attractive to fish of all kinds. They greet you in open-mouthed wonder and shoal around you in docile masses when you are in the water. For this reason, albatrosses and other seabirds like you. Add +20% to Charm Animal Tests made to interact with sea birds.",
+ "MARK-MANANN-7": "
Rip Tides: Large bodies of water twist and churn in your presence. All Swim Tests made by others with 4 yards (2 squares) of you take a -20% penalty, and a -10% penalty if between 4 and 12 yards (3-6 squares).",
+ "MARK-MANANN-8": "
Webbed: Your toes and fingers become webbed. Gain a +20% bonus to Swim Tests.",
+ "MARK-MANANN-9": "
One With the Sea: Manann reveals the secrets of his realm. You cannot drown in seawater; any time you would drown, you are instead reduced to 0 Wounds and are Helpless, and either float to the surface or wash up on shore. You also add +10% bonus to all Sail, Row, and Navigation Tests whilst at sea.",
+ "MARK-MANANN-10": "
Marked by Manann: A trided, Crown, Wave, or Albatross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channellin Tests when using the Lore of Manann, and a +10% bonus to Fellowship Tests when dealing with other Manannites if they can see the mark.",
+ "MARK-MORR-1": "
Enervated: Your muscles weaken. Permanently reduce your Strength Characteristic by 5%.",
+ "MARK-MORR-2": "
Distracted by Death: Your preoccupation with morbid subjects makes others uncomfortable around you. When interacting with individuals who are not priests in the cult of Morr, you take a -10% penalty to Fellowhip Tests.",
+ "MARK-MORR-4": "
Disturbing Visions: You are plagued by disconnected visions that you know to be portentous, but cannot understand. You take a -10% to Perception tests. Once per day, you may gain a +10% bonus to any single test.",
+ "MARK-MORR-3": "
Skeletal: Your face and scalp draw tightly to your skull. You take a -10% penalty to Charm Tests, but gain a +10% bonus to Intimidate Tests.",
+ "MARK-MORR-5": "
Morr's Mien: You grow taller, your hair darkens, and your skin pales, becoming cool to the touch. You grow larger, gaining 1d10/2 inches in height. As well, increase your Will Power Characteristic by 5%.",
+ "MARK-MORR-6": "
Flock of Ravens: Wherever you go, there always seem to be ravens present. Under most circumstances, they appear in places where one might expect them. Whilst indoors, you see them through windows, and underground, you may see raven cave paintings with disturbing regularity. You gain a +20% bonus to Charm Animal Tests made when interacting with ravens.",
+ "MARK-MORR-7": "
Dead Eyes: A single glance causes others to flinch. Gain the Unsettling Talent.",
+ "MARK-MORR-8": "
Morr's Servant: Sentient Undead shy from your presence. Any creature with the Undead Talent
and a Will Power Characteristic must make a Will Power Test or suffer from Fear. This ignores the Undead Talent's normal exemption to Fear.",
+ "MARK-MORR-9": "
Enlightened: You have gazed beyond the Portal and no longer fear death. Gain the Fearless Talent.",
+ "MARK-MORR-10": "
Marked by Morr: A Rose, Portal, or Raven mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Morr, and a +10% bonus to Fellowship Tests when dealing with other Morrians if they can see the mark.",
+ "MARK-MYRMIDIA-1": "
Vengeful: You become deeply vengeful, which blinds your reason. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-MYRMIDIA-2": "
Rites of War: You feel obliged to recite terms of war before any battle, an act that takes a Full Action. until you complete this honourable rite in combat, you take a -5% penalty to Weapon Skill Tests.",
+ "MARK-MYRMIDIA-3": "
Calculating: You coldly weigh the strengths and weaknesses of all you meet. You take a -10% penalty to Fellowship Tests made to deal with those who you meet for the first time.",
+ "MARK-MYRMIDIA-4": "
Righteous Fury: You punish the wicked, for you are honourable and true. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, but gain a +10% bonus to both Strength and Willpower Tests for the duration of the encounter.",
+ "MARK-MYRMIDIA-5": "
Myrmidia's Mien: Your skin darkens to a deep tan that glints coppery in the light. You grow larger, gaining 1d10/2 inches in height. You also gain a +10% bonus to Command Tests.",
+ "MARK-MYRMIDIA-6": "
Eagle Friend: Eagles like you. You gain a +20% bonus to Charm Animal Tests made when interacting with eagles.",
+ "MARK-MYRMIDIA-7": "
Eagle Eyes: Your irises darken and your eyes become exceptionally sharp. You gain a +20% bonus to Perception Tests involving sight.",
+ "MARK-MYRMIDIA-8": "
Fanatical Love: In combat, you may select one ally as a free action. That ally must have a religious symbol of Myrmidia in plain view. For that round, the ally gains a +10% bonus to all Will Power Tests.",
+ "MARK-MYRMIDIA-9": "
War-honed: Myrmidia reveals the secret of facing war with courage and honour. You gain the Stout-hearted Talent.",
+ "MARK-MYRMIDIA-10": "
Marked by Myrmidia: A Shield and Spear mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Myrmidia, and a +10% bonus to Fellowship Tests when dealing with other myrmidians if they can see the mark.",
+ "MARK-RANALD-1": "
Weak Willed: You become a slave to your passions. Permanently reduce your Will Power Characteristic by 1d10%",
+ "MARK-RANALD-2": "
Liar: You are loathe to tell the truth. Gain a +10% bonus to Blather Tests.",
+ "MARK-RANALD-3": "
Knavish: You exhibit all the untrustworthy characteristics that nobles and priests find repugnant. You take a -10% penalty to all Fellowship Tests when interacting with these individuals.",
+ "MARK-RANALD-4": "
Lithe: You become more wity and nimble. Increase your Agility Characteristic by 1d10%, but reduce your Toughness by the same amount. in addition, you lose 2d10 pounds.",
+ "MARK-RANALD-5": "
Ranald's Mien: You become leaner, your hair and skin darken, and you always seem to smile mischievously. Lose 2d10 pounds, but permanently increase your Fellowship Characteristic by 1d10%",
+ "MARK-RANALD-6": "
Cat Friend: Wherever you go, you seem to attract cats. Moments after entering a community, at least one cat finds you. Each day you remain in the same community, (1d10/2)-1 more cats show up. These cats do not fight on your behalf, but are friendly to you, giving you a +20% bonus to Charm Animal Tests involving these animals. Should you leave the community, the cats do not, generally, follow.",
+ "MARK-RANALD-7": "
Forgettable: People who do not know you find it hard to remember anything more than your disarming smile and flashing eyes. Those who interact with you closely for several hours must pass an Intelligence Test to recall further details.",
+ "MARK-RANALD-8": "
Ranald's Luck: Whenever you use a Fortune Point, roll a d10. If you roll 8, 9, or 10, the Fortune Point works as normal, but isn't spent.",
+ "MARK-RANALD-9": "
Irreverent: Ranald reveals to you the great joke of life. Whenever you are influenced by Fear, Terror, Intimidate, or the Unsettling Talent, and you fail a Will Power Test, you immediately burst into fits of uncontrollable laughter, and ignore the effect. However, whilst laughing (which lasts for 1d10 rounds), you take a -10% penalty to all tests and reduce your Movement Characteristic by 1.",
+ "MARK-RANALD-10": "
Marked by Ranald: A cross mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ranald, and a +10% bonus to Fellowship Tests when dealing with other Ranaldans if they can see the mark.",
+ "MARK-SHALLYA-1": "
Pacifist: You find it very hard to even think of striking another. Permanently reduce your Weapon Skill and Ballistic Skill Characteristics by 5%.",
+ "MARK-SHALLYA-2": "
Bleeding Heart: Whenever you are in the vicinity of a creature that is suffering, you take a -10% penalty to all Will Power Tests. Should you leave the suffering individual untended, the penalty increases to -20% and it remains for 24 hours.",
+ "MARK-SHALLYA-3": "
Fear of the Fly Lord: Insects and other agents of decay make you deeply uncomfortable. While in the presence of a swarm of flies, maggots, roaches, or similar critteers, you take a -10% penalty to all Will Power Tests.",
+ "MARK-SHALLYA-4": "
Unworthiness: You always feel you have somehow failed those around you, especially if you could not heal their wounds or save their lives. You take a -10% penalty to Fellowship Tests made to interact with others because of your constant self-deprecating ways.",
+ "MARK-SHALLYA-5": "
Shallya's Mien: Your hair lightens, your eyes flow with holy tears and your face appears innocent. Henceforth, you take a -10% penalty on Perception and Search Tests, but you permanently increase your Fellowship Characteristic by %%. In addition, whenever you make a Heal Test, you repair 1 extra Wound.",
+ "MARK-SHALLYA-6": "
Peaceful Demeanour: You exude peace and tranquillity. Ordinary animals will never attack you unles syou first attack them.",
+ "MARK-SHALLYA-7": "
Healing Hands: Your hands are cool and soothing to the touch. Whenever you make a Heal Test, you repair an additional 2 Wounds.",
+ "MARK-SHALLYA-8": "
Tranquil Aura: Your presence calms aggressive tendencies. All creatures within 4 yards (2 squares) take a -10% penalty to Weapon Skill and Ballistic Skil Tests. This aura does not work on Daemons or Undead.",
+ "MARK-SHALLYA-9": "
Emboldened: You fundamentally understand Shallya's Mercy, and would martyr yourslef rather than retreat from your duties. So long as there are allies or innocents to help and protect, you may act normally when suffering from Fear or Terror, so long as your actions invlude healing those in need, warding their bodies from blows (but not attacking), helping theem reac safety, and the like.",
+ "MARK-SHALLYA-10": "
Marked by Shallya: A Dove, Heart, or Drop of Blood mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Shallya, and a +10% bonus to Fellowship Tests when dealing with other Shallyans if they can see the mark.",
+ "MARK-SIGMAR-1": "
Stubborn: You single-mindedly pursue Sigmar's cause, no matter the consequences. Permanently reduce your Intelligence Characteristic by 5%.",
+ "MARK-SIGMAR-2": "
Hammer Bearer: When wielding a hammer Hand Weapon or Great Weapon, you deal +1 damage. However, you take a -10% penalty to all Ballistic Skill Tests.",
+ "MARK-SIGMAR-3": "
Suspicious: Anyone may be a servant of the Dark Powers. You take a -10% penalty to all Fellowship Tests the first time you meet an individual.",
+ "MARK-SIGMAR-4": "
Grudge Bearer: You really bear grudges. When fighting an opponent who has harmed you or one of your allies, you take a -10% penalty to Intelligence Tests, byt gain a +10% bonus to both Strength and Will Power Tests for the duration of the encounter.",
+ "MARK-SIGMAR-5": "
Sigmar's Mien: Your hair lightens, your body bulks out and your eyes turn blue. You permanently gain 1d10/2 inches in height, 2d10 pounds in weight, and increase your Toughness Characteristic by 5%.",
+ "MARK-SIGMAR-6": "
Dawongr(Dwarf Friend): Your manner reminds Dwarfs of their ancient promises to Sigmar. You gain a +10% bonus to all Fellowship Tests made when interacting with Dwarfs.",
+ "MARK-SIGMAR-7": "
Greenskin Animosity: The thought of Greenskins fills you with righteous anger. Gain the Grudge-born Fury Talent.",
+ "MARK-SIGMAR-8": "
Symbol of Unity: Your presence inspires others with nationalistic pride. The first time during an encounter that a citizen of the Empire that is within 6 yards (3 squares) makes a Weapon Skill or Ballistic Skill Test against another citizen of the Empire, he takes a -10% penalty.",
+ "MARK-SIGMAR-9": "
Enlightened: Sigmar fills you with his divine purpose. When combating Greenskins or servants of Chaos, you automatically pass all Will Power Tests.",
+ "MARK-SIGMAR-10": "
Marked by Sigmar: A Comet or Hammer mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Sigmar, and a +10% bonus to Fellowship Tests when dealing with other Sigmarites if they can see the mark.",
+ "MARK-TAAL-RHYA-1": "
Wild Mind: Your thoughts are preoccupied with the passing seasons and baser needs. Permanently reduce your Intelligence Charactereistic by 5%.",
+ "MARK-TAAL-RHYA-2": "
Little Friends: Small animals, such as rodents and little birds, are attracted to you. They can be inconvenient, as they nibble everything and leave droppings everywhere. You take a -10% penalty to Fellowship Tests in social situations where such creatures are inappropriate.",
+ "MARK-TAAL-RHYA-3": "
Plant Growth: Holy plant life thrives somwhere on your body. At the GM's discretion, this may apply a -10% penalty yo Fellowship Tests in some social situations.",
+ "MARK-TAAL-RHYA-4": "
Seasonal: You are bound to the passing seasons. During the winter, you reduce your Wounds Characteristic by 2 and your Movement Characteristic by 1. In the autumn, you reduce your Wounds Characteristic by 1. In the spring, you increases your Wounds Characteristic by 1. In the summer, you increase your Wounds Characteristic by 2 and your Movement Characteristic by 1.",
+ "MARK-TAAL-RHYA-5": "
Taal or Rhya's Mien: You have an equal chance of assuming the likeness of Taal or Rhya. If Taal, you grow tall, strong, with shaggy hair. If Rhya, you become more curvaceous, with long flaxen hair, and appealing features. In either case, grow 1d10/2 inches taller and 2d10 pounds heavier. In addition, permanently increase your Fellowship Characteristic by 5%.",
+ "MARK-TAAL-RHYA-6": "
Animal Friend: Animals see you as one of their own, and never attack you evn if you attack them first. Unusual or controlled animals must pass a Challenging (-10%) Will Power Test to attack you.",
+ "MARK-TAAL-RHYA-7": "
Enlivened Flora: Wnever you remain in a natural setting for more than 1 round, all living plants within 4 yards (2 squares) grow healthy and lush. Whilst you are unaffected by this verdant growth, the area counts as difficult terrain afterwards, halving movement through it.",
+ "MARK-TAAL-RHYA-8": "
Tranquil Fauna: Animals are calmed by your presence. You gain a +10% bonus to Animal Care and Animal Training Tests.",
+ "MARK-TAAL-RHYA-9": "
Beast Senses: Taal or Rhya reveals the world around you as they see it. Gain the Keen Senses Talent.",
+ "MARK-TAAL-RHYA-10": "
Marked by Taal or Rhya: An Antlet, Axe, Coil of Live, Sheaf, or Bow and Arrow mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Taal & Rhya, and a +10% bonus to Fellowship Tests when dealing with other Taalites or Rhyans if they can see the mark.",
+ "MARK-ULRIC-1": "
Berserker: Each round in combat, you must pass a Will Power Test or immediately enter a Frenzy as if you had the Frenzy Talent.",
+ "MARK-ULRIC-2": "
Claws: You grow wickedly sharp claws. Permanently reduce your Ballistic Characteristic by 5%. Gain the Natural Weapons Talent.",
+ "MARK-ULRIC-3": "
Wolf's Eyes: You gain the clear, blue eyes of a Winter Wolf. You gain the Night Vision Talent, but can now only see in black and white.",
+ "MARK-ULRIC-4": "
Predator: Those around you become uncomfortable, instinctively aware that a killer is in their midst. You take a -10% penalty to Charm Tests, but gain a +10% bonus on Intimidate Tests.",
+ "MARK-ULRIC-5": "
Ulric's Mien: Your hair dakens, your body bulks, and you skin pales, becoming icy-cold. You grow 1d10/2 inches taller and 2 d10 pounds heavier. In addition, permanently increase your Strength Characteristic by 5%.",
+ "MARK-ULRIC-6": "
Wolf Friend: You attract a wolf companion. This creature is loyal and fights on your behalf. Should you treat the wolf poorly, it abandons you. You can gain this mark multiple times. Each time, you gain an additional wolf.",
+ "MARK-ULRIC-7": "
Pack Leader: You gain a measure of Ultic's undeniable authority. You gain a +10% bonus to all Command Tests.",
+ "MARK-ULRIC-8": "
One with the Wild: Ulric reveals the world around you as he sees it. You gain a +10% bonus to all Outdoor Survival Tests.",
+ "MARK-ULRIC-9": "
Ulric's Servant: Touched by Ulric, you no longer suffer the harmful effects of cold - except when it's triggered by a Wrath of God.",
+ "MARK-ULRIC-10": "
Marked by Ulric: A Wolf mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Ulric, and a +10% bonus to Fellowship Tests when dealing with other Ulricans if they can see the mark.",
+ "MARK-VERENA-1": "
Savant: Your intellectual superiority makes it difficult for you to connect with others. Permanently reduce your Fellowship Characteristic by 5%.",
+ "MARK-VERENA-2": "
Daemon's Advocate: You can't help expressing alternative stances. If you allow an opinion or argument to be stated without countering it and balancing matters, take a -10% penalty yo all Will Power Tests for 24 hours.",
+ "MARK-VERENA-3": "
Just Heart: Whenever you see injustice, you must speak out against it unless you pass a Challenging (-10%) Will Power Test.",
+ "MARK-VERENA-4": "
Piercing Gaze: Your all-seeing eyes bore into everything around you. You gain a +10% bonus to all Perception Tests relying on sight, but take a -10% penalty on Charm Tests.",
+ "MARK-VERENA-5": "
Verena's Mien: Your back straightens, eyes clear and your face gains a dignified appearance. You grow 1d10/2 inches taller. In addition, permanently increase your Intelligence Characteristic by 5%.",
+ "MARK-VERENA-6": "
Owl Friend: Owls like you. You gain a +20% bonus on Charm Animal Tests made against owls.",
+ "MARK-VERENA-7": "
Eidetic Recall: With a successful Intelligence Test, you can perfectly recall any text you have read. You also gain a +20% bonus to all other tests involving memory.",
+ "MARK-VERENA-8": "
Voice of Wisdom: Your voice carried the wisdom of Verena Herself. Double the number of people you can affect with a Charm Test.",
+ "MARK-VERENA-9": "
Enlightened: Verena grants you a small portion of her wisdom. You gain a +10% bonus to all Academic Knowledge Tests that you have selected as skills. As well, you may attempt Academic Knowledge Tests outside of your fields of study, alebeit at a -20% penalty.",
+ "MARK-VERENA-10": "
Marked by Verena: An Owl, Scales, or Sword mark appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling Tests when using the Lore of Verena, and a +10% bonus to Fellowship Tests when dealing with other Verenans if they can see the mark.",
+ "MARK-BEASTS-1": "
Aloof: Others find you emotionally detached and somewhat rude. Take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-BEASTS-2": "
Restless: You tend not t stay in one place for long, always needing to move about. It's worse when you're in closed spaces.",
+ "MARK-BEASTS-3": "
Dirty: For some reason, you attract dirt and you can never fully get clean.",
+ "MARK-BEASTS-4": "
Hairy: You grow thick hair all over your body. When you shave it off, it regrows quickly.",
+ "MARK-BEASTS-5": "
Feral: Your nails thicken and lenthen and your teeth grow pointed. You have a wild-eyed appearance others find unsettling. You take a -5% penalty to all Fellowship Tests made when interacting non-magic using Humans.",
+ "MARK-BEASTS-6": "
Aura of Savagery: Domesticated animals tend to turn angry, almost violent, while in your presence. All Animal Care and Animal Training Tests made by you or others while you are within 12 yards (4 squares) have their difficulty worsened by one step.",
+ "MARK-BEASTS-7": "
Musk: You exude a strong musky smell that puts others off. You take a -10% penalty to Fellowship Tests when interacting with Nobles, priests, and others of the upper class.",
+ "MARK-BEASTS-8": "
Brutish: You lack refinement and grace, imposing a -5% penalty to your Intelligence or Fellowship Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-BEASTS-9": "
Small Friends: You attract small, though harmless, animals like squirrels, mice, small birds, and so on. They seem to show up when least appropriate, leaving droppings in food and drink, and causing a nuisance. As a result, when in social situations where such creatures aren't appropriate, you take a -5% penalty to Fellowship Tests.",
+ "MARK-BEASTS-10": "
Mark of Ghur: The rune of
Ghur appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Beasts.",
+ "MARK-DEATH-1": "
Pallor: You sallow appearance, with pale skin and almost jaundiced eyes.",
+ "MARK-DEATH-2": "
Clammy Skin: You have cold skin. Asleep, you could be mistaken for dead.",
+ "MARK-DEATH-4": "
Dead Eyes: Your eyes are those of a dead man.",
+ "MARK-DEATH-3": "
Graveyard Stench: You stink of the grave. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-DEATH-5": "
Aura of Death: All plantswithin when you are within 4 yards (2 squares). This extends to equipment that derives from plant materials, worsening craftsmanship by one stop (to a maximum of Poor).",
+ "MARK-DEATH-6": "
Skull-like Visage: Your skin draws tightly to your skill. You take a -5% penalty to Fellowship Tests.",
+ "MARK-DEATH-7": "
Skeletal Fram: Your body muscle mithers, imposing a -5% penalty to your Strength or Toughness Characteristic (GM's choice). Modify your starting profile accordingly.",
+ "MARK-DEATH-8": "
Voice of the Dead: Your voice changes so that when you speak, it is in an unsettling whisper. You take a -5% penalty to Animal Training and Fellowship Tests.",
+ "MARK-DEATH-9": "
Haunted: Voices and apparitions of the dead follow you everywhere, distracting you. Take a -10% penalty to Perception Tests.",
+ "MARK-DEATH-10": "
Mark of Shyish: The rune of
Shyish appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Death.",
+ "MARK-FIRE-1": "
Temper: You have a quick temper, losing your cool at the slightest provocation.",
+ "MARK-FIRE-2": "
Hyperactive: You can't sit still. You fidget constantly.",
+ "MARK-FIRE-3": "
Red Hair: Your hair and eyebrows turn bright, fiery red.",
+ "MARK-FIRE-4": "
Face Tattoos: Odd markings, like tattoos, appear on your face. Take a -10% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-FIRE-5": "
Flaming Eyes: Your eyes literally smolder with energy. Animals become nervous when you're around. You take a -5% penalty to Animal Care, Animal Training, and Charm Animal Tests.",
+ "MARK-FIRE-6": "
Hot Skin: Your skin is always feverish and you have a flushed appearance.",
+ "MARK-FIRE-7": "
Vulnerable to Cold: You are uncomfortable in the cold, taking a -5% penalty to Weapon Skill and Ballistic Skill Tests when exposed to cold climes.",
+ "MARK-FIRE-8": "
Aura of Brimstone: You stink of brimstone. All characters within 4 yards (2 squares) take a -10% penalty to olfactory-based Perception Tests.",
+ "MARK-FIRE-9": "
Raging Temper: You are volatile, more so than others of the Bright Order. You gain 1 Insanity Point and take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-FIRE-10": "
Mark of Aqshy: The rune of
Aqshy appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Fire.",
+ "MARK-HEAVENS-1": "
Zephyr: Small breezes and winds gather about you, causing paper to rustle, dust to swirl up and other such minor effects.",
+ "MARK-HEAVENS-2": "
Feather Light: Azyr loosens the shackles of gravity. Your body weight decreases by 10%. Your appearance remains unchanged.",
+ "MARK-HEAVENS-3": "
White Hair: Your hair turns snow white. Dyes do not hold.",
+ "MARK-HEAVENS-4": "
Blue Eyes: Your eyes change colour to a startling shade of blue. In areas of low-lighting, they faintly glow. Take a -5% penalty to Fellowship Tests made when interacting with non-magic users.",
+ "MARK-HEAVENS-5": "
Disturbing Visions: You commonly see disconnected portentous events that are meaningless to you. The constant barrage is distracting, imposing a -5% penalty yo Perception Tests.",
+ "MARK-HEAVENS-6": "
Scentless: Your natural smell is replaced by the scent of fresh air. Reeking fluids, noxious potions and other sources of stench gradually lose their aroma on contact with your person. Whilst this is advantageous after, say, a walk through a filth spattered street, it does serve to make people and animals uncomfortable in your presence. You take a -5% Fellowship penalty when dealing with people, and a -10% Fellowship penalty when dealing with animals. All attempts to track you using scent are considered Hard (-20%).",
+ "MARK-HEAVENS-7": "
Alarming Visions: Whenever you suffer the effects to Tzeentch's Curse, you must succeed on a Challenging (-10%) Will Power Tests to control the sudden flashes of precognition that come with the botched magic. If you fail, you are stunned for 1 round.",
+ "MARK-HEAVENS-8": "
Aura of Tranquillity: You emit a strange, but peaceful, aura that others find calming. Characters within 4 yards (2 squares) take a -5% penalty to Weapon Skill and Ballistic Skill Tests.",
+ "MARK-HEAVENS-9": "
Stargazer: You become agitated when you are unable to scry the stars. The difficulty of all tests involving Academic Knowledge or Will Power increases by you step for each night you fail to observe the night sky for at least half an hour. All accumulated penalties are removed when you are able to study the heavens once more.",
+ "MARK-HEAVENS-10": "
Mark of Azyr: The rune of
Azyr appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of the Heavens.",
+ "MARK-LIFE-1": "
Plant Growth: A small patch of plantlife begins to thrive upon your skin. These growths are inconsequential - mould under the fingernails, ivy in the hair and so on - but they are somewhat peculiar. They may be removed, but always grow back the following day.",
+ "MARK-LIFE-2": "
Barefoot: You can't abide by wearing footwear and you you must, you take a -5% penalty to Agility Tests.",
+ "MARK-LIFE-3": "
Rapid Hair and Nails: Your hair and fingernails grow at an almost alarming rate. You must spend a portion of each day, trimming them back.",
+ "MARK-LIFE-4": "
Green Skin: Your skin changes colour, assuming a greenish hue. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIFE-5": "
Vulnerability to Fire: Fire deals +1 Damage against you.",
+ "MARK-LIFE-6": "
Great Constitution: You gain Resistance to Disease.",
+ "MARK-LIFE-7": "
Metal Revulsion: You can't bear to touch metal objects of any kind. When you do, you must make a Challenging (-10%) Will Power Test or take a -1 cumulative penalty to your Magic Characteristic for 24 hours. You need not take the Test if struck by a metal weapon in combat.",
+ "MARK-LIFE-8": "
Aura of Growth: You emit an aura of growth and health, restoring life and colour to all plants you pass within 4 yards (2 squares). In natural environments, each of these spaces slows movement as if they were difficult terrain, halving movement through it, though you yourself are unaffected.",
+ "MARK-LIFE-9": "
Bound to the Seasons: You are physically affected by the passage of the seasons. In the winter, you take a -2 penalty to your Wounds Characteristic and a -1 penalty to your Movement Characteristic; in the autumn, you take a -1 penalty to your Wounds Characteristic; in the spring, you gain a +1 bonus to your Wounds Characteristic; in the summer, you gain a +2 bonus to your Wounds Characteristic and a +1 bonus to your Movement Characteristic.",
+ "MARK-LIFE-10": "
Mark of Ghyran: The rune of
Ghyran appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Life.",
+ "MARK-LIGHT-1": "
Choral Voice: Your voice becomes suffused with the harmonious vibrations of
Hysh. When you sing, it sounds as if scores of others are singing alongside you.",
+ "MARK-LIGHT-2": "
Eureka!: You inspire small acts of remembrance and deja-vu in those around you. You have no control over this effect, which tends to make non-magic users a little distracted when talking to you.",
+ "MARK-LIGHT-3": "
Pale: Your skin lightens considerably, bordering on semi-translucent.",
+ "MARK-LIGHT-4": "
Erie Eyes: Your eyes change colour, becoming milky white or have a golden luminance. This is off-putting for most, imposing a -5% penalty to Fellowship Tests made when interacting with non-magic users. Worse, such an outward change may make others confuse you for a Mutant.",
+ "MARK-LIGHT-5": "
Arrogant: Your deep knowledge (or rather your opinion about your own education) comes off as arrogant and pretentious. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-LIGHT-6": "
Paranoid: Given your wisdom, you have a deeper understanding of the nature of the Realm of Chaos, making you suspicious of all those around you. You take a -5% penalty to all Fear Tests.",
+ "MARK-LIGHT-7": "
Vulnerability to Darkness: When in areas of low-lighting, you take a -10% penalty to Channelling Tests.",
+ "MARK-LIGHT-8": "
Aura of Light: You give off a radiant energy that makes other light sources glow brighter than normal. All light sources within 4 yards (2 squares) provide light as if one step stronger. For instance, a candle would shed light as a lamp. (See
WFRP, page 117.) However, within such light, all characters take a -20% penalty to Concealment Tests.",
+ "MARK-LIGHT-9": "
Luminescent: You give off a constant soft glow, making it nearly impossible to conceal your movements. You take a -20% penalty yo all Concealment Tests. However, you shed light equal to torchlight (see
WFRP, page 117.).",
+ "MARK-LIGHT-10": "
Mark of Hysh: The rune of
Hysh appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Light.",
+ "MARK-METAL-1": "
Quicksilver Tears: Your tears and sweat take on the appearance of mercury. For all other intents and purposes they remain unchanged from normal tears and sweat.",
+ "MARK-METAL-2": "
Leaden Tongue: Your voice takes on a harsh tone, akin to metal clashing upon metal. Your singing sounds like a gong related accident.",
+ "MARK-METAL-3": "
Golden Skin: Your skin becomes thick, gaining a subtle golden sheen.",
+ "MARK-METAL-4": "
Stiff Limbs: Your limbs stiffen, making it hard to move around. Take a -5% penalty to your Agility Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-5": "
Magic Conductor: You attract magical energy. All characters within 4 yards (2 squares), take a -10% penalty to Will Power Tests made to resist spells.",
+ "MARK-METAL-6": "
Aura of Magnetism: You emit a strange aura that attracts metals to your flesh. Enemies trying to strike you gain a +5% bonus to Weapon Skill and Ballistic Skill Tests, though anyone else within 4 yards (2 squares) who tries to strike someone other than you takes a -5% penalty on all Weapon Skill and Ballistic Skill Tests.",
+ "MARK-METAL-7": "
Mechanical: When you interact with an animal, it sees you as an object rather than a creature. Animals will only attack you if you first attack them.",
+ "MARK-METAL-8": "
Greater Golden Skin: Your skin hardens into a thick shell. You take a -20% penalty to your Agility Characteristic and a -1 penalty to your Movement Characteristic, but you gain 1 Armour Point to all locations. These points stack with all other forms of Armour, but not leather or studded leather (see page 17 in
Old World Armoury). Modify your starting profile accordingly.",
+ "MARK-METAL-9": "
Slow: You have a hard time moving around. Take a -2 penalty to your Movement Characteristic. Modify your starting profile accordingly.",
+ "MARK-METAL-10": "
Mark of Chamon: The rune of
Chamon appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Metal.",
+ "MARK-SHADOW-1": "
Flicker: Light seems uncomfortable in your presence. Candles flicker, lanterns dim and fires burn low when you are around.",
+ "MARK-SHADOW-2": "
Trickster: You cloak yourself in deception and misdirection, making you untrustworthy to others. You take a -5% penalty to your Fellowship Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-3": "
Mantle of Mist: Mist, fog, smoke and other vapours seem drawn to your side. This adds a +5% bonus to Intimidate Tests made in fog banks and other suitable conditions, but does mean you tend to reek of smoke all the time.",
+ "MARK-SHADOW-4": "
Aspect of Ulgu: Your frame lightens and tightens whilst your hair colour changes to grey.",
+ "MARK-SHADOW-5": "
Forgettable: People can't seem to remember your face. Characters who've met you must succeed on an Intelligence Tests to recall who you are.",
+ "MARK-SHADOW-6": "
Disturbing Eyes: Your eyes become grey and swirl with unnatural darkness. You gain a +5% bonus to Intimidate Tests.",
+ "MARK-SHADOW-7": "
Insubstantial: Your body becomes slightly insubstantial. You gain a +10% bonus to Concealment Tests, but you take a -5% penalty to your Toughness Characteristic. Modify your starting profile accordingly.",
+ "MARK-SHADOW-8": "
Unnatural Shadow: Your shadow does not behave itself - moving often of it's own accord. The shifting wrongness of your shadow puts folk ill at ease, imposing a -10% penalty to Fellowship Tests made when interacting with non-magic users. Worse, superstitious peasants will need convincing that you are not a Daemon.",
+ "MARK-SHADOW-9": "
Shrouded: Your body draws shadows towards it. You gain a +10% bonus to Concealment Tests.",
+ "MARK-SHADOW-10": "
Mark of Ulgu: The rune of
Ulgu appears somewhere on your body (GM's choice). You gain a +10% bonus to Channelling checks when casting spells from the Lore of Shadow.",
+ "ARCANE-MARK": "Arcane Mark",
+ "CHARACTERISTIC": "Characteristic"
}
\ No newline at end of file
diff --git a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/zu.json b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/zu.json
index a034f8406e..329c320d21 100644
--- a/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/zu.json
+++ b/Warhammer-Fantasy-Roleplay-2nd-Edition/translations/zu.json
@@ -1,286 +1,787 @@
{
- "character-name": "crwdns37108:0crwdne37108:0",
- "career": "crwdns37109:0crwdne37109:0",
- "career-path": "crwdns37110:0crwdne37110:0",
- "race": "crwdns37111:0crwdne37111:0",
- "religion": "crwdns37112:0crwdne37112:0",
- "concept": "crwdns37113:0crwdne37113:0",
- "advancements": "crwdns37114:0crwdne37114:0",
- "xp": "crwdns37115:0crwdne37115:0",
- "core-stats": "crwdns37116:0crwdne37116:0",
- "background": "crwdns37118:0crwdne37118:0",
- "weapons": "crwdns37117:0crwdne37117:0",
- "armor": "crwdns37119:0crwdne37119:0",
- "spellbook": "crwdns37120:0crwdne37120:0",
- "inventory": "crwdns37121:0crwdne37121:0",
- "character-profile": "crwdns37122:0crwdne37122:0",
- "main-profile": "crwdns37123:0crwdne37123:0",
- "main": "crwdns37124:0crwdne37124:0",
- "abbreviate-weapon-skill": "crwdns37125:0crwdne37125:0",
- "abbreviate-ballistic-skill": "crwdns37126:0crwdne37126:0",
- "abbreviate-strength": "crwdns37127:0crwdne37127:0",
- "abbreviate-toughness": "crwdns37128:0crwdne37128:0",
- "abbreviate-agility": "crwdns37129:0crwdne37129:0",
- "abbreviate-intelligence": "crwdns37130:0crwdne37130:0",
- "abbreviate-will-power": "crwdns37131:0crwdne37131:0",
- "abbreviate-fellowship": "crwdns37132:0crwdne37132:0",
- "starting": "crwdns37133:0crwdne37133:0",
- "talents": "crwdns37134:0crwdne37134:0",
- "advance": "crwdns37135:0crwdne37135:0",
- "current": "crwdns37136:0crwdne37136:0",
- "secondary-profile": "crwdns37137:0crwdne37137:0",
- "secondary": "crwdns37138:0crwdne37138:0",
- "abbreviate-attacks": "crwdns37139:0crwdne37139:0",
- "abbreviate-wounds": "crwdns37140:0crwdne37140:0",
- "abbreviate-strength-bonus": "crwdns37141:0crwdne37141:0",
- "abbreviate-toughness-bonus": "crwdns37142:0crwdne37142:0",
- "abbreviate-movement": "crwdns37143:0crwdne37143:0",
- "abbreviate-magic": "crwdns37144:0crwdne37144:0",
- "abbreviate-insanity-points": "crwdns37145:0crwdne37145:0",
- "abbreviate-fate-points": "crwdns37146:0crwdne37146:0",
- "combat": "crwdns37147:0crwdne37147:0",
- "initiative": "crwdns37148:0crwdne37148:0",
- "wounds": "crwdns37149:0crwdne37149:0",
- "fortune": "crwdns37150:0crwdne37150:0",
- "move": "crwdns37151:0crwdne37151:0",
- "charge": "crwdns37152:0crwdne37152:0",
- "run": "crwdns37153:0crwdne37153:0",
- "leap": "crwdns37154:0crwdne37154:0",
- "abbreviate-initiative": "crwdns37155:0crwdne37155:0",
- "check-luck": "crwdns37156:0crwdne37156:0",
- "talent-name": "crwdns37157:0crwdne37157:0",
- "description": "crwdns37158:0crwdne37158:0",
- "skills": "crwdns57158:0crwdne57158:0",
- "knowledge-and-language-skills": "crwdns37160:0crwdne37160:0",
- "skill-name": "crwdns37161:0crwdne37161:0",
- "abbreviate-characteristic": "crwdns37162:0crwdne37162:0",
- "training": "crwdns37163:0crwdne37163:0",
- "misc": "crwdns37164:0crwdne37164:0",
- "total": "crwdns37165:0crwdne37165:0",
- "roll": "crwdns37166:0crwdne37166:0",
- "abbreviate-gm": "crwdns37167:0crwdne37167:0",
- "common-knowledge-any": "crwdns37168:0crwdne37168:0",
- "common-knowledge": "crwdns57159:0crwdne57159:0",
- "trained": "crwdns57160:0crwdne57160:0",
- "perform-trade-and-other-skills": "crwdns37169:0crwdne37169:0",
- "basic": "crwdns57161:0crwdne57161:0",
- "special-rules": "crwdns57162:0crwdne57162:0",
- "name": "crwdns37322:0crwdne37322:0",
- "basic-skills": "crwdns37172:0crwdne37172:0",
- "animal-care": "crwdns37173:0crwdne37173:0",
- "charm": "crwdns37174:0crwdne37174:0",
- "command": "crwdns37175:0crwdne37175:0",
- "concealment": "crwdns37176:0crwdne37176:0",
- "consume-alcohol": "crwdns37177:0crwdne37177:0",
- "disguise": "crwdns37178:0crwdne37178:0",
- "drive": "crwdns37179:0crwdne37179:0",
- "evaluate": "crwdns37180:0crwdne37180:0",
- "gamble": "crwdns37181:0crwdne37181:0",
- "gossip": "crwdns37182:0crwdne37182:0",
- "haggle": "crwdns37183:0crwdne37183:0",
- "intimidate": "crwdns37184:0crwdne37184:0",
- "outdoor-survival": "crwdns57163:0crwdne57163:0",
- "preception": "crwdns37185:0crwdne37185:0",
- "ride": "crwdns37186:0crwdne37186:0",
- "row": "crwdns37187:0crwdne37187:0",
- "scale-sheet-surface": "crwdns37188:0crwdne37188:0",
- "search": "crwdns37189:0crwdne37189:0",
- "silent-move": "crwdns37190:0crwdne37190:0",
- "swim": "crwdns37191:0crwdne37191:0",
- "advanced-skills": "crwdns37192:0crwdne37192:0",
- "animal-training": "crwdns37193:0crwdne37193:0",
- "blather": "crwdns37194:0crwdne37194:0",
- "chanelling": "crwdns37195:0crwdne37195:0",
- "charm-animal": "crwdns37196:0crwdne37196:0",
- "dodge-blow": "crwdns37197:0crwdne37197:0",
- "follow-trail": "crwdns37198:0crwdne37198:0",
- "heal": "crwdns37199:0crwdne37199:0",
- "hypnotism": "crwdns37200:0crwdne37200:0",
- "lip-reading": "crwdns37201:0crwdne37201:0",
- "magical-sense": "crwdns37202:0crwdne37202:0",
- "navigation": "crwdns37203:0crwdne37203:0",
- "pick-lock": "crwdns37204:0crwdne37204:0",
- "prepare-poison": "crwdns37205:0crwdne37205:0",
- "read-and-write": "crwdns37206:0crwdne37206:0",
- "sail": "crwdns37207:0crwdne37207:0",
- "set-trap": "crwdns37208:0crwdne37208:0",
- "shadowing": "crwdns37209:0crwdne37209:0",
- "sleight-of-hand": "crwdns37210:0crwdne37210:0",
- "torture": "crwdns37211:0crwdne37211:0",
- "vetroloquism": "crwdns37212:0crwdne37212:0",
- "astrology": "crwdns37213:0crwdne37213:0",
- "star-sign": "crwdns37214:0crwdne37214:0",
- "doom": "crwdns37215:0crwdne37215:0",
- "appearance": "crwdns37216:0crwdne37216:0",
- "gender": "crwdns37217:0crwdne37217:0",
- "build": "crwdns37218:0crwdne37218:0",
- "age": "crwdns37219:0crwdne37219:0",
- "attr-height": "crwdns64888:0crwdne64888:0",
- "weight": "crwdns37221:0crwdne37221:0",
- "eyes": "crwdns37222:0crwdne37222:0",
- "skin": "crwdns37223:0crwdne37223:0",
- "hair": "crwdns37224:0crwdne37224:0",
- "history": "crwdns37225:0crwdne37225:0",
- "miscellaneous-notes": "crwdns37226:0crwdne37226:0",
- "starting-career": "crwdns37227:0crwdne37227:0",
- "career-name": "crwdns42698:0crwdne42698:0",
- "career-main-profile": "crwdns37228:0crwdne37228:0",
- "weapon-skill": "crwdns37229:0crwdne37229:0",
- "ballistic-skill": "crwdns37230:0crwdne37230:0",
- "strength": "crwdns37231:0crwdne37231:0",
- "toughness": "crwdns37232:0crwdne37232:0",
- "agility": "crwdns37233:0crwdne37233:0",
- "intelligence": "crwdns37234:0crwdne37234:0",
- "will-power": "crwdns37235:0crwdne37235:0",
- "fellowship": "crwdns37236:0crwdne37236:0",
- "career-secondary-profile": "crwdns37237:0crwdne37237:0",
- "attacks": "crwdns37238:0crwdne37238:0",
- "strength-bonus": "crwdns37239:0crwdne37239:0",
- "toughness-bonus": "crwdns37240:0crwdne37240:0",
- "movement": "crwdns37241:0crwdne37241:0",
- "magic": "crwdns37242:0crwdne37242:0",
- "insanity-points": "crwdns37243:0crwdne37243:0",
- "fate-points": "crwdns37244:0crwdne37244:0",
- "career-skills": "crwdns37245:0crwdne37245:0",
- "career-talents": "crwdns37246:0crwdne37246:0",
- "career-exits": "crwdns37247:0crwdne37247:0",
- "second-career": "crwdns37248:0crwdne37248:0",
- "third-career": "crwdns37249:0crwdne37249:0",
- "fourth-career": "crwdns37250:0crwdne37250:0",
- "fifth-career": "crwdns37251:0crwdne37251:0",
- "melee-weapons": "crwdns37252:0crwdne37252:0",
- "abbreviate-proficiency": "crwdns37253:0crwdne37253:0",
- "weapon": "crwdns37254:0crwdne37254:0",
- "craftsmanship": "crwdns37255:0crwdne37255:0",
- "ws-bonus": "crwdns37256:0crwdne37256:0",
- "to-hit": "crwdns37257:0crwdne37257:0",
- "damage": "crwdns37258:0crwdne37258:0",
- "impact": "crwdns37259:0crwdne37259:0",
- "defensive": "crwdns37260:0crwdne37260:0",
- "qualities": "crwdns37261:0crwdne37261:0",
- "attack": "crwdns37262:0crwdne37262:0",
- "parry": "crwdns37263:0crwdne37263:0",
- "poor": "crwdns57164:0crwdne57164:0",
- "common": "crwdns57165:0crwdne57165:0",
- "good": "crwdns57166:0crwdne57166:0",
- "best": "crwdns57167:0crwdne57167:0",
- "abbreviate-attack": "crwdns37264:0crwdne37264:0",
- "abbreviate-damage": "crwdns37265:0crwdne37265:0",
- "abbreviate-parry": "crwdns37266:0crwdne37266:0",
- "ranged-weapons": "crwdns37267:0crwdne37267:0",
- "bs-bonus": "crwdns37268:0crwdne37268:0",
- "type": "crwdns37269:0crwdne37269:0",
- "reload": "crwdns37270:0crwdne37270:0",
- "range": "crwdns37271:0crwdne37271:0",
- "ammo": "crwdns37272:0crwdne37272:0",
- "shoot": "crwdns57168:0crwdne57168:0",
- "throw": "crwdns57169:0crwdne57169:0",
- "free": "crwdns57170:0crwdne57170:0",
- "half": "crwdns57171:0crwdne57171:0",
- "full-number": "crwdns57172:0{{0}}crwdne57172:0",
- "critical-hit": "crwdns41745:0crwdne41745:0",
- "critical-roll": "crwdns41746:0crwdne41746:0",
- "critical": "crwdns57173:0crwdne57173:0",
- "petty": "crwdns37273:0crwdne37273:0",
- "lesser": "crwdns37274:0crwdne37274:0",
- "arcane": "crwdns37275:0crwdne37275:0",
- "divine": "crwdns37276:0crwdne37276:0",
- "runes": "crwdns37277:0crwdne37277:0",
- "perform-chanelling": "crwdns41748:0crwdne41748:0",
- "spell-name": "crwdns57174:0crwdne57174:0",
- "casting-number": "crwdns37278:0crwdne37278:0",
- "casting-time": "crwdns37279:0crwdne37279:0",
- "duration": "crwdns37280:0crwdne37280:0",
- "target": "crwdns37281:0crwdne37281:0",
- "none": "crwdns57175:0crwdne57175:0",
- "1d10magic": "crwdns57176:0crwdne57176:0",
- "spell-healing": "crwdns37282:0crwdne37282:0",
- "cast": "crwdns37283:0crwdne37283:0",
- "ingredient-bonus": "crwdns37284:0crwdne37284:0",
- "ingredient": "crwdns37285:0crwdne37285:0",
- "spell-damage": "crwdns37286:0crwdne37286:0",
- "spell-description": "crwdns37287:0crwdne37287:0",
- "petty-spell": "crwdns37288:0crwdne37288:0",
- "lesser-spell": "crwdns37289:0crwdne37289:0",
- "arcane-spell": "crwdns37290:0crwdne37290:0",
- "divine-spell": "crwdns37291:0crwdne37291:0",
- "rune": "crwdns37292:0crwdne37292:0",
- "inscription-number": "crwdns37293:0crwdne37293:0",
- "empowerment": "crwdns37294:0crwdne37294:0",
- "inscribe": "crwdns37295:0crwdne37295:0",
- "permanent-rune-description": "crwdns37296:0crwdne37296:0",
- "temporary-rune-description": "crwdns37297:0crwdne37297:0",
- "coin-carried": "crwdns37298:0crwdne37298:0",
- "brass-pennies-bp": "crwdns37299:0crwdne37299:0",
- "silver-shillings-ss": "crwdns37300:0crwdne37300:0",
- "gold-crowns-gc": "crwdns37301:0crwdne37301:0",
- "total-gc-value": "crwdns37302:0crwdne37302:0",
- "exchange-rate": "crwdns37303:0crwdne37303:0",
- "exchange-rate-description": "crwdns37304:0crwdne37304:0",
- "encumbrance": "crwdns37305:0crwdne37305:0",
- "trappings": "crwdns37306:0crwdne37306:0",
- "coin": "crwdns37307:0crwdne37307:0",
- "other": "crwdns37308:0crwdne37308:0",
- "carrying-capacity": "crwdns37309:0crwdne37309:0",
- "push-drag-lift": "crwdns37310:0crwdne37310:0",
- "encumbered": "crwdns37311:0crwdne37311:0",
- "dwarf": "crwdns37312:0crwdne37312:0",
- "dwarf-encumbrance": "crwdns37313:0crwdne37313:0",
- "encumbrance-description": "crwdns37314:0crwdne37314:0",
- "encumbrance-choice1": "crwdns57177:0crwdne57177:0",
- "encumbrance-choice2": "crwdns57178:0crwdne57178:0",
- "page1": "crwdns37315:0crwdne37315:0",
- "page2": "crwdns37316:0crwdne37316:0",
- "page3": "crwdns37317:0crwdne37317:0",
- "show-all": "crwdns37318:0crwdne37318:0",
- "row-nr": "crwdns37319:0crwdne37319:0",
- "carried-question": "crwdns37320:0crwdne37320:0",
- "abbreviate-quantity": "crwdns37321:0crwdne37321:0",
- "treasure-loot-inventory-notes": "crwdns37323:0crwdne37323:0",
- "protective-item": "crwdns37324:0crwdne37324:0",
- "head": "crwdns37339:0crwdne37339:0",
- "worn": "crwdns37325:0crwdne37325:0",
- "armor-type": "crwdns37326:0crwdne37326:0",
- "armor-points": "crwdns37327:0crwdne37327:0",
- "magic-bonus": "crwdns37328:0crwdne37328:0",
- "total-ap": "crwdns37329:0crwdne37329:0",
- "leather": "crwdns37330:0crwdne37330:0",
- "mail": "crwdns37331:0crwdne37331:0",
- "plate": "crwdns37332:0crwdne37332:0",
- "torso": "crwdns37340:0crwdne37340:0",
- "arms": "crwdns37333:0crwdne37333:0",
- "legs": "crwdns37334:0crwdne37334:0",
- "armor-penalties": "crwdns37335:0crwdne37335:0",
- "armor-penalties-description1": "crwdns37336:0crwdne37336:0",
- "armor-penalties-description2": "crwdns37337:0crwdne37337:0",
- "hit-locations": "crwdns37338:0crwdne37338:0",
- "left-arm": "crwdns37341:0crwdne37341:0",
- "left-leg": "crwdns37342:0crwdne37342:0",
- "right-arm": "crwdns37343:0crwdne37343:0",
- "right-leg": "crwdns37344:0crwdne37344:0",
- "advanced-skill": "crwdns57179:0crwdne57179:0",
- "basic-skill": "crwdns57180:0crwdne57180:0",
- "knowledge-skill": "crwdns57181:0crwdne57181:0",
- "various-skill": "crwdns57182:0crwdne57182:0",
- "blood-loss": "crwdns41747:0crwdne41747:0",
- "bleeding": "crwdns57183:0crwdne57183:0",
- "casting-test": "crwdns57184:0crwdne57184:0",
- "outcome": "crwdns57185:0crwdne57185:0",
- "spellcasting-succeeds": "crwdns57186:0crwdne57186:0",
- "hit-left-arm": "crwdns57187:0crwdne57187:0",
- "hit-right-leg": "crwdns57188:0crwdne57188:0",
- "hit-location-number": "crwdns57189:0{{0}}crwdne57189:0",
- "hit-right-arm": "crwdns57190:0crwdne57190:0",
- "damage-number": "crwdns57191:0{{0}}crwdne57191:0",
- "hit-left-leg": "crwdns57192:0crwdne57192:0",
- "hit-body": "crwdns57193:0crwdne57193:0",
- "hit-head": "crwdns57194:0crwdne57194:0",
- "target-number": "crwdns57195:0crwdne57195:0",
- "attack-roll": "crwdns57196:0crwdne57196:0",
- "miss": "crwdns57197:0crwdne57197:0",
- "parry-roll": "crwdns57198:0crwdne57198:0",
- "failure": "crwdns57199:0crwdne57199:0",
- "spellcasting-fails": "crwdns57200:0crwdne57200:0",
- "test-result": "crwdns57201:0crwdne57201:0",
- "characteristic": "crwdns57202:0crwdne57202:0"
+ "CHARACTER-NAME": "crwdns74800:0crwdne74800:0",
+ "CAREER": "crwdns74801:0crwdne74801:0",
+ "CAREER-PATH": "crwdns74802:0crwdne74802:0",
+ "RACE": "crwdns74803:0crwdne74803:0",
+ "RELIGION": "crwdns74804:0crwdne74804:0",
+ "CONCEPT": "crwdns74805:0crwdne74805:0",
+ "ADVANCEMENTS": "crwdns74806:0crwdne74806:0",
+ "XP": "crwdns74807:0crwdne74807:0",
+ "XP-EARNED": "crwdns74808:0crwdne74808:0",
+ "XP-SPENT": "crwdns74809:0crwdne74809:0",
+ "XP-REST": "crwdns74810:0crwdne74810:0",
+ "PUBLIC": "crwdns74811:0crwdne74811:0",
+ "WHISPER": "crwdns74812:0crwdne74812:0",
+ "CORE-STATS": "crwdns74813:0crwdne74813:0",
+ "BACKGROUND": "crwdns74814:0crwdne74814:0",
+ "WEAPONS": "crwdns74815:0crwdne74815:0",
+ "ARMOR": "crwdns74816:0crwdne74816:0",
+ "SPELLBOOK": "crwdns74817:0crwdne74817:0",
+ "INVENTORY": "crwdns74818:0crwdne74818:0",
+ "SETTINGS": "crwdns74819:0crwdne74819:0",
+ "CHARACTER-PROFILE": "crwdns74820:0crwdne74820:0",
+ "MAIN-PROFILE": "crwdns74821:0crwdne74821:0",
+ "MAIN": "crwdns74822:0crwdne74822:0",
+ "ABBREVIATE-WEAPON-SKILL": "crwdns74823:0crwdne74823:0",
+ "ABBREVIATE-BALLISTIC-SKILL": "crwdns74824:0crwdne74824:0",
+ "ABBREVIATE-STRENGTH": "crwdns74825:0crwdne74825:0",
+ "ABBREVIATE-TOUGHNESS": "crwdns74826:0crwdne74826:0",
+ "ABBREVIATE-AGILITY": "crwdns74827:0crwdne74827:0",
+ "ABBREVIATE-INTELLIGENCE": "crwdns74828:0crwdne74828:0",
+ "ABBREVIATE-WILL-POWER": "crwdns74829:0crwdne74829:0",
+ "ABBREVIATE-FELLOWSHIP": "crwdns74830:0crwdne74830:0",
+ "STARTING": "crwdns74831:0crwdne74831:0",
+ "TALENTS": "crwdns74832:0crwdne74832:0",
+ "ADVANCE": "crwdns74833:0crwdne74833:0",
+ "CURRENT": "crwdns74834:0crwdne74834:0",
+ "MODIFIER": "crwdns74835:0crwdne74835:0",
+ "SECONDARY-PROFILE": "crwdns74836:0crwdne74836:0",
+ "SECONDARY": "crwdns74837:0crwdne74837:0",
+ "ABBREVIATE-ATTACKS": "crwdns74838:0crwdne74838:0",
+ "ABBREVIATE-WOUNDS": "crwdns74839:0crwdne74839:0",
+ "ABBREVIATE-STRENGTH-BONUS": "crwdns74840:0crwdne74840:0",
+ "ABBREVIATE-TOUGHNESS-BONUS": "crwdns74841:0crwdne74841:0",
+ "ABBREVIATE-MOVEMENT": "crwdns74842:0crwdne74842:0",
+ "ABBREVIATE-MAGIC": "crwdns74843:0crwdne74843:0",
+ "ABBREVIATE-INSANITY-POINTS": "crwdns74844:0crwdne74844:0",
+ "ABBREVIATE-FATE-POINTS": "crwdns74845:0crwdne74845:0",
+ "COMBAT": "crwdns74846:0crwdne74846:0",
+ "INITIATIVE": "crwdns74847:0crwdne74847:0",
+ "WOUNDS": "crwdns74848:0crwdne74848:0",
+ "FORTUNE": "crwdns74849:0crwdne74849:0",
+ "MOVE": "crwdns74850:0crwdne74850:0",
+ "CHARGE": "crwdns74851:0crwdne74851:0",
+ "RUN": "crwdns74852:0crwdne74852:0",
+ "LEAP": "crwdns74853:0crwdne74853:0",
+ "ABBREVIATE-INITIATIVE": "crwdns74854:0crwdne74854:0",
+ "CHECK-LUCK": "crwdns74855:0crwdne74855:0",
+ "TALENT-NAME": "crwdns74856:0crwdne74856:0",
+ "DESCRIPTION": "crwdns74857:0crwdne74857:0",
+ "SKILLS": "crwdns74858:0crwdne74858:0",
+ "KNOWLEDGE-AND-LANGUAGE-SKILLS": "crwdns74859:0crwdne74859:0",
+ "KNOWLEDGE": "crwdns74860:0crwdne74860:0",
+ "SKILL-NAME": "crwdns74861:0crwdne74861:0",
+ "ABBREVIATE-CHARACTERISTIC": "crwdns74862:0crwdne74862:0",
+ "TRAINING": "crwdns74863:0crwdne74863:0",
+ "ABBREVIATE-MISCELLANEOUS": "crwdns74864:0crwdne74864:0",
+ "TOTAL": "crwdns74865:0crwdne74865:0",
+ "ROLL": "crwdns74866:0crwdne74866:0",
+ "ABBREVIATE-GM": "crwdns74867:0crwdne74867:0",
+ "COMMON-KNOWLEDGE-ANY": "crwdns74868:0crwdne74868:0",
+ "COMMON-KNOWLEDGE": "crwdns74869:0crwdne74869:0",
+ "PERFORM-TRADE-AND-OTHER-SKILLS": "crwdns74870:0crwdne74870:0",
+ "TRAINED": "crwdns74871:0crwdne74871:0",
+ "BASIC": "crwdns74872:0crwdne74872:0",
+ "SPECIAL-RULES": "crwdns74873:0crwdne74873:0",
+ "NAME": "crwdns74874:0crwdne74874:0",
+ "BASIC-SKILLS": "crwdns74875:0crwdne74875:0",
+ "ANIMAL-CARE": "crwdns74876:0crwdne74876:0",
+ "CHARM": "crwdns74877:0crwdne74877:0",
+ "COMMAND": "crwdns74878:0crwdne74878:0",
+ "CONCEALMENT": "crwdns74879:0crwdne74879:0",
+ "CONSUME-ALCOHOL": "crwdns74880:0crwdne74880:0",
+ "DISGUISE": "crwdns74881:0crwdne74881:0",
+ "DRIVE": "crwdns74882:0crwdne74882:0",
+ "EVALUATE": "crwdns74883:0crwdne74883:0",
+ "GAMBLE": "crwdns74884:0crwdne74884:0",
+ "GOSSIP": "crwdns74885:0crwdne74885:0",
+ "HAGGLE": "crwdns74886:0crwdne74886:0",
+ "INTIMIDATE": "crwdns74887:0crwdne74887:0",
+ "OUTDOOR-SURVIVAL": "crwdns74888:0crwdne74888:0",
+ "PERCEPTION": "crwdns74889:0crwdne74889:0",
+ "RIDE": "crwdns74890:0crwdne74890:0",
+ "ROW": "crwdns74891:0crwdne74891:0",
+ "SCALE-SHEER-SURFACE": "crwdns74892:0crwdne74892:0",
+ "SEARCH": "crwdns74893:0crwdne74893:0",
+ "SILENT-MOVE": "crwdns74894:0crwdne74894:0",
+ "SWIM": "crwdns74895:0crwdne74895:0",
+ "ADVANCED-SKILLS": "crwdns74896:0crwdne74896:0",
+ "ANIMAL-TRAINING": "crwdns74897:0crwdne74897:0",
+ "BLATHER": "crwdns74898:0crwdne74898:0",
+ "CHANNELLING": "crwdns74899:0crwdne74899:0",
+ "CHARM-ANIMAL": "crwdns74900:0crwdne74900:0",
+ "DODGE-BLOW": "crwdns74901:0crwdne74901:0",
+ "FOLLOW-TRAIL": "crwdns74902:0crwdne74902:0",
+ "HEAL": "crwdns74903:0crwdne74903:0",
+ "HYPNOTISM": "crwdns74904:0crwdne74904:0",
+ "LIP-READING": "crwdns74905:0crwdne74905:0",
+ "MAGICAL-SENSE": "crwdns74906:0crwdne74906:0",
+ "NAVIGATION": "crwdns74907:0crwdne74907:0",
+ "PICK-LOCK": "crwdns74908:0crwdne74908:0",
+ "PREPARE-POISON": "crwdns74909:0crwdne74909:0",
+ "READ-AND-WRITE": "crwdns74910:0crwdne74910:0",
+ "SAIL": "crwdns74911:0crwdne74911:0",
+ "SET-TRAP": "crwdns74912:0crwdne74912:0",
+ "SHADOWING": "crwdns74913:0crwdne74913:0",
+ "SLEIGHT-OF-HAND": "crwdns74914:0crwdne74914:0",
+ "TORTURE": "crwdns74915:0crwdne74915:0",
+ "VENTRILOQUISM": "crwdns74916:0crwdne74916:0",
+ "ASTROLOGY": "crwdns74917:0crwdne74917:0",
+ "STAR-SIGN": "crwdns74918:0crwdne74918:0",
+ "DOOM": "crwdns74919:0crwdne74919:0",
+ "APPEARANCE": "crwdns74920:0crwdne74920:0",
+ "GENDER": "crwdns74921:0crwdne74921:0",
+ "BUILD": "crwdns74922:0crwdne74922:0",
+ "AGE": "crwdns74923:0crwdne74923:0",
+ "HEIGHT": "crwdns74924:0crwdne74924:0",
+ "WEIGHT": "crwdns74925:0crwdne74925:0",
+ "EYES": "crwdns74926:0crwdne74926:0",
+ "SKIN": "crwdns74927:0crwdne74927:0",
+ "HAIR": "crwdns74928:0crwdne74928:0",
+ "HISTORY": "crwdns74929:0crwdne74929:0",
+ "MISCELLANEOUS-NOTES": "crwdns74930:0crwdne74930:0",
+ "CAREER-NAME": "crwdns74931:0crwdne74931:0",
+ "STARTING-CAREER": "crwdns74932:0crwdne74932:0",
+ "SECOND-CAREER": "crwdns74933:0crwdne74933:0",
+ "THIRD-CAREER": "crwdns74934:0crwdne74934:0",
+ "FOURTH-CAREER": "crwdns74935:0crwdne74935:0",
+ "FIFTH-CAREER": "crwdns74936:0crwdne74936:0",
+ "CAREER-ENTERED": "crwdns74937:0crwdne74937:0",
+ "CAREER-ENTERED_CHECK": "crwdns74938:0crwdne74938:0",
+ "CAREER-MAIN-PROFILE": "crwdns74939:0crwdne74939:0",
+ "WEAPON-SKILL": "crwdns74940:0crwdne74940:0",
+ "BALLISTIC-SKILL": "crwdns74941:0crwdne74941:0",
+ "STRENGTH": "crwdns74942:0crwdne74942:0",
+ "TOUGHNESS": "crwdns74943:0crwdne74943:0",
+ "AGILITY": "crwdns74944:0crwdne74944:0",
+ "INTELLIGENCE": "crwdns74945:0crwdne74945:0",
+ "WILL-POWER": "crwdns74946:0crwdne74946:0",
+ "FELLOWSHIP": "crwdns74947:0crwdne74947:0",
+ "CAREER-SECONDARY-PROFILE": "crwdns74948:0crwdne74948:0",
+ "ATTACKS": "crwdns74949:0crwdne74949:0",
+ "STRENGTH-BONUS": "crwdns74950:0crwdne74950:0",
+ "TOUGHNESS-BONUS": "crwdns74951:0crwdne74951:0",
+ "MOVEMENT": "crwdns74952:0crwdne74952:0",
+ "MAGIC": "crwdns74953:0crwdne74953:0",
+ "INSANITY-POINTS": "crwdns74954:0crwdne74954:0",
+ "FATE-POINTS": "crwdns74955:0crwdne74955:0",
+ "CAREER-SKILLS": "crwdns74956:0crwdne74956:0",
+ "CAREER-TALENTS": "crwdns74957:0crwdne74957:0",
+ "CAREER-SKILLS-AND-TALENTS": "crwdns74958:0crwdne74958:0",
+ "SKILL-OR-TALENT": "crwdns74959:0crwdne74959:0",
+ "CAREER-EXITS": "crwdns74960:0crwdne74960:0",
+ "TAKEN": "crwdns74961:0crwdne74961:0",
+ "MELEE-WEAPONS": "crwdns74962:0crwdne74962:0",
+ "ABBREVIATE-PROFICIENCY": "crwdns74963:0crwdne74963:0",
+ "WEAPON": "crwdns74964:0crwdne74964:0",
+ "CRAFTSMANSHIP": "crwdns74965:0crwdne74965:0",
+ "ABBREVIATE-CRAFTSMANSHIP": "crwdns74966:0crwdne74966:0",
+ "ABBREVIATE-ENCUMBRANCE": "crwdns74967:0crwdne74967:0",
+ "WS-BONUS": "crwdns74968:0crwdne74968:0",
+ "TO-HIT": "crwdns74969:0crwdne74969:0",
+ "DAMAGE": "crwdns74970:0crwdne74970:0",
+ "FURY-DAMAGE": "crwdns74971:0crwdne74971:0",
+ "DAMAGE-INC-SB": "crwdns74972:0crwdne74972:0",
+ "IMPACT": "crwdns74973:0crwdne74973:0",
+ "ABBREVIATE-IMPACT": "crwdns74974:0crwdne74974:0",
+ "DEFENSIVE": "crwdns74975:0crwdne74975:0",
+ "ABBREVIATE-DEFENSIVE": "crwdns74976:0crwdne74976:0",
+ "QUALITIES": "crwdns74977:0crwdne74977:0",
+ "FRENZY-DESCRIPTION": "crwdns74978:0crwdne74978:0",
+ "ATTACK": "crwdns74979:0crwdne74979:0",
+ "PARRY": "crwdns74980:0crwdne74980:0",
+ "POOR": "crwdns74981:0crwdne74981:0",
+ "COMMON": "crwdns74982:0crwdne74982:0",
+ "GOOD": "crwdns74983:0crwdne74983:0",
+ "BEST": "crwdns74984:0crwdne74984:0",
+ "ABBREVIATE-ATTACK": "crwdns74985:0crwdne74985:0",
+ "ABBREVIATE-DAMAGE": "crwdns74986:0crwdne74986:0",
+ "ABBREVIATE-PARRY": "crwdns74987:0crwdne74987:0",
+ "RANGED-WEAPONS": "crwdns74988:0crwdne74988:0",
+ "BS-BONUS": "crwdns74989:0crwdne74989:0",
+ "TYPE": "crwdns74990:0crwdne74990:0",
+ "RELOAD": "crwdns74991:0crwdne74991:0",
+ "RANGE": "crwdns74992:0crwdne74992:0",
+ "ABBREVIATE-AMMUNITION": "crwdns74993:0crwdne74993:0",
+ "ABBREVIATE-AMMUNITION-ENCUMBRANCE": "crwdns74994:0crwdne74994:0",
+ "AMMO-ENCUMBRANCE-DESCRIPTION": "crwdns74995:0crwdne74995:0",
+ "SHOOT": "crwdns74996:0crwdne74996:0",
+ "THROW": "crwdns74997:0crwdne74997:0",
+ "FREE": "crwdns74998:0crwdne74998:0",
+ "HALF": "crwdns74999:0crwdne74999:0",
+ "FULL-NUMBER": "crwdns75000:0{{0}}crwdne75000:0",
+ "CRITICAL": "crwdns75001:0crwdne75001:0",
+ "CRITICAL-HIT": "crwdns75002:0crwdne75002:0",
+ "CRITICAL-ROLL": "crwdns75003:0crwdne75003:0",
+ "TOTAL-MELEE-WEAPON-ENCUMBRANCE": "crwdns75004:0crwdne75004:0",
+ "TOTAL-RANGED-WEAPON-ENCUMBRANCE": "crwdns75005:0crwdne75005:0",
+ "TOTAL-WEAPON-ENCUMBRANCE": "crwdns75006:0crwdne75006:0",
+ "PETTY": "crwdns75007:0crwdne75007:0",
+ "LESSER": "crwdns75008:0crwdne75008:0",
+ "ARCANE": "crwdns75009:0crwdne75009:0",
+ "DIVINE": "crwdns75010:0crwdne75010:0",
+ "RUNES": "crwdns75011:0crwdne75011:0",
+ "RITUALS": "crwdns75012:0crwdne75012:0",
+ "PERFORM-CHANNELLING": "crwdns75013:0crwdne75013:0",
+ "SPELL-NAME": "crwdns75014:0crwdne75014:0",
+ "CASTING-NUMBER": "crwdns75015:0crwdne75015:0",
+ "CASTING-TIME": "crwdns75016:0crwdne75016:0",
+ "DURATION": "crwdns75017:0crwdne75017:0",
+ "TARGET": "crwdns75018:0crwdne75018:0",
+ "NONE": "crwdns75019:0crwdne75019:0",
+ "1D10MAGIC": "crwdns75020:0crwdne75020:0",
+ "SPELL-HEALING": "crwdns75021:0crwdne75021:0",
+ "CAST": "crwdns75022:0crwdne75022:0",
+ "INGREDIENT-BONUS": "crwdns75023:0crwdne75023:0",
+ "INGREDIENT": "crwdns75024:0crwdne75024:0",
+ "SPELL-DAMAGE": "crwdns75025:0crwdne75025:0",
+ "SPELL-DESCRIPTION": "crwdns75026:0crwdne75026:0",
+ "RITUAL-DESCRIPTION": "crwdns75027:0crwdne75027:0",
+ "ARCANE-LANGUAGE": "crwdns75028:0crwdne75028:0",
+ "REQUIRED-MAGIC": "crwdns75029:0crwdne75029:0",
+ "XP-COST": "crwdns75030:0crwdne75030:0",
+ "CONDITIONS": "crwdns75031:0crwdne75031:0",
+ "CONSEQUENCES": "crwdns75032:0crwdne75032:0",
+ "petty-spell": "crwdns37288:0crwdne37288:0",
+ "lesser-spell": "crwdns37289:0crwdne37289:0",
+ "arcane-spell": "crwdns37290:0crwdne37290:0",
+ "divine-spell": "crwdns37291:0crwdne37291:0",
+ "RUNE": "crwdns75033:0crwdne75033:0",
+ "INSCRIPTION-NUMBER": "crwdns75034:0crwdne75034:0",
+ "EMPOWERMENT": "crwdns75035:0crwdne75035:0",
+ "INSCRIBE": "crwdns75036:0crwdne75036:0",
+ "PERMANENT-RUNE-DESCRIPTION": "crwdns75037:0crwdne75037:0",
+ "TEMPORARY-RUNE-DESCRIPTION": "crwdns75038:0crwdne75038:0",
+ "MAGIC-USED": "crwdns75039:0crwdne75039:0",
+ "CHANNELLING-SUCCESS": "crwdns75040:0crwdne75040:0",
+ "INGREDIENT-USED": "crwdns75041:0crwdne75041:0",
+ "RUNE-TYPE": "crwdns75042:0crwdne75042:0",
+ "TEMPORARY": "crwdns75043:0crwdne75043:0",
+ "PERMANENT": "crwdns75044:0crwdne75044:0",
+ "MINUTES": "crwdns75045:0crwdne75045:0",
+ "WEEKS": "crwdns75046:0crwdne75046:0",
+ "COIN-CARRIED": "crwdns75047:0crwdne75047:0",
+ "BRASS-PENNIES-BP": "crwdns75048:0crwdne75048:0",
+ "SILVER-SHILLINGS-SS": "crwdns75049:0crwdne75049:0",
+ "GOLD-CROWNS-GC": "crwdns75050:0crwdne75050:0",
+ "TOTAL-GC-VALUE": "crwdns75051:0crwdne75051:0",
+ "EXCHANGE-RATE": "crwdns75052:0crwdne75052:0",
+ "EXCHANGE-RATE-DESCRIPTION": "crwdns75053:0crwdne75053:0",
+ "ENCUMBRANCE": "crwdns75054:0crwdne75054:0",
+ "TRAPPINGS": "crwdns75055:0crwdne75055:0",
+ "COIN": "crwdns75056:0crwdne75056:0",
+ "OTHER": "crwdns75057:0crwdne75057:0",
+ "CARRYING-CAPACITY": "crwdns75058:0crwdne75058:0",
+ "PUSH-DRAG-LIFT": "crwdns75059:0crwdne75059:0",
+ "ENCUMBERED": "crwdns75060:0crwdne75060:0",
+ "ENCUMBERED-MOVEMENT-PENALTY": "crwdns75061:0crwdne75061:0",
+ "DWARF": "crwdns75062:0crwdne75062:0",
+ "DWARF-ENCUMBRANCE": "crwdns75063:0crwdne75063:0",
+ "DWARF-ENCUMBRANCE-CHECK": "crwdns75064:0crwdne75064:0",
+ "ENCUMBRANCE-DESCRIPTION": "crwdns75065:0crwdne75065:0",
+ "ENCUMBRANCE-CHOICE1": "crwdns75066:0crwdne75066:0",
+ "ENCUMBRANCE-CHOICE2": "crwdns75067:0crwdne75067:0",
+ "PAGE-1": "crwdns75068:0crwdne75068:0",
+ "PAGE-2": "crwdns75069:0crwdne75069:0",
+ "PAGE-3": "crwdns75070:0crwdne75070:0",
+ "SHOW-ALL": "crwdns75071:0crwdne75071:0",
+ "UNLIMITED": "crwdns75072:0crwdne75072:0",
+ "ROW-NR": "crwdns75073:0crwdne75073:0",
+ "CARRIED-QUESTION": "crwdns75074:0crwdne75074:0",
+ "ABBREVIATE-QUANTITY": "crwdns75075:0crwdne75075:0",
+ "TREASURE-LOOT-INVENTORY-NOTES": "crwdns75076:0crwdne75076:0",
+ "PROTECTIVE-ITEMS": "crwdns75077:0crwdne75077:0",
+ "WORN": "crwdns75078:0crwdne75078:0",
+ "HEAD": "crwdns75079:0crwdne75079:0",
+ "ARMOR-TYPE": "crwdns75080:0crwdne75080:0",
+ "ARMOR-POINTS": "crwdns75081:0crwdne75081:0",
+ "ABBREVIATE-ARMOR-POINTS": "crwdns75082:0crwdne75082:0",
+ "MAGIC-BONUS": "crwdns75083:0crwdne75083:0",
+ "BONUS": "crwdns75084:0crwdne75084:0",
+ "TOTAL-AP": "crwdns75085:0crwdne75085:0",
+ "LEATHER": "crwdns75086:0crwdne75086:0",
+ "MAIL": "crwdns75087:0crwdne75087:0",
+ "PLATE": "crwdns75088:0crwdne75088:0",
+ "TORSO": "crwdns75089:0crwdne75089:0",
+ "ARMS": "crwdns75090:0crwdne75090:0",
+ "LEGS": "crwdns75091:0crwdne75091:0",
+ "LOCATION-DESCRIPTION": "crwdns75092:0crwdne75092:0",
+ "TOTAL-ARMOR-ENCUMBRANCE": "crwdns75093:0crwdne75093:0",
+ "TOTAL-WEIGHT-MAX": "crwdns75094:0crwdne75094:0",
+ "MAX-PUSH-DRAG-LIFT": "crwdns75095:0crwdne75095:0",
+ "LIGHT": "crwdns75096:0crwdne75096:0",
+ "MEDIUM": "crwdns75097:0crwdne75097:0",
+ "HEAVY": "crwdns75098:0crwdne75098:0",
+ "LIGHT-ARMOR": "crwdns75099:0crwdne75099:0",
+ "MEDIUM-ARMOR": "crwdns75100:0crwdne75100:0",
+ "HEAVY-ARMOR": "crwdns75101:0crwdne75101:0",
+ "HIT-LOCATIONS": "crwdns75102:0crwdne75102:0",
+ "BODY": "crwdns75103:0crwdne75103:0",
+ "ABBREVIATE-HEAD": "crwdns75104:0crwdne75104:0",
+ "ABBREVIATE-BODY": "crwdns75105:0crwdne75105:0",
+ "ABBREVIATE-ARMS": "crwdns75106:0crwdne75106:0",
+ "ABBREVIATE-LEGS": "crwdns75107:0crwdne75107:0",
+ "LEFT-ARM": "crwdns75108:0crwdne75108:0",
+ "LEFT-LEG": "crwdns75109:0crwdne75109:0",
+ "RIGHT-ARM": "crwdns75110:0crwdne75110:0",
+ "RIGHT-LEG": "crwdns75111:0crwdne75111:0",
+ "ARMOR-PENALTIES": "crwdns75112:0crwdne75112:0",
+ "ARMOR-PENALTIES-MEDIUM": "crwdns75113:0crwdne75113:0",
+ "ARMOR-PENALTIES-HEAVY": "crwdns75114:0crwdne75114:0",
+ "BLOOD-LOSS": "crwdns75115:0crwdne75115:0",
+ "BLEEDING": "crwdns75116:0crwdne75116:0",
+ "ADVANCED-SKILL": "crwdns75117:0crwdne75117:0",
+ "BASIC-SKILL": "crwdns75118:0crwdne75118:0",
+ "KNOWLEDGE-SKILL": "crwdns75119:0crwdne75119:0",
+ "VARIOUS-SKILL": "crwdns75120:0crwdne75120:0",
+ "TARGET-NUMBER": "crwdns75121:0crwdne75121:0",
+ "TEST-RESULT": "crwdns75122:0crwdne75122:0",
+ "RESULT": "crwdns75123:0crwdne75123:0",
+ "OUTCOME": "crwdns75124:0crwdne75124:0",
+ "SUCCESS": "crwdns75125:0crwdne75125:0",
+ "FAILURE": "crwdns75126:0crwdne75126:0",
+ "ATTACK-ROLL": "crwdns75127:0crwdne75127:0",
+ "MISS": "crwdns75128:0crwdne75128:0",
+ "PARRY-ROLL": "crwdns75129:0crwdne75129:0",
+ "PARRIED": "crwdns75130:0crwdne75130:0",
+ "CASTING-TEST": "crwdns75131:0crwdne75131:0",
+ "SPELLCASTING-FAILS": "crwdns75132:0crwdne75132:0",
+ "SPELLCASTING-SUCCEEDS": "crwdns75133:0crwdne75133:0",
+ "INSCRIPTION-TEST": "crwdns75134:0crwdne75134:0",
+ "INSCRIPTION-TIME": "crwdns75135:0crwdne75135:0",
+ "INSCRIPTION-FAILS": "crwdns75136:0crwdne75136:0",
+ "INSCRIPTION-SUCCEEDS": "crwdns75137:0crwdne75137:0",
+ "HIT-LOCATION": "crwdns75138:0crwdne75138:0",
+ "HIT-HEAD": "crwdns75139:0crwdne75139:0",
+ "HIT-BODY": "crwdns75140:0crwdne75140:0",
+ "HIT-LEFT-ARM": "crwdns75141:0crwdne75141:0",
+ "HIT-LEFT-LEG": "crwdns75142:0crwdne75142:0",
+ "HIT-RIGHT-ARM": "crwdns75143:0crwdne75143:0",
+ "HIT-RIGHT-LEG": "crwdns75144:0crwdne75144:0",
+ "HIT-LOCATION-NUMBER": "crwdns75145:0{{0}}crwdne75145:0",
+ "DAMAGE-NUMBER": "crwdns75146:0{{0}}crwdne75146:0",
+ "CRITICAL-LOCATION": "crwdns75147:0crwdne75147:0",
+ "CRITICAL-VALUE": "crwdns75148:0crwdne75148:0",
+ "CRITICAL-EFFECT": "crwdns75149:0crwdne75149:0",
+ "CRITICAL-EFFECT-H1": "crwdns75150:0crwdne75150:0",
+ "CRITICAL-EFFECT-H2": "crwdns75151:0crwdne75151:0",
+ "CRITICAL-EFFECT-H3": "crwdns75152:0crwdne75152:0",
+ "CRITICAL-EFFECT-H4": "crwdns75153:0crwdne75153:0",
+ "CRITICAL-EFFECT-H5": "crwdns75154:0crwdne75154:0",
+ "CRITICAL-EFFECT-H6": "crwdns75155:0crwdne75155:0",
+ "CRITICAL-EFFECT-H7": "crwdns75156:0crwdne75156:0",
+ "CRITICAL-EFFECT-H8": "crwdns75157:0crwdne75157:0",
+ "CRITICAL-EFFECT-H9": "crwdns75158:0crwdne75158:0",
+ "CRITICAL-EFFECT-A1": "crwdns75159:0crwdne75159:0",
+ "CRITICAL-EFFECT-A2": "crwdns75160:0crwdne75160:0",
+ "CRITICAL-EFFECT-A3": "crwdns75161:0crwdne75161:0",
+ "CRITICAL-EFFECT-A4": "crwdns75162:0crwdne75162:0",
+ "CRITICAL-EFFECT-A5": "crwdns75163:0crwdne75163:0",
+ "CRITICAL-EFFECT-A6": "crwdns75164:0crwdne75164:0",
+ "CRITICAL-EFFECT-A7": "crwdns75165:0crwdne75165:0",
+ "CRITICAL-EFFECT-A8": "crwdns75166:0crwdne75166:0",
+ "CRITICAL-EFFECT-A9": "crwdns75167:0crwdne75167:0",
+ "CRITICAL-EFFECT-B1": "crwdns75168:0crwdne75168:0",
+ "CRITICAL-EFFECT-B2": "crwdns75169:0crwdne75169:0",
+ "CRITICAL-EFFECT-B3": "crwdns75170:0crwdne75170:0",
+ "CRITICAL-EFFECT-B4": "crwdns75171:0crwdne75171:0",
+ "CRITICAL-EFFECT-B5": "crwdns75172:0crwdne75172:0",
+ "CRITICAL-EFFECT-B6": "crwdns75173:0crwdne75173:0",
+ "CRITICAL-EFFECT-B7": "crwdns75174:0crwdne75174:0",
+ "CRITICAL-EFFECT-B8": "crwdns75175:0crwdne75175:0",
+ "CRITICAL-EFFECT-B9": "crwdns75176:0crwdne75176:0",
+ "CRITICAL-EFFECT-L1": "crwdns75177:0crwdne75177:0",
+ "CRITICAL-EFFECT-L2": "crwdns75178:0crwdne75178:0",
+ "CRITICAL-EFFECT-L3": "crwdns75179:0crwdne75179:0",
+ "CRITICAL-EFFECT-L4": "crwdns75180:0crwdne75180:0",
+ "CRITICAL-EFFECT-L5": "crwdns75181:0crwdne75181:0",
+ "CRITICAL-EFFECT-L6": "crwdns75182:0crwdne75182:0",
+ "CRITICAL-EFFECT-L7": "crwdns75183:0crwdne75183:0",
+ "CRITICAL-EFFECT-L8": "crwdns75184:0crwdne75184:0",
+ "CRITICAL-EFFECT-L9": "crwdns75185:0crwdne75185:0",
+ "CRITICAL-EFFECT-10": "crwdns75186:0crwdne75186:0",
+ "BLOOD-SURVIVE": "crwdns75187:0crwdne75187:0",
+ "BLOOD-DEATH": "crwdns75188:0crwdne75188:0",
+ "OLD-TRAPPINGS": "crwdns75189:0crwdne75189:0",
+ "NEW-TRAPPINGS": "crwdns75190:0crwdne75190:0",
+ "CHAOS-MANIFESTATION": "crwdns75191:0crwdne75191:0",
+ "ROLL-BASIC-TABLES": "crwdns75192:0crwdne75192:0",
+ "ROLL-EXTENDED-TABLES": "crwdns75193:0crwdne75193:0",
+ "TZEENTCHS-CURSE": "crwdns75194:0crwdne75194:0",
+ "CHAOS-ROLL": "crwdns75195:0crwdne75195:0",
+ "CHAOS-TABLE": "crwdns75196:0crwdne75196:0",
+ "MINOR-NORMAL": "crwdns75197:0crwdne75197:0",
+ "MINOR-EXTENDED": "crwdns75198:0crwdne75198:0",
+ "MAJOR-NORMAL": "crwdns75199:0crwdne75199:0",
+ "MAJOR-EXTENDED": "crwdns75200:0crwdne75200:0",
+ "CATASTROPHIC-NORMAL": "crwdns75201:0crwdne75201:0",
+ "CATASTROPHIC-EXTENDED": "crwdns75202:0crwdne75202:0",
+ "MINOR": "crwdns75203:0crwdne75203:0",
+ "MAJOR": "crwdns75204:0crwdne75204:0",
+ "CATASTROPHIC": "crwdns75205:0crwdne75205:0",
+ "MINOR-CHAOS-MANIFESTATION": "crwdns75206:0crwdne75206:0",
+ "MAJOR-CHAOS-MANIFESTATION": "crwdns75207:0crwdne75207:0",
+ "CATASTROPHIC-CHAOS-MANIFESTATION": "crwdns75208:0crwdne75208:0",
+ "YES": "crwdns75209:0crwdne75209:0",
+ "NO": "crwdns75210:0crwdne75210:0",
+ "MINOR1": "crwdns75211:0crwdne75211:0",
+ "MINOR2": "crwdns75212:0crwdne75212:0",
+ "MINOR3": "crwdns75213:0crwdne75213:0",
+ "MINOR4": "crwdns75214:0crwdne75214:0",
+ "MINOR5": "crwdns75215:0crwdne75215:0",
+ "MINOR6": "crwdns75216:0crwdne75216:0",
+ "MINOR7": "crwdns75217:0crwdne75217:0",
+ "MINOR8": "crwdns75218:0crwdne75218:0",
+ "MINOR9": "crwdns75219:0crwdne75219:0",
+ "MINOR10": "crwdns75220:0crwdne75220:0",
+ "MINOR11": "crwdns75221:0crwdne75221:0",
+ "MINORE1": "crwdns75222:0crwdne75222:0",
+ "MINORE2": "crwdns75223:0crwdne75223:0",
+ "MINORE3": "crwdns75224:0crwdne75224:0",
+ "MINORE4": "crwdns75225:0crwdne75225:0",
+ "MINORE5": "crwdns75226:0crwdne75226:0",
+ "MINORE6": "crwdns75227:0crwdne75227:0",
+ "MINORE7": "crwdns75228:0crwdne75228:0",
+ "MINORE8": "crwdns75229:0crwdne75229:0",
+ "MINORE9": "crwdns75230:0crwdne75230:0",
+ "MINORE10": "crwdns75231:0crwdne75231:0",
+ "MINORE11": "crwdns75232:0crwdne75232:0",
+ "MINORE12": "crwdns75233:0crwdne75233:0",
+ "MINORE13": "crwdns75234:0crwdne75234:0",
+ "MINORE14": "crwdns75235:0crwdne75235:0",
+ "MINORE15": "crwdns75236:0crwdne75236:0",
+ "MINORE16": "crwdns75237:0crwdne75237:0",
+ "MINORE17": "crwdns75238:0crwdne75238:0",
+ "MINORE18": "crwdns75239:0crwdne75239:0",
+ "MINORE19": "crwdns75240:0crwdne75240:0",
+ "MINORE20": "crwdns75241:0crwdne75241:0",
+ "MINORE21": "crwdns75242:0crwdne75242:0",
+ "MINORE22": "crwdns75243:0crwdne75243:0",
+ "MINORE23": "crwdns75244:0crwdne75244:0",
+ "MINORE24": "crwdns75245:0crwdne75245:0",
+ "MINORE25": "crwdns75246:0crwdne75246:0",
+ "MINORE26": "crwdns75247:0crwdne75247:0",
+ "MAJOR1": "crwdns75248:0crwdne75248:0",
+ "MAJOR2": "crwdns75249:0crwdne75249:0",
+ "MAJOR3": "crwdns75250:0crwdne75250:0",
+ "MAJOR4": "crwdns75251:0crwdne75251:0",
+ "MAJOR5": "crwdns75252:0crwdne75252:0",
+ "MAJOR6": "crwdns75253:0crwdne75253:0",
+ "MAJOR7": "crwdns75254:0crwdne75254:0",
+ "MAJOR8": "crwdns75255:0crwdne75255:0",
+ "MAJOR9": "crwdns75256:0crwdne75256:0",
+ "MAJOR10": "crwdns75257:0crwdne75257:0",
+ "MAJOR11": "crwdns75258:0crwdne75258:0",
+ "MAJORE1": "crwdns75259:0crwdne75259:0",
+ "MAJORE2": "crwdns75260:0crwdne75260:0",
+ "MAJORE3": "crwdns75261:0crwdne75261:0",
+ "MAJORE4": "crwdns75262:0crwdne75262:0",
+ "MAJORE5": "crwdns75263:0crwdne75263:0",
+ "MAJORE6": "crwdns75264:0crwdne75264:0",
+ "MAJORE7": "crwdns75265:0crwdne75265:0",
+ "MAJORE8": "crwdns75266:0crwdne75266:0",
+ "MAJORE9": "crwdns75267:0crwdne75267:0",
+ "MAJORE10": "crwdns75268:0crwdne75268:0",
+ "MAJORE11": "crwdns75269:0crwdne75269:0",
+ "MAJORE12": "crwdns75270:0crwdne75270:0",
+ "MAJORE13": "crwdns75271:0crwdne75271:0",
+ "MAJORE14": "crwdns75272:0crwdne75272:0",
+ "MAJORE15": "crwdns75273:0crwdne75273:0",
+ "MAJORE16": "crwdns75274:0crwdne75274:0",
+ "MAJORE17": "crwdns75275:0crwdne75275:0",
+ "MAJORE18": "crwdns75276:0crwdne75276:0",
+ "MAJORE19": "crwdns75277:0crwdne75277:0",
+ "MAJORE20": "crwdns75278:0crwdne75278:0",
+ "MAJORE21": "crwdns75279:0crwdne75279:0",
+ "MAJORE22": "crwdns75280:0crwdne75280:0",
+ "MAJORE23": "crwdns75281:0crwdne75281:0",
+ "MAJORE24": "crwdns75282:0crwdne75282:0",
+ "MAJORE25": "crwdns75283:0crwdne75283:0",
+ "MAJORE26": "crwdns75284:0crwdne75284:0",
+ "CATA1": "crwdns75285:0crwdne75285:0",
+ "CATA2": "crwdns75286:0crwdne75286:0",
+ "CATA3": "crwdns75287:0crwdne75287:0",
+ "CATA4": "crwdns75288:0crwdne75288:0",
+ "CATA5": "crwdns75289:0crwdne75289:0",
+ "CATA6": "crwdns75290:0crwdne75290:0",
+ "CATA7": "crwdns75291:0crwdne75291:0",
+ "CATA8": "crwdns75292:0crwdne75292:0",
+ "CATA9": "crwdns75293:0crwdne75293:0",
+ "CATA10": "crwdns75294:0crwdne75294:0",
+ "CATAE1": "crwdns75295:0crwdne75295:0",
+ "CATAE2": "crwdns75296:0crwdne75296:0",
+ "CATAE3": "crwdns75297:0crwdne75297:0",
+ "CATAE4": "crwdns75298:0crwdne75298:0",
+ "CATAE5": "crwdns75299:0crwdne75299:0",
+ "CATAE6": "crwdns75300:0crwdne75300:0",
+ "CATAE7": "crwdns75301:0crwdne75301:0",
+ "CATAE8": "crwdns75302:0crwdne75302:0",
+ "CATAE9": "crwdns75303:0crwdne75303:0",
+ "CATAE10": "crwdns75304:0crwdne75304:0",
+ "CATAE11": "crwdns75305:0crwdne75305:0",
+ "CATAE12": "crwdns75306:0crwdne75306:0",
+ "CATAE13": "crwdns75307:0crwdne75307:0",
+ "CATAE14": "crwdns75308:0crwdne75308:0",
+ "CATAE15": "crwdns75309:0crwdne75309:0",
+ "CATAE16": "crwdns75310:0crwdne75310:0",
+ "CATAE17": "crwdns75311:0crwdne75311:0",
+ "CATAE18": "crwdns75312:0crwdne75312:0",
+ "CATAE19": "crwdns75313:0crwdne75313:0",
+ "CATAE20": "crwdns75314:0crwdne75314:0",
+ "CATAE21": "crwdns75315:0crwdne75315:0",
+ "CATAE22": "crwdns75316:0crwdne75316:0",
+ "CATAE23": "crwdns75317:0crwdne75317:0",
+ "CATAE24": "crwdns75318:0crwdne75318:0",
+ "CATAE25": "crwdns75319:0crwdne75319:0",
+ "GODWRATH1": "crwdns75320:0crwdne75320:0",
+ "GODWRATH2": "crwdns75321:0crwdne75321:0",
+ "GODWRATH3": "crwdns75322:0crwdne75322:0",
+ "GODWRATH4": "crwdns75323:0crwdne75323:0",
+ "GODWRATH5": "crwdns75324:0crwdne75324:0",
+ "GODWRATH6": "crwdns75325:0crwdne75325:0",
+ "GODWRATH7": "crwdns75326:0crwdne75326:0",
+ "GODWRATH8": "crwdns75327:0crwdne75327:0",
+ "GODWRATHV1": "crwdns75328:0crwdne75328:0",
+ "GODWRATHV2": "crwdns75329:0crwdne75329:0",
+ "GODWRATHV3": "crwdns75330:0crwdne75330:0",
+ "GODWRATHV4": "crwdns75331:0crwdne75331:0",
+ "GODWRATHV5": "crwdns75332:0crwdne75332:0",
+ "GODWRATHV6": "crwdns75333:0crwdne75333:0",
+ "GODWRATHV7": "crwdns75334:0crwdne75334:0",
+ "SACRIFICE1": "crwdns75335:0crwdne75335:0",
+ "SACRIFICE2": "crwdns75336:0crwdne75336:0",
+ "SACRIFICE3": "crwdns75337:0crwdne75337:0",
+ "SACRIFICE4": "crwdns75338:0crwdne75338:0",
+ "SACRIFICE5": "crwdns75339:0crwdne75339:0",
+ "SACRIFICE6": "crwdns75340:0crwdne75340:0",
+ "SACRIFICE7": "crwdns75341:0crwdne75341:0",
+ "SACRIFICE8": "crwdns75342:0crwdne75342:0",
+ "SACRIFICE9": "crwdns75343:0crwdne75343:0",
+ "SACRIFICE10": "crwdns75344:0crwdne75344:0",
+ "OPTIONAL-ARCANE-MARK": "crwdns75345:0crwdne75345:0",
+ "ARCANE-LORE": "crwdns75346:0crwdne75346:0",
+ "LORE-OF-BEASTS": "crwdns75347:0crwdne75347:0",
+ "LORE-OF-DEATH": "crwdns75348:0crwdne75348:0",
+ "LORE-OF-FIRE": "crwdns75349:0crwdne75349:0",
+ "LORE-OF-HEAVENS": "crwdns75350:0crwdne75350:0",
+ "LORE-OF-LIFE": "crwdns75351:0crwdne75351:0",
+ "LORE-OF-LIGHT": "crwdns75352:0crwdne75352:0",
+ "LORE-OF-METAL": "crwdns75353:0crwdne75353:0",
+ "LORE-OF-SHADOW": "crwdns75354:0crwdne75354:0",
+ "MARK": "crwdns75355:0crwdne75355:0",
+ "MARK-OF": "crwdns75356:0crwdne75356:0",
+ "BEASTS": "crwdns75357:0crwdne75357:0",
+ "DEATH": "crwdns75358:0crwdne75358:0",
+ "FIRE": "crwdns75359:0crwdne75359:0",
+ "HEAVENS": "crwdns75360:0crwdne75360:0",
+ "LIFE": "crwdns75361:0crwdne75361:0",
+ "METAL": "crwdns75362:0crwdne75362:0",
+ "SHADOW": "crwdns75363:0crwdne75363:0",
+ "WRATH-ROLL": "crwdns75364:0crwdne75364:0",
+ "WRATH-TABLE": "crwdns75365:0crwdne75365:0",
+ "WRATH": "crwdns75366:0crwdne75366:0",
+ "VENGEANCE": "crwdns75367:0crwdne75367:0",
+ "WRATH-OF-THE-GODS": "crwdns75368:0crwdne75368:0",
+ "VENGEANCE-OF-THE-GODS": "crwdns75369:0crwdne75369:0",
+ "DISFAVOR-POOL": "crwdns75370:0crwdne75370:0",
+ "DISFAVOR-ROLL": "crwdns75371:0crwdne75371:0",
+ "DIVINE-LORE": "crwdns75372:0crwdne75372:0",
+ "LORE-OF-MANANN": "crwdns75373:0crwdne75373:0",
+ "LORE-OF-MORR": "crwdns75374:0crwdne75374:0",
+ "LORE-OF-MYRMIDIA": "crwdns75375:0crwdne75375:0",
+ "LORE-OF-RANALD": "crwdns75376:0crwdne75376:0",
+ "LORE-OF-SHALLYA": "crwdns75377:0crwdne75377:0",
+ "LORE-OF-SIGMAR": "crwdns75378:0crwdne75378:0",
+ "LORE-OF-TAAL-RHYA": "crwdns75379:0crwdne75379:0",
+ "LORE-OF-ULRIC": "crwdns75380:0crwdne75380:0",
+ "LORE-OF-VERENA": "crwdns75381:0crwdne75381:0",
+ "MARK-ROLL": "crwdns75382:0crwdne75382:0",
+ "MARKS": "crwdns75383:0crwdne75383:0",
+ "NO-MARKS": "crwdns75384:0crwdne75384:0",
+ "USE-MARKS": "crwdns75385:0crwdne75385:0",
+ "MARKS-OF-THE-GODS": "crwdns75386:0crwdne75386:0",
+ "MARKS-OF-MANANN": "crwdns75387:0crwdne75387:0",
+ "MARKS-OF-MORR": "crwdns75388:0crwdne75388:0",
+ "MARKS-OF-MYRMIDIA": "crwdns75389:0crwdne75389:0",
+ "MARKS-OF-RANALD": "crwdns75390:0crwdne75390:0",
+ "MARKS-OF-SHALLYA": "crwdns75391:0crwdne75391:0",
+ "MARKS-OF-SIGMAR": "crwdns75392:0crwdne75392:0",
+ "MARKS-OF-TAAL-RHYA": "crwdns75393:0crwdne75393:0",
+ "MARKS-OF-ULRIC": "crwdns75394:0crwdne75394:0",
+ "MARKS-OF-VERENA": "crwdns75395:0crwdne75395:0",
+ "MARKS-OF": "crwdns75396:0crwdne75396:0",
+ "MANANN": "crwdns75397:0crwdne75397:0",
+ "MORR": "crwdns75398:0crwdne75398:0",
+ "MYRMIDIA": "crwdns75399:0crwdne75399:0",
+ "RANALD": "crwdns75400:0crwdne75400:0",
+ "SHALLYA": "crwdns75401:0crwdne75401:0",
+ "SIGMAR": "crwdns75402:0crwdne75402:0",
+ "TAAL-RHYA": "crwdns75403:0crwdne75403:0",
+ "ULRIC": "crwdns75404:0crwdne75404:0",
+ "VERENA": "crwdns75405:0crwdne75405:0",
+ "NO-LORE": "crwdns75406:0crwdne75406:0",
+ "GM-DISCRETION": "crwdns75407:0crwdne75407:0",
+ "MARK-GM-DISCRETION": "crwdns75408:0crwdne75408:0",
+ "MARK-MANANN-1": "crwdns75409:0crwdne75409:0",
+ "MARK-MANANN-2": "crwdns75410:0crwdne75410:0",
+ "MARK-MANANN-3": "crwdns75411:0crwdne75411:0",
+ "MARK-MANANN-4": "crwdns75412:0crwdne75412:0",
+ "MARK-MANANN-5": "crwdns75413:0crwdne75413:0",
+ "MARK-MANANN-6": "crwdns75414:0crwdne75414:0",
+ "MARK-MANANN-7": "crwdns75415:0crwdne75415:0",
+ "MARK-MANANN-8": "crwdns75416:0crwdne75416:0",
+ "MARK-MANANN-9": "crwdns75417:0crwdne75417:0",
+ "MARK-MANANN-10": "crwdns75418:0crwdne75418:0",
+ "MARK-MORR-1": "crwdns75419:0crwdne75419:0",
+ "MARK-MORR-2": "crwdns75420:0crwdne75420:0",
+ "MARK-MORR-4": "crwdns75421:0crwdne75421:0",
+ "MARK-MORR-3": "crwdns75422:0crwdne75422:0",
+ "MARK-MORR-5": "crwdns75423:0crwdne75423:0",
+ "MARK-MORR-6": "crwdns75424:0crwdne75424:0",
+ "MARK-MORR-7": "crwdns75425:0crwdne75425:0",
+ "MARK-MORR-8": "crwdns75426:0crwdne75426:0",
+ "MARK-MORR-9": "crwdns75427:0crwdne75427:0",
+ "MARK-MORR-10": "crwdns75428:0crwdne75428:0",
+ "MARK-MYRMIDIA-1": "crwdns75429:0crwdne75429:0",
+ "MARK-MYRMIDIA-2": "crwdns75430:0crwdne75430:0",
+ "MARK-MYRMIDIA-3": "crwdns75431:0crwdne75431:0",
+ "MARK-MYRMIDIA-4": "crwdns75432:0crwdne75432:0",
+ "MARK-MYRMIDIA-5": "crwdns75433:0crwdne75433:0",
+ "MARK-MYRMIDIA-6": "crwdns75434:0crwdne75434:0",
+ "MARK-MYRMIDIA-7": "crwdns75435:0crwdne75435:0",
+ "MARK-MYRMIDIA-8": "crwdns75436:0crwdne75436:0",
+ "MARK-MYRMIDIA-9": "crwdns75437:0crwdne75437:0",
+ "MARK-MYRMIDIA-10": "crwdns75438:0crwdne75438:0",
+ "MARK-RANALD-1": "crwdns75439:0crwdne75439:0",
+ "MARK-RANALD-2": "crwdns75440:0crwdne75440:0",
+ "MARK-RANALD-3": "crwdns75441:0crwdne75441:0",
+ "MARK-RANALD-4": "crwdns75442:0crwdne75442:0",
+ "MARK-RANALD-5": "crwdns75443:0crwdne75443:0",
+ "MARK-RANALD-6": "crwdns75444:0crwdne75444:0",
+ "MARK-RANALD-7": "crwdns75445:0crwdne75445:0",
+ "MARK-RANALD-8": "crwdns75446:0crwdne75446:0",
+ "MARK-RANALD-9": "crwdns75447:0crwdne75447:0",
+ "MARK-RANALD-10": "crwdns75448:0crwdne75448:0",
+ "MARK-SHALLYA-1": "crwdns75449:0crwdne75449:0",
+ "MARK-SHALLYA-2": "crwdns75450:0crwdne75450:0",
+ "MARK-SHALLYA-3": "crwdns75451:0crwdne75451:0",
+ "MARK-SHALLYA-4": "crwdns75452:0crwdne75452:0",
+ "MARK-SHALLYA-5": "crwdns75453:0%%crwdne75453:0",
+ "MARK-SHALLYA-6": "crwdns75454:0crwdne75454:0",
+ "MARK-SHALLYA-7": "crwdns75455:0crwdne75455:0",
+ "MARK-SHALLYA-8": "crwdns75456:0crwdne75456:0",
+ "MARK-SHALLYA-9": "crwdns75457:0crwdne75457:0",
+ "MARK-SHALLYA-10": "crwdns75458:0crwdne75458:0",
+ "MARK-SIGMAR-1": "crwdns75459:0crwdne75459:0",
+ "MARK-SIGMAR-2": "crwdns75460:0crwdne75460:0",
+ "MARK-SIGMAR-3": "crwdns75461:0crwdne75461:0",
+ "MARK-SIGMAR-4": "crwdns75462:0crwdne75462:0",
+ "MARK-SIGMAR-5": "crwdns75463:0crwdne75463:0",
+ "MARK-SIGMAR-6": "crwdns75464:0crwdne75464:0",
+ "MARK-SIGMAR-7": "crwdns75465:0crwdne75465:0",
+ "MARK-SIGMAR-8": "crwdns75466:0crwdne75466:0",
+ "MARK-SIGMAR-9": "crwdns75467:0crwdne75467:0",
+ "MARK-SIGMAR-10": "crwdns75468:0crwdne75468:0",
+ "MARK-TAAL-RHYA-1": "crwdns75469:0crwdne75469:0",
+ "MARK-TAAL-RHYA-2": "crwdns75470:0crwdne75470:0",
+ "MARK-TAAL-RHYA-3": "crwdns75471:0crwdne75471:0",
+ "MARK-TAAL-RHYA-4": "crwdns75472:0crwdne75472:0",
+ "MARK-TAAL-RHYA-5": "crwdns75473:0crwdne75473:0",
+ "MARK-TAAL-RHYA-6": "crwdns75474:0crwdne75474:0",
+ "MARK-TAAL-RHYA-7": "crwdns75475:0crwdne75475:0",
+ "MARK-TAAL-RHYA-8": "crwdns75476:0crwdne75476:0",
+ "MARK-TAAL-RHYA-9": "crwdns75477:0crwdne75477:0",
+ "MARK-TAAL-RHYA-10": "crwdns75478:0crwdne75478:0",
+ "MARK-ULRIC-1": "crwdns75479:0crwdne75479:0",
+ "MARK-ULRIC-2": "crwdns75480:0crwdne75480:0",
+ "MARK-ULRIC-3": "crwdns75481:0crwdne75481:0",
+ "MARK-ULRIC-4": "crwdns75482:0crwdne75482:0",
+ "MARK-ULRIC-5": "crwdns75483:0crwdne75483:0",
+ "MARK-ULRIC-6": "crwdns75484:0crwdne75484:0",
+ "MARK-ULRIC-7": "crwdns75485:0crwdne75485:0",
+ "MARK-ULRIC-8": "crwdns75486:0crwdne75486:0",
+ "MARK-ULRIC-9": "crwdns75487:0crwdne75487:0",
+ "MARK-ULRIC-10": "crwdns75488:0crwdne75488:0",
+ "MARK-VERENA-1": "crwdns75489:0crwdne75489:0",
+ "MARK-VERENA-2": "crwdns75490:0crwdne75490:0",
+ "MARK-VERENA-3": "crwdns75491:0crwdne75491:0",
+ "MARK-VERENA-4": "crwdns75492:0crwdne75492:0",
+ "MARK-VERENA-5": "crwdns75493:0crwdne75493:0",
+ "MARK-VERENA-6": "crwdns75494:0crwdne75494:0",
+ "MARK-VERENA-7": "crwdns75495:0crwdne75495:0",
+ "MARK-VERENA-8": "crwdns75496:0crwdne75496:0",
+ "MARK-VERENA-9": "crwdns75497:0crwdne75497:0",
+ "MARK-VERENA-10": "crwdns75498:0crwdne75498:0",
+ "MARK-BEASTS-1": "crwdns75499:0crwdne75499:0",
+ "MARK-BEASTS-2": "crwdns75500:0crwdne75500:0",
+ "MARK-BEASTS-3": "crwdns75501:0crwdne75501:0",
+ "MARK-BEASTS-4": "crwdns75502:0crwdne75502:0",
+ "MARK-BEASTS-5": "crwdns75503:0crwdne75503:0",
+ "MARK-BEASTS-6": "crwdns75504:0crwdne75504:0",
+ "MARK-BEASTS-7": "crwdns75505:0crwdne75505:0",
+ "MARK-BEASTS-8": "crwdns75506:0crwdne75506:0",
+ "MARK-BEASTS-9": "crwdns75507:0crwdne75507:0",
+ "MARK-BEASTS-10": "crwdns75508:0crwdne75508:0",
+ "MARK-DEATH-1": "crwdns75509:0crwdne75509:0",
+ "MARK-DEATH-2": "crwdns75510:0crwdne75510:0",
+ "MARK-DEATH-4": "crwdns75511:0crwdne75511:0",
+ "MARK-DEATH-3": "crwdns75512:0crwdne75512:0",
+ "MARK-DEATH-5": "crwdns75513:0crwdne75513:0",
+ "MARK-DEATH-6": "crwdns75514:0crwdne75514:0",
+ "MARK-DEATH-7": "crwdns75515:0crwdne75515:0",
+ "MARK-DEATH-8": "crwdns75516:0crwdne75516:0",
+ "MARK-DEATH-9": "crwdns75517:0crwdne75517:0",
+ "MARK-DEATH-10": "crwdns75518:0crwdne75518:0",
+ "MARK-FIRE-1": "crwdns75519:0crwdne75519:0",
+ "MARK-FIRE-2": "crwdns75520:0crwdne75520:0",
+ "MARK-FIRE-3": "crwdns75521:0crwdne75521:0",
+ "MARK-FIRE-4": "crwdns75522:0crwdne75522:0",
+ "MARK-FIRE-5": "crwdns75523:0crwdne75523:0",
+ "MARK-FIRE-6": "crwdns75524:0crwdne75524:0",
+ "MARK-FIRE-7": "crwdns75525:0crwdne75525:0",
+ "MARK-FIRE-8": "crwdns75526:0crwdne75526:0",
+ "MARK-FIRE-9": "crwdns75527:0crwdne75527:0",
+ "MARK-FIRE-10": "crwdns75528:0crwdne75528:0",
+ "MARK-HEAVENS-1": "crwdns75529:0crwdne75529:0",
+ "MARK-HEAVENS-2": "crwdns75530:0crwdne75530:0",
+ "MARK-HEAVENS-3": "crwdns75531:0crwdne75531:0",
+ "MARK-HEAVENS-4": "crwdns75532:0crwdne75532:0",
+ "MARK-HEAVENS-5": "crwdns75533:0crwdne75533:0",
+ "MARK-HEAVENS-6": "crwdns75534:0crwdne75534:0",
+ "MARK-HEAVENS-7": "crwdns75535:0crwdne75535:0",
+ "MARK-HEAVENS-8": "crwdns75536:0crwdne75536:0",
+ "MARK-HEAVENS-9": "crwdns75537:0crwdne75537:0",
+ "MARK-HEAVENS-10": "crwdns75538:0crwdne75538:0",
+ "MARK-LIFE-1": "crwdns75539:0crwdne75539:0",
+ "MARK-LIFE-2": "crwdns75540:0crwdne75540:0",
+ "MARK-LIFE-3": "crwdns75541:0crwdne75541:0",
+ "MARK-LIFE-4": "crwdns75542:0crwdne75542:0",
+ "MARK-LIFE-5": "crwdns75543:0crwdne75543:0",
+ "MARK-LIFE-6": "crwdns75544:0crwdne75544:0",
+ "MARK-LIFE-7": "crwdns75545:0crwdne75545:0",
+ "MARK-LIFE-8": "crwdns75546:0crwdne75546:0",
+ "MARK-LIFE-9": "crwdns75547:0crwdne75547:0",
+ "MARK-LIFE-10": "crwdns75548:0crwdne75548:0",
+ "MARK-LIGHT-1": "crwdns75549:0crwdne75549:0",
+ "MARK-LIGHT-2": "crwdns75550:0crwdne75550:0",
+ "MARK-LIGHT-3": "crwdns75551:0crwdne75551:0",
+ "MARK-LIGHT-4": "crwdns75552:0crwdne75552:0",
+ "MARK-LIGHT-5": "crwdns75553:0crwdne75553:0",
+ "MARK-LIGHT-6": "crwdns75554:0crwdne75554:0",
+ "MARK-LIGHT-7": "crwdns75555:0crwdne75555:0",
+ "MARK-LIGHT-8": "crwdns75556:0crwdne75556:0",
+ "MARK-LIGHT-9": "crwdns75557:0crwdne75557:0",
+ "MARK-LIGHT-10": "crwdns75558:0crwdne75558:0",
+ "MARK-METAL-1": "crwdns75559:0crwdne75559:0",
+ "MARK-METAL-2": "crwdns75560:0crwdne75560:0",
+ "MARK-METAL-3": "crwdns75561:0crwdne75561:0",
+ "MARK-METAL-4": "crwdns75562:0crwdne75562:0",
+ "MARK-METAL-5": "crwdns75563:0crwdne75563:0",
+ "MARK-METAL-6": "crwdns75564:0crwdne75564:0",
+ "MARK-METAL-7": "crwdns75565:0crwdne75565:0",
+ "MARK-METAL-8": "crwdns75566:0crwdne75566:0",
+ "MARK-METAL-9": "crwdns75567:0crwdne75567:0",
+ "MARK-METAL-10": "crwdns75568:0crwdne75568:0",
+ "MARK-SHADOW-1": "crwdns75569:0crwdne75569:0",
+ "MARK-SHADOW-2": "crwdns75570:0crwdne75570:0",
+ "MARK-SHADOW-3": "crwdns75571:0crwdne75571:0",
+ "MARK-SHADOW-4": "crwdns75572:0crwdne75572:0",
+ "MARK-SHADOW-5": "crwdns75573:0crwdne75573:0",
+ "MARK-SHADOW-6": "crwdns75574:0crwdne75574:0",
+ "MARK-SHADOW-7": "crwdns75575:0crwdne75575:0",
+ "MARK-SHADOW-8": "crwdns75576:0crwdne75576:0",
+ "MARK-SHADOW-9": "crwdns75577:0crwdne75577:0",
+ "MARK-SHADOW-10": "crwdns75578:0crwdne75578:0",
+ "ARCANE-MARK": "crwdns75579:0crwdne75579:0",
+ "CHARACTERISTIC": "crwdns75580:0crwdne75580:0"
}
\ No newline at end of file
diff --git a/Weaverdice/README.md b/Weaverdice/README.md
index de4e7c79e6..9509fd45a6 100644
--- a/Weaverdice/README.md
+++ b/Weaverdice/README.md
@@ -1,25 +1,66 @@
-Character sheet for Weaver Dice, based on the superhero webserial by John C. "Wildbow" McCrae,
-converted from the original sheet to Roll20 by Andreas J. Help to improve the sheet is welcome.
+# Character sheet for WeaverDice
+*based on the superhero webserial Worm by John C. "Wildbow" McCrae*
-Version 0.9:
+Any improvements to the sheet are welcome.
--basic stat tracking capabilities, dynamicly expanding sections for gear and other lists
--stats can be rolled directly from the sheet
--Cape name moved to be in more in the center
--no help yet with character creation rolls yet
--buttons to roll for skills have not been implemented, as the way skills improve in WD is complex to implement
-Possible future improvements:
--implement quick buttons and options to roll skills from sheet
--create power-generation and luck tables so character creation can be made quicker in Roll20
--make the layout more flexible to resizing, it's still quite crude atm
-Rulebook: https://docs.google.com/document/d/1e-H--GkPrbJq4WRNYndBnjjLjE7-2kOZkjwltkP1Ong/
-Online charsheet: https://docs.google.com/document/d/15peMSA3fdp9EK9urwvYps4Q0z06EQ6iJdVggD81a2bg/
-Getting Started: https://docs.google.com/document/d/1Py-zQBE94hm8Iu0Oqoy_p_svALXYkKVpTiq-i7PwCwE/
+### Version 1.2:
-Character Creation Guide https://docs.google.com/document/d/1Eo7AZpjm-mIQBVxXpjvxgNoHMpSBa9M0onzhYaX-HDU/
+- skill rolls added, with minor options
-IRC-channel https://kiwiirc.com/client/irc.parahumans.net/#weaverdice
-Worm Web serial: https://parahumans.wordpress.com/
-Sureddit: https://www.reddit.com/r/Weaverdice/
\ No newline at end of file
+- expand skill descriptions to 6 rows
+
+- change default stat modifier to zero, as is the baseline for PCs
+
+### Version 1.0:
+
+- fix Health tracker, doesn't reset any more
+
+- added "Stat modifier" lable over stat placement, for clarity
+
+- made "notes" textfields in gear& other repeating sections wider
+
+- made most large textboxes smaller
+
+- some visual corrections
+
+- code cleanup, removed duplicate code& some renaming
+
+### Version 0.9:
+
+- basic stat tracking capabilities, dynamicly expanding sections for gear and other lists
+
+- stats can be rolled directly from the sheet
+
+- Cape name moved to be in more in the center
+
+- no help yet with character creation rolls yet
+
+- buttons to roll for skills have not been implemented, as the way skills improve in WD is complex to implement
+
+## Possible future improvements:
+
+- implement all skill options
+
+- create power-generation and luck tables so character creation can be made quicker in Roll20
+
+- make the layout more flexible to resizing, it's still quite crude atm
+
+## WeaverDice Resources
+
+**Rulebook:** https://docs.google.com/document/d/1e-H--GkPrbJq4WRNYndBnjjLjE7-2kOZkjwltkP1Ong/
+
+**Online charsheet:** https://docs.google.com/document/d/15peMSA3fdp9EK9urwvYps4Q0z06EQ6iJdVggD81a2bg/
+
+**Getting Started:** https://docs.google.com/document/d/1Py-zQBE94hm8Iu0Oqoy_p_svALXYkKVpTiq-i7PwCwE/
+
+**Character Creation Guide**https://docs.google.com/document/d/1Eo7AZpjm-mIQBVxXpjvxgNoHMpSBa9M0onzhYaX-HDU/
+
+## Community links
+
+**IRC-channel** https://kiwiirc.com/client/irc.parahumans.net/#weaverdice
+
+**Worm Web serial:** https://parahumans.wordpress.com/
+
+**Sureddit:** https://www.reddit.com/r/Weaverdice/
\ No newline at end of file
diff --git a/Weaverdice/Weaverdice.css b/Weaverdice/Weaverdice.css
index e54dc0ce09..7494bf5c46 100644
--- a/Weaverdice/Weaverdice.css
+++ b/Weaverdice/Weaverdice.css
@@ -1,669 +1,256 @@
/*@import url('https://themes.googleusercontent.com/fonts/css?kit=fpjTOVmNbO4Lz34iLyptLUXza5VhXqVC6o75Eld_V98');*/
- .charsheet {
- background-color: white;
- }
+.charsheet {
+ background-color: white;
+}
- .charsheet .sheet-bg-gray {
- background-color: #d9d9d9;
- }
- .charsheet .sheet-bg-black {
- background-color: #000000;
- }
- .charsheet .sheet-bg-white {
- background-color: #ffffff
- }
+.charsheet .sheet-version::after {
+ content: 'Sheet Version 1.2';
+}
+
+.charsheet .sheet-bg-gray {
+ background-color: #d9d9d9;
+}
+.charsheet .sheet-bg-black {
+ background-color: #000000;
+}
+.charsheet .sheet-bg-white {
+ background-color: #ffffff
+}
+
+.charsheet .sheet-def-txt {
+ font-size: 11pt;
+ font-family: "Calibri";
+ font-weight: 700;
+}
+.charsheet .sheet-tab-collps {
+ border-collapse: collapse;
+ margin-right: auto;
+}
+
+.charsheet .sheet-left {
+ text-align: left;
+}
+.charsheet .sheet-center {
+ text-align: center;
+}
+
+.charsheet .sheet-gap {
+ height: 7pt;
+}
+
+.charsheet .sheet-gap2 {
+ height: 13pt;
+}
+
+.charsheet .sheet-ability-img {
+ overflow: hidden;
+ display: inline-block;
+ margin: 0.00px 0.00px;
+ border: 0.00px solid #000000;
+ transform: rotate(0.00rad) translateZ(0px);
+ -webkit-transform: rotate(0.00rad) translateZ(0px);
+ width: 96.00px;
+ height: 96.00px;
+ }
+
+ .charsheet .sheet-ability-img-2 {
+ width: 96.00px;
+ height: 96.00px;
+ margin-left: 0.00px;
+ margin-top: 0.00px;
+ transform: rotate(0.00rad) translateZ(0px);
+ -webkit-transform: rotate(0.00rad) translateZ(0px);
+ }
+
+.charsheet .sheet-gray-border {
+ border-right-style: solid;
+ padding: 2pt 2pt 2pt 2pt;
+ border-bottom-color: #d9d9d9;
+ border-top-width: 1pt;
+ border-right-width: 1pt;
+ border-left-color: #d9d9d9;
+ vertical-align: top;
+ border-right-color: #d9d9d9;
+ border-left-width: 1pt;
+ border-top-style: solid;
+ border-left-style: solid;
+ border-bottom-width: 1pt;
+ border-top-color: #d9d9d9;
+ border-bottom-style: solid;
+}
+
+.charsheet .sheet-c56 {
+ width: 24pt;
+}
+
+.charsheet .sheet-c11 {
+ width: 64pt;
+}
+
+.charsheet .sheet-c4 {
+ width: 82pt;
+}
+.charsheet .sheet-c45 {
+ width: 88pt;
+}
+
+.charsheet .sheet-c52 {
+ width: 98pt;
+}
+
+.charsheet .sheet-c64 {
+ width: 155pt;
+}
+.charsheet .sheet-c53 {
+ width: 165pt;
+}
+.charsheet .sheet-c15 {
+ width: 196pt;
+}
+.charsheet .sheet-c3 {
+ width: 207pt;
+}
+
+.charsheet .sheet-c35 {
+ width: 277pt;
+}
+.charsheet .sheet-c22 {
+ width: 286pt;
+}
+.charsheet .sheet-c10 {
+ width: 575pt;
+}
+.charsheet .sheet-c29 {
+ width: 575pt;
+ height: 140px;
+}
+
+.charsheet .sheet-c43 {
+ width: 483pt;
+}
+
+.charsheet .sheet-c17 {
+ line-height: 1.0;
+ orphans: 2;
+ widows: 2;
+ text-align: left;
+ height: 7pt;
+}
+.charsheet .sheet-graysides {
+ border-right-style: solid;
+ padding: 2pt 2pt 2pt 2pt;
+ border-bottom-color: #ffffff;
+ border-top-width: 1pt;
+ border-right-width: 1pt;
+ border-left-color: #d9d9d9;
+ vertical-align: top;
+ border-right-color: #d9d9d9;
+ border-left-width: 1pt;
+ border-top-style: solid;
+ border-left-style: solid;
+ border-bottom-width: 1pt;
+ width: 18pt;
+ border-top-color: #ffffff;
+ border-bottom-style: solid;
+}
+.charsheet .sheet-l-font {
+ font-weight: 400;
+ font-size: 24pt;
+ font-family: "Times New Roman";
+}
+
+.charsheet .sheet-title {
+ padding-top: 12pt;
+ color: #000000;
+ font-weight: 700;
+ font-size: 16pt;
+ padding-bottom: 3pt;
+ font-family: "Arial";
+ line-height: 1.0;
+ orphans: 2;
+ widows: 2;
+ text-align: center;
+}
+.charsheet .sheet-subtitle {
+ color: #000000;
+ font-size: 12pt;
+ padding-bottom: 3pt;
+ font-family: "Arial";
+ line-height: 1.0;
+ orphans: 2;
+ widows: 2;
+ text-align: center;
+}
+.charsheet button[type=roll].sheet-d6-dice::before { /*new die changes die roller to d6*/
+ font-family: 'dicefontd6',arial;
+ content: 'F ';
+ color: black;
+}
+
+.charsheet .sheet-header-container {
+ position: relative;
+ text-align: center;
+ color: white;
+ font-size: 450%;
+ text-shadow:-2px 0 #000000,0 2px #000000,2px 0 #000000,0 -2px #000000;
+}
+.charsheet .sheet-header-upper-centered {
+ position: absolute;
+ top: 30%;
+ left: 50%;
+ transform: translate(-50%, -50%);
+}
+.charsheet .sheet-header-lower-centered {
+ position: absolute;
+ top: 60%;
+ left: 50%;
+ transform: translate(-50%, -50%);
+}
- .charsheet .sheet-def-txt {
- font-size: 11pt;
- font-family: "Calibri";
- font-weight: 700;
- }
- .charsheet .sheet-tab-collps {
- border-collapse: collapse;
- margin-right: auto;
- }
- .charsheet .sheet-c3 {
- border-right-style: solid;
- padding: 2pt 2pt 2pt 2pt;
- border-bottom-color: #d9d9d9;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: top;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 207pt;
- border-top-color: #d9d9d9;
- border-bottom-style: solid;
- }
- .charsheet .sheet-c4 {
- border-right-style: solid;
- border-bottom-color: #d9d9d9;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: middle;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 82pt;
- border-top-color: #d9d9d9;
- border-bottom-style: solid;
- }
-
- .charsheet .sheet-c7 {
- border-right-style: solid;
- padding: 2pt 2pt 2pt 2pt;
- border-bottom-color: #d9d9d9;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: top;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- background-color: #efefef;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 179pt;
- border-top-color: #d9d9d9;
- border-bottom-style: solid;
- }
- .charsheet .sheet-c8 {
- line-height: 1.2;
- orphans: 2;
- widows: 2;
- text-align: center;
- }
+/* Hide actual radio */
+.charsheet input[type="radio"]{
+ opacity: 0;
+ width: 16px;
+ height: 16px;
+ position: relative;
+ top: 5px;
+ left: 6px;
+ margin: -10px;
+ cursor: pointer;
+ z-index: 1;
+}
- .charsheet .sheet-c10 {
- border-right-style: solid;
- padding: 2pt 2pt 2pt 2pt;
- border-bottom-color: #d9d9d9;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: top;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- background-color: #d9d9d9;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 575pt;
- border-top-color: #d9d9d9;
- border-bottom-style: solid;
- }
- .charsheet .sheet-c11 {
- border-right-style: solid;
- padding: 2pt 2pt 2pt 2pt;
- border-bottom-color: #d9d9d9;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: middle;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 64pt;
- border-top-color: #d9d9d9;
- border-bottom-style: solid;
- }
- .charsheet .sheet-c12 {
- border-right-style: solid;
- padding: 2pt 2pt 2pt 2pt;
- border-bottom-color: #d9d9d9;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: top;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- background-color: #efefef;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 89pt;
- border-top-color: #d9d9d9;
- border-bottom-style: solid;
- }
- .charsheet .sheet-c13 {
- line-height: 1.44;
- orphans: 2;
- widows: 2;
- text-align: center;
- }
-
- .charsheet .sheet-c15 {
- border-right-style: solid;
- padding: 2pt 2pt 2pt 2pt;
- border-bottom-color: #d9d9d9;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: top;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 196pt;
- border-top-color: #d9d9d9;
- border-bottom-style: solid;
- }
- .charsheet .sheet-c16 {
- border-right-style: solid;
- padding: 2pt 2pt 2pt 2pt;
- border-bottom-color: #d9d9d9;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: top;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 576pt;
- border-top-color: #d9d9d9;
- border-bottom-style: solid;
- }
- .charsheet .sheet-c17 {
- line-height: 1.0;
- orphans: 2;
- widows: 2;
- text-align: left;
- height: 12pt;
- }
-
-
- .charsheet .sheet-c20 {
- line-height: 1.2;
- orphans: 2;
- widows: 2;
- text-align: left;
- }
-
- .charsheet .sheet-c22 {
- border-right-style: solid;
- padding: 2pt 2pt 2pt 2pt;
- border-bottom-color: #d9d9d9;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: top;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 286pt;
- border-top-color: #d9d9d9;
- border-bottom-style: solid;
- }
- .charsheet .sheet-c23 {
- border-right-style: solid;
- padding: 2pt 2pt 2pt 2pt;
- border-bottom-color: #d9d9d9;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: top;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 90pt;
- border-top-color: #d9d9d9;
- border-bottom-style: solid;
- }
-
- .charsheet .sheet-c26 {
- border-right-style: solid;
- padding: 2pt 2pt 2pt 2pt;
- border-bottom-color: #d9d9d9;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: top;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 200pt;
- border-top-color: #d9d9d9;
- border-bottom-style: solid;
- }
+/* Fake radio */
+.charsheet input[type="radio"] + span::before{
+ margin-right: 4px;
+ border: solid 1px #a8a8a8;
+ line-height: 14px;
+ text-align: center;
+ display: inline-block;
+ vertical-align: middle;
- .charsheet .sheet-c29 {
- border-right-style: solid;
- padding: 2pt 2pt 2pt 2pt;
- border-bottom-color: #d9d9d9;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: top;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 575pt;
- border-top-color: #d9d9d9;
- border-bottom-style: solid;
- }
- .charsheet .sheet-c30 {
- border-right-style: solid;
- padding: 2pt 2pt 2pt 2pt;
- border-bottom-color: #ffffff;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: top;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 18pt;
- border-top-color: #ffffff;
- border-bottom-style: solid;
- }
- .charsheet .sheet-c31 {
- font-weight: 400;
- font-size: 24pt;
- font-family: "Times New Roman";
- }
+ -moz-box-shadow: 0 0 2px #ccc;
+ -webkit-box-shadow: 0 0 2px #ccc;
+ box-shadow: 0 0 2px #ccc;
+
+ background: #f6f6f6;
+ background: -moz-radial-gradient(#f6f6f6, #dfdfdf);
+ background: -webkit-radial-gradient(#f6f6f6, #dfdfdf);
+ background: -ms-radial-gradient(#f6f6f6, #dfdfdf);
+ background: -o-radial-gradient(#f6f6f6, #dfdfdf);
+ background: radial-gradient(#f6f6f6, #dfdfdf);
+
+ content: '❤';
+ width: 12px;
+ height: 12px;
+ font-size: 28px;
+
+ -moz-border-radius: 50%;
+ -webkit-border-radius: 50%;
+ border-radius: 50%;
+}
- .charsheet .sheet-c35 {
- border-right-style: solid;
- padding: 2pt 2pt 2pt 2pt;
- border-bottom-color: #d9d9d9;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: top;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 277pt;
- border-top-color: #d9d9d9;
- border-bottom-style: solid;
- }
-
- .charsheet .sheet-c41 {
- border-right-style: solid;
- padding: 2pt 2pt 2pt 2pt;
- border-bottom-color: #d9d9d9;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: top;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 280pt;
- border-top-color: #d9d9d9;
- border-bottom-style: solid;
- }
- .charsheet .sheet-c42 {
- border-right-style: solid;
- padding: 2pt 2pt 2pt 2pt;
- border-bottom-color: #d9d9d9;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: top;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 93pt;
- border-top-color: #d9d9d9;
- border-bottom-style: solid;
- }
- .charsheet .sheet-c43 {
- border-right-style: solid;
- padding: 2pt 2pt 2pt 2pt;
- border-bottom-color: #d9d9d9;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: top;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 483pt;
- border-top-color: #d9d9d9;
- border-bottom-style: solid;
- }
- .charsheet .sheet-c44 {
- border-right-style: solid;
- padding: 2pt 2pt 2pt 2pt;
- border-bottom-color: #d9d9d9;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: top;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 91pt;
- border-top-color: #d9d9d9;
- border-bottom-style: solid;
- }
- .charsheet .sheet-c45 {
- border-right-style: solid;
- padding: 2pt 2pt 2pt 2pt;
- border-bottom-color: #d9d9d9;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: top;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 88pt;
- border-top-color: #d9d9d9;
- border-bottom-style: solid;
- }
- .charsheet .sheet-c46 {
- border-right-style: solid;
- padding: 2pt 2pt 2pt 2pt;
- border-bottom-color: #d9d9d9;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: top;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 81pt;
- border-top-color: #d9d9d9;
- border-bottom-style: solid;
- }
-
- .charsheet .sheet-c49 {
- border-right-style: solid;
- padding: 2pt 2pt 2pt 2pt;
- border-bottom-color: #d9d9d9;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: top;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 64pt;
- border-top-color: #d9d9d9;
- border-bottom-style: solid;
- }
-
- .charsheet .sheet-c52 {
- border-right-style: solid;
- padding: 2pt 2pt 2pt 2pt;
- border-bottom-color: #d9d9d9;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: top;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 98pt;
- border-top-color: #d9d9d9;
- border-bottom-style: solid;
- }
- .charsheet .sheet-c53 {
- border-right-style: solid;
- padding: 2pt 2pt 2pt 2pt;
- border-bottom-color: #d9d9d9;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: top;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 165pt;
- border-top-color: #d9d9d9;
- border-bottom-style: solid;
- }
- .charsheet .sheet-c54 {
- height: 23pt;
- }
- .charsheet .sheet-c55 {
- border-right-style: solid;
- padding: 2pt 2pt 2pt 2pt;
- border-bottom-color: #d9d9d9;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: top;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 271pt;
- border-top-color: #d9d9d9;
- border-bottom-style: solid;
- }
- .charsheet .sheet-c56 {
- border-right-style: solid;
- padding: 2pt 2pt 2pt 2pt;
- border-bottom-color: #d9d9d9;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: top;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 24pt;
- border-top-color: #d9d9d9;
- border-bottom-style: solid;
- }
- .charsheet .sheet-c57 {
- line-height: 1.0;
- orphans: 2;
- widows: 2;
- text-align: center;
- }
-
- .charsheet .sheet-c59 {
- border-right-style: solid;
- padding: 2pt 2pt 2pt 2pt;
- border-bottom-color: #d9d9d9;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: top;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 89pt;
- border-top-color: #d9d9d9;
- border-bottom-style: solid;
- }
-
- .charsheet .sheet-c64 {
- border-right-style: solid;
- padding: 2pt 2pt 2pt 2pt;
- border-bottom-color: #d9d9d9;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: top;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 155pt;
- border-top-color: #d9d9d9;
- border-bottom-style: solid;
- }
- .charsheet .sheet-c65 {
- border-right-style: solid;
- padding: 2pt 2pt 2pt 2pt;
- border-bottom-color: #d9d9d9;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: top;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 26pt;
- border-top-color: #d9d9d9;
- border-bottom-style: solid;
- }
-
- .charsheet .sheet-c67 {
- border-right-style: solid;
- padding: 2pt 2pt 2pt 2pt;
- border-bottom-color: #d9d9d9;
- border-top-width: 1pt;
- border-right-width: 1pt;
- border-left-color: #d9d9d9;
- vertical-align: top;
- border-right-color: #d9d9d9;
- border-left-width: 1pt;
- border-top-style: solid;
- border-left-style: solid;
- border-bottom-width: 1pt;
- width: 277pt;
- border-top-color: #d9d9d9;
- border-bottom-style: solid;
- }
-
- .charsheet .sheet-title {
- padding-top: 12pt;
- color: #000000;
- font-weight: 700;
- font-size: 16pt;
- padding-bottom: 3pt;
- font-family: "Arial";
- line-height: 1.0;
- orphans: 2;
- widows: 2;
- text-align: center;
- }
- .charsheet .sheet-subtitle {
- color: #000000;
- font-size: 12pt;
- padding-bottom: 3pt;
- font-family: "Arial";
- line-height: 1.0;
- orphans: 2;
- widows: 2;
- text-align: center;
- }
- .charsheet button[type=roll].sheet-d6-dice::before { /*new die changes die roller to d6*/
- font-family: 'dicefontd6',arial;
- content: 'F ';
- color: red;
- }
-
- .charsheet .sheet-header-container {
- position: relative;
- text-align: center;
- color: white;
- font-size: 450%;
- text-shadow:-2px 0 #000000,0 2px #000000,2px 0 #000000,0 -2px #000000;
- }
- .charsheet .sheet-header-upper-centered {
- position: absolute;
- top: 30%;
- left: 50%;
- transform: translate(-50%, -50%);
- }
- .charsheet .sheet-header-lower-centered {
- position: absolute;
- top: 60%;
- left: 50%;
- transform: translate(-50%, -50%);
- }
-
- /* Hide actual radio */
- .charsheet input[type="radio"]{
- opacity: 0;
- width: 16px;
- height: 16px;
- position: relative;
- top: 5px;
- left: 6px;
- margin: -10px;
- cursor: pointer;
- z-index: 1;
- }
-
- /* Fake radio */
- .charsheet input[type="radio"] + span::before{
- margin-right: 4px;
- border: solid 1px #a8a8a8;
- line-height: 14px;
- text-align: center;
- display: inline-block;
- vertical-align: middle;
-
- -moz-box-shadow: 0 0 2px #ccc;
- -webkit-box-shadow: 0 0 2px #ccc;
- box-shadow: 0 0 2px #ccc;
-
- background: #f6f6f6;
- background: -moz-radial-gradient(#f6f6f6, #dfdfdf);
- background: -webkit-radial-gradient(#f6f6f6, #dfdfdf);
- background: -ms-radial-gradient(#f6f6f6, #dfdfdf);
- background: -o-radial-gradient(#f6f6f6, #dfdfdf);
- background: radial-gradient(#f6f6f6, #dfdfdf);
-
- content: '❤';
- width: 12px;
- height: 12px;
- font-size: 28px;
-
- -moz-border-radius: 50%;
- -webkit-border-radius: 50%;
- border-radius: 50%;
- }
-
- /* Remove dot from all radios _after_ selected one */
- .charsheet input[type="radio"]:checked ~ input[type="radio"] + span::before {
- content: "";
- }
\ No newline at end of file
+/* Remove dot from all radios _after_ selected one */
+.charsheet input[type="radio"]:checked ~ input[type="radio"] + span::before {
+ content: "";
+}
\ No newline at end of file
diff --git a/Weaverdice/Weaverdice.html b/Weaverdice/Weaverdice.html
index aa2a08209c..0a045663dc 100644
--- a/Weaverdice/Weaverdice.html
+++ b/Weaverdice/Weaverdice.html
@@ -3,593 +3,655 @@