И ещё изменения
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@@ -626,23 +626,6 @@ object {3-98}
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'necril' (x1)
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[privateNotes] : string {3-98.system.details.privateNotes} (same value: '')
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[publicNotes] : string {3-98.system.details.publicNotes} (6 different values)
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'' (x11)
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'<p>Duergar priests of the taskmaster god Droskar often assume leadership roles within their communities, advancing the goals of their deity through coercion and displays of force. Often referred to as duergar taskmasters, these leaders often issue commands to duergar subordinates and slaves in the same breath, treating the two almost as if they were interchangeable. As a result, duergar taskmasters are loathed by both slave and slaver alike.</p>
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<hr />
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<p>Deep beneath the surface, duergars stubbornly claim the ancestral subterranean homelands of the dwarves as their own, having refused to venture to the surface along with their modern dwarven cousins. An exiled dwarven deity named Droskar offered duergars salvation from the horrors of the Darklands, and in exchange duergars endlessly toil in his honor within their subterranean empire. Notorious slavers, duergars regularly raid other Darklands settlements as well as surface communities in constant search of living beings to task with endless amounts of work in their harsh and exhausting settlements.</p>
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<p>Duergars are gray-skinned creatures, often referred to as \'ashen\' by those surface dwarves willing to speak of them. These subterranean dwarves have a strong natural connection with cave-dwelling vermin, and it\'s common to see duergar caravans drawn by teams of immense beetles. Most duergars devote themselves to the worship of Droskar, a taskmaster of a god who demands back-breaking toil in addition to regular prayer. Duergar leadership often consists of powerful divine servants of Droskar, along with incredibly stout warriors whose martial prowess ensures they can overcome any direct threat to their rule. Almost every aspect of duergar society is controlled by a strict hierarchy of leadership, with taskmasters directing subordinates across all walks of life.</p>' (x1)
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'<p>These blobs of nearly transparent protoplasm are identical in form and behavior to the microscopic creatures from which they have evolved, except their outlandish size makes them all the more dangerous. Unlike slimes, puddings, and other deadly oozes, giant amoebas have an outer membrane that contains their internal structures, making them more susceptible to slashing weapons than their amorphous kin. However, this membrane is also extremely flexible and permeable, allowing them to surround prey and absorb it, suffocating and slowly digesting it in the amoeba\'s acidic fluids.</p>' (x1)
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'<p>Rats are a ubiquitous menace, scurrying through the sewers and on the streets of nearly every settlement the world over. Though a regular rat darting underfoot might startle or even frighten the average passerby, giant rats and rat swarms are far more dangerous.</p>
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<hr />
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<p>Giant rats are enormous versions of the common vermin. They are typically found in abundant numbers, but since they cannot fit in the nooks where mundane rats typically hide, they are much easier to locate and exterminate. They mostly live in sewers where they can scavenge from the streets above, but some families of giant rats live in more remote locations, such as dank caves or forests and hills. Rats are incredibly adept survivors and can be found nearly anywhere in the world, though they tend to favor temperate or warm climates as opposed to cold regions.</p>
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<p>Although its bite alone is not lethal except to the very young or very old, the giant rat carries the filth fever common to rodents around the world-a pestilence more than capable of ravaging rural communities.</p>' (x1)
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'<p>Wrecker demons, also known as abrikandilus, despise beautiful things and do everything in their power to destroy both people and objects regarded as such. An abrikandilu forms from the souls mortals who were vandals, misanthropes, or defacers of artwork, particularly if their destructive actions stemmed from feelings of powerful envy.</p>
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<p>An abrikandilu loathes only one thing more than beauty: their own visage. The mere sight of their face-reflected in a mirror, a shield, or even a pool of water- can send a wrecker demon into a rage. Many demon slayers leverage tactic to their advantage, venturing into battle with polished steel shields and cold iron blades at the ready.</p>
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<hr />
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<p>Mortal souls that have been twisted and corrupted by sin sometimes arise in the afterlife as demons. These powerful and destructive fiends seek to spread their particular sin to warp more souls, thereby bolstering their numbers and continuing the cycle.</p>' (x1)
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'<p>The most common skeletal minions are mere guardians.</p>
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<hr />
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<p>Made from bones held together by foul necromancy, skeletons are among the most common types of undead, found haunting old dungeons and forgotten cemeteries.</p>' (x1)
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[reset] : string {3-98.system.details.reset} (5 different values)
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'' (x9)
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'<p>1 hour</p>' (x4)
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@@ -650,22 +633,6 @@ object {3-98}
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'<p>After expanding, the brown mold can\'t grow again for 1 day.</p>' (x2)
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'<p>The trap resets whenever a creature enters the Labyrinth for the first time.</p>' (x2)
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[routine] : string {3-98.system.details.routine} (4 different values)
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'' (x17)
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'<p>(1 action) The magic controlling the tides malfunctions, causing the tides to change every few seconds. Water flows rapidly between areas B2 and B4. Each creature in area B2, area B4, or the hallway connecting them must attempt a @Check[fortitude|dc:17|traits:damaging-effect] save as the shifting tides buffet them, dealing @Damage[1d8[bludgeoning]] damage.</p>
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<p><strong>Critical Success</strong> The creature takes no damage.</p>
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<p><strong>Success</strong> The creature takes half damage.</p>
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<p><strong>Failure</strong> The creature takes full damage and is moved 5 feet along with the water.</p>
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<p><strong>Critical Failure</strong> The creature takes full damage and is moved 10 feet along with the water.</p>' (x1)
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'<p>(1 action) The magic controlling the tides malfunctions, causing the tides to change every few seconds. Water flows rapidly between areas B2 and B4. Each creature in area B2, area B4, or the hallway connecting them must attempt a @Check[fortitude|dc:20|traits:damaging-effect] save as the shifting tides buffet them, dealing @Damage[2d8[bludgeoning]] damage.</p>
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<p><strong>Critical Success</strong> The creature takes no damage.</p>
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<p><strong>Success</strong> The creature takes half damage.</p>
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<p><strong>Failure</strong> The creature takes full damage and is moved 10 feet along with the water.</p>
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<p><strong>Critical Failure</strong> The creature takes full damage and is moved 20 feet along with the water.</p>' (x1)
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'<p>(1 action) The magic controlling the tides malfunctions, causing the tides to change every few seconds. Water flows rapidly between areas B2 and B4. Each creature in area B2, area B4, or the hallway connecting them must attempt a @Check[fortitude|dc:22|traits:damaging-effect] save as the shifting tides buffet them, dealing @Damage[(2d8+5)[bludgeoning]] damage.</p>
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<p><strong>Critical Success</strong> The creature takes no damage.</p>
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<p><strong>Success</strong> The creature takes half damage.</p>
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<p><strong>Failure</strong> The creature takes full damage and is moved 10 feet along with the water.</p>
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<p><strong>Critical Failure</strong> The creature takes full damage and is moved 20 feet along with the water.</p>' (x1)
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saves : object {3-98.system.saves}
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fortitude : object {3-98.system.saves.fortitude}
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saveDetail : string {3-98.system.saves.fortitude.saveDetail} (same value: '')
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