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Pf2eDataScrapper/output/pf2e/packs/Introductions.txt
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2025-04-08 17:56:11 +04:00

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Introductions
Different values: 13
=====================================
object {Introductions}
_id : string {Introductions._id} (all different values)
img : string {Introductions.img} (2 different values)
'systems/pf2e/icons/default-icons/hazard.svg' (x9)
'systems/pf2e/icons/default-icons/npc.svg' (x4)
items : array<object> {Introductions.items}
Length: min=1 max=12
Value type: object {Introductions.items.[]}
_id : string {Introductions.items.[]._id} (39 different values)
img : string {Introductions.items.[].img} (11 different values)
name : string {Introductions.items.[].name} (37 different values)
sort : integer {Introductions.items.[].sort} (all different values)
system : object {Introductions.items.[].system}
[actionType] : object {Introductions.items.[].system.actionType}
value : string {Introductions.items.[].system.actionType.value} (4 different values)
'reaction' (x9)
'passive' (x8)
'action' (x8)
'free' (x1)
[actions] : object {Introductions.items.[].system.actions}
[value] : integer {Introductions.items.[].system.actions.value} (2 different values)
1 (x5)
2 (x3)
[category] : string {Introductions.items.[].system.category} (3 different values)
'offensive' (x11)
'interaction' (x4)
'defensive' (x2)
description : object {Introductions.items.[].system.description}
value : string {Introductions.items.[].system.description.value} (30 different values)
[area] : object {Introductions.items.[].system.area}
type : string {Introductions.items.[].system.area.type} (same value: 'emanation')
value : integer {Introductions.items.[].system.area.value} (same value: 60)
[attack] : object {Introductions.items.[].system.attack}
value : string {Introductions.items.[].system.attack.value} (same value: '')
[attackEffects] : object {Introductions.items.[].system.attackEffects}
[custom] : string {Introductions.items.[].system.attackEffects.custom} (same value: '')
value : array<string> {Introductions.items.[].system.attackEffects.value}
Length: min=0 max=2
Value type: string {Introductions.items.[].system.attackEffects.value.[]} (3 different values)
'ghoul-paralysis' (x2)
'ghoul-ghoul-fever' (x1)
'spores' (x1)
[autoHeightenLevel] : object {Introductions.items.[].system.autoHeightenLevel}
[value] : empty
[bonus] : object {Introductions.items.[].system.bonus}
value : integer {Introductions.items.[].system.bonus.value} (2 different values)
9 (x5)
8 (x2)
[cost] : object {Introductions.items.[].system.cost}
value : string {Introductions.items.[].system.cost.value} (same value: '')
[counteraction] : boolean {Introductions.items.[].system.counteraction} (same value: False)
[damage] : object {Introductions.items.[].system.damage}
[damageRolls] : object {Introductions.items.[].system.damageRolls}
[5gyt9361vlgk0oa54i93] : object {Introductions.items.[].system.damageRolls.5gyt9361vlgk0oa54i93}
damage : string {Introductions.items.[].system.damageRolls.5gyt9361vlgk0oa54i93.damage} (same value: '1d4+1')
damageType : string {Introductions.items.[].system.damageRolls.5gyt9361vlgk0oa54i93.damageType} (same value: 'slashing')
[fr9fl43vtldixn1mgsoh] : object {Introductions.items.[].system.damageRolls.fr9fl43vtldixn1mgsoh}
damage : string {Introductions.items.[].system.damageRolls.fr9fl43vtldixn1mgsoh.damage} (same value: '1d6+1')
damageType : string {Introductions.items.[].system.damageRolls.fr9fl43vtldixn1mgsoh.damageType} (same value: 'bludgeoning')
[o3tfzjjsfhc6vq8xoc18] : object {Introductions.items.[].system.damageRolls.o3tfzjjsfhc6vq8xoc18}
damage : string {Introductions.items.[].system.damageRolls.o3tfzjjsfhc6vq8xoc18.damage} (same value: '1d6+1')
damageType : string {Introductions.items.[].system.damageRolls.o3tfzjjsfhc6vq8xoc18.damageType} (same value: 'bludgeoning')
[p36zyj2o94q5m2av6t6a] : object {Introductions.items.[].system.damageRolls.p36zyj2o94q5m2av6t6a}
damage : string {Introductions.items.[].system.damageRolls.p36zyj2o94q5m2av6t6a.damage} (same value: '1d6+1')
damageType : string {Introductions.items.[].system.damageRolls.p36zyj2o94q5m2av6t6a.damageType} (same value: 'piercing')
[qhrnsdkxmwkkkz9ehpzt] : object {Introductions.items.[].system.damageRolls.qhrnsdkxmwkkkz9ehpzt}
damage : string {Introductions.items.[].system.damageRolls.qhrnsdkxmwkkkz9ehpzt.damage} (same value: '1d8+1')
damageType : string {Introductions.items.[].system.damageRolls.qhrnsdkxmwkkkz9ehpzt.damageType} (same value: 'bludgeoning')
t7q0iqdlzzd1y5zle9p2 : object {Introductions.items.[].system.damageRolls.t7q0iqdlzzd1y5zle9p2}
damage : string {Introductions.items.[].system.damageRolls.t7q0iqdlzzd1y5zle9p2.damage} (same value: '1d6+1')
damageType : string {Introductions.items.[].system.damageRolls.t7q0iqdlzzd1y5zle9p2.damageType} (same value: 'bludgeoning')
wozsa0yc2wmz8e7vfsgg : object {Introductions.items.[].system.damageRolls.wozsa0yc2wmz8e7vfsgg}
damage : string {Introductions.items.[].system.damageRolls.wozsa0yc2wmz8e7vfsgg.damage} (same value: '1d4')
damageType : string {Introductions.items.[].system.damageRolls.wozsa0yc2wmz8e7vfsgg.damageType} (same value: 'piercing')
[zpnnrzt4bc96dsn56ikw] : object {Introductions.items.[].system.damageRolls.zpnnrzt4bc96dsn56ikw}
damage : string {Introductions.items.[].system.damageRolls.zpnnrzt4bc96dsn56ikw.damage} (same value: '1d10+1')
damageType : string {Introductions.items.[].system.damageRolls.zpnnrzt4bc96dsn56ikw.damageType} (same value: 'piercing')
[deathNote] : boolean {Introductions.items.[].system.deathNote} (same value: True)
[defense] : empty
[duration] : object {Introductions.items.[].system.duration}
sustained : boolean {Introductions.items.[].system.duration.sustained} (same value: False)
value : string {Introductions.items.[].system.duration.value} (3 different values)
'10 minutes' (x1)
'' (x1)
'1 round' (x1)
[frequency] : object {Introductions.items.[].system.frequency}
max : integer {Introductions.items.[].system.frequency.max} (2 different values)
3 (x1)
1 (x1)
per : string {Introductions.items.[].system.frequency.per} (2 different values)
'day' (x1)
'PT1M' (x1)
[value] : integer {Introductions.items.[].system.frequency.value} (same value: 3)
[level] : object {Introductions.items.[].system.level}
value : integer {Introductions.items.[].system.level.value} (2 different values)
1 (x2)
4 (x1)
[mod] : object {Introductions.items.[].system.mod}
value : integer {Introductions.items.[].system.mod.value} (same value: 8)
[prepared] : object {Introductions.items.[].system.prepared}
value : string {Introductions.items.[].system.prepared.value} (2 different values)
'focus' (x1)
'innate' (x1)
[proficiency] : object {Introductions.items.[].system.proficiency}
value : integer {Introductions.items.[].system.proficiency.value} (same value: 0)
publication : object {Introductions.items.[].system.publication}
license : string {Introductions.items.[].system.publication.license} (same value: 'OGL')
remaster : boolean {Introductions.items.[].system.publication.remaster} (same value: False)
title : string {Introductions.items.[].system.publication.title} (2 different values)
'' (x38)
'Pathfinder Bestiary 2' (x1)
[location] : object {Introductions.items.[].system.location}
[heightenedLevel] : integer {Introductions.items.[].system.location.heightenedLevel} (same value: 4)
value : string {Introductions.items.[].system.location.value} (2 different values)
'Bct7DIqSYhslA3RY' (x2)
'X5G4TFFAj9hUK1Kg' (x1)
rules : ignored (Foundry rules object) {Introductions.items.[].system.rules}
[proficient] : object {Introductions.items.[].system.proficient}
value : integer {Introductions.items.[].system.proficient.value} (same value: 0)
[range] : object {Introductions.items.[].system.range}
value : string {Introductions.items.[].system.range.value} (same value: '')
[requirements] : string {Introductions.items.[].system.requirements} (same value: '')
[slots] : object {Introductions.items.[].system.slots}
[slug] : string {Introductions.items.[].system.slug} (9 different values)
'negative-healing' (x1)
'ghoul-consume-flesh' (x1)
'ghoul-ghoul-fever' (x1)
'ghoul-paralysis' (x1)
'ghoul-swift-leap' (x1)
'speak-with-plants' (x1)
'counter-performance' (x1)
'inspire-courage' (x1)
'tail' (x1)
[spelldc] : object {Introductions.items.[].system.spelldc}
dc : integer {Introductions.items.[].system.spelldc.dc} (same value: 17)
mod : integer {Introductions.items.[].system.spelldc.mod} (same value: 0)
value : integer {Introductions.items.[].system.spelldc.value} (same value: 7)
[target] : object {Introductions.items.[].system.target}
value : string {Introductions.items.[].system.target.value} (same value: '')
[time] : object {Introductions.items.[].system.time}
value : string {Introductions.items.[].system.time.value} (3 different values)
'2' (x1)
'reaction' (x1)
'1' (x1)
[tradition] : object {Introductions.items.[].system.tradition}
value : string {Introductions.items.[].system.tradition.value} (2 different values)
'occult' (x1)
'primal' (x1)
[traits] : object {Introductions.items.[].system.traits}
rarity : string {Introductions.items.[].system.traits.rarity} (2 different values)
'common' (x34)
'uncommon' (x2)
[traditions] : array<string> {Introductions.items.[].system.traits.traditions}
Length: min=0 max=1
Value type: string {Introductions.items.[].system.traits.traditions.[]} (same value: 'primal')
value : array<string> {Introductions.items.[].system.traits.value}
Length: min=0 max=6
Value type: string {Introductions.items.[].system.traits.value.[]} (27 different values)
[weaponType] : object {Introductions.items.[].system.weaponType}
value : string {Introductions.items.[].system.weaponType.value} (2 different values)
'melee' (x6)
'ranged' (x1)
type : string {Introductions.items.[].type} (5 different values)
'action' (x26)
'melee' (x7)
'spell' (x3)
'spellcastingEntry' (x2)
'lore' (x1)
[_stats] : object {Introductions.items.[]._stats}
compendiumSource : string {Introductions.items.[]._stats.compendiumSource} (8 different values)
'Compendium.pf2e.bestiary-ability-glossary-srd.Item.TTCw5NusiSSkJU1x' (x1)
'Compendium.pf2e.bestiary-family-ability-glossary.Item.ixPqVlqLaYTB1b23' (x1)
'Compendium.pf2e.bestiary-family-ability-glossary.Item.N7UV5CZXtcoxDxCF' (x1)
'Compendium.pf2e.bestiary-family-ability-glossary.Item.FW4KAUHb7r8WkxUc' (x1)
'Compendium.pf2e.bestiary-family-ability-glossary.Item.UU1Fp3PRuTFONjC9' (x1)
'Compendium.pf2e.spells-srd.Item.qvwIwJ9QBihy8R0t' (x1)
'Compendium.pf2e.spells-srd.Item.WILXkjU5Yq3yw10r' (x1)
'Compendium.pf2e.spells-srd.Item.IAjvwqgiDr3qGYxY' (x1)
name : string {Introductions.name} (all different values)
system : object {Introductions.system}
attributes : object {Introductions.system.attributes}
ac : object {Introductions.system.attributes.ac}
[details] : string {Introductions.system.attributes.ac.details} (same value: '')
value : integer {Introductions.system.attributes.ac.value} (5 different values)
0 (x7)
16 (x2)
15 (x2)
18 (x1)
8 (x1)
[hardness] : integer {Introductions.system.attributes.hardness} (3 different values)
0 (x7)
7 (x1)
5 (x1)
[hasHealth] : boolean {Introductions.system.attributes.hasHealth} (same value: True)
hp : object {Introductions.system.attributes.hp}
details : string {Introductions.system.attributes.hp.details} (2 different values)
'' (x12)
'void healing' (x1)
max : integer {Introductions.system.attributes.hp.max} (7 different values)
0 (x7)
24 (x1)
20 (x1)
25 (x1)
30 (x1)
18 (x1)
40 (x1)
temp : integer {Introductions.system.attributes.hp.temp} (same value: 0)
value : integer {Introductions.system.attributes.hp.value} (7 different values)
0 (x7)
24 (x1)
20 (x1)
25 (x1)
30 (x1)
18 (x1)
40 (x1)
[allSaves] : object {Introductions.system.attributes.allSaves}
value : string {Introductions.system.attributes.allSaves.value} (same value: '')
[emitsSound] : string {Introductions.system.attributes.emitsSound} (same value: 'encounter')
[immunities] : array<object> {Introductions.system.attributes.immunities}
Length: min=2 max=5
Value type: object {Introductions.system.attributes.immunities.[]}
type : string {Introductions.system.attributes.immunities.[].type} (10 different values)
'critical-hits' (x3)
'precision' (x3)
'paralyzed' (x2)
'unconscious' (x2)
'death-effects' (x1)
'disease' (x1)
'poison' (x1)
'sleep' (x1)
'acid' (x1)
'visual' (x1)
[speed] : object {Introductions.system.attributes.speed}
otherSpeeds : array<object> {Introductions.system.attributes.speed.otherSpeeds}
Length: min=0 max=1
Value type: object {Introductions.system.attributes.speed.otherSpeeds.[]}
type : string {Introductions.system.attributes.speed.otherSpeeds.[].type} (2 different values)
'burrow' (x1)
'fly' (x1)
value : integer {Introductions.system.attributes.speed.otherSpeeds.[].value} (2 different values)
5 (x1)
60 (x1)
value : integer {Introductions.system.attributes.speed.value} (4 different values)
30 (x1)
25 (x1)
15 (x1)
10 (x1)
[stealth] : object {Introductions.system.attributes.stealth}
details : string {Introductions.system.attributes.stealth.details} (3 different values)
'<p>(trained)</p>' (x7)
'<p>(trained, or 0 if the trapdoor is disabled or broken)</p>' (x1)
'<p>(trained), or DC 0 and no minimum proficiency if the surface is disturbed.</p>' (x1)
value : integer {Introductions.system.attributes.stealth.value} (2 different values)
10 (x8)
7 (x1)
[weaknesses] : array<object> {Introductions.system.attributes.weaknesses}
Length: min=1 max=1
Value type: object {Introductions.system.attributes.weaknesses.[]}
type : string {Introductions.system.attributes.weaknesses.[].type} (same value: 'fire')
value : integer {Introductions.system.attributes.weaknesses.[].value} (same value: 5)
[creatureType] : string {Introductions.system.creatureType} (same value: '')
details : object {Introductions.system.details}
[description] : string {Introductions.system.details.description} (9 different values)
'<p>A cloud of invisible magical sensors in a 10-foot radius surrounds the central column of the room.</p>' (x1)
'<p>The fanged skull rune begins speaking in sweet, honeyed tones about eternal life.</p>' (x1)
'<p>Blood flows from the fanged skull rune as if it were an open wound.</p>' (x1)
'<p>A cheerful, wordless tune fills the room, compelling everyone to get to work.</p>' (x1)
'<p>Solvents and detergents spray from the ceiling and run down the walls where they combine in dangerous ways.</p>' (x1)
'<p>The face of the Azlanti supervisor on the wall animates and begins scolding those in the room for their poor attitudes at work.</p>' (x1)
'<p>A wooden trapdoor covers a pit that\'s 10 feet square and 20 feet deep. Sharp spikes line the bottom of the pit.</p>' (x1)
'<p>The image of a ghostly warrior her holy symbol dripping blood and pulsing with negative energy, steps from the wall and seeks to kill any living creature.</p>' (x1)
'<p>A 15-foot-wide patch of water and sand attempts to submerge creatures that step onto it.</p>' (x1)
[disable] : string {Introductions.system.details.disable} (9 different values)
'<p>@Check[acrobatics|dc:15|name:Approach the Rune|traits:magical,trap] to approach without triggering the trap followed by @Check[thievery|dc:17|name:Erase the Rune|traits:action:disable-a-device,magical,trap] (trained) to erase the rune, or @Check[athletics|dc:19|name:Remove Stones|traits:magical,trap] to remove enough stones from the pillar to disrupt the magic, or @UUID[Compendium.pf2e.spells-srd.Item.Dispel Magic] (1st level; counteract DC 15) to counteract the rune.</p>' (x1)
'<p>@Check[religion|dc:20|name:Exorcise Spirit|traits:complex,haunt] (trained) to exorcise the spirit, @Check[religion|dc:21|name:Sever Spiritual Connection|traits:complex,haunt] or @Check[occultism|dc:21|name:Sever Spiritual Connection|traits:complex,haunt] (trained) to sever the connection between <em>Hunger\'s Call</em> and the temple, or @Check[athletics|dc:21|name:Crack the Wall|traits:complex,haunt] to crack the wall in several places; three total successes are required to disable the haunt.</p>' (x1)
'<p>@Check[religion|dc:20|name:Exorcise Spirit|traits:complex,haunt] (trained) to exorcise the spirit, @Check[religion|dc:21|name:Sever Spiritual Connection|traits:complex,haunt] or @Check[occultism|dc:21|name:Sever Spiritual Connection|traits:complex,haunt] (trained) to sever the connection between <em>Hunger\'s Call</em> and the temple, or @Check[crafting|dc:21|name:Break up the Mural|traits:complex,haunt] (trained) to break up the pattern of the mural; three total successes are required to disable the haunt.</p>' (x1)
'<p>@Check[religion|dc:20|name:Exorcise Spirits|traits:complex,haunt] (trained) to exorcise the spirits, or @Check[intimidation|dc:21|name:Take a Break|traits:complex,haunt] to convince the spirits it is time to take a break; three total successes are required to disable the haunt.</p>' (x1)
'<p>@Check[engineering-lore|dc:20|name:Disable Control Panel|traits:mechanical,complex]{Engineering Lore} (trained) or @Check[thievery|dc:20|name:Disable Control Panel|traits:mechanical,complex] (trained) to deactivate the control panel, or @Check[athletics|dc:21|name:Plug the Spouts|traits:mechanical,complex] or @Check[acrobatics|dc:21|name:Plug the Spouts|traits:mechanical,complex] to plug the spouts that release the chemicals; three successes are required to disable the trap.</p>' (x1)
'<p>@Check[deception|dc:20|name:Fake a Smile|traits:complex,haunt] to fake a cheerful, positive attitude, or @Check[crafting|dc:21|name:Show Skill at a Task|traits:complex,haunt] (trained) to show skill at a task; three successful checks are required to disable the haunt.</p>' (x1)
'<p>@Check[thievery|dc:14|name:Remove Trap Door|traits:mechanical,trap] to remove the trapdoor</p>' (x1)
'<p>@Check[religion|dc:20|name:Exorcise Spirit|traits:complex,haunt] (trained) to exorcise the spirit, @Check[religion|dc:21|name:Sever Spiritual Connection|traits:complex,haunt] or @Check[occultism|dc:21|name:Sever Spiritual Connection|traits:complex,haunt] (trained) to sever the connection between <em>Hunger\'s Call</em> and the temple, or @Check[thievery|dc:21|name:Scratch Eyes out of the Mural|traits:complex,haunt] (trained) to scratch the eyes out of the mural; three total successes are required to disable the haunt.</p>' (x1)
'<p>@Check[survival|dc:16|name:Disturb Surface|traits:environmental] (trained) to disturb the surface</p>' (x1)
[isComplex] : boolean {Introductions.system.details.isComplex} (2 different values)
True (x7)
False (x2)
level : object {Introductions.system.details.level}
value : integer {Introductions.system.details.level.value} (3 different values)
3 (x6)
1 (x4)
2 (x3)
publication : object {Introductions.system.details.publication}
license : string {Introductions.system.details.publication.license} (same value: 'OGL')
remaster : boolean {Introductions.system.details.publication.remaster} (same value: False)
title : string {Introductions.system.details.publication.title} (2 different values)
'Pathfinder Society Intro #2: United in Purpose' (x8)
'Pathfinder Society Intro #1: The Second Confirmation' (x5)
[blurb] : string {Introductions.system.details.blurb} (same value: '')
[languages] : object {Introductions.system.details.languages}
details : string {Introductions.system.details.languages.details} (2 different values)
'' (x3)
'speak with plants (fungi only)' (x1)
value : array<string> {Introductions.system.details.languages.value}
Length: min=0 max=4
Value type: string {Introductions.system.details.languages.value.[]} (6 different values)
'common' (x2)
'necril' (x1)
'azlanti' (x1)
'fey' (x1)
'wildsong' (x1)
'draconic' (x1)
[privateNotes] : string {Introductions.system.details.privateNotes} (same value: '')
[publicNotes] : string {Introductions.system.details.publicNotes} (4 different values)
[reset] : string {Introductions.system.details.reset} (8 different values)
'<p>The mosaic ceases its routine 2 rounds after all living creatures are out of sight of the stairs. After 6 hours the haunt is ready to trigger again.</p>' (x2)
'<p>The trap resets each day at dawn.</p>' (x1)
'<p>The ghostly workers cease their routine 2 rounds after all living creatures leave the room and reset after 6 hours.</p>' (x1)
'<p>The trap deactivates after 1 minute and resets in 1 hour.</p>' (x1)
'<p>The ghostly voice ceases its routine 2 rounds after all living creatures leave the room and resets after 6 hours.</p>' (x1)
'<p>Creatures can still fall into the trap, but the trapdoor must be reset manually for the trap to become hidden again.</p>' (x1)
'<p>The spectral warrior returns to the wall and ceases 2 rounds after all living creatures are out of sight of the stairs. After 6 hours the haunt is ready to trigger again.</p>' (x1)
'<p>The hazard still submerges anyone who walks in, but the surface doesn\'t become hidden again until it settles over the course of 24 hours.</p>' (x1)
[routine] : string {Introductions.system.details.routine} (8 different values)
saves : object {Introductions.system.saves}
fortitude : object {Introductions.system.saves.fortitude}
saveDetail : string {Introductions.system.saves.fortitude.saveDetail} (same value: '')
value : integer {Introductions.system.saves.fortitude.value} (6 different values)
0 (x7)
5 (x2)
10 (x1)
4 (x1)
6 (x1)
9 (x1)
reflex : object {Introductions.system.saves.reflex}
saveDetail : string {Introductions.system.saves.reflex.saveDetail} (same value: '')
value : integer {Introductions.system.saves.reflex.value} (6 different values)
0 (x7)
8 (x2)
2 (x1)
9 (x1)
5 (x1)
1 (x1)
will : object {Introductions.system.saves.will}
saveDetail : string {Introductions.system.saves.will.saveDetail} (same value: '')
value : integer {Introductions.system.saves.will.value} (5 different values)
0 (x9)
5 (x1)
8 (x1)
4 (x1)
3 (x1)
[statusEffects] : array<> {Introductions.system.statusEffects}
Length: min=0 max=0
Value type: empty
traits : object {Introductions.system.traits}
rarity : string {Introductions.system.traits.rarity} (3 different values)
'common' (x8)
'uncommon' (x4)
'unique' (x1)
size : object {Introductions.system.traits.size}
value : string {Introductions.system.traits.size.value} (3 different values)
'med' (x11)
'sm' (x1)
'tiny' (x1)
value : array<string> {Introductions.system.traits.value}
Length: min=1 max=5
Value type: string {Introductions.system.traits.value.[]} (17 different values)
[abilities] : object {Introductions.system.abilities}
cha : object {Introductions.system.abilities.cha}
mod : integer {Introductions.system.abilities.cha.mod} (3 different values)
2 (x2)
4 (x1)
-5 (x1)
con : object {Introductions.system.abilities.con}
mod : integer {Introductions.system.abilities.con.mod} (3 different values)
1 (x2)
0 (x1)
4 (x1)
dex : object {Introductions.system.abilities.dex}
mod : integer {Introductions.system.abilities.dex.mod} (3 different values)
4 (x2)
2 (x1)
-5 (x1)
int : object {Introductions.system.abilities.int}
mod : integer {Introductions.system.abilities.int.mod} (4 different values)
1 (x1)
2 (x1)
-1 (x1)
-5 (x1)
str : object {Introductions.system.abilities.str}
mod : integer {Introductions.system.abilities.str.mod} (2 different values)
1 (x3)
2 (x1)
wis : object {Introductions.system.abilities.wis}
mod : integer {Introductions.system.abilities.wis.mod} (2 different values)
0 (x3)
2 (x1)
[initiative] : object {Introductions.system.initiative}
statistic : string {Introductions.system.initiative.statistic} (same value: 'perception')
[perception] : object {Introductions.system.perception}
details : string {Introductions.system.perception.details} (same value: '')
mod : integer {Introductions.system.perception.mod} (4 different values)
7 (x1)
6 (x1)
4 (x1)
3 (x1)
senses : array<object> {Introductions.system.perception.senses}
Length: min=1 max=2
Value type: object {Introductions.system.perception.senses.[]}
acuity : string {Introductions.system.perception.senses.[].acuity} (2 different values)
'imprecise' (x1)
'precise' (x1)
range : integer {Introductions.system.perception.senses.[].range} (2 different values)
30 (x1)
60 (x1)
type : string {Introductions.system.perception.senses.[].type} (3 different values)
'darkvision' (x3)
'scent' (x1)
'motion-sense' (x1)
vision : boolean {Introductions.system.perception.vision} (same value: False)
[resources] : object {Introductions.system.resources}
[focus] : object {Introductions.system.resources.focus}
max : integer {Introductions.system.resources.focus.max} (same value: 1)
value : integer {Introductions.system.resources.focus.value} (same value: 1)
[skills] : object {Introductions.system.skills}
[acrobatics] : object {Introductions.system.skills.acrobatics}
base : integer {Introductions.system.skills.acrobatics.base} (2 different values)
7 (x1)
6 (x1)
[athletics] : object {Introductions.system.skills.athletics}
base : integer {Introductions.system.skills.athletics.base} (same value: 4)
stealth : object {Introductions.system.skills.stealth}
base : integer {Introductions.system.skills.stealth.base} (3 different values)
6 (x2)
7 (x1)
1 (x1)
special : array<object> {Introductions.system.skills.stealth.special}
Length: min=1 max=1
Value type: object {Introductions.system.skills.stealth.special.[]}
base : integer {Introductions.system.skills.stealth.special.[].base} (same value: 4)
label : string {Introductions.system.skills.stealth.special.[].label} (same value: 'in swamps')
[diplomacy] : object {Introductions.system.skills.diplomacy}
base : integer {Introductions.system.skills.diplomacy.base} (same value: 8)
[nature] : object {Introductions.system.skills.nature}
base : integer {Introductions.system.skills.nature.base} (same value: 6)
[performance] : object {Introductions.system.skills.performance}
base : integer {Introductions.system.skills.performance.base} (same value: 8)
[society] : object {Introductions.system.skills.society}
base : integer {Introductions.system.skills.society.base} (same value: 6)
[survival] : object {Introductions.system.skills.survival}
base : integer {Introductions.system.skills.survival.base} (same value: 5)
[thievery] : object {Introductions.system.skills.thievery}
base : integer {Introductions.system.skills.thievery.base} (same value: 6)
type : string {Introductions.type} (2 different values)
'hazard' (x9)
'npc' (x4)
[prototypeToken] : object {Introductions.prototypeToken}
name : string {Introductions.prototypeToken.name} (same value: 'Ghoul')