However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable. The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.įor PDF download editions, each page has been run through Optical Character Recognition (OCR) software to attempt to decipher the printed text. These products were created by scanning an original printed edition. P349: Physician's Student: add 'Herbalist' under Career Entries P346: Herbalist: add 'Physician's Student' under Career Exits The language varies from Guild to Guild, and is frequently a mixture of Classical (see above) and jargon pertaining to the trade or craft. Guilder: used by members of trade and craft Guilds, only in Guild rituals or when a Guild member wishes to introduce himself or herself to another member of the same Guild. P292: Secret & Arcane Languages: add after paragraph 1: P235: Doppelganger: insert before Psychological Traits: Alignment Evil Entangled creatures count as prone targets for further hits, and may not attack, although they may attempt a Dexterity test each round in order to free themselves. Only a single creature may be hit, and the target must make a successful Initiative test or become entangled. While It does not cause a great amount of damage, it can entangle a target on a successful hit. Whip: The whip is a dangerous weapon in the hands of a skilled character, and arguably even more dangerous in the hands of an unskilled character. P118: Combat Procedure: swap stages 2 and 3 See more Critical Hits Table' to 'takes a Critical Hit' P75: Armour & Encumbrance: change 'Toughness x 10' to '(Strength + Toughness) x 100'Ĭritical Hits: change 'is forced to roll on the. Note that this skill does not permit characters to disarm the Magic Alarm. A successful Int test is necessary to sense the alarm, and the character must be within 2 yards of the protected area to detect the spell. Sense Magical Alarm: Characters with this skill are able to sense when an object or area is protected by the Petty Magic Spell Magic Alarm. P56: Insert between Seduction and Set Trap: P45: Skill list: insert skill "Sense Magical Alarm" as skill 105, renumber the rest accordingly. Note: this isn't Cubicle 7's fault, for some reason the Hogshead version of WFRP (which they have PDF'd perfectly) didn't include these fixes. The PDF still needs a few tweaks to make it sympatico with the corrections article "A Fistful of Misprunts" from White Dwarf #92
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