{
    "PF2E": {
        "condition": {
            "sickened": {
                "note": "You can't willingly ingest anything—including serums—while sickened.",
                "rules": "<p>You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including serums—while sickened.</p>\n<p>You can spend a single action retching in an attempt to recover, which lets you immediately attempt a @Check[fortitude] save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).</p>"
            }
        },
        "Actions": {
            "SenseDirection": {
                "Description": "<p>Using the position of astronomical objects in the sky, traits of the geography or flora, or the behavior of fauna, you can stay oriented in the wild. Typically, you attempt a [[/act sense-direction]]{Survival} check only once per day, but some environments or changes might necessitate rolling more often. The GM determines the DC and how long this activity takes (usually just a minute or so). More unusual locales or those you're unfamiliar with might require you to have a minimum proficiency rank to Sense Direction. Without a @UUID[Compendium.sf2e.equipment.Item.fClhrG92Zi4k14Hq]{Comm Unit}, you take a –2 item penalty to checks to Sense Direction.</p><hr /><p><strong>Critical Success</strong> You get an excellent sense of where you are. If you are in an environment with cardinal directions, you know them exactly.</p>\n<p><strong>Success</strong> You gain enough orientation to avoid becoming hopelessly lost. If you are in an environment with cardinal directions, you have a sense of those directions.</p>",
                "Modifier": {
                    "NoCompass": "No Comm Unit"
                },
                "SampleTasks": {
                    "Untrained": "determine a cardinal direction",
                    "Trained": "find an overgrown path in a forest",
                    "Expert": "navigate a simple maze",
                    "Master": "navigate a relatively featureless moon",
                    "Legendary": "navigate an ever-changing occult realm"
                }
            },
            "TakeControl": {
                "Description": "<p><strong>Requirements</strong> You are aboard the vehicle and adjacent to its controls.</p>\n<p>You grab the wheel or some other mechanism in order to control the vehicle. Attempt a piloting check; on a success, you become the vehicle's pilot, or regain control of the vehicle if it was uncontrolled. Some vehicles have complicated controls that cause this action to become a multi-action activity.</p>"
            }
        },
        "Actor": {
            "NPC": {
                "Identification": {
                    "Skills": {
                        "Tooltip": "\"The skill used to identify a creature usually depends on that creature's trait, as shown on the Creature Identification Skills table, but you have leeway on which skills apply.\" — Starfinder GM Core pg. 54-55"
                    },
                    "Lore": {
                        "Tooltip": "\"Using the applicable Lore usually has an easy or very easy DC (before adjusting for rarity).\" — Starfinder GM Core pg. 54"
                    }
                }
            }
        },
        "Ethnicity": "Home World",
        "Item": {
            "Armor": {
                "Base": {
                    "armored-coat": "Armored Coat",
                    "quilted-armor": "Quilted Armor",
                    "swarmsuit": "Swarmsuit"
                }
            }
        },
        "Migrations": {
            "Finished": "SF2E System Migration to version {version} completed!",
            "Starting": "Applying SF2E System Migration to version {version}. Please be patient and do not close your game or shut down your server."
        },
        "Nationality": "Port of Call",
        "Scene": {
            "HearingRange": {
                "Hint": "Limit the range* creatures can hear in this scene as a representation of \"an environment that distorts the sense, such as a noisy room\" (Starfinder Player Core pg. 424). Requires rules-based vision to be enabled."
            }
        },
        "SystemNameShort": "Starfinder",
        "TabPathfinderSociety": "Starfinder Society",
        "TraitDescriptionDeadly": "On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon's damage. This increases to two dice for elite and ultimate grade weapons and 3 dice for paragon grade weapons. For instance, an elite nano-edge rapier deals an additional 2d8 piercing damage on a critical hit. An ability that changes the size of the weapon's normal damage dice doesn't change the size of its deadly die.",
        "TraitDescriptionHefty": "This shield is so heavy that raising it takes more effort. Raising a Shield with the hefty trait is a 2-action activity unless your Strength modifier equals or exceeds the number with the trait. A hefty shield grants its wielder standard cover.",
        "TraitDescriptionRatfolk": "A creature with this trait is a member of the ysoki ancestry. Ysoki are also known as ratfolk and are known for their ingenuity and comradery. An ability with this trait can be used or selected only by ratfolk or ysoki.",
        "TraitDescriptionTwin": "These weapons are used as a pair. When you attack with a twin weapon, you add a circumstance bonus to the damage roll equal to the weapon's number of damage dice if you have previously attacked with a different weapon of the same type this turn. The weapons must be of the same type to benefit from this trait, but they don't need to be the same grade.",
        "TraitRatfolk": "Ysoki"
    }
}
