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')