Season of Ghosts
Different values: 5
=====================================
object {Season of Ghosts}
    _id : string {Season of Ghosts._id} (all different values)
    folder : string {Season of Ghosts.folder} (same value: nYejRh5pL5dk5R7M)
    img : string {Season of Ghosts.img} (all different values)
    name : string {Season of Ghosts.name} (all different values)
    system : object {Season of Ghosts.system}
        description : object {Season of Ghosts.system.description}
            value : string {Season of Ghosts.system.description.value} (all different values)
            gm : string {Season of Ghosts.system.description.gm} (same value: <h2>Soul Degradation (Curse 7)</h2><section class="traits"><p>rare</p><p>curse</p><p>magical</p></section><p>The PC's sense of self becomes subsumed by ghostly desires, eventually rendering them a senseless shell. Soul degradation doesn't increase or decrease its stage over the passage of time. Instead, each time a transmigrated PC recovers from the dying condition, they must attempt a new saving throw against this curse. Certain events or effects that the PCs might encounter in Chapter 3 of this adventure can also force them to save against soul degradation. Once the effects of transmigration end for a PC, they immediately and fully recover from soul degradation.</p><p><strong>Saving Throw</strong> @Check[will|dc:23|traits:curse,magical]</p><p><strong>Stage 1</strong> weakness 5 to positive damage</p><p><strong>Stage 2</strong> weakness 10 to positive damage</p><p><strong>Stage 3</strong> weakness 10 to positive damage, and each time the PC critically fails an attack roll or skill check they're @UUID[Compendium.pf2e.conditionitems.Item.Stunned]{Stunned 1} as their mind obsesses over the failure</p><p><strong>Stage 4</strong> as stage 3</p><p><strong>Stage 5</strong> as stage 3</p><p><strong>Stage 6</strong> The PC is reduced to an unthinking haunt. Until the curse is removed or the duration of the transmigrate ritual ends, they repeat a short loop of actions and are no longer under the control of the player (unlimited duration).</p>)
        duration : object {Season of Ghosts.system.duration}
            [expiry] : string {Season of Ghosts.system.duration.expiry} (2 different values)
                turn-end (x1)
                turn-start (x3)
            sustained : boolean {Season of Ghosts.system.duration.sustained} (same value: False)
            unit : string {Season of Ghosts.system.duration.unit} (4 different values)
                rounds (x1)
                unlimited (x1)
                minutes (x2)
                days (x1)
            value : integer {Season of Ghosts.system.duration.value} (4 different values)
                1 (x2)
                -1 (x1)
                10 (x1)
                30 (x1)
        level : object {Season of Ghosts.system.level}
            value : integer {Season of Ghosts.system.level.value} (same value: 1)
        publication : object {Season of Ghosts.system.publication}
            license : string {Season of Ghosts.system.publication.license} (same value: OGL)
            remaster : boolean {Season of Ghosts.system.publication.remaster} (same value: False)
            title : string {Season of Ghosts.system.publication.title} (2 different values)
                Pathfinder Season of Ghosts Player's Guide (x2)
                Pathfinder #198: No Breath to Cry (x3)
        rules : ###FoundryRulesObject###
        start : object {Season of Ghosts.system.start}
            [initiative] : mixed
            value : integer {Season of Ghosts.system.start.value} (same value: 0)
        tokenIcon : object {Season of Ghosts.system.tokenIcon}
            show : boolean {Season of Ghosts.system.tokenIcon.show} (2 different values)
                True (x4)
                False (x1)
        traits : object {Season of Ghosts.system.traits}
            value : array<> {Season of Ghosts.system.traits.value}
                Length: min=0 max=0
                Value type: mixed
    type : string {Season of Ghosts.type} (same value: effect)