forked from public/swade-fr-content
1105 lines
768 KiB
JSON
1105 lines
768 KiB
JSON
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{
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"label": "SWADE Règles",
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"entries": {
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"1. Characters": {
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"name": "1. Personnages",
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"pages": {}
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},
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"2. Gear": {
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"name": "2. Matériel",
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"pages": {}
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},
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"3. Rules": {
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"name": "3. Règles",
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"pages": {
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"Action Cards (Initiative)": {
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"name": "Cartes d'action (Initiative)",
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"text": "<div class=\"swade-core\">\n<h2>Cartes d'action (Initiative)</h2>\n<p>Dans <cite>Savage Worlds</cite>, le rythme doit rester soutenu ! Pour aider le MJ à se souvenir de l’ordre du combat et ajouter un peu de piment, on utilise un paquet de cartes à jouer (incluant deux jokers) pour déterminer l’ordre d’initiative. C’est ce qu’on appelle les “cartes d'action.”</p>\n<p>Le MJ peut distribuer les cartes face visible ou non en fonction de sa préférence. Il peut également distribuer les cartes des personnages face visible et celles de leurs ennemis face cachée pour augmenter la tension chez les joueurs et apporter un peu d’incertitude. </p>\n<p>Au début de chaque round :</p>\n<ul>\n<li>Chaque @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} reçoit une carte d'action (plus d’éventuelles cartes supplémentaires liées aux @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}). Tous les Alliés sous le contrôle du joueur agiront également à cette carte d'action.</li>\n<li>Les @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} (tous les zombies, tous les loups, etc.) reçoivent en général une seule carte d'action par groupe et agissent tous en même temps, ce qui les rend plus simple à gérer. Le MJ peut également choisir de grouper un Joker avec ses sbires s’il le souhaite. Le but au final reste de rendre le combat le plus simple et rapide possible.</li>\n</ul>\n<p><strong>Battre les cartes : </strong> les cartes d'action sont mélangées à la fin d’un round où un joker a été tiré.</p>\n<p><strong>Grands groupes : </strong> pour des parties comportant de nombreux joueurs, ou celles en temps limité, le meneur de jeu peut décider de ne distribuer que deux cartes : une pour les gentils, et une pour les méchants. Durant le tour des joueurs, le MJ fait agir les joueurs chacun leur tour dans un ordre défini. Cela accélèrera les choses si c’est plus important que de varier l’ordre d’initiative. Si l’un des personnages dispose d’Atouts comme @Compendium[swade-core-rules.swade-edges.Level Headed]{Sang-froid} ou @Compendium[swade-core-rules.swade-edges.Quick]{Vif}, celui-ci s’applique à la carte du groupe (mais une seule fois).</p>\n<h3>Le décompte</h3>\n<p>Les cartes distribuées, le MJ procède ensuite au décompte d’As à 2. Chaque groupe résout ses actions lorsque sa carte est appelée.</p>\n<p><strong>Égalités : </strong>les égalités entre cartes de la même valeur sont résolues dans l’ordre des suites : pique ♠, cœur <span class=\"red-text\">♥</span>, carreau <span class=\"red-text\">♦</span>, et trèfle ♣.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>JOKERS : </strong>les personnages (ou les groupes) ayant un joker en tant que carte d'action peuvent agir quand ils le souhaitent dans le round, et peuvent même interrompre l’action de quelqu’un d’autre. En outre, tous leurs jets de @Compendium[swade-core-rules.swade-rules.Traits]{Traits} et de @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} se font avec un bonus de +2 pour le round !</li>\n</ul>\n</div>"
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},
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"Quick Encounters": {
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"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Quick Encounters<\/h1>\n<\/div>\n<div>\n<p>Sometimes the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Meneur de Jeu} may want to quickly sum up an encounter rather than track every action round by round. “Quick Encounters” resolve these kinds of situations with good collaborative storytelling, tension, and risk.<\/p>\n<p><strong>When to Use These Rules:<\/strong> Use Quick Encount­ers when you’re pressed for time, the group isn’t as interested in tactical fights, or they do something the GM isn’t prepared for, like infiltrating a large complex she hasn’t detailed.<\/p>\n<p><strong>When to Use These Rules:<\/strong> Characters make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{skill roll} based on the type of encounter and their goal and interpret the results narratively with the Game Master.<\/p>\n<h2>Encounter Types<\/h2>\n<p>No @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} are dealt in a Quick Encounter. Instead, the GM describes the scene, then the players agree on a general plan and what each of their characters will do.<\/p>\n<p>Once everyone states their intent, they can pick the skill that best represents their actions during the encounter.<\/p>\n<p>Here are some examples:<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>CHASE: <\/strong>@Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale} (for navi­gation), @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, @Compendium[swade-core-rules.swade-skills.Repair]{Réparation}, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}.<\/li>\n<li><strong>COMBAT: <\/strong>@Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill}.<\/li>\n<li><strong>CRISIS: <\/strong>@Compendium[swade-core-rules.swade-skills.Hacking]{Hacking}, @Compendium[swade-core-rules.swade-skills.Notice]{Perception}, @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion}, @Compendium[swade-core-rules.swade-skills.Thievery]{Thievery}.<\/li>\n<li><strong>HEIST: <\/strong>@Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale} (for navi­gation), @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, @Compendium[swade-core-rules.swade-skills.Repair]{Réparation}, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}.<\/li>\n<li><strong>MISSION: <\/strong>@Compendium[swade-core-rules.swade-skills.Battle]{Battle}, @Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}.<\/li>\n<li><strong>TREK: <\/strong>@Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale}, @Compendium[swade-core-rules.swade-skills.Notice]{Perception}, @Compendium[swade-core-rules.swade-skills.Survival]{Survie}.<\/li>\n<\/ul>\n<p><strong>Modifiers:<\/strong> The GM should assign modifiers based on the situation. If the heroes greatly outnumber their opposition, pursue much slower prey, have prior experience with the obstacles in their path, or special equipment to deal with hazards, the roll might be made at +1 to +4.<\/p>\n<p>Very difficult encounters, such as powerful foes (relative to the party), faster prey, or extreme conditions inflict a −1 to −4 penalty.<\/p>\n<h3>Turn Order & Critical Actions<\/h3>\n<p>Players can go in whatever order they want in a Quick Encounter. This might be important if some of their @Compendium[swade-core-rules.swade-rules.Actions]{actions} are dependent on someone else’s. In a heist, for example, the group might depend on the hacker to shut down a company’s security measures before they can break in. Similar
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"name": "Quick Encounters"
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},
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"Unarmored Hero": {
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"text": "<div class=\"swade-core\">\n<h2>Unarmored Hero<\/h2>\n<p>Les récits pulp mettent souvent en scène des héros avec peu ou pas d’armure défaisant leurs adversaires bien plus lourdement protégés.<\/p>\n<p>Dans ces univers, un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} ne portant aucune <em>any<\/em> @Compendium[swade-core-rules.swade-rules.Armor]{Armure} (sauf un éventuel bouclier), bénéficie d’un bonusde +2 à ses @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Jets d’Encaissement}!<\/p>\n<\/div>",
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"name": "Héros sans armure"
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},
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"Disease": {
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"text": "<div class=\"swade-core\">\n<h2>Disease<\/h2>\n<p>Diseases cover a wide range of maladies, from long-term debilitating illnesses to those which might cause immediate spasms or death.<\/p>\n<p>Diseases can be contracted through various vectors, such as an airborne source, ingestion, or the touch or bite of a creature that causes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound or Shaken} result. In any of these situations, the victim must make an immediate @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} to avoid infection.<\/p>\n<p>To handle such a diverse range of diseases, we’ve broken them down into three major categories. If you’re trying to model a specific disease, adjust the rules presented here to better reflect its symptoms.<\/p>\n<p><strong>Recovery:<\/strong> Diseases can only be cured by waiting until they’ve run their course or with specific medications—whether or not those are available depends on the setting.<\/p>\n<p>The symptoms can often be treated by common medicines, however. With a success­ful @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll, a doctor, physician, shaman, etc., can prescribe or create a treatment. He may attempt to do so once per day.<\/p>\n<p>Each application of the treatment (pills, poultices, etc.) reduces @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} by one level for four hours.<\/p>\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Disease Categories<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Effect<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>Chronic<\/td>\n<td>Includes leprosy, the final stages of tuberculosis or cancer, and similar severe maladies. They may result in death if left untreated. At the start of every game session, the character makes a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll}. Failure means she’s @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted} from spasms, coughing fits, or similar issues for that session. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means he will expire before the end of the session. The GM is encouraged to let heroes go out in a blaze of glory if possible. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} means the victim is Fatigued for the game session, and a raise means he gets a second wind and suffers no ill effects.<\/td>\n<\/tr>\n<tr>\n<td>Debilitating<\/td>\n<td>Flus, viruses, stomach bugs and the like have various specific symptoms but generally result in the character being @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigued} for 2d6 days.<\/td>\n<\/tr>\n<tr>\n<td>Lethal<\/td>\n<td>Fast-acting diseases that kill are rare in the real world but might be found on alien worlds or the darkest depths of forgotten dungeons. On contracting the disease, the hero is <span style=\"background-color: rgba(255, 255, 255, 0.2);\">@Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigued}<\/span>. At the start of each turn thereafter, he must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} or suffer a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}! (Some diseases may call for a Vigueur roll more slowly, such as once per hour or once per day.) A successful @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll stops the effects only if the proper medicine is on hand to stop the disease. The @Compendium[swade-core-rules.swade-powers.Healing]{healing power} also halts the effects.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
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"name": "Disease"
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},
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"Cold": {
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"text": "<div class=\"swade-core\">\n<h2>Cold<\/h2>\n<p>Trudging through deep snow for hours on end or facing biting, bitter winds can dehydrate and tire a character as quickly as blazing deserts.<\/p>\n<p>For every four hours spent in weather below freezing (32° F), a character must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll}. Failure means he gains a @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} level. Subtract 2 from the victim’s Vigueur roll for every 20 degrees below freezing, to a maximum of −4.<\/p>\n<p><strong>Clothing:<\/strong> Subtract 2 if the character has only light clothing. Add +2 for modern winter gear, or +4 for advanced @Compendium[swade-core-rules.swade-rules.Gear Notes]{gear} (heated suits).<\/p>\n<p><strong>Death:<\/strong> @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} victims die after 2d6 hours instead of waking @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted}.<\/p>\n<p><strong>Recovery:<\/strong> Victims can only recover @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} once they receive adequate warmth and shelter.<\/p>\n<\/div>",
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"name": "Cold"
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},
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"Unstable Platform": {
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"text": "<div class=\"swade-core\">\n<h2>Unstable Platform<\/h2>\n<p>Un personnage faisant un @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} ou une @Compendium[swade-core-rules.swade-skills.Athletics]{attaque à distance} depuis le dos d’un cheval ou d’une autre monture, d’un véhicule en mouvement ou de toute autre « plateforme instable » subit un malus de -2 à son jet.<\/p>\n<\/div>",
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"name": "Plateforme instable"
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},
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"Vehicle Notes": {
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"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Vehicles<\/h1>\n<\/div>\n<div>\n<p>La section de Tables des Véhicules fournissent des informations sur une sélection de véhicules @Compendium[swade-core-rules.swade-rules.Ground Vehicles]{Terrestre}, @Compendium[swade-core-rules.swade-rulela Taille et l’Échelle d’un véhicule sont calculées par rapport à un humain (voir <strong> @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille et Échelle}<\/strong> et <strong>@Compendium[swade-core-rules.swade-rules.Size Table]{Table des Tailles} <\/strong>). Un véhicule peut subir jusqu’à 3 @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} avant de devenir une <strong>@Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Epave}<\/strong>,mais les Grands véhicules peuvent subir une blessure de plus, ceux Énormes deux, et ceux Gigantesques trois.<\/li>\n<li><strong>MANOEUVRABILITÉ <\/strong>ce modificateur représente la réactivité et la facilité d’utilisation du véhicule et s’applique à tous les jets de(@Compendium[swade-core-rules.swade-skills.Boating]{Navigation}, @Compendium[swade-core-rules.swade-skills.Driving]{Conduite}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Pilotage}). Ce modificateur va typiquement de -4 pour les véhicules lents et imposants à +4 pour les véhicules rapides et manoeuvrables.<\/li>\n<li><strong>VITESSE MAXIMUM: <\/strong>exprimée en km\/h qui est équivalente en @Compendium[swade-core-rules.swade-rules.Movement]{Allure} Les règles de Poursuites ne prennent en compte que les vitesses relatives entre les véhicules (voir;<strong>@Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Poursuites}<\/strong>)\n<p>L’égalité entre km\/h et cases\/round repose sur une simplification et se base entre autre sur 1 mille = 1,5 km.. See the <strong>@Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{ENCART VÉHICULES SUR TABLE}<\/strong> pour intégrer des véhicules aux combats avec des personnages.<\/p>\n<\/li>\n<li><strong>RÉSISTANCE: <\/strong> La Résistance d’un véhicule représente son blindage et sa capacité à fonctionner malgré les coups encaissés.L'@Compendium[swade-core-rules.swade-rules.Armor]{Armure} déjà incluse dans cette valeur, est indiquée entre parentheses. Inspirez-vous des véhicules inclus dans ce guide pour créer les vôtres.quand vous créez vos propres véhicules ou modifier ceux listés ici @Compendium[swade-core-rules.swade-rules.Ground Vehicles]{Véhicules terrestre}, @Compendium[swade-core-rules.swade-rules.Watercraft Table]{Navirest}, and @Compendium[swade-core-rules.swade-rules.Aircraft Table]{Avion}) . \n<p> Pour estimer la valeur d'@Compendium[swade-core-rules.swade-rules.Armor]{Armure} d’un véhicule doté d’une Armure lourde (comme un char), commencez par lui appliquer une valeur de base de +4, puis ajoutez +2 par 2,5 cm de blindage jusqu’à 25 cm, +1 par 2,5 cm jusqu’à 50 cm, et +1 par 5 cm au delà. <em>full<\/em> Un char avec un blindage de 58 cm par exemple aurait une armure de 4 + 20 + 10 + 1 = 35.<\/p>\n<p>N’hésitez pas à faire des ajustements pour des matériaux spéciaux.<\/p>\n<\/li>\n<li><strong>PASSAGERS : <\/strong>ces nombres correspondent aux membres d’équipage nécessaires et aux passagers que le véhicule peut transporter en plus. Par exemple, une notation « 2 + 8 » signifie que le véhicule a besoin d’un équipage de deux personnes pour fonctionner normalement, et qu’il peut transporter jusqu’à huit passagers supplémentaires.<\/li>\n<li><strong>PRIX : <\/strong>le prix moyen du véhicule.<\/li>\n<\/ul>\n<h2>NOTES SUR LES VÉHICULES<\/h2>\n<p><Airbags et ceintures de sécurité : <\/strong>lors d’une collision, le passager ne subit que la moitié des dégâts arrondie à l’inférieur. Voir;<strong>@Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Epaves}<\/strong>.<\/p>\n<p><strong>Amphibie:<\/strong> le véhicule peut pénétrer dans l’eau sans risques. Voir les descript
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"name": "Notes sur les véhicules"
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},
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"Combat": {
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"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Combat<\/h1>\n<\/div>\n<div>\n<p>Whether they’re the blood-soaked plains of Mars or the corpse-strewn battlefields of the distant past—these are Savage Worlds and they are often violent. We recommend using miniatures or markers of some sort so players understand their surroundings and can use the terrain to their advantage. If miniatures aren’t your thing, see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Templates Without Miniatures}.<\/p>\n<p><strong>Distance: <\/strong> Distance: Because the game assumes you are using terrain or a battlemat and standard 28mm miniatures, @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} and weapon @Compendium[swade-core-rules.swade-rules.Range]{ranges} are listed in inches. To translate that to regular distance, one inch is equal to two yards.<\/p>\n<p>If you’re using miniatures and need to accommodate a larger battlefield, simply set each inch as five or 10 yards, for example, and adjust @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} rates and the like appropriately.<\/p>\n<p><strong>Time: <\/strong>When a fight breaks out, game time breaks down into rounds of about six seconds each. Ten rounds, then, equals one minute.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>ROUND: <\/strong>A “round” is an entire countdown of @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards}, from the Ace to the Deuce (Two).<\/li>\n<li><strong>TURN: <\/strong>A character’s “turn” occurs when his Action Cards comes up in the countdown. A hero with the Six of Diamonds, for example, takes his turn when that card comes up in the round.<\/li>\n<li><strong>ACTION: <\/strong>A single attack, skill use, etc. See @Compendium[swade-core-rules.swade-rules.Actions]{Actions} for a more complete description. Characters may perform multiple actions on their turn (see <strong>@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}<\/strong>).<\/li>\n<\/ul>\n<h2>Sections<\/h2>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards (Initiative)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Actions]{Actions}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Attacks]{Attacks}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Damage]{dégâts}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Damage Effects]{Damage Effects}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Soak Rolls]{Jets d’Encaissement}<\/h3>\n<\/div>\n<\/div>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Combat.webp\" \/><\/div>",
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"name": "Combat"
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},
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"Distracted and Vulnerable": {
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"text": "<div class=\"swade-core\">\n<h2>Distracted & Vulnerable<\/h2>\n<p>Characters may be Distracted or made Vulnerable by @Compendium[swade-core-rules.swade-rules.Test]{Tests}, @Compendium[swade-core-rules.swade-rules.Powers]{Powers}, or creature effects. Both states last until the end of the character’s next turn. If a hero becomes Distracted or Vulnerable during her current turn, it lasts until the end of her <em>next<\/em> turn.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>DISTRACTED: <\/strong>The hero subtracts 2 from all @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait Rolls} until the end of his next turn.<\/li>\n<li><strong>VULNERABLE: <\/strong>@Compendium[swade-core-rules.swade-rules.Actions]{Actions} and attacks against the target are made at +2 until the end of his next turn. This doesn’t stack with <strong>@Compendium[swade-core-rules.swade-rules.The Drop]{The Drop}<\/strong>—use only the highest.<\/li>\n<\/ul>\n<\/div>",
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"name": "Distracted and Vulnerable"
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},
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"Dragon Fire Shield": {
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"text": "",
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"name": "Dragon Fire Shield"
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},
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"Dramatic Tasks": {
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"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Dramatic Tasks<\/h1>\n<\/div>\n<div>\n<p>Heroes often find themselves in tense and dangerous situations such as defusing a bomb, hacking a computer, or rescuing people from a burning building or sinking ship with a definite—and sometimes deadly—time limit.<\/p>\n<p>The system below simulates these events and helps the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Meneur de Jeu} insert some drama into what would otherwise be simple skill rolls.<\/p>\n<p><strong>When to Use These Rules:<\/strong> Dramatic Tasks are great for tense actions that must be performed in a hurry or have disastrous effects if failed.<\/p>\n<p><strong>The Basics:<\/strong> The heroes make skill rolls to accumulate “Task Tokens” and resolve the event before time runs out.<\/p>\n<h2>Setup<\/h2>\n<p>The Game Master starts by figuring out what the task is, how long the party has to complete it, and how many tokens they need for success.<\/p>\n<h3>Single Person Tasks<\/h3>\n<p>Use these guidelines when only a single character can attempt the task each turn:<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>Challenging:<\/strong> Collect four Task Tokens in three rounds. <em>Examples: <\/em>Defuse an explosive with no booby traps, hack a keypad in a low-end security door, untangle a parachute before it hits the ground, disengage a railroad car.<\/li>\n<li><strong>Difficult:<\/strong> Collect six Task Tokens in four rounds. <em>Examples:<\/em> Defuse a bomb with a booby trap, cast a ritual, land a passenger jet with no @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting} skill and instructions from the tower.<\/li>\n<li><strong>Complex:<\/strong> Collect eight Task Tokens in five rounds. <em>Examples:<\/em> Defuse a bomb with multiple booby traps inside a protective case, hack into a highly protected computer system, cast a large and powerful ritual, repair a complicated machine with multiple moving or electronic parts.<\/li>\n<\/ul>\n<h3>Multi-Person Tasks<\/h3>\n<p>If more than one person can attempt the task at once, such as crewing different stations in a falling starship, the GM must set the number of rounds and tokens required for victory herself. Here are some guidelines.<\/p>\n<p>Assume each player will average one success per turn. Use that as a guideline if you want the task to be “fair,” and set the number of rounds from three to five as you feel appropriate. A party of five given three rounds to save a starship, for example, needs to accumulate 15 Task Tokens in three rounds. Increase or decrease the number of tokens to make it more or less challenging.<\/p>\n<p>If the number of tokens achieved is a measure of success rather than a straight win\/fail condition, such as rescuing victims from a fire or taking bags of gold from a bank before the automated vault closes, simply set the possible number of tokens that may be gathered in the time allowed. Each token gathered represents a person saved, a bag recovered, etc. It’s up to you whether it’s possible to save them all (using the guide above) or not.<\/p>\n<p>Don’t be afraid to let the party choose how many will attempt the task either, especially if there’s something else going on at the same time. Deciding how many heroes will hack a large computer system while they’re being attacked by security drones allows them to choose their tactics.<\/p>\n<h2>Performing The Task<\/h2>\n<p>Characters are dealt @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} as usual during a Dramatic Task. Those attempting the task make relevant @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} checks and get a Task Token for each success and raise. Failure means no progress and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} reduces progress by one (if there are any).<\/p>\n<p>The skills that can be used to accumulate tokens depends on the situation. They might be defined, such as @C
|
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|
"name": "Dramatic Tasks"
|
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|
},
|
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|
"Allies": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Allies<\/h1>\n<\/div>\n<div>\n<p>Les Alliés ont une place non négligeable dans divers univers <cite>Savage Worlds<\/cite>. Ils servent de troupes placées sous le commandement des héros dans les <cite>Weird Wars<\/cite> de loyaux serviteurs dans des univers de fantasy, de compagnons d’arme pour résister à l’oppresseur.<\/p>\n<p><strong>Quand utiliser ces règles :<\/strong> utiliser ces règles pour gérer les partisans du groupe mais également pour leur donner un peu plus de personnalité.<\/p>\n<p><strong>La base : <\/strong>les joueurs créent, contrôlent et gèrent leurs propres partisans et PNJ alliés.<\/p>\n<h2>Utilisation des alliés<\/h2>\n<p>Gérer ses alliés est simple dans <cite>Savage Worlds<\/cite>. Il suffit d’utiliser la fiche d’Alliés et d’en remplir les blancs.<\/p>\n<p>Les joueurs se répartissent le contrôle des @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} alliés. C’est un aspect non négligeable de <cite>Savage Worlds<\/cite> : nos univers comportent souvent des mercenaires compétents, des trouffions bourrus ou de loyaux serviteurs. Le jeu est conçu pour les contrôler rapidement et facilement, mais aussi pour que ce soit les joueurs qui les gèrent et non le meneur de jeu.<\/p>\n<p>Peu importe que les alliés soient ou non sous le contrôle des <em>personnages<\/em>, ce sont les joueurs qui les incarnent. Cela permet aux joueurs de rester impliqués dans un combat même quand leurs héros n'y participe pas et de rendre les grandes batailles épiques plus simples et plus funs à mettre en scène. Bien sûr, le MJ peut reprendre le contrôle d’un Allié au besoin mais avec des joueurs expérimentés, cela devrait rarement être nécessaire.<\/p>\n<h3>Personnalité d'un Allié<\/h3>\n<p>Vous pouvez donner un peu de saveur à vos alliés en tirant sur la table de <strong>Personnalité d'un Allié<\/strong>. Notez leur mot-clef sur la fiche d’Alliés afin que vous et le MJ ayez un petit aperçu du caractère de chacun.<\/p>\n<p>Considérez que ces impressions générales n’ont pas d’effet particulier en jeu. Elles aideront les joueurs et le MJ à décider comment réagit tel Allié à une situation donnée. Par exemple, dans <cite>Weird War Two<\/cite>, un joueur incarnant un jeune lieutenant peut parcourir la liste pour désigner le PNJ « observateur » pour monter la garde. S’il se trouve obligé de choisir un soldat « paresseux », il y a de bonnes chances que le MJ décide que cet Allié s’endorme durant sa garde.<\/p>\n<table class=\"table list-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Personnalité d'un Allié<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">D20<\/th>\n<th class=\"table-column-header\" scope=\"col\">Personnalité<\/th>\n<th class=\"table-column-header\" scope=\"col\">D20<\/th>\n<th class=\"table-column-header\" scope=\"col\">Personnalité<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>1<\/td>\n<td>Déloyal<\/td>\n<td>11<\/td>\n<td>Grossier<\/td>\n<\/tr>\n<tr>\n<td>2<\/td>\n<td>Cruel<\/td>\n<td>12<\/td>\n<td>Agile<\/td>\n<\/tr>\n<tr>\n<td>3<\/td>\n<td>Vieux<\/td>\n<td>13<\/td>\n<td>Observateur<\/td>\n<\/tr>\n<tr>\n<td>4<\/td>\n<td>Joyeux<\/td>\n<td>14<\/td>\n<td>Ignorant<\/td>\n<\/tr>\n<tr>\n<td>5<\/td>\n<td>Expérimenté<\/td>\n<td>15<\/td>\n<td>Mystérieux<\/td>\n<\/tr>\n<tr>\n<td>6<\/td>\n<td>Impétueux<\/td>\n<td>16<\/td>\n<td>Créatif<\/td>\n<\/tr>\n<tr>\n<td>7<\/td>\n<td>Paresseux<\/td>\n<td>17<\/td>\n<td>Artiste<\/td>\n<\/tr>\n<tr>\n<td>8<\/td>\n<td>Sournois<\/td>\n<td>18<\/td>\n<td>Intrépide<\/td>\n<\/tr>\n<tr>\n<td>9<\/td>\n<td>Brillant<\/td>\n<td>19<\/td>\n<td>Couard<\/td>\n<\/tr>\n<tr>\n<td>10<\/td>\n<td>Jeune<\/td>\n<td>20<\/td>\n<td>Heroïque<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<br \/><img src=\"modules\/swade-core-rules\/assets\/art\/pg112_quote_allies.webp\" alt=\"Comment se fait-il que je reçoive toujours ceux qui ne savent rien ? &
|
|||
|
"name": "Alliés"
|
|||
|
},
|
|||
|
"Speed": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Vitesse<\/h2>\n<p>Les personnages ont parfois besoin d’attaquer des cibles se déplaçant à grande vitesse. Utilisez la vitesse relative entre l’attaquant et le défenseur pour déterminer le malus :<\/p>\n<table class=\"table list-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">MALUS DE VITESSE RELATIVE<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">MALUS<\/th>\n<th class=\"table-column-header\" scope=\"col\">VITESSE RELATIVE EST...<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>-1<\/td>\n<td>100 km\/h ou plus<\/td>\n<\/tr>\n<tr>\n<td>-2<\/td>\n<td>200 km\/h ou plus<\/td>\n<\/tr>\n<tr>\n<td>-4<\/td>\n<td>400 km\/h ou plus<\/td>\n<\/tr>\n<tr>\n<td>-6<\/td>\n<td>Mach 1 ou plus<\/td>\n<\/tr>\n<tr>\n<td>-8<\/td>\n<td>Mach 2 ou plus<\/td>\n<\/tr>\n<tr>\n<td>-10<\/td>\n<td>Approchant la vitesse de la lumière<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<ul>\n<li>La vitesse en km\/h correspond à l'@Compendium[swade-core-rules.swade-rules.Movement]{Allure}<\/li>\n<li><\/li>\n<\/ul>\n<\/div>",
|
|||
|
"name": "Vitesse"
|
|||
|
},
|
|||
|
"Adventure Toolkit": {
|
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|
"text": "<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Outils pour l'aventure<\/p>\n<\/div>\n<\/div>\n<p>Ce chapitre contient les outils permettant au @Compendium[swade-core-rules.swade-rules.Game Mastering]{Meneur de Jeu} de gérer toutes ces situations spéciales qui arrivent souvent en jeu.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>@Compendium[swade-core-rules.swade-rules.Allies]{Alliés}:<\/strong> gestion des Extras contrôlés par les PJ.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Mass Battles]{Combats de masse}:<\/strong> ultimes batailles désespérées entre armées.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Social Conflict]{Conflits sociaux}:<\/strong> organiser un procès, plaider une cause ou convaincre une foule.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Hazards]{Périls}:<\/strong> effets d’une chaleur accablante, d’un froid mordant, de radiations, etc.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Interludes]{Interludes}:<\/strong> raconter des bribes de l’histoire des PJ au cours de longs voyages.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Poursuites}:<\/strong> poursuites dynamiques et palpitantes à pied, en voiture, à moto, duels aériens ou spatiaux entre flottes gigantesques.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Setting Rules]{Règles d'univers}:<\/strong> plein de règles spéciales pour personnaliser vos propres univers.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Quick Encounters]{Rencontres rapides}:<\/strong> façon simple et rapide de résoudre des combats, des braquages ou des cascades quand le temps vient à manquer.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Networking]{Réseautage}:<\/strong> collecte d’information ou demande de faveurs.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Wealth]{Richesse}:<\/strong> système optionnel pour ceux ne voulant pas s’encombrer avec la gestion des finances.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Dramatic Tasks]{Scènes dramatiques}:<\/strong> plus de tension ou de drame pour des situations comme désamorcer une bombe ou pirater un serveur.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Fear]{Terreur}:<\/strong> effets d’une terreur insoutenable.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Travel]{Voyages}:<\/strong> calcul du temps de parcours du groupe à travers votre monde sauvage.<\/li>\n<\/ul>\n<\/div>",
|
|||
|
"name": "Outils pour l'aventure"
|
|||
|
},
|
|||
|
"Vehicles": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Vehicles<\/h2>\n<p>Une courte liste de véhicules avec leurs notes spécifiques (@Compendium[swade-core-rules.swade-rules.Aircraft Table]{Avions}, @Compendium[swade-core-rules.swade-rules.Ground Vehicles]{Véhicules terrestres}, et @Compendium[swade-core-rules.swade-rules.Watercraft Table]{Navires}) se trouve au Chapitre 2. @Compendium[swade-core-rules.swade-rules.Vehicle Notes].<\/p>\n<p>Une arme de véhicule se comporte comme n’importe quelle arme : le personnage fait un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} pour l’utiliser et fait un jet de dégâts en cas de Succès (avec le dé bonus en cas de Prouesse). À moins qu’un personnage ne dispose de l’Atout @Compendium[swade-core-rules.swade-edges.Steady Hands]{Poigne ferme} n’oubliez pas le malus de @Compendium[swade-core-rules.swade-rules.Unstable Platform]{Plateforme instable}.<\/p>\n<p>Les règles pour la gestion des véhicules avec des figurines se trouvent dans la section <strong>@Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Poursuites}<\/strong>.<\/p>\n<\/div>",
|
|||
|
"name": "Véhicules"
|
|||
|
},
|
|||
|
"Steadfast": {
|
|||
|
"text": "",
|
|||
|
"name": "Inébranlable"
|
|||
|
},
|
|||
|
"Stunned": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Sonné<\/h2>\n<p>Les @Compendium[swade-core-rules.swade-equipment.Stun Gun]{pistolets étourdissants}, des compétences de monstres, le pouvoir <em>@Compendium[swade-core-rules.swade-powers.Stun]{Choc}<\/em>, @Compendium[swade-core-rules.swade-rules.Electricity]{electricité} ou les chocs à la tête peuvent rendre un personnage sans défense jusqu’à ce qu’il se reprenne :<\/p>\n<h3>UN PERSONNAGE SONNÉ :<\/h3>\n<ul>\n<li>est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distrait} jusqu'à la fin de son prochain tour,<\/li>\n<li>est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} tant qu’il reste Sonné,<\/li>\n<li>Fall @Compendium[swade-core-rules.swade-rules.Prone]{à terre} (ou à genoux si le MJ le décide)<\/li>\n<li>ne peut pas se @Compendium[swade-core-rules.swade-rules.Movement]{déplacer} ou faire @Compendium[swade-core-rules.swade-rules.Actions]{actions}<\/li>\n<li>ne compte pas pour le bonus d'une @Compendium[swade-core-rules.swade-rules.Ganging Up]{Attaque à plusieurs}<\/li>\n<\/ul>\n<p><strong>Récupération :<\/strong> au début du tour d’un personnage Sonné, il fait un jet de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigueur} en @Compendium[swade-core-rules.swade-rules.Actions]{action gratuite}. En cas de Succès, il n’est plus Sonné, mais reste @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} jusqu'à la fin de son prochain tour. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, il n'est plus @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} dès la fin de ce tour.<\/p>\n<\/div>",
|
|||
|
"name": "Sonné"
|
|||
|
},
|
|||
|
"Aim": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Viser<\/h2>\n<p>Les jets de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} partent du principe que le personnage se déplace, qu’il esquive les attaques adverses et qu’il garde un œil attentif sur le chaos qui l’entoure. Toutefois, s’il se concentre sur sa cible, il peut faire un tir bien plus précis.<\/p>\n<p>Un personnage qui passe son tour complet à Viser avec une arme à distance une cible précise, sans aucune autre action, peut ignorer <em>lors de son prochain tour<\/em> jusqu’à 4 points de malus de @Compendium[swade-core-rules.swade-rules.Range]{Portée}, de @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, d’@Compendium[swade-core-rules.swade-rules.Called Shots]{Attaque ciblée}, d’@Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle}, ou de @Compendium[swade-core-rules.swade-rules.Speed]{Vitesse}, ou bénéficier d’un bonus de +2 à son prochain jet. Son attaque doit être la première action de son tour suivant sous peine de perdre le bonus.<\/p>\n<p>Le tireur doit être “stationnaire” pour Viser. Il ne peut pas se déplacer, courir, chevaucher ou de manière générale se déplacer de son propre fait. Il peut viser à bord d’un véhicule se déplaçant sur une surface lisse ou utilisant la manœuvre <strong>@Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Stabiliser}<\/strong> lors d’une Poursuite (voir p. 125).<\/p>\n<\/div>",
|
|||
|
"name": "Viser"
|
|||
|
},
|
|||
|
"Drowning": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Drowning<\/h2>\n<p>Swimming is covered under @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}. In still water, each inch of movement on the tabletop takes 2″ of @Compendium[swade-core-rules.swade-rules.Characters]{Allure}. Swimming up or down stream should modify this as the Game Master sees fit.<\/p>\n<p>Under hazardous conditions, swimmers must roll @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} to move. Failure means she makes no progress that round, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} causes a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. With success she moves normally.<\/p>\n<p>If it becomes important to know, characters can hold their breath for a number of rounds equal to 2 plus their @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} die, or half that if they weren’t prepared for being submerged and didn’t have time to get a good breath.<\/p>\n<p><strong>Life Vests:<\/strong> Add +2 to swimming rolls if a character wears a life vest.<\/p>\n<p><strong>Death:<\/strong> Incapacitated characters perish in a number of rounds equal to their @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} die. If someone can get to the victim before then, he can be resuscitated with a @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll at −2.<\/p>\n<\/div>",
|
|||
|
"name": "Drowning"
|
|||
|
},
|
|||
|
"Special Ability (Size)": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>Taille<\/h3>\n<div>\n<p>La @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} s’applique en tant que modificateur à la @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} (or penalty for small creatures) et permet d’évaluer la @Compendium[swade-core-rules.swade-rules.Traits]{Force} des créatures de manière générale.<\/p>\n<p>Elle se base généralement sur la masse de la créature, mais des exceptions existent, que ce soit pour des créatures énormes mais faibles, ou l’inverse.<\/p>\n<p>Les modificateurs d’échelle sont expliqués au chapitre <strong>@Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille et Échelle}<\/strong>.<\/p>\n<p><strong>Blessures supplémentaires :<\/strong> une Grande créature peut subir une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} supplémentaire, une Énorme peut subir deux Blessures supplémentaires, et une Gigantesque trois. Le malus maximum de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} est toujours de 3. Cela se cumule avec @JournalEntry[huMioVSZmHacNkPJ]{Résilient et Très résilient}.<\/p>\n<p>Les créatures de grande taille ont typiquement une @Compendium[swade-core-rules.swade-rules.Reach]{Allonge} égale au nombre de Blessures bonus déterminées par leur Taille.<\/p>\n<\/div>\n<\/div>",
|
|||
|
"name": "Capacité spéciale (Taille)"
|
|||
|
},
|
|||
|
"Aircraft Table": {
|
|||
|
"text": "<div class=\"swade-core\">\n<p><em>Utilisez les règles d'<strong>@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armes Jumelées}<\/strong> pour répartir vos armes par lots, de manière ce que chaque lot soit le plus important possible. Faites feu avec les armes d'un @Compendium[swade-core-rules.swade-vehicles.P-51 Mustang]{Mustang} avec par exemple trois lots de deux armes, et d'un @Compendium[swade-core-rules.swade-vehicles.Spitfire Mk IIA]{Spitfire} avec deux lots de quatre armes.<\/em><\/p>\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Véhicules aériens<\/h2>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Véhicule<\/th>\n<th class=\"table-column-header\" scope=\"col\">Taille<\/th>\n<th class=\"table-column-header\" scope=\"col\">Manœuvrabilité<\/th>\n<th class=\"table-column-header\" scope=\"col\">Vitesse Max.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Rés.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Pass.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Prix<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Véhicules civils<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Biplane]{Biplan}<\/td>\n<td>4 (Grand)<\/td>\n<td>+1<\/td>\n<td>190<\/td>\n<td>12 (1)<\/td>\n<td>1<\/td>\n<td>150K+<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Cessna Skyhawk]{Cessna Skyhawk}<\/td>\n<td>5 (Grand)<\/td>\n<td>+1<\/td>\n<td>210<\/td>\n<td>12 (2)<\/td>\n<td>1+3<\/td>\n<td>150K+<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Helicopter]{Hélicoptère}<\/td>\n<td>7 (Grand)<\/td>\n<td>0<\/td>\n<td>200<\/td>\n<td>12 (2)<\/td>\n<td>1+3<\/td>\n<td>500K+<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Learjet]{Jet}<\/td>\n<td>8 (Énorme)<\/td>\n<td>+2<\/td>\n<td>800<\/td>\n<td>16 (2)<\/td>\n<td>2+10<\/td>\n<td>20M+<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Space Shuttle]{Navette spatiale}<\/td>\n<td>13 (Gigantesque)<\/td>\n<td>-1<\/td>\n<td>25K<\/td>\n<td>20 (4)<\/td>\n<td>1+40<\/td>\n<td>250M+<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Véhicules militaires de la seconde guerre mondiale<\/span><\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.B-17 Flying Fortress]{B-17, Forteresse volante}<\/td>\n<td>10 (Énorme)<\/td>\n<td>-2<\/td>\n<td>170<\/td>\n<td>19 (2)<\/td>\n<td>10<\/td>\n<td>250K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Armes:<\/em><\/strong> 2× @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{jumelées} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant}), 2× @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{jumelées} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tourelle supérieure}), 2× @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{jumelées} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tourelle inférieure}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixe vers la droite}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixe vers la gauche}), @Compendium[swade-core-rules.swade-equipment.Bom
|
|||
|
"name": "Table des Véhicules aériens"
|
|||
|
},
|
|||
|
"Dumb Luck": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Dumb Luck<\/h2>\n<p>Dumb Luck allows a player to spend a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} even after a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}. The failure still happens in some way, but the character can spend one Benny (and only one) for one more roll. The hero still drops her weapon, flubs her @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt}, or otherwise “fails” the attempt—but if the reroll from the Benny is actually successful, it somehow still results in whatever success the new roll provides.<\/p>\n<p>A character trying to pick a lock might break the lock on a Critical Failure, for example, but only after cracking the lock. Or a warrior who fumbles a @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} roll might hit a foe as if he’d thrown the weapon!<\/p>\n<p>The player and Game Master should work together to describe the scene in some fun or bizarre way that explains how the mishap ultimately results in success.<\/p>\n<p class=\"embedded-example\"><strong>Example: <\/strong>Red fires three shots from her submachine gun (Rate of Fire 3). She rolls a 1 on her Wild Die and two of her Shooting dice—a Critical Failure! The GM decides the sudden recoil makes her drop her gun.<br \/>Red’s player, Emily, calls on Dumb Luck and spends a Benny. The reroll results in two hits (one with a raise!). The GM says the weapon bounces on the ground and sprays randomly, hitting two of Red’s foes!<\/p>\n<\/div>",
|
|||
|
"name": "Dumb Luck"
|
|||
|
},
|
|||
|
"Submachine Guns Table": {
|
|||
|
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">PISTOLETS MITRAILLEURS<\/h2>\n<div class=\"table-summary\">\n<p>Un chargeur standard a la contenance indiquée dans la liste ci-dessous. Il peut s’acheter pour 10 % du prix de l’arme. Plein il pèse environ 500 g.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Portée<\/th>\n<th class=\"table-column-header\" scope=\"col\">Dégats<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP<\/th>\n<th class=\"table-column-header\" scope=\"col\">CdT<\/th>\n<th class=\"table-column-header\" scope=\"col\">Coups<\/th>\n<th class=\"table-column-header\" scope=\"col\">FOR. Min<\/th>\n<th class=\"table-column-header\" scope=\"col\">Poids<\/th>\n<th class=\"table-column-header\" scope=\"col\">Prix<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.H&K MP5 (9mm)]{H&K MP5 (9mm)}<\/td>\n<td>12\/24\/48<\/td>\n<td>2d6<\/td>\n<td>1<\/td>\n<td>3<\/td>\n<td>30<\/td>\n<td>d6<\/td>\n<td>5<\/td>\n<td>300<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Tommy Gun]{Tommy Gun}<\/td>\n<td>12\/24\/48<\/td>\n<td>2d6+1<\/td>\n<td>1<\/td>\n<td>3<\/td>\n<td>20<\/td>\n<td>d6<\/td>\n<td>6,5<\/td>\n<td>350<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/Notes : peut être muni d’un chargeur camembert de 50 balles qui augmente le poids de 1 kg et coûte 50 $.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Uzi (9mm)]{Uzi (9mm)}<\/td>\n<td>12\/24\/48<\/td>\n<td>2d6<\/td>\n<td>1<\/td>\n<td>3<\/td>\n<td>32<\/td>\n<td>d4<\/td>\n<td>4,5<\/td>\n<td>300<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<img src=\"modules\/swade-core-rules\/assets\/art\/TommyGun.webp\" alt=\"'Tommy' Gun\" \/><\/div>",
|
|||
|
"name": "Tableau des Pistolets mitrailleurs"
|
|||
|
},
|
|||
|
"Ranged Weapons Table": {
|
|||
|
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Ranged Weapons<\/h2>\n<div class=\"table-summary\">\n<p>Thrown axes and knives, bows, nets, slings, and spears are available in most every era or setting.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP<\/th>\n<th class=\"table-column-header\" scope=\"col\">ROF<\/th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Medieval<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Axe, Throwing]{Axe, Throwing}<\/td>\n<td>3\/6\/12<\/td>\n<td>Str+d6<\/td>\n<td>—<\/td>\n<td>1<\/td>\n<td>d6<\/td>\n<td>3<\/td>\n<td>100<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bow]{Bow}<\/td>\n<td>12\/24\/48<\/td>\n<td>2d6<\/td>\n<td>—<\/td>\n<td>1<\/td>\n<td>d6<\/td>\n<td>3<\/td>\n<td>250<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Crossbow]{Crossbow (Hand Drawn)}<\/td>\n<td>10\/20\/40<\/td>\n<td>2d6<\/td>\n<td>2<\/td>\n<td>1<\/td>\n<td>d6<\/td>\n<td>5<\/td>\n<td>250<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>Hand-drawn.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Crossbow, Heavy]{Crossbow, Heavy}<\/td>\n<td>15\/30\/60<\/td>\n<td>2d8<\/td>\n<td>2<\/td>\n<td>1<\/td>\n<td>d6<\/td>\n<td>8<\/td>\n<td>400<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>Requires a windlass to load. @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Dagger\/Knife (lancer)]{Dagger\/Knife}<\/td>\n<td>3\/6\/12<\/td>\n<td>Str+d4<\/td>\n<td>—<\/td>\n<td>1<\/td>\n<td>d4<\/td>\n<td>1<\/td>\n<td>25<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Long Bow]{Long Bow}<\/td>\n<td>15\/30\/60<\/td>\n<td>2d6<\/td>\n<td>1<\/td>\n<td>1<\/td>\n<td>d8<\/td>\n<td>3<\/td>\n<td>300<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Net (Weighted)]{Net (Weighted)}<\/td>\n<td>3\/6\/12<\/td>\n<td>—<\/td>\n<td>—<\/td>\n<td>1<\/td>\n<td>d4<\/td>\n<td>8<\/td>\n<td>50<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>A successful hit means the target is <strong>@Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entangled}<\/strong>. The net is @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and vulnerable only to cutting attacks.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Sling]{Sling} (Athletics (lancer))<\/td>\n<td>4\/8\/16<\/td>\n<td>Str+d4<\/td>\n<td>—<\/td>\n<td>1<\/td>\n<td>d4<\/td>\n<td>1<\/td>\n<td>10<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Spear\/Javelin]{Spear\/Javelin (lancer)}<\/td>\n<td>3\/6\/12<\/td>\n<td>Str+d6<\/td>\n<td>—<\/td>\n<td>1<\/td>\n<td>d6<\/td>\n<td>3<\/td>\n<td>100<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Modern<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compend
|
|||
|
"name": "Ranged Weapons Table"
|
|||
|
},
|
|||
|
"Dwarves": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Dwarves<\/h2>\n<p>Dwarves are short but stout, hardy people who come from massive caverns or high mountains. They are a proud, warlike race, usually made so by frequent contact with hostile races such as orcs and goblins.<\/p>\n<p>Dwarves usually live upwards of 200 years. In most fantasy campaigns, they have ruddy skin and all human hair colors.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>LOW LIGHT VISION<\/strong>: Dwarven eyes are accustomed to the dark of the underearth. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.<\/li>\n<li><strong>REDUCED PACE<\/strong>: Dwarves have short legs compared to most races. Decrease their @Compendium[swade-core-rules.swade-rules.Movement]{Allure} by 1 and their running die one die type.<\/li>\n<li><strong>TOUGH<\/strong>: Dwarves are stout and tough. They start with a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} instead of a d4. This increases maximum Vigueur to d12+1.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Dwarves.webp\" alt=\"An image of a Dwarf\" \/><\/div>",
|
|||
|
"name": "Dwarves"
|
|||
|
},
|
|||
|
"Special Ability (Stun)": {
|
|||
|
"text": "<div class=\"swade-core\">\r\n <h3>Étourdissement<\/h3>\r\n <div>\r\n <p>Une créature dotée de cette Capacité dispose bien souvent d’une attaque électrique, d’une toxine, d’une attaque mentale ou d’un aspect similaire. Lorsqu’elle touche sa cible (même sans provoquer de dégâts), cette dernière doit réussir un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} ravec le malus indiqué ou se retrouvere <b>@Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}<\/b>.<\/p>\r\n <\/div>\r\n<\/div>",
|
|||
|
"name": "Capacité spéciale (Étourdissement)"
|
|||
|
},
|
|||
|
"Special Ability (Swat)": {
|
|||
|
"text": "<div class=\"swade-core\">\r\n <h3>Ecrasement<\/h3>\r\n <div>\r\n <p>Cette créature a appris à viser une cible plus petite qu’elle. Elle ignore jusqu’à 4 points de malus d’ @Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} lorsqu’elle attaque avec les Capacités spécifiées dans la description (et seulement avec celles-ci).<\/p>\r\n <\/div>\r\n<\/div>",
|
|||
|
"name": "Capacité spéciale (Écrasement)"
|
|||
|
},
|
|||
|
"Support": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Soutien<\/h2>\n<p>Parfois, un personnage souhaite coopérer avec un allié ou l’aider sur une tâche spécifique. Dans ce cas, avec l’accord du MJ, le personnage souhaitant apporter son Soutien fait un jet d’une @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} (appropriée (lors de son tour si c’est au cours d’un combat) et déclare quelle action de quel allié il souhaite Soutenir.<\/p>\n<p>En cas de Succès, l’allié bénéficiera d’un bonus de +1 à un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} durant ce round, et de +2 en cas de Prouesse. En cas d’Échec critique, l’allié subira un malus de -2 à son action !<\/p>\n<p>Toute aide n'est pas bonne à prendre. Tous les bonus de Soutien destinés à aider un personnage disparaissent à la fin du tour de ce dernier, qu’ils aient servi ou non..<\/p>\n<p>Le bonus maximum possible via des Soutiens est de +4. Les jets de @Compendium[swade-core-rules.swade-rules.Traits]{Force} sont une exception dans la mesure où plus de muscle permet mécaniquement de soulever une masse plus importante.<\/p>\n<p>Les joueurs et le MJ doivent privilégier la créativité lorsqu’ils font des jets de Soutien. Par exemple, un aventurier spécialisé en @Compendium[swade-core-rules.swade-skills.Survival]{Survie}, pourrait faire un jet pour trouver des plantes médicinales afin de Soutenir un jet de @Compendium[swade-core-rules.swade-powers.Healing]{Guérison}. De la même manière, un scientifique dans un univers futuriste pourrait faire un jet de @Compendium[swade-core-rules.swade-skills.Science]{Science} pour calculer des vecteurs de tangente afind’aider son pilote dans une situation difficile pour set de @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}.<\/p>\n<p>Des encouragements (un jet de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}) comme « Tu peux le faire ! » ou « Attention derrière toi ! » sont parfaitement acceptables, mais le MJ peut considérer que l’effet se réduit si la situation se produit trop souvent.<\/p>\n<p class=\"embedded-example\"><strong>Exemple : <\/strong>GGabe conduit lors d’une poursuite. Red montre un raccourci en criant : « Prend la prochaine à droite ! ». Elle fait un jet de @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale} et obtient une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}. Gabe bénéficie d’un bonus de +2 à son prochain jet de @Compendium[swade-core-rules.swade-skills.Driving]{Driving}. Un peu plus tard, Red est touchée par un tir et devient @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}. Gabe crie : « Courage ma fille ! C’est pas ta première danse ! » et fait un jet de et fait un jet de Persuasion. Il obtient un Succès et Red bénéficie d’un bonus de +1 à son prochain jet d’Âme pour annuler l’état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}.<\/p>\n<h3>Soutien ou @Compendium[swade-core-rules.swade-rules.Test]{Epreuve}<\/h3>\n<p>L’action de Soutien peut être utilisée contre un adversaire de manière narrative, mais sans effets supplémentaires à ceux décrits précédemment. Si un personnage veut se jeter dans les jambes d’un ogre pour le faire trébucher, il peut octroyer un bonus de +1 ou +2 à un allié qui affronte ce dernier, mais la créature ne finira pas au sol, @Compendium[swade-core-rules.swade-rules.Prone]{à terre}, @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distraite}, @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{vulnerable}, or @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} comme il aurait pu l’être suite à une <strong>@Compendium[swade-core-rules.swade-rules.Test]{Epreuve}<\/strong>.<\/p>\n<p>L’avantage inhérent à faire un jet de Soutien plutôt qu’une @Compendium[swade-core-rules.swade-rules.Test]{Epreuve} est d’aider un allié et d’éviter un @Compendium[swade-core-rules.swade-rules.Tr
|
|||
|
"name": "Soutien"
|
|||
|
},
|
|||
|
"Ganging Up": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Ganging Up<\/h2>\n<p>Ganging up allows attackers to flank, exploit openings, and generally harass a foe. Each additional adjacent foe (who isn’t @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}) adds +1 to all the attackers’ @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} rolls, up to a maximum of +4. If three goblins attack a single hero, for example, each of the three goblins add +2 to their Fighting rolls.<\/p>\n<p>Each <em>ally<\/em> adjacent to the defender cancels out one point of Gang Up bonus from an attacker adjacent to both. This means troops in opposing lines, such as a medieval formation where each man has three adjacent foes and two adjacent allies, don’t get the bonus unless actually flanked.<\/p>\n<\/div>",
|
|||
|
"name": "Ganging Up"
|
|||
|
},
|
|||
|
"Edge 02": {
|
|||
|
"text": "",
|
|||
|
"name": "Atouts 02"
|
|||
|
},
|
|||
|
"Gear Notes": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Gear<\/p>\n<\/div>\n<\/div>\n<div>\n<p>In this section is a sampling of gear from the ancient era to the near future. Read the notes below before you go shopping to understand what each of these keywords means.<\/p>\n<h2>Costs<\/h2>\n<p>Characters are assumed to have clothes and other personal items. In modern settings, they also have a place to live, tools, maybe a vehicle, and basic necessities as befit the era.<\/p>\n<p>The starting funds of $500 are for “adventuring gear” in addition to these personal items. Prices are set mostly in modern terms. For older or futuristic items, they’re set relative to the starting funds. This can often cause some strange results—a nice suit in 1920 costs around $20 in the real world rather than the $200 listed here—but the starting funds are higher than most people had as well.<\/p>\n<p>Some items are also extremely difficult to price because they were typically made with forced labor—like @Compendium[swade-core-rules.swade-equipment.Catapult]{catapults} or @Compendium[swade-core-rules.swade-equipment.Trebuchet]{trebuchets} created by engineers and soldiers in the field. Their prices reflect an estimate of the time and resources needed to create them.<\/p>\n<p>Use the prices listed in this book for quick games or as a baseline for campaign worlds of your own creation. Our official <cite>Savage Worlds<\/cite> settings have all new equipment lists and prices specific to their time and environment.<\/p>\n<h2>Gear Notes<\/h2>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Armor]{Armure}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Pénétration d’armure}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Caliber]{calibre}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Damage]{dégâts}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Parry]{Parade}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Range]{Portée}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Reload]{Reload}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Three-Round Burst]{Three-Round Burst}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Two Hands]{Two Hands}<\/h3>\n<\/div>\n<h2>Encumbrance<\/h2>\n<p>Most of the time you don’t need to worry about how much weight a character is carrying. If it becomes important to track, use the <strong>Encumbrance Levels<\/strong> table below. If a character carries more than the listed weight, he’s Encumbered.<\/p>\n<p>Encumbered characters subtract 2 from @Compendium[swade-core-rules.swade-rules.Movement]{Allure} (minimum 1″), running rolls, Agilité and all linked skills, and Vigueur rolls made to resist <strong>@Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}<\/strong>.<\/p>\n<p>At three times the lifted weight or more, he can move at a @Compendium[swade-core-rules.swade-rules.Movement]{Allure} of 1 for a number of rounds equal to his Vigueur. Every round thereafter he must succeed at a Vigueur roll or take a level of Fatigue.<\/p>\n<p>The maximum weight a character can lift or carry is four times the listed weight.<\/p>\n<table class=\"table list-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Encumbrance<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Strength<\/th>\n<th class=\"table-column-header\" scope=\"col\">Can carry weight up to...<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>d4<\/td>\n<td>20 lbs<\/td>\n<\/tr>\n<tr>\n<td>d6<\/td>\n<td>40 lbs<\/td>\n<\/tr>\n<tr>\n<td>d8<\/td>\n<td>60 lbs<\/td>\n
|
|||
|
"name": "Gear Notes"
|
|||
|
},
|
|||
|
"Edge 03": {
|
|||
|
"text": "",
|
|||
|
"name": "Atouts 03"
|
|||
|
},
|
|||
|
"Edge 04": {
|
|||
|
"text": "",
|
|||
|
"name": "Atouts 04"
|
|||
|
},
|
|||
|
"Rate of Fire": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>Rate of Fire<\/h3>\n<p>This is the number of shots that may be fired by this weapon in a single action. See <strong>@Compendium[swade-core-rules.swade-rules.Attacks]{Ranged Weapons}<\/strong> for further details.<\/p>\n<\/div>",
|
|||
|
"name": "Rate of Fire"
|
|||
|
},
|
|||
|
"Edge 05": {
|
|||
|
"text": "",
|
|||
|
"name": "Atouts 05"
|
|||
|
},
|
|||
|
"Special Ability (Undead)": {
|
|||
|
"text": "<div class=\"swade-core\">\r\n <h3>Mort-vivant<\/h3>\r\n <div>\r\n <p>@Compendium[swade-core-rules.swade-bestiary.Zombie]{Zombies}, @Compendium[swade-core-rules.swade-bestiary.Skeleton]{squelettes}, ou horreur similaire sont très difficile à détruire.<\/p>\r\n <li>Cette abomination bénéficie d’un bonus de +2 en@Compendium[swade-core-rules.swade-rules.Characters]{Résistance} et au jet@Compendium[swade-core-rules.swade-rules.Traits]{Âme} pour annuler l’état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore les dégâts additionnels d’une @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaque ciblée},et 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} ne respire pas, ne se nourrit pas, est immunisée aux @Compendium[swade-core-rules.swade-rules.Disease]{maladies} et @Compendium[swade-core-rules.swade-rules.Poison]{poison}, ne fait pas d'@Compendium[swade-core-rules.swade-rules.Damage Effects]{Hémorragie}, Ses Blessures ne peuvent être soignées que par guérison <i>@Compendium[swade-core-rules.swade-powers.Healing]{Guérison} magique.<\/i>.<\/li>\r\n <\/div>\r\n<\/div>",
|
|||
|
"name": "Capacité spéciale (Mort-vivant)"
|
|||
|
},
|
|||
|
"Edge 06": {
|
|||
|
"text": "",
|
|||
|
"name": "Atouts 06"
|
|||
|
},
|
|||
|
"Reach": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>Reach<\/h3>\n<p>Weapons with “Reach” allow their user to make @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} attacks at the listed range. A Reach of 1, for example, allows a character to strike a target 1″ distant. Weapons without a Reach value can only strike targets at arm’s length (adjacent).<\/p>\n<p>Reach can be very important when fighting from horseback and <em>against<\/em> mounted foes (see @Compendium[swade-core-rules.swade-rules.Mounted Combat]{Mounted Combat}).<\/p>\n<\/div>",
|
|||
|
"name": "Reach"
|
|||
|
},
|
|||
|
"Edges": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Atouts<\/h1>\n<\/div>\n<div>\n<p>Vous trouverez ci-dessous une liste d'Atouts adaptés à la plupart des univers de jeux. Vous trouverez d'autres Atouts dans les univers de jeu officiels publiés pour <em>Savage Worlds<\/em>.<\/p>\n<p>Les Atouts sont regroupés par catégorie pour faciliter la création du personnage. Un résumé est disponible p. 59.<\/p>\n<p>Un Atout ne peut être choisi qu'une fois sauf indication contraire.<\/p>\n<p><strong class=\"red-text\">Prérequies:<\/strong> sous chaque Atout est indiqué le <strong>Rang<\/strong> minimim (voir @Compendium[swade-core-rules.swade-rules.Advancement]{Avancement}) pour pouvoir le sélectionner, ainsi que d'autres éventue ls prérequis comme des Attributs, des Compétences ou d'autres Atouts.<\/p>\n<\/div>\n<figure class=\"figure table-figure\">\n<figcaption class=\"figure-heading\">Résumé des Atouts<\/figcaption>\n<table class=\"table summary-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Atouts de Background<\/h2>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\">Atout<\/th>\n<th class=\"table-column-header\">Prérequis<\/th>\n<th class=\"table-column-header\">Résumé<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextre}<\/td>\n<td>N, Agi d8<\/td>\n<td>Ignore -2 @Compendium[swade-core-rules.swade-rules.Traits]{Trait} de main non directrice.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Arcanes]{Arcanes}<\/td>\n<td>N<\/td>\n<td>Donne accès à un domaine d'Arcanes du chapitre 5.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Aristocrat]{Aristocrate}<\/td>\n<td>N<\/td>\n<td>@Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale} et @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} (réseautage) +2 parmi les classes supérieures.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Brave]{Brave}<\/td>\n<td>N, Âme d6<\/td>\n<td>+2 contre la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et -2 sur la table @Compendium[swade-core-rules.swade-macros.Fear Table]{Table de terreur}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Brute]{Brute}<\/td>\n<td>N. For d6, Vig d6<\/td>\n<td>@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} lié à @Compendium[swade-core-rules.swade-rules.Characters]{Force}, peut résister à @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} avec @Compendium[swade-core-rules.swade-rules.Characters]{Force}, @Compendium[swade-core-rules.swade-rules.Range]{Portée} +1\/+2\/+4 si lancer.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Luck]{Chanceux}<\/td>\n<td>N<\/td>\n<td>+1 @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} par session.<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Great Luck]{Très chanceux}<\/td>\n<td>N, Chanceux<\/td>\n<td>+2 @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} par session.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Charismatic]{Charismatique}<\/td>\n<td>N, Âme d8<\/td>\n<td>Relance gratuite en @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Brawny]{Costaud}<\/td>\n<td>N, For d6, Vig d6<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} +1 (max. 3) et donc @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}) +1, @Compendium[swade-core-rules.swade-rules.Characters]{Force} pour @Compendium[swade-core-rules.swade-rules.Gear Notes]{Encombrement} et @Compendium[swade-core-rules.swade-rules.Characters]{Force} min.) +1 cran.<\/td>
|
|||
|
"name": "Atouts"
|
|||
|
},
|
|||
|
"Suppresive Fire": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Suppresive Fire<\/h2>\n<p>Un Tir de suppression, ou tir de couverture, permet de faire une @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{attaque de zone}. avec une arme de tir rapide. Le tireur sacrifie la précision pour faire pleuvoir des projectiles sur ses ennemis afin de les forcer à faire profil bas.<\/p>\n<p>Pour faire une telle attaque, il faut disposer d’une arme au moins aussi rapide qu’un révolver et ne nécessitant pas d’être rechargée entre chaque coup.<\/p>\n<p>Un Tir de suppression utilise le triple des munitions nécessaires pour sa<strong>@Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de tir}<\/strong> et inflige toujours un @Compendium[swade-core-rules.swade-rules.Recoil]{Recul} quelle que soit @Compendium[swade-core-rules.swade-rules.Rate of Fire]{la Cadence de tir} normale de l’arme (l'atout @Compendium[swade-core-rules.swade-edges.Rock and Roll!]{Rock and Roll!}, les bipieds et trépieds annulent le @Compendium[swade-core-rules.swade-rules.Recoil]{Recul} commed’habitude).<\/p>\n<p>Lorsqu’il fait un Tir de suppression, le tireur place un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen} sur le champ de bataille et fait un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} (avec un seul dé de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} la @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de tir}n’intervient que plus tardpour déterminer les victimes, voir ci-dessous). Fixez normalement les modificateurs de @Compendium[swade-core-rules.swade-rules.Range]{Portée}, @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité}, @Compendium[swade-core-rules.swade-rules.Recoil]{Recul}, etc., en vous basant sur le centre du Gabarit.<\/p>\n<p>Comparez ensuite le total du jet de Tir avec la Difficulté à toucher chaque cible, en tenant compte des modificateurs individuels (@Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, the @Compendium[swade-core-rules.swade-edges.Dodge]{Esquive} Edge, the <em>@Compendium[swade-core-rules.swade-powers.Deflection]{déflexion}<\/em> power, etc.). En cas de Succès, la cible est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distraite}, et en cas de@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} elle subit les @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} de l’arme sans aucun bonus.).<\/p>\n<p><strong>Nombre de victimes :<\/strong> toutes les cibles présentes dans la zone peuvent se retrouver @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distraites}, mais le nombre de victimes subissant des @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} ne peut pas dépasser la @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de tir}utilisée. Au besoin, l’attaquant choisit ses victimes parmi celles possibles.<\/p>\n<div class=\"embedded-example\">\n<p><strong>Exemple : <\/strong>Gabe tire avec une mitrailleuse sur un groupe d’insectoïdes déchaînés. Il positionne un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen} sur 5 d’entre eux et fait son jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} avec son @Compendium[swade-core-rules.swade-rules.Trait Rolls]{dé Joker}. Il dispose de l’Atout @Compendium[swade-core-rules.swade-edges.Rock and Roll!]{Rock and Roll!} et ignore donc le malus de @Compendium[swade-core-rules.swade-rules.Recoil]{Recul} mais étant à Portée Moyenne, il subit un malus de -2 à son jet. Au final, il obtient un 9 sur son jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}.<\/p>\n<p>Deux des insectoïdes se trouvaient derrière un gros rocher et disposaient ainsi d’un @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert} moyen. infligeantun malus de -4 au jet de Tir, en faisant un simple Succès : ils sont @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distrait}.<\/p>\n<p>Les t
|
|||
|
"name": "TIR DE SUPPRESSION"
|
|||
|
},
|
|||
|
"Special Ability (Wall Walker)": {
|
|||
|
"text": "<div class=\"swade-core\">\r\n <h3>Adhérence<\/h3>\r\n <div>\r\n <p>La créature a la capacité se mouvoir sur les murs. Elle marche sur les parois verticales ou aux plafonds comme un humain le fait au sol.<\/p>\r\n <p>Elle se déplace sur ces surfaces à son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} de base. Elle peut aussi y courir sauf mention contraire.<\/p>\r\n <\/div>\r\n<\/div>",
|
|||
|
"name": "Capacité spéciale (Adhérence)"
|
|||
|
},
|
|||
|
"Readying Weapons": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Readying Weapons<\/h2>\n<p>Characters may “ready” up to two items per turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action}. Readying means drawing, holstering, or otherwise moving an item into or out of a familiar and easy-to-reach location.<\/p>\n<p>Each additional item readied is an @Compendium[swade-core-rules.swade-rules.Actions]{action}, as is readying an item from a difficult location such as an ankle holster, off the floor after being @Compendium[swade-core-rules.swade-rules.Disarm]{disarmed}, or other exten­uating circumstances.<\/p>\n<\/div>",
|
|||
|
"name": "Readying Weapons"
|
|||
|
},
|
|||
|
"Special Ability (Weakness)": {
|
|||
|
"text": "<div class=\"swade-core\">\r\n <h3>Point faible<\/h3>\r\n <div>\r\n <p>Cette créature subit plus de dégâts ou ne peut être réellement Blessée que quand on attaque son Point faible. Une créature faite de glace, par exemple, pourrait subir le double de dégâts sur des attaques de @Compendium[swade-core-rules.swade-rules.Fire]{fire}. Consultez sa description pour les effets induits par son Point faible.<\/p>\r\n <\/div>\r\n<\/div>",
|
|||
|
"name": "Capacité spéciale (Point faible)"
|
|||
|
},
|
|||
|
"Red and Gabe": {
|
|||
|
"text": "",
|
|||
|
"name": "Red and Gabe"
|
|||
|
},
|
|||
|
"Reload": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>Reload<\/h3>\n<p>Reloading magazines, clips, and individual bullets in modern firearms is explained in detail in @Compendium[swade-core-rules.swade-rules.Reloading]{Reloading}.<\/p>\n<p>Some weapons, such as muskets and heavy crossbows, are much slower to reload. Once fired, the number after the word Reload is how many @Compendium[swade-core-rules.swade-rules.Actions]{actions} of reloading it takes before they can be fired again.<\/p>\n<\/div>",
|
|||
|
"name": "Reload"
|
|||
|
},
|
|||
|
"Surprise": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Surprise<\/h2>\n<p>Un combat commence souvent avant que tous les participants ne soient réellement prêts. Une embuscade, un retournement de situation inattendu ou un piège peuvent donner l’avantage à un camp.<\/p>\n<p>Lorsqu’une telle situation se produit, chaque membre du groupe conscient de la présence de l’autre est automatiquement @Compendium[swade-core-rules.swade-rules.Hold]{En Attente}. Distribuez les cartes d'action normalement au cas où l’une d’elle soit un @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Joker}.<\/p>\n<p>Chaque membre du groupe victime de l’attaque doit faire un jet de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} (s’ils ne l’ont pas déjà fait, comme par exemple pour détecter l’approche des ennemis). Ceux qui réussissent reçoivent une @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} Ceux qui échouent ne reçoivent pas de carte d'action et ne peuvent pas agir lors du premier round de combat..<\/p>\n<\/div>",
|
|||
|
"name": "Surprise"
|
|||
|
},
|
|||
|
"Reloading": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Reloading<\/h2>\n<p>Nocking an arrow or loading a stone in a sling are @Compendium[swade-core-rules.swade-rules.Actions]{free actions} that may be performed once per @Compendium[swade-core-rules.swade-rules.Actions]{action}. Reloading a crossbow bolt, clip, magazine, speed loader, or single bullet so that it’s ready to fire (chambered, cocked, etc.) is an action.<\/p>\n<p>Some weapons are slower to reload, like heavy crossbows or black powder weapons. They require a number of actions to reload, listed as “Reload X” in their description.<\/p>\n<p class=\"embedded-example\"><strong>Example:<\/strong> Gabe fires a heavy crossbow (Reload 2) as part of a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}, using his other two actions that turn to reload. Since this is three actions, his @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll is made at −4. On the following round, he can fire again at no penalty.<\/p>\n<p><strong>Running & Reloading:<\/strong> Characters who @Compendium[swade-core-rules.swade-rules.Movement]{run} and load must make an @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} roll (at the usual −2 penalty for running). Failure means no progress toward reloading was made that action.<\/p>\n<\/div>",
|
|||
|
"name": "Reloading"
|
|||
|
},
|
|||
|
"Electricity": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Electricity<\/h2>\n<p>Touching or brushing up against an electrical outlet or the kind of electric fence found around small farms requires a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} at −2. Success means the character is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted}. Failure means he’s @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.<\/p>\n<p>If the source was gripped (such as trying to climb a fence and grabbing an electrified wire), the muscles freeze up and the victim can’t let go until he makes a Vigueur roll at −4 (at the start of each turn as a free action).<\/p>\n<p>Each round the roll is failed, he takes a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. Once Incapacitated, he lets go and no further rolls are required.<\/p>\n<h3>High Voltage<\/h3>\n<p>Contact with a high voltage electrical source such as a military-level fence or power line causes 4d6 damage.<\/p>\n<p>In dramatic games, this knocks the victim away from the fence 1d4″. In more realistic games, the victim spasms and must make a Vigueur roll at −4 each turn to let go (a free action at the start of his turn). If failed, he suffers the damage each turn until he manages to let go or dies.<\/p>\n<p>Increase the damage to 5d6 if the victim is standing in water or in the rain.<\/p>\n<p><strong>Armor:<\/strong> @Compendium[swade-core-rules.swade-rules.Armor]{Armure} doesn’t protect from electrical damage unless it’s specifically designed to do so (i.e., a rubberized suit).<\/p>\n<\/div>",
|
|||
|
"name": "Electricity"
|
|||
|
},
|
|||
|
"Test": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Test<\/h2>\n<p>Là où un <strong>@Compendium[swade-core-rules.swade-rules.Support]{Soutien}<\/strong> permet à un personnage d’aider ses alliés, une Épreuve consiste à rendre les choses plus difficiles pour ses ennemis ! Qu’il s’agisse de ridiculiser un adversaire, de lui lancer du sable dans les yeux, de le toiser d’un regard d’acier ou n’importe quelle autre action susceptible de le déstabiliser.<\/p>\n<p>Pour imposer une Épreuve, le joueur décrit l’action qu’il souhaite mener et décide en accord avec le MJ de la Compétence à utiliser. Résister à une Épreuve est instinctif : l’attaquant fait un @Compendium[swade-core-rules.swade-rules.Traits]{jet de compétence} opposé à un jet de l’@Compendium[swade-core-rules.swade-rules.Traits]{attribut} lié à cette Compétence. Faire trébucher un ennemi revient à faire un jet d'@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} contre @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} de ce dernier. @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation} est lié à l'@Compendium[swade-core-rules.swade-rules.Traits]{Intellect}, résister à un sarcasme cinglant se fait donc avec cet @Compendium[swade-core-rules.swade-rules.Traits]{attribut}. Si la compétence @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, est utilisée pour initier une Épreuve, la cible résistera avec un jet @Compendium[swade-core-rules.swade-rules.Traits]{Agilité}, et non pas avec sa @Compendium[swade-core-rules.swade-rules.Characters]{Parade}.<\/p>\n<p>Si l’attaquant obtient un Succès sur le jet opposé, il choisit de rendre sa cible soit@Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distraite ou Vulnérable}. En cas de Prouesse, la cible est également @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secouée} ou peut subir d’autres effets sur décision du MJ : une victime pourrait trébucher et se retrouver au sol par exemple.<\/p>\n<p><strong>Modificateurs : <\/strong>le MJ peut décider d’appliquer un modificateur à une Épreuve. Par exemple @Compendium[swade-core-rules.swade-rules.Range]{Portée}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}, @Compendium[swade-core-rules.swade-rules.Recoil]{Recul}, etc peuvent entrer en ligne de compte pour un @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}. Par contre, un héros bénéficiant d’un bonus à sa @Compendium[swade-core-rules.swade-rules.Characters]{Parade} ne l’applique pas à son jet @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} pour résister à une Épreuve de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} puisqu’il fait un jet d’Agilité.<\/p>\n<p>Considérez également le contexte de l’action : par exemple, utiliser un @Compendium[swade-core-rules.swade-skills.Taunt]{Sarcasme} pour heurter l’égo d’un rival en appuyant là où ça fait mal peut octroyer un bonus de +2 à l’attaquant.<\/p>\n<p><strong>Répétition :<\/strong> utiliser plusieurs fois une action identique ou similaire la rend moins efficace. Le MJ peut décider d’infliger un malus voire même de décider que l’action n’a aucune chance d’aboutir.<\/p>\n<p><strong>Dés supplémentaires :<\/strong> si un personnage dispose de plusieurs dés lors d’une Épreuve, comme en utilisant une arme avec une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de tir}élevée, il lance tous les dés et choisit le meilleur en tant que total pour l’Épreuve. Il n’obtient pas plusieurs résultats et ne peut pas les répartir sur plusieurs cibles.<\/p>\n<\/div>",
|
|||
|
"name": "ÉPREUVE"
|
|||
|
},
|
|||
|
"Rifles Table": {
|
|||
|
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Rifles<\/h2>\n<div class=\"table-summary\">\n<p>Rifles can be either bolt-action, lever-action, or fed from a magazine or clip, noted in its description. Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP<\/th>\n<th class=\"table-column-header\" scope=\"col\">ROF<\/th>\n<th class=\"table-column-header\" scope=\"col\">Shots<\/th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Lever and Bolt Action Rifles<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Barrett]{Barrett}<\/td>\n<td>50\/100\/200<\/td>\n<td>2d10<\/td>\n<td>4<\/td>\n<td>1<\/td>\n<td>10<\/td>\n<td>d8<\/td>\n<td>35<\/td>\n<td>750<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. Barretts use a 10-shot removable magazine that weighs 2 lbs when loaded. They are almost always fitted with a @Compendium[swade-core-rules.swade-equipment.Rifle Scope]{lunette}.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.M1 Garand]{M1 Garand}<\/td>\n<td>24\/48\/96<\/td>\n<td>2d8<\/td>\n<td>2<\/td>\n<td>1<\/td>\n<td>8<\/td>\n<td>d6<\/td>\n<td>10<\/td>\n<td>300<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> The standard US infantry rifle in World War II.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Hunting Rifle]{Hunting Rifle}<\/td>\n<td>24\/48\/96<\/td>\n<td>2d8<\/td>\n<td>2<\/td>\n<td>1<\/td>\n<td>5<\/td>\n<td>d6<\/td>\n<td>8<\/td>\n<td>350<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Sharps Big 50]{Sharps Big 50}<\/td>\n<td>30\/60\/120<\/td>\n<td>2d10<\/td>\n<td>2<\/td>\n<td>1<\/td>\n<td>1<\/td>\n<td>d8<\/td>\n<td>11<\/td>\n<td>400<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Spencer Carbine]{Spencer Carbine}<\/td>\n<td>20\/40\/80<\/td>\n<td>2d8<\/td>\n<td>2<\/td>\n<td>1<\/td>\n<td>7<\/td>\n<td>d4<\/td>\n<td>8<\/td>\n<td>250<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Winchester ‘73]{Winchester '73}<\/td>\n<td>24\/48\/96<\/td>\n<td>2d8-1<\/td>\n<td>2<\/td>\n<td>1<\/td>\n<td>15<\/td>\n<td>d6<\/td>\n<td>10<\/td>\n<td>300<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Assault Rifles<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.AK47]{AK47}<\/td>\n<td>24\/48\/96<\/td>\n<td>2d8+1<\/td>\n<td>2<\/td>\n<td>3<\/td>\n
|
|||
|
"name": "Rifles Table"
|
|||
|
},
|
|||
|
"Mines Table": {
|
|||
|
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Mines<\/h2>\n<div class=\"table-summary\">\n<p>Mines are explosives planted beneath shallow dirt that detonate in the listed @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{blast template} when a person (for anti-personnel mines) or vehicle (for anti-tank mines) passes over them.<\/p>\n<p><strong>Minefields:<\/strong> For dramatic purposes, a character who steps on a mine should get a @Compendium[swade-core-rules.swade-skills.Notice]{Perception} roll. Success means she realizes it before stepping off and detonating it. Saving the victim requires a @Compendium[swade-core-rules.swade-skills.Repair]{Réparation} roll at −4, but failure detonates the device immediately.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP<\/th>\n<th class=\"table-column-header\" scope=\"col\">ROF<\/th>\n<th class=\"table-column-header\" scope=\"col\">Blast<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Anti-Personnel Mine]{Anti-Personnel Mine}<\/td>\n<td>—<\/td>\n<td>2d6+2<\/td>\n<td>—<\/td>\n<td>—<\/td>\n<td>SBT<\/td>\n<td>10<\/td>\n<td>100<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Anti-Tank Mine]{Anti-Tank Mine}<\/td>\n<td>—<\/td>\n<td>4d6<\/td>\n<td>—<\/td>\n<td>—<\/td>\n<td>MBT<\/td>\n<td>20<\/td>\n<td>200<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 5 vs. ½ the vehicle’s @Compendium[swade-core-rules.swade-rules.Armor]{Armure} value (round up).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bouncing Betty]{Bouncing Betty}<\/td>\n<td>—<\/td>\n<td>3d6<\/td>\n<td>—<\/td>\n<td>—<\/td>\n<td>SBT<\/td>\n<td>9<\/td>\n<td>125<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>These deadly anti-personnel mines are designed to pop up into the air and rain shrapnel down from about head-height. Only full overhead cover offers an @Compendium[swade-core-rules.swade-rules.Armor]{Armure} bonus against such devices. Simply being prone offers no protection from these deadly explosives.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Claymore Mine]{Claymore Mine}<\/td>\n<td>—<\/td>\n<td>3d6<\/td>\n<td>—<\/td>\n<td>—<\/td>\n<td>Special<\/td>\n<td>4<\/td>\n<td>75<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>Claymores fire a spray of deadly steel balls in a 60° frontal arc. Everyone within 12″ (24 yards) is automatically hit. Roll a die for all other targets up to 50″ (100 yards). Those who get an odd result are also hit.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
|
|||
|
"name": "Mines Table"
|
|||
|
},
|
|||
|
"Elves": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Elves<\/h2>\n<p>Elves are tall, thin souls with pointed ears and deep-set eyes of various colors. Whether they hail from the deep forests or hidden valleys, they are all born more graceful than humans, though somewhat slighter. Most elves live upwards of 300 years. They have fair skin and their hair includes all human colors, plus shades of silver, blue, and gold.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>AGILE<\/strong>: Elves are graceful and agile. They start with a d6 in @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} instead of a d4. This increases maximum Agilité to d12+1.<\/li>\n<li><strong>ALL THUMBS<\/strong>: Elves have an inherent dislike of mechanical objects, and thus have the @Compendium[swade-core-rules.swade-hindrances.All Thumbs]{All Thumbs} Hindrance. They shun most mechanical items and designs.<\/li>\n<li><strong>LOW LIGHT VISION<\/strong>: Elven eyes amplify light. Other races often claim they can see stars in the elves’ eyes. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Elves.webp\" alt=\"An image of an Elf\" \/><\/div>",
|
|||
|
"name": "Elves"
|
|||
|
},
|
|||
|
"The Drop": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>The Drop<\/h2>\n<p>Il arrive qu’un attaquant puisse prendre sa cible totalement par surprise. Le MJ reste seul juge des situations où une Attaque surprise est possible. C’est généralement le cas pour une cible immobilisée ou inconsciente de l’attaque, comme quand l’attaquant parvient à se glisser à quelques mètres à peine de sa victime. D’autres situations sont possibles (un sniper ciblant une cible stationnaire ignorant le danger).<\/p>\n<p>Attaquer par surprise octroie un bonus de +4 à l’attaque et aux @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} pour une @Compendium[swade-core-rules.swade-rules.Actions]{action}.<\/p>\n<p><strong>Coup assommant : <\/strong>si un personnage est @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} ou Blessé suite à une attaque surprise, il doit réussir un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} (à -2 si l’attaque ciblait la tête) ou sombrer dans l’inconscience..<\/p>\n<p>Un personnage reste assommé environ une demi-heure, ou jusqu’à un réveil approprié du point de vue dramatique selon le MJ. Notez que tout type de @Compendium[swade-core-rules.swade-rules.Damage]{dégâts}, peut provoquer un Coup assommant, pas seulement ceux à la tête.<\/p>\n<\/div>",
|
|||
|
"name": "ATTAQUE SURPRISE"
|
|||
|
},
|
|||
|
"Thirst": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Thirst<\/h2>\n<p>Un humain de taille moyenne a besoin d’environ 2 litres d’eau par jour. Cela est doublé en environnement très sec (comme le désert) ou en climat chaud et humide (comme la jungle) car le personnage se déshydrate en transpirant abondamment.<\/p>\n<p>Après une journée sans suffisamment d’eau, le personnage commence à se déshydrater et doit faire un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jet} de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} toutes les huit heures (quatre en forte chaleur ou humidité). Ce jet se fait à -2 avec moins d'une demi-ration quotidienne, à -4 sans eau. En cas d’Échec, il subit un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} il est @Compendium[swade-core-rules.swade-rules.Fatigue]{Épuisé}.<\/p>\n<p>Quand un personnage recherche de l’eau dans son environnement, utilisez la Compétence <strong>@Compendium[swade-core-rules.swade-skills.Survival]{Survie}<\/strong><\/p>\n<p><strong>Récupération :<\/strong>la victime récupère normalement de la Fatigue après avoir reçu de l’eau en suffisance.<\/p>\n<p><strong>Mort : <\/strong>un personnage @Compendium[swade-core-rules.swade-rules.Fatigue]{Incapacité} par la soif décède en 2d6 heures.<\/p>\n<\/div>",
|
|||
|
"name": "SOIF"
|
|||
|
},
|
|||
|
"Firing Into Melee": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Firing Into Melee<\/h2>\n<p>Occasionally heroes have to fire into the middle of hand-to-hand fights. The trouble is that even though we might see figures standing perfectly still on the tabletop, in “reality,” they’re circling each other, wrestling back and forth, and moving erratically. For that reason, firing into a tangle of people, such as a melee, is quite dangerous. Use the <strong>@Compendium[swade-core-rules.swade-rules.Innocent Bystanders]{Innocent Bystanders}<\/strong> rules when this occurs.<\/p>\n<\/div>",
|
|||
|
"name": "Firing Into Melee"
|
|||
|
},
|
|||
|
"Energy Skin": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>Energy Skin<\/h3>\n<p>The armor is treated with an “energy skin” (or skein) to diffuse energy, reducing damage from lasers by 4. This costs 50% of the armor treated and is very shiny, subtracting 2 from @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} rolls based on vision.<\/p>\n<\/div>",
|
|||
|
"name": "Energy Skin"
|
|||
|
},
|
|||
|
"Flamethrowers Table": {
|
|||
|
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Flamethrowers<\/h2>\n<div class=\"table-summary\">\n<p>Flamethrowers propel incendiary liquid or gas to incinerate their targets. They are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}, use the Cone Template (see <strong>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}<\/strong>), and may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.<\/p>\n<p>Armor protects normally, but flammable targets may catch fire (see <strong>@Compendium[swade-core-rules.swade-rules.Fire]{Fire}<\/strong>).<\/p>\n<p>For vehicular flamethrowers, see the @Compendium[swade-core-rules.swade-rules.Vehicular Weapons Table]{Vehicular Weapons Table}.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP<\/th>\n<th class=\"table-column-header\" scope=\"col\">ROF<\/th>\n<th class=\"table-column-header\" scope=\"col\">Shots<\/th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Flamethrower]{Flamethrower}<\/td>\n<td>Cone Template<\/td>\n<td>3d6<\/td>\n<td>—<\/td>\n<td>1<\/td>\n<td>10<\/td>\n<td>d8<\/td>\n<td>70<\/td>\n<td>300<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
|
|||
|
"name": "Flamethrowers Table"
|
|||
|
},
|
|||
|
"Three-Round Burst": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>RAFALE COURTE<\/h3>\n<p>Certaines armes militaires peuvent tirer 3 balles en une seule action sur la gâchette. Une arme ayant cette capacité tire dans ce mode 3 balles à la fois avec une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 1, bénéficiant d’un bonus de +1 en @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} et aux @Compendium[swade-core-rules.swade-rules.Damage]{dégâts}.<\/p>\n<\/div>",
|
|||
|
"name": "RAFALE COURTE"
|
|||
|
},
|
|||
|
"Evasion": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Evasion<\/h2>\n<p>Some attacks are slow or require the user to “telegraph” their delivery, like flamethrowers or dragon’s breath. Such attacks state they may be “evaded.” If an attack doesn’t say it can be evaded, it can’t—victims are simply hit if the attack is successful and take damage.<\/p>\n<p>If an attack can be evaded and the character is aware of it, he makes an @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} roll at −2. Those who are successful manage to avoid the attack and take no damage. If this was an @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone}, the GM should place the figure to the side or rear of the template as makes sense in the situation.<\/p>\n<\/div>",
|
|||
|
"name": "Evasion"
|
|||
|
},
|
|||
|
"Minimum Strength": {
|
|||
|
"text": "<div class=\"swade-core\">\n<p>Certain items have a “Minimum Strength” required to use without penalty. Note that some items list a d4 since it is possible to have a @Compendium[swade-core-rules.swade-rules.Traits]{Force} lower than d4.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>ARMOR\/WORN GEAR: <\/strong>Each die type differ­ence between the character’s Strength and the item’s Minimum Strength inflicts a −1 penalty to @Compendium[swade-core-rules.swade-rules.Movement]{Allure} (minimum of 1″), @Compendium[swade-core-rules.swade-rules.Traits]{Agilité}, and Agilité-related skill rolls. This is cumulative for those weak but determined adventurers who wear or use multiple items too heavy for their build.<\/li>\n<li><strong>MELEE\/THROWN WEAPONS: <\/strong>A thrown or melee weapon’s damage die is limited by the user’s @Compendium[swade-core-rules.swade-rules.Traits]{Force} die. If a scrawny kid (Strength d4) picks up a long sword (Str+d8), he rolls d4+d4 damage instead of d4+d8. Also, if the user’s Strength is less than its Minimum Strength, he doesn’t benefit from any of the weapon’s positive abilities such as @Compendium[swade-core-rules.swade-rules.Reach]{Reach} or @Compendium[swade-core-rules.swade-rules.Parry]{Parade} bonuses. He still retains any penalties, however.<\/li>\n<li><strong>RANGED WEAPONS: <\/strong>The user suffers a −1 attack penalty for each die step difference between his @Compendium[swade-core-rules.swade-rules.Traits]{Force} and the weapon’s minimum.<\/li>\n<\/ul>\n<\/div>",
|
|||
|
"name": "Minimum Strength"
|
|||
|
},
|
|||
|
"Touch Attack": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>ATTAQUE POUR TOUCHER<\/h2>\n<p>Un personnage qui souhaite simplement toucher son adversaire (le plus souvent pour l’affecter avec une attaque magique) bénéficie d’un bonus de +2 à son jet de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}.<\/p>\n<\/div>",
|
|||
|
"name": "ATTAQUE POUR TOUCHER"
|
|||
|
},
|
|||
|
"Falling": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Falling<\/h2>\n<p>Falling damage is 1d6+1 per 2″ (4 yards), to a maximum of 10d6+10.<\/p>\n<p><strong>Snow:<\/strong> Particularly soft ground, such as very deep snow, acts as a cushion. Every foot of soft snow reduces damage 1 point.<\/p>\n<p><strong>Water:<\/strong> A successful @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} halves damage into reasonably deep water at heights of 10″ (20 yards) or less. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} negates the damage entirely. Those who fall into water from heights greater than 20 yards take damage as if they’d hit solid earth.<\/p>\n<\/div>",
|
|||
|
"name": "Falling"
|
|||
|
},
|
|||
|
"Missiles Table": {
|
|||
|
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Missiles<\/h2>\n<div class=\"table-summary\">\n<p>Unless otherwise noted, missiles must “lock” onto their targets before they can be fired. This action is an opposed @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} roll versus the target’s maneuvering skill (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, as appropriate). Success gives the attacker a “short” lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.<\/p>\n<p>The enemy attempts to evade each missile separately by making a @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{maneuvering} roll at −4 (or −2 if the target has substantial cover to hide behind—such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means the craft goes <strong>@Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}<\/strong>.<\/p>\n<p><strong>Anti-Missile Systems: <\/strong>Warships and futuristic space vessels often have “point defense” systems to shoot down incoming missiles. Operators must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} to shoot down missiles; automated systems attack automatically. The system grants a single @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll per missile at @Compendium[swade-core-rules.swade-rules.Range]{Short Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Vitesse}—missiles move at Mach 1, a −6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} of 8 (2) (see <strong>@Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}<\/strong>).<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP<\/th>\n<th class=\"table-column-header\" scope=\"col\">ROF<\/th>\n<th class=\"table-column-header\" scope=\"col\">Blast<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.TOW Missile Launcher]{TOW}<\/td>\n<td>75\/150\/300<\/td>\n<td>5d10<\/td>\n<td>34<\/td>\n<td>1<\/td>\n<td>MBT<\/td>\n<td>207<\/td>\n<td>60K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A wire-guided missile fired from a portable or vehicle-mounted launcher. Doesn’t require a lock—just a @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll, and can’t be jammed.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Hellfire]{Hellfire}<\/td>\n<td>150\/300\/600<\/td>\n<td>5d10<\/td>\n<td>40<\/td>\n<td>—<\/td>\n<td>MBT<\/td>\n<td>100<\/td>\n<td>115K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A laser-guided missile fired from a vehicle-mounted launcher.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Sidewinder]{Sidewinder}<\/td>\n<td>100\/200\/400<\/td>\n<td>4d8<\/td>\n<td>6<\/t
|
|||
|
"name": "Missiles Table"
|
|||
|
},
|
|||
|
"Trait Rolls": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Trait Rolls<\/h2>\n<div>\n<p>Pour utiliser un Attribut ou une Compétence, lancez simplement le dé qui lui est associé. Si le résultat est 4 ou plus (la Difficulté ou Diff.), le jet est réussi ! Par exemple, si un personnage a d6 en @Compendium[swade-core-rules.swade-rules.Traits]{Force}, Force, il lance un dé à six faces. S’il fait 4 ou plus, il réussit son action.<\/p>\n<p><strong>Modificateurs :<\/strong>des circonstances peuvent modifier votre jet, comme tirer sur une cible éloignée ou chercher un indice très bien dissimulé. Certaines situations, comme une @Compendium[swade-core-rules.swade-rules.Range]{attaque à distance}, ont des modificateurs standards. C’est le MJ qui décidera des éventuels modificateurs pour des tâches plus subjectives, comme tenter de détecter une embuscade ou d’entendre une conversation à travers une lourde porte de chêne.<\/p>\n<p>De manière générale, une tâche facile, comme suivre une piste sur un terrain boueux, se fait avec un bonus de +2. Une tâche difficile, comme chercher des traces à la lumière d’une torche, s’effectue avec un malus de -2. Une tâche très difficile, comme chercher des traces sous une pluie battante, se fait avec un malus de -4.<\/p>\n<p><strong>Dés multiples :<\/strong>lorsqu’un personnage lance plusieurs dés de Trait en un seul jet, comme lors d’un tir de mitrailleuse, chaque dé est résolu séparément.<\/p>\n<h3>DÉ JOKER<\/h3>\n<p>Lors d’un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Trait}, les @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} lancent simplement le dé indiqué. Mais les @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} lancent un d6 supplémentaire et conservent le meilleur résultat des deux dés (je dé de @Compendium[swade-core-rules.swade-rules.Traits]{Trait} ou le dé Joker; Ce d6 est appelé dé Joker et peut Exploser comme les autres.<\/p>\n<p><strong>Un dé Joker par action : <\/strong>lorsqu’un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} lance plusieurs dés au sein d’une même action, comme tirer avec une mitrailleuse, il ne lance qu’un seul dé Joker.<\/p>\n<p>Le dé Joker peut remplacer un dé de @Compendium[swade-core-rules.swade-rules.Traits]{Trait} ou être laissé de côté. En aucun cas il ne peut servir à obtenir une action supplémentaire.<\/p>\n<p class=\"embedded example\"><strong>Exemple :<\/strong> un Joker viking avec l’Atout <strong>Frénésie<\/strong> (page 43). lance un dé supplémentaire lorsqu’il fait une attaque au corps-à-corps. Il lance aussi un dé Joker, mais seules deux attaques pourront porter puisque le dé Joker peut seulement remplacer un des dés de Combat, pas ajouter une autre attaque.<\/p>\n<h3>JETS EXPLOSIFS<\/h3>\n<p>Tous les jets de @Compendium[swade-core-rules.swade-rules.Traits]{Trait} and et de dégâts dans <cite>Savage Worlds<\/cite> sont dits Explosifs. Cela signifie que tant que vous obtenez le maximum possible sur un dé (un 6 sur un d6, un 8 sur un d8, etc.), vous relancez le dé et cumulez le résultat. Tout modificateur au jet s’applique au total final.<\/p>\n<p class=\"embedded-example\"><strong>Exemple :<\/strong>Red tente de sauter par-dessus une crevasse. C’est un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} avec d8 en @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}. Elle lance donc un d8 et un d6 et conserve le meilleur résultat. Dans ce cas, les deux dés Explosent (8 sur le d8 et 6 sur le d6). Elle lance le d8 à nouveau et obtient un 4, pour un total de 12. Elle relance le d6 et obtient à nouveau un 6, puis un 2, pour un total de 14. Elle franchit l’obstacle avec brio… cette fois-ci.<\/p>\n<h3>PROUESSES<\/h3>\n<p>Parfois, il est important de savoir à quel point un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Trait} est réussie. Pour chaque tranche de 4 points au-dessus de la Difficulté, on obtient une Prouesse. Si votre héro
|
|||
|
"name": "JETS DE TRAIT"
|
|||
|
},
|
|||
|
"Rocket Launchers and Torpedoes Table": {
|
|||
|
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Rocket Launchers & Torpedoes<\/h2>\n<div class=\"table-summary\">\n<p>Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. All the listed weapons are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP<\/th>\n<th class=\"table-column-header\" scope=\"col\">ROF<\/th>\n<th class=\"table-column-header\" scope=\"col\">Blast<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.AT-4]{AT-4}<\/td>\n<td>24\/48\/96<\/td>\n<td>4d8+2<\/td>\n<td>24<\/td>\n<td>1<\/td>\n<td>MBT<\/td>\n<td>15<\/td>\n<td>1500<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>A heavy American anti-tank weapon of the modern era.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bazooka]{Bazooka}<\/td>\n<td>24\/48\/96<\/td>\n<td>4d8<\/td>\n<td>8<\/td>\n<td>1<\/td>\n<td>MBT<\/td>\n<td>12<\/td>\n<td>500<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. The standard American anti-tank weapon in World War II. Additional warheads weigh 9 lbs and cost $50. WWII price.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.M203 40MM]{M203 40MM}<\/td>\n<td>24\/48\/96<\/td>\n<td>4d8<\/td>\n<td>—<\/td>\n<td>1<\/td>\n<td>MBT<\/td>\n<td>3<\/td>\n<td>1500<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. A grenade launcher mounted on the bottom of an assault rifle.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.M72 Law]{M72 LAW}<\/td>\n<td>24\/48\/96<\/td>\n<td>4d8+2<\/td>\n<td>22<\/td>\n<td>1<\/td>\n<td>MBT<\/td>\n<td>5<\/td>\n<td>750<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. The standard American anti-tank weapon in Vietnam.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Panzerschreck]{Panzerschreck}<\/td>\n<td>15\/30\/60<\/td>\n<td>4d8<\/td>\n<td>12<\/td>\n<td>1<\/td>\n<td>MBT<\/td>\n<td>20<\/td>\n<td>1000<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. Literally, the “tank terror” rocket launcher used by German forces in World War II.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Torpedo]{Torpedo}<\/td>\n<td>300\/600\/1200<\/td>\n<td>8d10<\/td>\n<td>22<\/td>\n<td>1<\/td>\n<td>LBT<\/td>\n<td>3000<\/td>\n<td>500K<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
|
|||
|
"name": "Rocket Launchers and Torpedoes Table"
|
|||
|
},
|
|||
|
"Fanatics": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Fanatics<\/h2>\n<p>Use this rule in pulp-style games where henchmen are numerous and villains are larger than life.<\/p>\n<p>When a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} enemy character is hit by a successful attack and the GM thinks it’s appropriate, one of his henchmen, goons, or other allies jumps in front of his master and takes the attack instead.<\/p>\n<\/div>",
|
|||
|
"name": "Fanatics"
|
|||
|
},
|
|||
|
"Fast Healing": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Fast Healing<\/h2>\n<p>@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} make natural @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} rolls once per day instead of every five days (or once per hour if the race has @Compendium[swade-core-rules.swade-rules.Special Ability (Regeneration)]{Special Ability - Regeneration}).<\/p>\n<p><strong>Bumps & Bruises:<\/strong> Wild Cards recover one level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} from <strong>@Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps & Bruises}<\/strong> every four hours instead of the usual 24.<\/p>\n<\/div>",
|
|||
|
"name": "Fast Healing"
|
|||
|
},
|
|||
|
"Fatigue": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Fatigue<\/h2>\n<p>Some hazards, stress, powers, or circum­stances may cause Fatigue instead of @Compendium[swade-core-rules.swade-rules.Damage]{dégâts}. This represents mental stress or minor but lingering injuries that make a person less effective. Fatigue stacks until the victim is Incapacitated.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>FATIGUED: <\/strong>The victim subtracts 1 from all @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait rolls}. If he takes another level of Fatigue, he’s Exhausted.<\/li>\n<li><strong>EXHAUSTED: <\/strong>The victim subtracts 2 from all Trait rolls. If he takes another level of Fatigue, he’s Incapacitated.<\/li>\n<li><strong>INCAPACITATED: <\/strong>The victim cannot perform actions and may be unconscious (GM’s call).<\/li>\n<\/ul>\n<h3>Recovery<\/h3>\n<p>Unless otherwise specified by the source, Fatigue and Exhaustion improve one level per hour. Incapacitated characters are helpless and may be unconscious (GM’s call) for [[\/r 2d6]] hours. If treatment is possible (food, water, etc., depending on the source of Fatigue), and a @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll is made, the character improves to Exhausted.<\/p>\n<p><strong>Mixed Fatigue: <\/strong>If a hero suffers Fatigue from different sources with different recovery times, remove one level when the effect with the shortest duration expires, then another level when the longest expires.<\/p>\n<h3>Hazards<\/h3>\n<p>Fatigue from hunger, thirst, etc., sometimes has different recovery conditions. See <strong>@Compendium[swade-core-rules.swade-rules.Hazards]{Périls}<\/strong>.<\/p>\n<\/div>",
|
|||
|
"name": "Fatigue"
|
|||
|
},
|
|||
|
"Aquarian": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Aquariens<\/h2>\n<p>Le peuple des aquariens vient des profondeurs insondables de l’océan. Résistants et puissants sous les flots, ils sont bien plus vulnérables à l’air libre ou simplement à la chaleur.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>Aquatique <\/strong>: un aquarien ne peut pas se noyer dans l’eau et s’y déplace à son Allure (voir <strong>@Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}<\/strong> p. 92 pour le déplacement normal à la nage).<\/li>\n<li><strong>Dépendance <\/strong>: un aquarien doit s’immerger dans l’eau au moins une heure toutes les 24 heures sous peine de subir un niveau de Fatigue jusqu’à @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}. Un jour après l’avoir atteint, il succombe. Chaque heure passée dans l’eau lui permet d’annuler un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.<\/li>\n<li><strong>Résistant <\/strong>: la vie des profondeurs a rendu la peau de l’aquarien épaisse et résistante. Ajoutez +1 à sa @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}.<\/li>\n<li><strong>Vision nocturne<\/strong>: un aquarien est habitué aux ténèbres des profondeurs. Il ignore les malus de Pénombre et d’Obscurité. Voir @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Aquarian.webp\" alt=\"Une image d'un Aquarien\" \/><\/div>",
|
|||
|
"name": "Aquariens"
|
|||
|
},
|
|||
|
"Futuristic Armor Table": {
|
|||
|
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Futuristic Armor<\/h2>\n<div class=\"table-summary\">\n<p><strong>@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Protection balistique}:<\/strong> Armor marked with an asterisk reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.<\/p>\n,\n<p>Apply AP only to the item's actual @Compendium[swade-core-rules.swade-rules.Armor]{Armure} value.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Item<\/th>\n<th class=\"table-column-header\" scope=\"col\">Armor<\/th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Light\/Civilian Armor<\/span> <\/span> <span class=\"table-body-description\"><strong>Energy Skin: <\/strong>Any armor listed below may be treated with an “energy skin” (or skein) to diffuse energy, reducing damage from lasers by 4. This costs 50% of the armor treated and is very shiny, subtracting 2 from @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} rolls based on vision.<\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Body Armor w\/Energy Skin]{Body Armor} (torso, arms, legs)<\/td>\n<td>+4*<\/td>\n<td>d4<\/td>\n<td>4<\/td>\n<td>200<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>Light, armored clothing made from complex polymers or advanced ballistic weave.<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Military Armor<\/span> <\/span> <span class=\"table-body-description\">Armor used by private or state forces.<\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Infantry Battle Suit]{Infantry Battle Suit} (torso, arms, legs)<\/td>\n<td>+6*<\/td>\n<td>d6<\/td>\n<td>12<\/td>\n<td>800<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>A full suit of armor with boots and gloves.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Battle Helmet]{Battle Helmet} (head, full face)<\/td>\n<td>+6*<\/td>\n<td>d6<\/td>\n<td>2<\/td>\n<td>100<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
|
|||
|
"name": "Table des Armures Futuriste"
|
|||
|
},
|
|||
|
"Fatigue (+2)": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>Fatigue (+2)<\/h3>\n<p>Powers that drain or tax an opponent can cause @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. This modifier may be attached to any @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir} that can cause damage or is resisted by the target. If she’s affected by the power in any way, she also suffers Fatigue. This cannot cause @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitation}, however.<\/p>\n<\/div>",
|
|||
|
"name": "Fatigue (+2)"
|
|||
|
},
|
|||
|
"Arcane Background (Gifted)": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Arcanes (Don)<\/h2>\n<div>\n<ul class=\"red-bullet-list\">\n<li><strong>Compétences d'arcanes : <\/strong>@Compendium[swade-core-rules.swade-skills.Focus]{Focus} (@Compendium[swade-core-rules.swade-rules.Traits]{Âme})<\/li>\n<li><strong>Pouvoir de départ : <\/strong>1<\/li>\n<li><strong>Points de pouvoir : <\/strong>15<\/li>\n<\/ul>\n<p>Le personnage dispose de capacités innées ne correspondant pas aux tropes habituels de la magie, des miracles ou des psioniques. Il peut s’agir de super-pouvoirs de bas niveau, de dons divins ou même de talents extraterrestres. Ils sont souvent inhabituels ou uniques dans leur univers.<\/p>\n<\/div>\n<\/div>",
|
|||
|
"name": "Arcanes (Don)"
|
|||
|
},
|
|||
|
"Modern Armor Table": {
|
|||
|
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Modern Armor<\/h2>\n<div class=\"table-summary\">\n<p><strong>@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Protection balistique}:<\/strong> Armor marked with an asterisk reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.<\/p>\n,\n<p>Apply AP only to the item's actual @Compendium[swade-core-rules.swade-rules.Armor]{Armure} value.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Item<\/th>\n<th class=\"table-column-header\" scope=\"col\">Armor<\/th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Cloth\/Leather<\/span> <\/span> <span class=\"table-body-description\">Heavy winter clothing, leather jacket or pants, chaps.<\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Thick Coat, Leather Jacket]{Thick Coat, Leather Jacket} (torso, arms)<\/td>\n<td>+1<\/td>\n<td>d4<\/td>\n<td>5<\/td>\n<td>100<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Leather Riding Chaps]{Leather Riding Chaps} (legs)<\/td>\n<td>+1<\/td>\n<td>d4<\/td>\n<td>5<\/td>\n<td>70<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Kevlar Riding Jacket]{Kevlar Riding Jacket} (torso, arms)<\/td>\n<td>+2<\/td>\n<td>d4<\/td>\n<td>8<\/td>\n<td>350<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Kevlar Riding Jeans]{Kevlar Riding Jeans} (legs)<\/td>\n<td>+2<\/td>\n<td>d4<\/td>\n<td>4<\/td>\n<td>175<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bike helmet]{Bike helmet} (head)<\/td>\n<td>+2<\/td>\n<td>d4<\/td>\n<td>1<\/td>\n<td>50<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Motorcycle Helmet]{Motorcycle Helmet} (head)<\/td>\n<td>+3<\/td>\n<td>d4<\/td>\n<td>3<\/td>\n<td>100<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Body Armor<\/span> <\/span> <span class=\"table-body-description\">Flak jackets, bulletproof vests, body armor, and bombproof suits.<\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Flak Jacket (Vietnam-era)]{Flak Jacket (Vietnam-era)}, torso)<\/td>\n<td>+2<\/td>\n<td>d6<\/td>\n<td>10<\/td>\n<td>40<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Kevlar Vest]{Kevlar Vest} (torso)<\/td>\n<td>+2*<\/td>\n<td>d6<\/td>\n<td>5<\/td>\n<td>200<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Kevlar Vest with ceramic inserts]{Kevlar Vest with ceramic inserts} (torso)<\/td>\n<td>+4*<\/td>\n<td>d8<\/td>\n<td>17<\/td>\n<td>500<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Kevlar helmet]{Kevlar helmet} (head)<\/td>\n<td>+4*<\/td>\n<td>d4<\/td>\n<td>5<\/td>\n<td>80<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bombproof suit]{Bombproof suit} (entire body)<\/td>\n<td>+10<\/td>\n<td>d12<\/td>\n<td>80<\/td>\n<td>25k<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>Bombproof suits aren’t built for flexibility except in the hands, which are uncovered. @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} and related skills that require more than manual dexterity cannot exceed d6 while wearing the suit, and @Compendium[swade-core-rules.swade-rules.Movement]{Allure} is reduced by 2 (in addition to @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minim
|
|||
|
"name": "Modern Armor Table"
|
|||
|
},
|
|||
|
"Mounted Combat": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Mounted Combat<\/h2>\n<p>Characters @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} from horseback (or other strange beasts) have certain advantages and disadvantages in combat, as described below.<\/p>\n<p>Mounts aren’t dealt @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards}—they act with their riders. Animals may attack any threat to their front during their rider’s action.<\/p>\n<p><strong>Horsemanship:<\/strong> Characters who wish to fight from horseback must use the lowest of their @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} or @Compendium[swade-core-rules.swade-skills.Riding]{Équitation} skills. This makes it important for cavalrymen to actually be able to ride well!<\/p>\n<p><strong>Falling:<\/strong> If a character is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}, or @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded} while mounted, or his mount is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}, he must make a @Compendium[swade-core-rules.swade-skills.Riding]{Équitation} roll. If he fails, he falls. If the mount was running (GM’s call), the rider suffers 2d4 damage (2d6 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure)}.<\/p>\n<p><strong>Missed <\/strong><strong>@Compendium[swade-core-rules.swade-rules.Attacks]{Ranged Attacks}:<\/strong> Mounts and riders are affected by the @Compendium[swade-core-rules.swade-rules.Innocent Bystanders]{Innocent Bystander} rules. If a shot intended at a rider rolls a 1, it hits the horse instead.<\/p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded} Mounts:<\/strong> When an animal is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} or @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded}, it rears or bucks. A rider must make a @Compendium[swade-core-rules.swade-skills.Riding]{Équitation} roll to stay mounted, or falls as above.<\/p>\n<h3>Charging<\/h3>\n<p>A rider on a charging horse adds +4 to his damage roll with a successful @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} attack. To be considered charging, the rider must have moved at least 6″ or more in a relatively straight line toward his foe.<\/p>\n<p><strong>Setting Weapons:<\/strong> A weapon with a @Compendium[swade-core-rules.swade-rules.Reach]{Reach} of 1 or greater can be “set” against a cavalry attack. To do so, the attacker must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} and win an opposed @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll to interrupt as usual. Whoever has the most @Compendium[swade-core-rules.swade-rules.Reach]{Reach} adds +2 to his roll.<\/p>\n<p>The winner attacks first. If successful, he adds the +4 charge bonus to his damage (whether he’s the rider or not).<\/p>\n<img src=\"modules\/swade-core-rules\/assets\/art\/MountedCombat.webp\" alt=\"Image of a Native American hiding a white horse with black spots across plains.\" \/><\/div>",
|
|||
|
"name": "Mounted Combat"
|
|||
|
},
|
|||
|
"Rules": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Rules<\/p>\n<\/div>\n<\/div>\n<div>\n<p><cite>Savage Worlds<\/cite> provides a simple framework for your tales of adventure and glory. In this chapter we show you how to make basic @Compendium[swade-core-rules.swade-rules.Trait Rolls]{skill and attribute checks}—and make your @Compendium[swade-core-rules.swade-rules.Combat]{combats} Fast, Furious, and Fun!<\/p>\n<h2>@Compendium[swade-core-rules.swade-rules.Combat]{Combat Rules}<\/h2>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards (Initiative)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Actions]{Actions}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Attacks]{Attacks}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Damage Effects]{Damage Effects}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Dealing Damage]{Dealing Damage}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Soak Rolls]{Jets d’Encaissement}<\/h3>\n<\/div>\n<br \/>\n<h2>Situational Rules<\/h2>\n<p>The core <cite>Savage Worlds<\/cite> rules are very simple—@Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll a skill die (and a Wild Die if a Wild Card)}. If the result is 4 or higher after all modifiers, you’re successful.<\/p>\n<p>In the following section are some of the more elaborate options and maneuvers characters can attempt.<\/p>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Aim] {Viser}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound and Entangled}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert et Obstacles}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Defend]{Defend}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Disarm]{Disarm}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted and Vulnerable}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Evasion]{Evasion}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Finishing Move]{Finishing Move}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Firing Into Melee]{Firing Into Melee}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Free Attacks]{Free Attacks}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Ganging Up]{Ganging Up}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Grappling]{Grappling}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Hold]{Hold}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Improvised Weapons]{Improvised Weapons}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Innocent Bystanders]{Innocent Bystanders}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Mounted Combat]{Mounted Combat}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{Nonlethal Damage}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Off-Hand Attacks]{Off-Hand Attacks}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Prone]{à terre}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Push]{Push}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Ranged Weapons In Melee]{Ranged Weapons In Melee}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Readying Weapons]{Readying Weapons}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Recoil]{Recul}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Reloadi
|
|||
|
"name": "Rules"
|
|||
|
},
|
|||
|
"Arcane Background (Magic)": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Arcanes (Magie)<\/h2>\n<div>\n<ul class=\"red-bullet-list\">\n<li><strong>Compétences d'arcanes : <\/strong>@Compendium[swade-core-rules.swade-skills.Spellcasting]{Magie} (@Compendium[swade-core-rules.swade-rules.Traits]{Intellect})<\/li>\n<li><strong>Pouvoir de départ : <\/strong>3<\/li>\n<li><strong>Points de pouvoir : <\/strong>10<\/li>\n<\/ul>\n<p>Les magiciens vont des puissants sorciers jusqu’aux vils sectateurs. Ils puisent dans l’énergie surnaturelle brute pour alimenter leurs feux anciens. Ce flux imprègne les mondes dans lesquels ils vivent et est canalisé par des gestes, des mots de puissance ou d’anciennes runes.<\/p>\n<\/div>\n<\/div>",
|
|||
|
"name": "Arcanes (Magie)"
|
|||
|
},
|
|||
|
"Traits": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Traits<\/h1>\n<\/div>\n<div>\n<p>Les personnages sont définis par leurs Traits : les Attributs et les Compétences, qui sont évalués par un type de dé. Un d6 est moyen alors que des types de dé supérieurs reflètent de meilleures capacités.<\/p>\n<p><strong>Attributs<\/strong> Les Attributs sont des capacités passives ou innées auxquelles on fait appel pour résister à des effets comme la peur ou des attaques surnaturelles. Les Compétences sont utilisées pour réaliser des actions ou affecter les autres.<\/p>\n<p>Telles sont les différences fondamentales entre ces deux concepts, à quelques exceptions près.<\/p>\n<h2>Attributs<\/h2>\n<p>ALes Attributs n’influent pas directement sur les jets de Compétence. <em>Savage Worlds<\/em> considère que les connaissances et l’entraînement, ainsi que le contexte, sont prépondérants. Un Attribut élevé permet d’améliorer plus rapidement une Compétence et donne accès à des Atouts qui vont grandement différencier deux personnages à Compétence égale.<\/p>\n<p>Chaque personnage commence le jeu avec un d4 dans chacun des cinq Attributs :<\/p>\n<p><strong>Agilité<\/strong> représente la souplesse, la dextérité et la coordination d’un personnage.<\/p>\n<p>L'<strong>Intellect<\/strong> représente l’intelligence brute d’un personnage, sa capacité de réflexion et sa vivacité d’esprit. Il est utilisé pour résister à certains types d’attaques mentales et sociales.<\/p>\n<p><strong>Âme<\/strong> représente la confiance en soi et la volonté du personnage. Elle est souvent utilisée pour résister aux attaques sociales ou surnaturelles, ainsi qu’à la Terreur.<\/p>\n<p><strong>Force<\/strong> représente la puissance et la condition physique générale. Elle sert également à déterminer les dégâts d’un personnage en combat au corps-à-corps et ce qu’il peut porter.<\/p>\n<p><strong>Vigueur<\/strong> représente l’endurance, la résistance aux maladies, poisons et toxines et le niveau de dégâts physiques qu’un héros peut supporter avant de s’écrouler. Elle est utilisé également pour résister à la Fatigue et sert de base à la caractéristique dérivée appelée Résistance.<\/p>\n<h3>UTILISER LES ATTRIBUTS<\/h3>\n<p>Les Attributs sont utilisés entre autres dans les cas suivants :<\/p>\n<ul>\n<li>déterminer le coût de l’augmentation d’une Compétence lors d’une<strong> @Compendium[swade-core-rules.swade-rules.Advancement]{Progression}<\/strong><\/li>\n<li>limiter l’accès aux <strong>@Compendium[swade-core-rules.swade-rules.Edges]{Atouts}<\/strong><\/li>\n<li>calculer les @Compendium[swade-core-rules.swade-rules.Characters]{caractéristiques dérivées} comme la Résistance ou les dégâts au corps-à-corps,<\/li>\n<li>résister aux effets de l'@Compendium[swade-core-rules.swade-rules.Grappling]{Empoignade} de certains sorts et @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoirs}, ou encore aux attaques sociales comme la@Compendium[swade-core-rules.swade-skills.Taunt]{Provocation} ou l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.<\/li>\n<\/ul>\n<h2>COMPÉTENCES<\/h2>\n<p>Les héros disposent de 12 points pour acheter des Compétences lors de la création de personnage. Une Compétence inférieure à son Attribut lié (noté entre parenthèse après son nom) est moins chère à augmenter qu’une Compétence égale ou supérieure. Voir p. 10 pour la<strong>@Compendium[swade-core-rules.swade-rules.Character Creation Summary]{Creation de personnage}<\/strong> et les <strong>@Compendium[swade-core-rules.swade-rules.Advancement]{Progressions}.<\/strong><\/p>\n<p>Les Compétences de base sont signalées par une<span class=\"red-text\">étoile rouge<\/span>, et commencent à d4 pour tous les @Compendium[swade-core-rules.swade-rules.Trait Rolls]{personnages joueurs}.<\/p>\n<p>Un personnage peut tenter une action sans posséder la Compétence, mais les choses seront naturellement plus difficiles (voir<st
|
|||
|
"name": "Traits"
|
|||
|
},
|
|||
|
"Arcane Background (Miracles)": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Arcanes (Miracles)<\/h2>\n<div>\n<ul>\n<li><strong>Compétences d'arcanes : <\/strong>@Compendium[swade-core-rules.swade-skills.Faith]{Foi} (@Compendium[swade-core-rules.swade-rules.Traits]{Âme})<\/li>\n<li><strong>Pouvoir de départ : <\/strong>3<\/li>\n<li><strong>Points de pouvoir : <\/strong>10<\/li>\n<\/ul>\n<p>Ceux qui invoquent les miracles tirent leur puissance d’une présence supérieure comme les dieux, la nature ou les esprits. Leurs pouvoirs sont généralement invoqués par quelques mots de prière ou par des rituels bien établis.<\/p>\n<p>Les faiseurs de miracles sont les champions de leurs croyances. Ils ont généralement des @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} en rapport avec leur sacerdoce, comme @Compendium[swade-core-rules.swade-hindrances.Vow]{Serment} ou @Compendium[swade-core-rules.swade-hindrances.Obligation]{Obligation}. Ils peuvent aussi avoir pour @Compendium[swade-core-rules.swade-edges.Connections]{Contacts} d’autres personnes de leur religion pouvant les aider quand leur énergie divine vient à manquer.<\/p>\n<\/div>\n<\/div>",
|
|||
|
"name": "Arcanes (Miracles)"
|
|||
|
},
|
|||
|
"Movement": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Movement<\/h2>\n<p>Characters can move a number of tabletop inches equal to their @Compendium[swade-core-rules.swade-rules.Characters]{Allure} each turn.<\/p>\n<p>Each inch of movement spent climbing, crawling, or swimming uses 2″ of Pace.<\/p>\n<p><strong>Running: <\/strong>A hero can “run” as a free action once per turn, increasing her Pace for the round by her Running die (a d6 by default) at the cost of a −2 penalty to all other actions that turn. Running dice never Ace. (The Running die is random to account for nuances of terrain not depicted on the tabletop and for the “risk to reward” decision players must make).<\/p>\n<p>Out of combat situations, a character can move twice the sum of her full Pace + maximum running die for a number of minutes equal to half her @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} die type. Thus a @Compendium[swade-core-rules.swade-edges.Fleet-Footed]{Fleet-Footed} character with @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} d6 can sprint at a Pace of 32 for three minutes.<\/p>\n<p><strong>Difficult Ground: <\/strong>Each inch a hero walks or runs over rough terrain such as thick forest, up or down a steep incline, slippery ice, etc., count as 2″ of her Pace. Crawling is unaffected by Difficult Ground.<\/p>\n<p><strong>Hazards:<\/strong> If the GM feels movement is hazardous for some reason—climbing under duress, swimming a fast-moving river, walking a tightrope—she can require an @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll to move. Success means she continues on normally. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} the character takes @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} from <strong>@Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps & Bruises}<\/strong>, falls if climbing or in a precarious position <strong>(@Compendium[swade-core-rules.swade-rules.Falling]{Falling}<\/strong>), or drowns if swimming (<strong>@Compendium[swade-core-rules.swade-rules.Drowning]{Drowning}<\/strong>).<\/p>\n<h3>Other Movement Issues<\/h3>\n<ul class=\"red-bullet-list\">\n<li><strong>JUMPING: <\/strong>Characters can jump 1″ (two yards) horizontally, or 0.5″ vertically as a free action. Double these numbers if the hero can run at least 2″ (four yards) prior to the jump. If the hero chooses, she may make an @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll as an action to increase her horizontal distance by 1″ (2″ with a raise), or half that vertically. Jumping does not allow a character to exceed her total Pace for the turn.<\/li>\n<li><strong>PRONE: <\/strong>A character may fall prone as a free action during her turn. She may crawl while prone. Standing is a free action but reduces total Pace for the turn by 2.<\/li>\n<\/ul>\n<\/div>",
|
|||
|
"name": "Movement"
|
|||
|
},
|
|||
|
"Innocent Bystanders": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Innocent Bystanders<\/h2>\n<p>When an attacker misses a @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} or @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (lancer) roll, it may sometimes be important to see if any other targets in the line of fire were hit. The GM should only use this rule when it’s dramatically appropriate—not for every missed shot in a hail of gunfire.<\/p>\n<p>Each @Compendium[swade-core-rules.swade-rules.Trait Rolls]{skill die} that’s a 1 hits a random victim adjacent to or directly in the line of fire to the original target. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Wild dice} never hit innocent bystanders.<\/p>\n<p>A @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} must miss with his Wild Die for a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{RoF} 1 weapon to hit an Innocent Bystander (except for @Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns}, see below).<\/p>\n<p>This means it’s sometimes easier to hit an adjacent victim than the original target. That may not be entirely realistic, but is simple, dramatic, and requires some care in tight tactical situations.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>@Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 2+ or @Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns}:<\/strong> Weapons that spray bullets or buckshot are much more likely to hit others. Each skill die that rolls a 1 or a 2 hits a bystander.<\/li>\n<\/ul>\n<\/div>",
|
|||
|
"name": "Innocent Bystanders"
|
|||
|
},
|
|||
|
"Runes": {
|
|||
|
"text": "",
|
|||
|
"name": "Runes"
|
|||
|
},
|
|||
|
"Saurians": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Saurians<\/h2>\n<p>Lizard men typically come from steaming jungles or deep deserts where they have unique civilizations unknown to other sentient races.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>ARMOR +2<\/strong>: Saurians have scaly skin that acts as leather @Compendium[swade-core-rules.swade-rules.Armor]{Armure}.<\/li>\n<li><strong>BITE<\/strong>: A saurian’s fangs are <strong>@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}<\/strong> that cause Strength+d4 damage.<\/li>\n<li><strong>ENVIRONMENTAL WEAKNESS<\/strong>: Though not truly cold-blooded, saurians are poorly suited for frigid conditions. They suffer a −4 penalty to resist @Compendium[swade-core-rules.swade-rules.Cold]{cold} environmental effects, and suffer +4 damage from cold-based attacks.<\/li>\n<li><strong>KEEN SENSES<\/strong>: Saurians have acute senses, giving them the @Compendium[swade-core-rules.swade-edges.Alertness]{Alertness} Edge.<\/li>\n<li><strong>LOW LIGHT VISION<\/strong>: Rakashan eyes amplify light. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.<\/li>\n<li><strong>OUTSIDER (Minor)<\/strong>: Most races distrust saurians for some reason. Perhaps it is their strange ways and customs, their often-sibilant speech, or an ancient subconscious fear of their reptilian ancestors. Saurians subtract 2 from @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls with all but others of their kind.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Saurians.webp\" alt=\"An image of a Saurian\" \/><\/div>",
|
|||
|
"name": "Saurians"
|
|||
|
},
|
|||
|
"Game Mastering": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Game Mastering<\/p>\n<\/div>\n<\/div>\n<div>\n<p>A group of heroes embarks upon an epic quest. Terrible monsters and bitter rivals oppose them. The elements are against them. Mysteries must be solved, artifacts found, innocents saved.<\/p>\n<p>It’s your privilege as Game Master to bring all these fantastic elements to life, challenging your players with adventure beyond their wildest imaginations and providing a framework to find out if they succeed or fail in their ultimate goal.<\/p>\n<p>This is the fun of being a Game Master—creating, managing, and presenting an entire world of excitement and adventure to your friends and peers. It can be one of the most satisfying entertainment experiences in existence and <cite>Savage Worlds<\/cite> is designed to help you ruthlessly wring every tension-filled moment and gut-busting laugh from it.<\/p>\n<p>So now you’ve read the rules and probably have more ideas for a new campaign than you know what to do with, but before you dive in, let’s take a moment to talk about the art of being a good Game Master, leading your group, creating worlds, and putting together memorable and exciting adventures.<\/p>\n<h3>Learning The Rules<\/h3>\n<p>Don’t be intimidated by all the rules in <cite>Savage Worlds<\/cite>. They’re meant to handle most everything under the sun, but all you need to start is how to resolve @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait Rolls} and basic @Compendium[swade-core-rules.swade-rules.Combat]{combat}.<\/p>\n<p>Everything else in this book, from all those @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Chase} maneuvers to @Compendium[swade-core-rules.swade-rules.Interludes]{Interludes} and @Compendium[swade-core-rules.swade-rules.Rules] {Règles de situation} can be ignored until you need them.<\/p>\n<p>A great way to learn the core rules is to run a simple fight on your own first. Put a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} fighter and three skeletons on the table in front of you and have at it. Your only goal is to get a feel for rolling the dice, figuring totals from @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Aces} and modifiers, rolling and @Compendium[swade-core-rules.swade-rules.Dealing Damage]{applying damage}, and @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soaking} @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds}.<\/p>\n<p>Once you’ve got the hang of that, you’re ready to run your first game. Don’t worry if you and your friends have to look a few things up the first time. And don’t be afraid not to look things up and just wing it if you’re in the middle of a good story and want to move on. The vast majority of the experience is just you and your friends talking and making some skill rolls. All those extra rules are there when you want or need them to help make a decision.<\/p>\n<h3>Your Game<\/h3>\n<p>You might think the first step in starting a new game is finding a group of people to play with. That is important, but don’t do that yet. First get <em>yourself<\/em> excited. Figure out what you want to run and start jotting down ideas. Do that and you’ll likely get all your friends excited as well.<\/p>\n<p>Once you’ve figured out what kind of setting you want to run, ask yourself what types of characters your friends might play. What might a typical adventure be like? Write down what makes your game cool, who the bad guys are, what kinds of magic or other supernatural aspects are present, and what your basic storyline is. If you have these elements, you likely have enough information to get your friends excited and ready to play.<\/p>\n<h3>Game Nights<\/h3>\n<p>Now it’s time to recruit some players. You have a great campaign idea and enough information about it to explain it to your friends. The next step is to find out who wants to play and when they can get together.<\/p>\n<
|
|||
|
"name": "Game Mastering"
|
|||
|
},
|
|||
|
"Lingering Damage (+2)": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>Lingering Damage (+2)<\/h3>\n<p>The target is hit by fire, intense cold, acid, gnawing insects, or some other @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect} that continues to cause damage after the initial attack. On the victim’s next turn, he suffers the power’s base damage minus one die type (one additional turn only). If hit with a 2d6 <em>@Compendium[swade-core-rules.swade-powers.Bolt]{éclairs}<\/em>, for example, the victim takes 2d4 damage at the start of his next turn. If the base damage is already a d4 die type, it loses a die instead.<\/p>\n<\/div>",
|
|||
|
"name": "Lingering Damage (+2)"
|
|||
|
},
|
|||
|
"Vehicular Weapons Table": {
|
|||
|
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Vehicular Weapons<\/h2>\n<div class=\"table-summary\">\n<p>Vous trouverez ci-dessous les armes montées les plus communes de l’ère contemporaine et au-delà. Toutes à l’exception des mitrailleuses et des gatlings laser sont des @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{ARMES LOURDES}.<\/p>\n<p><strong>Cadence de tir minimum: <\/strong>les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{cadence de tir} de 3 ou plus ont une cadence de tir de 2 au minimum.<\/p>\n<p><strong>Lance-flammes lourds : <\/strong> les lance-flammes montés ont des portées supérieures à leurs équivalents portables. Le tireur peut utiliser le Gabarit de cône ou tirer sur un Gabarit moyen jusqu’à une distance de 18 cases (utilisez le centre du Gabarit pour la portée réelle). Ce tir peut être soumis à une déviation (voir <strong>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone}<\/strong>).<\/p>\n<p><Canons et canons antichar <\/strong>ces armes peuvent tirer des munitions perforantes @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Pénétration d’armure} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).<\/p>\n<p><strong>Prix : <\/strong>les prix d’armes militaires sont grandement variables en fonction de l’univers. Considérez les prix ci-dessous comme une base pour déterminer les prix réels.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP Rounds<\/th>\n<th class=\"table-column-header\" scope=\"col\">HE Rounds<\/th>\n<th class=\"table-column-header\" scope=\"col\">ROF<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Mitrailleuse}<\/td>\n<td>30\/60\/120<\/td>\n<td>2d8+1, AP 2<\/td>\n<td>—<\/td>\n<td>3<\/td>\n<td>750<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes}<\/td>\n<td>50\/100\/200<\/td>\n<td>2d10, AP 4<\/td>\n<td>—<\/td>\n<td>3<\/td>\n<td>1000<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Heavy Flamethrower]{Lance-flamme lourd}<\/td>\n<td>Cone or MBT<\/td>\n<td>—<\/td>\n<td>3d8<\/td>\n<td>1<\/td>\n<td>1000<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.20mm Cannon]{canon de 20 mm}<\/td>\n<td>50\/100\/200<\/td>\n<td>2d12, AP 4<\/td>\n<td>—<\/td>\n<td>4<\/td>\n<td>50K<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.25mm Cannon]{canon de 25 mm}<\/td>\n<td>50\/100\/200<\/td>\n<td>3d8, AP 4<\/td>\n<td>—<\/td>\n<td>3<\/td>\n<td>75K<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.30mm Cannon]{canon de 30 mm}<\/td>\n<td>50\/100\/200<\/td>\n<td>3d8, AP 6<\/td>\n<td>—<\/td>\n<td>3<\/td>\n<td>200K<\/td>\n<\/tr>\n<tr>\n<td><span style=\"white-space: nowrap;\">40mm Cannon (@Compendium[swade-core-rules.swade-equipment.40mm Cannon (AP Rounds)]{AP}\/@Compendium[swade-core-rules.swade-equipment.40mm Cannon (HE Rounds)]{HE})<\/span><\/td>\n<td>75\/150\/300<\/td>\n<td>4d8, AP 5<\/td>\n<td>3d8, AP 2, MBT<\/td>\n<td>4<\/td>\n<td>200K<\/td>\n<\/tr>\n<tr>\n<td><span style=\"white-space: nowrap;\">2 pd AT Gun (@Compendium[swade-core-rules.swade-equipment.2 pd AT Gun (AP Rounds)]{AP}\/@Compendium[swade-core-rules.swade-equipment.2 pd AT Gun (HE Rounds)]{HE})<\/span><\/td>\n<td>75\/150\/300<\/td>\n<td>4d8, AP 5<\/td>\n<td>3d6, AP 2, MBT<\/td>\n<td>1<\/td>\n<td>75K<\/td>\n<\/tr>
|
|||
|
"name": "Armes de véhicules (Table)"
|
|||
|
},
|
|||
|
"Machine Guns Table": {
|
|||
|
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Machine Guns<\/h2>\n<div class=\"table-summary\">\n<p>Machine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.<\/p>\n<p><strong>Weapon Mount:<\/strong> Most machine-guns require a bipod, tripod, or vehicle mount to fire, which eliminates any Strength requirement and the <strong>@Compendium[swade-core-rules.swade-rules.Recoil]{Recul}<\/strong> penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.<\/p>\n<p><strong>Minimum Rate of Fire:<\/strong> Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.<\/p>\n<p><strong>Reloading:<\/strong> Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP<\/th>\n<th class=\"table-column-header\" scope=\"col\">ROF<\/th>\n<th class=\"table-column-header\" scope=\"col\">Shots<\/th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Browning Automatic Rifle]{Browning Automatic Rifle}<\/td>\n<td>20\/40\/60<\/td>\n<td>2d8<\/td>\n<td>2<\/td>\n<td>3<\/td>\n<td>20<\/td>\n<td>d8<\/td>\n<td>17<\/td>\n<td>300<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 1 to 3. Uses magazines (one action to @Compendium[swade-core-rules.swade-rules.Reload]{Reload} instead of the usual 2).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Gatling]{Gatling}<\/td>\n<td>24\/48\/96<\/td>\n<td>2d8<\/td>\n<td>2<\/td>\n<td>3<\/td>\n<td>100<\/td>\n<td>NA<\/td>\n<td>170<\/td>\n<td>500<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Minigun]{Minigun}<\/td>\n<td>30\/60\/120<\/td>\n<td>2d8+1<\/td>\n<td>2<\/td>\n<td>5<\/td>\n<td>4000<\/td>\n<td>d10<\/td>\n<td>85<\/td>\n<td>100K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> Minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3, requires backpack harness with ammo which weighs an additional 85 pounds when full (carries 4000 linked rounds).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.M2 Browning]{M2 Browning}<\/td>\n<td>50\/100\/200<\/td>\n<td>2d10<\/td>\n<td>4<\/td>\n<td>3<\/td>\n<td>200<\/td>\n<td>NA<\/td>\n<td>84<\/td>\n<td>1500<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.M60]{M60}<\/td>\n<td>30\/60\/120<\/td>\n<td>2d8+1<\/td>\n<td>2<\/td>\n<td>3<\/td>\n<td>100<\/td>\n<td>d8<\/td>\n<td>33<\/td>\n<td>6000<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.MG42]{MG42}<\/td>\n<td>30\/60\/120<\/td>\n<td>2d8+
|
|||
|
"name": "Machine Guns Table"
|
|||
|
},
|
|||
|
"Multi-Actions": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Multi-Actions<\/h2>\n<p>Characters can perform up to three @Compendium[swade-core-rules.swade-rules.Actions]{actions} on their turn. Each additional action beyond the first inflicts a −2 penalty to all actions. Taking two actions, for example, incurs a −2 penalty to both, and three actions is a −4 penalty.<\/p>\n<p>@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} get their Wild Die on each action as usual.<\/p>\n<p>All actions must be declared at the start of the turn and before any dice are rolled. Penalties remain even if a later action doesn’t happen (usually because it was dependent on an earlier success).<\/p>\n<p><strong>Movement and Multiple Actions:<\/strong> A chara­cter may perform multiple actions at different points in his @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}.<\/p>\n<p><strong>Free Actions:<\/strong> Multi-Action penalties do not apply to @Compendium[swade-core-rules.swade-rules.Actions]{free actions}.<\/p>\n<\/div>",
|
|||
|
"name": "Multi-Actions"
|
|||
|
},
|
|||
|
"Watercraft Table": {
|
|||
|
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Watercraft<\/h2>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Vehicle<\/th>\n<th class=\"table-column-header\" scope=\"col\">Size<\/th>\n<th class=\"table-column-header\" scope=\"col\">Handling<\/th>\n<th class=\"table-column-header\" scope=\"col\">Top Speed (MPH)<\/th>\n<th class=\"table-column-header\" scope=\"col\">Toughness<\/th>\n<th class=\"table-column-header\" scope=\"col\">Crew<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Galleon]{Galion}<\/td>\n<td>14 (Gigantesque)<\/td>\n<td>-2<\/td>\n<td>9<\/td>\n<td>20 (4)<\/td>\n<td>20+80<\/td>\n<td>300K+<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure Lourde}. <strong><em>Armes: <\/em><\/strong>16 à 46; @Compendium[swade-core-rules.swade-rules.Cannons Table]{Cannon} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes à gauche} and @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes à droite}).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Galley]{Galère}<\/td>\n<td>13 (Gigantesque)<\/td>\n<td>-1<\/td>\n<td>20<\/td>\n<td>20 (4)<\/td>\n<td>20+100<\/td>\n<td>150K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure Lourde}. Propulsée par voiles et par rames. <strong><em>Armes: <\/em><\/strong>@Compendium[swade-core-rules.swade-equipment.Catapult]{Catapulte} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers l’avant}).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Hydrofoil]{Hydrofoil}<\/td>\n<td>10 (Énorme)<\/td>\n<td>0<\/td>\n<td>70<\/td>\n<td>15 (3)<\/td>\n<td>1+9<\/td>\n<td>400K+<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Patrol Boat, River]{Patrouilleur fluvial}<\/td>\n<td>7 (Grand)<\/td>\n<td>+1<\/td>\n<td>32<\/td>\n<td>15 (4)<\/td>\n<td>4<\/td>\n<td>700K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure Lourde}. <strong><em>Armes: <\/em><\/strong> 2 @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} ; @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{jumelées} (Front @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pivot})vers l’avant, 2; @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{mitrailleuses (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes à gauche} and @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes à droite}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pivot vers l’arrière}).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.PT Boat (WW2)]{Vedette-torpilleur}<\/td>\n<td>12 (Gigantesque)<\/td>\n<td>+1<\/td>\n<td>40<\/td>\n<td>14 (2)<\/td>\n<td>10<\/td>\n<td>250K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure Lourde}. <strong><em>Armes: <\/em><\/strong> @Compendium[swade-core-rules.swade-equipment.M2 Browning]{M2 Browning 50 cal MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Sur axe} avant), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{sur axe} arrière), 4 tubes de; @Compendium[swade-
|
|||
|
"name": "Véhicules navals (Table)"
|
|||
|
},
|
|||
|
"Selective (+1)": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>Selective (+1)<\/h3>\n<p>With intense focus, the caster can choose not to affect any or all individual targets within a power’s @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{area of effect} (picking all enemies instead of allies in a <em>@Compendium[swade-core-rules.swade-powers.Blast]{blast}<\/em>, for example).<\/p>\n<\/div>",
|
|||
|
"name": "Selective (+1)"
|
|||
|
},
|
|||
|
"Setting Rules": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Setting Rules<\/h1>\n<\/div>\n<div>\n<p><cite>Savage Worlds<\/cite> range from dark and gritty detective tales to cinematic epics to political thrillers. These rules provide a great framework for anything you want to do, but adding the right Setting Rules really brings the world and the action to life!<\/p>\n<p><strong>When to Use These Rules:<\/strong> Setting Rules accommodate different play styles and help emulate genres or tropes of established settings—like those of a book or movie that’s inspired you. This lets you easily tweak the rules to make a gritty crime drama more bloody, or an adventurous space romp more fun—all without changing the core of the game.<\/p>\n<p><strong>The Basics:<\/strong> Each Setting Rule is different. Some apply during @Compendium[swade-core-rules.swade-rules.Character Creation Summary]{character creation} while others tweak @Compendium[swade-core-rules.swade-rules.Combat]{Combat}, @Compendium[swade-core-rules.swade-rules.Traits]{Compétences}, or even @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} use in some way.<\/p>\n<aside class=\"gray-slate\">\n<h2>Setting Rule Checklist<\/h2>\n<p>Use the following list to choose the Setting Rules for your game, coloring in the dots so everyone in the group knows which rules are in effect.<\/p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Born A Hero]{Born A Hero}:<\/strong> Player characters ignore @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} requirements for @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} during @Compendium[swade-core-rules.swade-rules.Character Creation Summary]{character creation}.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Conviction]{Conviction}:<\/strong> Heroes gain Conviction Tokens that can be used to add a d6 to all @Compendium[swade-core-rules.swade-rules.Traits]{Traits} and @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} rolls for one round. Conviction is awarded for triumph (overcoming a great obstacle important to that character), and tragedy (a personal setback, death of a friend or ally, etc). Conviction effects may be extended by spending a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny}.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Creative Combat]{Creative Combat}:<\/strong> A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} on a @Compendium[swade-core-rules.swade-rules.Test]{Test} allows the character to roll on a @Compendium[swade-core-rules.swade-tables.Creative Combat]{special table} that grants additional effects.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Dumb Luck]{Dumb Luck}:<\/strong> Characters may spend a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} after a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, allowing another chance for success in unusual and unexpected ways.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Dynamic Backlash]{Dynamic Backlash}:<\/strong> A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} on an @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} skill roll forces the player to roll on a @Compendium[swade-core-rules.swade-rules.Dynamic Backlash]{special table} with various chaotic results.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Fanatics]{Fanatics}:<\/strong> Enemy thugs take the damage for their masters.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Fast Healing]{Fast Healing}:<\/strong> Characters make natural @Compendium[swade-core-rules.swade-rules.Healing]{Guérison} rolls once per day instead of every five days, and recover a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} from @Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps & Bruises} every four hours instead of every day.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Heroes Never Die]{Heroes Never Die}:<\/strong> He
|
|||
|
"name": "Setting Rules"
|
|||
|
},
|
|||
|
"Multiple Languages": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Multiple Languages<\/h2>\n<p>Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, all characters have the @Compendium[swade-core-rules.swade-edges.Linguist]{Linguist Edge} for free, and ignore its usual Requirements.<\/p>\n<p>A character who actually takes the Linguist Edge knows a number of languages equal to her @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} (instead of half her Intellect).<\/p>\n<\/div>",
|
|||
|
"name": "Multiple Languages"
|
|||
|
},
|
|||
|
"Finishing Move": {
|
|||
|
"text": "<div class=\"swade-core\">\r\n <h2>Finishing Move<\/h2>\r\n \r\n <p>A completely helpless victim may be dispatched with a lethal weapon of some sort as an action. This is automatic unless the GM decides there’s a special situation, such as a particularly tough or naturally armored victim, a chance for escape, and so on.<\/p>\r\n <p>The killer must usually dispatch his foe up close and personal, but the GM may occasionally let Finishing Moves be performed at range if the situation warrants.<\/p>\r\n<\/div>",
|
|||
|
"name": "Finishing Move"
|
|||
|
},
|
|||
|
"Born A Hero": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Born A Hero<\/h2>\n<p>Le héros peut ignorer le prérequis de @Compendium[swade-core-rules.swade-rules.Advancement]{Rang} en choisissant ses @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} à la @Compendium[swade-core-rules.swade-rules.Character Creation Summary]{création de PJ}. Il doit par contre respecter les autres prérequis. La règle du prérequis de Rang s’applique normalement par la suite.<\/p>\n<\/div>",
|
|||
|
"name": "Naissance d'un héros"
|
|||
|
},
|
|||
|
"Natural Weapons": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Natural Weapons<\/h2>\n<p>Creatures with natural weapons such as fangs, claws, or horns may attack with any or all of them using their @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} skill. Damage is stated for character races and beasts in their various descriptions.<\/p>\n<p>Creatures with natural weapons are always considered armed. This means they aren’t an <strong>@Compendium[swade-core-rules.swade-rules.Unarmed Defender]{Unarmed Defender}<\/strong> and foes @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} with <strong>@Compendium[swade-core-rules.swade-rules.Two Weapons]{Two Weapons}<\/strong> gain no advantage against them. Here are a few additional notes for each type of attack:<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>BITE:<\/strong> The creature may bite a target it’s grappled (most attackers can only crush their prey, see <strong>@Compendium[swade-core-rules.swade-rules.Grappling]{Grappling}<\/strong>).<\/li>\n<li><strong>CLAWS:<\/strong> +2 to @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (climbing) rolls on any rough or soft surface (not sheer steel, glass, etc.).<\/li>\n<li><strong>HORNS:<\/strong> Add +4 @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} at the end of one @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} action in which it @Compendium[swade-core-rules.swade-rules.Movement]{Runs}, moves at least 5″(10 yards), and successfully hits with its horns.<\/li>\n<\/ul>\n<\/div>",
|
|||
|
"name": "Natural Weapons"
|
|||
|
},
|
|||
|
"Bound and Entangled": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Entravé et immobilisé<\/h2>\n<p>@Compendium[swade-core-rules.swade-rules.Grappling]{Empoignade} et les pouvoirs comme @Compendium[swade-core-rules.swade-powers.enchevêtrement]{enchevêtrement} peuvent provoquer des états Entravé ou Immobilisé. Voici leur signification et comment s’en débarrasser : <\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>ENTRAVÉ: <\/strong> la victime ne peut pas se déplacer et est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distraite}tant qu’elle est dans cet état.<\/li>\n<li><strong>IMMOBILISÉ: <\/strong> la victime ne peut pas se déplacer, est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distraite et Vulnérable} tant qu’elle est dans cet état, et ne peut effectuer aucune action physique autre que tenter de se libérer.<\/li>\n<\/ul>\n<p>Se libérer est une @Compendium[swade-core-rules.swade-rules.Actions]{Action}. En cas de Succès, le personnage parvient à se défaire d’une source d’immobilisation ou d’entrave. Un personnage Immobilisé devient Entravé et se libère complètement avec une Prouesse.:<\/p>\n<p><strong>Se libérer d’un adversaire : <\/strong>utilisez les règles d’<strong>@Compendium[swade-core-rules.swade-rules.Grappling]{Empoignade}<\/strong> (voir ci-contre) inversées pour vous libérer d’un adversaire : la victime initie un jet d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} opposé (ou de @Compendium[swade-core-rules.swade-rules.Traits]{Force} à -2 au choix de chaque protagoniste).En cas de Succès, l’état de la vic-time s’améliore d’un cran, ou de deux avec une Prouesse. Un personnage @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} maintient sa prise. Il la perd néanmoins s’il est @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}. <strong>Se libérer d’un objet inanimé : <\/strong> s’échapper d’une toile d’araignée, d’un filet ou du pouvoir <em>@Compendium[swade-core-rules.swade-powers.enchevêtrement]{enchevêtrement}<\/em> se fait grâce à un jet de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Force} -2 ou @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (au choix de la victime) au choix de la victime, auquel on applique d’éventuels malus propres à l’effet combattu. Une toile particulièrement collante d’une espèce spécifique d'araignée géante, par exemple, pourrait infliger un malus de -2 à tous les jets pour s’en libérer. Quoi qu’il en soit, se libérer est une action et les résultats sont les mêmes que face à un adversaire.<\/p>\n<p>Des personnages et leurs alliés peuvent également détruire la source d’une immobilisation (voir <strong>@Compendium[swade-core-rules.swade-rules.Casser des trucs]{Casser des trucs}<\/strong>). Les toiles, cordes et autres filets ont généralement une Solidité de 4 et doivent être coupés avec une arme tranchante.<\/p>\n<\/div>",
|
|||
|
"name": "Entravé et immobilisé"
|
|||
|
},
|
|||
|
"Blast Templates": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Gabarits<\/h2>\n<p> Voici les tailles des gabarits d'explosion en pouces à utiliser sur une grille. Si vous utilisez une grille autre que 1 pouce, veillez à mettre à l'échelle vos modèles de manière appropriée.<\/p>\n<p><em>Veuillez consulter la documentation <cite>Savage Worlds<\/cite> pour votre VTT préféré pour savoir comment les appliquer automatiquement à la table.<\/em><\/p>\n<ul>\n<li>Les modèles de cône mesurent 9 pouces de long et 3pouces de large à leur point le plus large<\/li>\n<li>Les grands gabarits mesurent 6 pouces de diamètre.<\/li>\n<li>Les gabarits moyens mesurent 4 pouces de diamètre<\/li>\n<li>Les petits gabarits mesurent 2 pouces de diamètre.<\/li>\n<li>Le gabarit de rotation à un angle de 45 degrés.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/burst-templates.webp\" alt=\"Petit, moyen, et grand gabarits\" \/> <img src=\"modules\/swade-core-rules\/assets\/art\/cone-templates.webp\" alt=\"Cone Template measurement\" \/><\/div>",
|
|||
|
"name": "Gabarits"
|
|||
|
},
|
|||
|
"Networking": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Networking<\/h1>\n<\/div>\n<div>\n<p>Your heroes often need to spend some time finding information or asking for favors. You can roleplay these encounters out, or you can allow them to use their skills in a “macro” sense—summing up hours of effort with a single roll.<\/p>\n<p>@Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} is the nice way of interacting with one’s contacts. The flip side of the coin is @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}. Either can get the job done but in slightly different ways, as shown below.<\/p>\n<p><strong>When to Use These Rules:<\/strong> Networking is a good way for social characters to spend their time while bookworm types are doing @Compendium[swade-core-rules.swade-skills.Research]{Research}.<\/p>\n<p><strong>The Basics:<\/strong> Characters use their Persuasion or Intimidation to gather favors or information. As always, the GM should apply any bonuses or penalties appropriate to the situation.<\/p>\n<h3>Persuasion (The Nice Way)<\/h3>\n<p>Characters use @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} to socialize within their various social circles for information or favors. When used in this way, Persuasion isn’t a single exchange but several hours of networking, hobnobbing, carousing, drinks, gifts, bribes, or entertaining. This might represent time at the office, a series of meetings with important people, or (most commonly) an evening of dinner and drinks.<\/p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} grants most of what the character wants, though it may take a while, cost some money, or require a favor in return. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} either gets more of whatever he was looking for, or at a lower cost.<\/p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the hero’s efforts are in vain. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means he’s cut off from that particular group for a while (up to the GM but typically about a week). <\/p>\n<p><strong>Money Talks:<\/strong> You can catch more flies with honey than vinegar, the saying goes. A character with a little lucre to spread around adds +2 to her networking attempt by spending money on better bribes, gifts, or wining and dining her contacts.<\/p>\n<p>The amount required is up to the GM, the setting, and the nature of the contact(s) she interacts with. As a rule of thumb, use the setting’s Starting Funds and modify as appropriate from there.<\/p>\n<h3>Intimidation (The Not-So-Nice-Way)<\/h3>\n<p>@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} can also be used to gather information, call in favors, or make demands, but it’s a little less savory.<\/p>\n<p>Each attempt to “work the streets” takes several hours of threats and general unpleasantness, rousting the local populace for whatever the hero needs.<\/p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} grants the character most of what she wants, though her victims might decide to get some payback later on. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} means she gets more info, gets it faster, or her victims are too scared or otherwise preoccupied to plot revenge.<\/p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the goon doesn’t get anything useful. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means she ends the evening with a fat lip, black eye, or broken nose (see <strong>@Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps & Bruises}<\/strong>). She can work her contacts again the next day, but they’re more likely to be waiting for her this time!<\/p>\n<p><strong>Busting Heads:<\/strong> The bruiser can improve her odds by getting more violent or extreme than usual. This alienates her contacts f
|
|||
|
"name": "Networking"
|
|||
|
},
|
|||
|
"Breaking Things": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Breaking Things<\/h2>\n<p>À l’occasion, un personnage peut avoir besoin de casser quelque chose comme une arme, une serrure ou une porte. Un objet inerte a une @Compendium[swade-core-rules.swade-rules.Characters]{Parade} de 2 ou celle de son porteur s’il est tenu. Si les dégâts d’une attaque égalent ou dépassent sa Solidité, l’objet est brisé, tordu, inutilisable ou affecté de tout autre effet au choix du MJ.<\/p>\n<p>Presque tout peut être brisé ou émietté avec du temps. Ce système ne concerne que les situations où il est nécessaire de briser quelque chose dans le feu de l’action (pendant un combat par exemple).<\/p>\n<table class=\"table value-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Object Hardness<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Hardness<\/th>\n<th class=\"table-column-header\" scope=\"col\">Object<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>8<\/td>\n<td>Porte<\/td>\n<\/tr>\n<tr>\n<td>10<\/td>\n<td>Porte renforcée<\/td>\n<\/tr>\n<tr>\n<td>8<\/td>\n<td>Serrure<\/td>\n<\/tr>\n<tr>\n<td>9<\/td>\n<td>Arme à feu (pistolet ou fusil)<\/td>\n<\/tr>\n<tr>\n<td>12<\/td>\n<td>Menottes<\/td>\n<\/tr>\n<tr>\n<td>10<\/td>\n<td>Couteau, épée<\/td>\n<\/tr>\n<tr>\n<td>10<\/td>\n<td>Bouclier médiéval *<\/td>\n<\/tr>\n<tr>\n<td>12<\/td>\n<td>Bouclier moderne *<\/td>\n<\/tr>\n<tr>\n<td>4<\/td>\n<td>Corde<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><em>*un personnage doit spécifier quand il cherche à endommager le bouclier adverse. Ne le vérifier pas chaque fois que son porteur est touché. <\/em><\/p>\n<p><strong>Pas de bonus aux dégâts ni d’Explosion : <\/strong>Une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au jet d’attaque n’apporte pas de dé de bonus aux @Compendium[swade-core-rules.swade-rules.Damage]{dégâts}. <\/p>\n<p><strong>Type des dégâts : <\/strong>Certains types d’attaque sont incapables de briser certains types d’objets. Une massue ne peut jamais couper une corde ou une unique balle de pistolet ne peut pas détruire une porte. Le bon sens est le meilleur guide pour déterminer si une arme spécifique peut endommager un objet particulier.<\/p>\n<p>Voir <strong>@Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert et Obstacles}<\/strong> (p. 102) pour attaquer <em>à travers<\/em> des objets.<\/p>\n<\/div>",
|
|||
|
"name": "Casser des trucs"
|
|||
|
},
|
|||
|
"Setting Rules 02": {
|
|||
|
"text": "",
|
|||
|
"name": "Setting Rules 02"
|
|||
|
},
|
|||
|
"Introduction": {
|
|||
|
"text": "<div class=\"swade-core\"><header class=\"header\">\n<div class=\"title\">\n<p>Any Time,<br \/>Any Place<\/p>\n<\/div>\n<\/header><main class=\"swade-columns\">\n<p>Since it debuted in 2003, Savage Worlds has accommodated any setting you can imagine—from gritty police procedurals and special ops thrillers to dungeon crawls, space opera, supers, and horror. Our various settings have explored supernatural terror and the challenges of final exams in <em>East Texas University<\/em>™. We’ve wandered the moors of Europe and the savannas of Africa with <em>Solomon Kane<\/em>™. We’ve galloped across the haunted High Plains of <em>Deadlands: The Weird West<\/em>™, and the irradiated wastes of <em>Deadlands: Hell on Earth<\/em>™. We’ve delved the deepest dungeons, blasted to <em>The Last Parsec<\/em>™ of known space and beyond, battled across the bloody fields of the <em>Weird Wars<\/em>™, and slugged it out with super villains over cities both real and imagined.<\/p>\n<p>Like most gamers, we’re fans of a lot of books, movies, and game worlds. One week we might be inspired to run something like <em>Game of Thrones<\/em>® and another we want to share a cool idea inspired by the <em>Avengers<\/em>®. <\/p>\n<p>And while we love learning new game systems and seeing what our friends and peers have created, we also like having a system we know like the back of our hands to fall back on, one that combines the crunch of miniatures-oriented gameplay with the ease of “theatre of the mind” and the creative outlet of the most modern narrative-based play.<\/p>\n<p>Each new printing of <cite>Savage Worlds<\/cite> has added to the experience, carefully integrating new styles of play through the years with the solid foundation laid at the very beginning.<\/p>\n<p>This version of <cite>Savage Worlds<\/cite> is what we hope is our best attempt yet at accommodating not just every era, genre, and setting, but most every <em>play style<\/em> as well.<\/p>\n<p>Want to sit around on couches and carry out most of the tale through talk and a few die rolls? It’s here.<\/p>\n<p>Want to break out miniatures and have a massive knock-down, drag-out fight? Everything you need is here.<\/p>\n<p>Need to tell an epic story that’s mostly roleplaying and narrative? Nothing’s stopping you—and sub-systems like Quick Encounters can help you sum up bloody conflicts along the way if pressed for time.<\/p>\n<p>Perhaps the best thing a game system can do is support <em>your<\/em> ideas. It should serve as background and a common language for your players—then get out of the way as the story races to its conclusion. We’ve attempted to make that even better in this edition by streamlining many modifiers, simplifying how you pose creative challenges for foes and support your allies, and even opening up new options for heroic multi-actions.<\/p>\n<p>Enough talk. Grab your dice. It’s time to get savage!<\/p>\n<\/main><img src=\"modules\/swade-core-rules\/assets\/art\/pg0_quote_gmintro.webp\" alt=\"Hi! I'm the GM and this is my book, but you're welcome to borrow it. I run games for Emily, who always plays 'Red', and Nate, who always plays 'Gabe.' I wrote some of our comments in this book that might help you play and run your own game. There's a picture of us on the last page if you want to see who we are! — The GM\" \/><\/div>",
|
|||
|
"name": "Introduction"
|
|||
|
},
|
|||
|
"Shields": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>Shields<\/h3>\n<p>Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parade} as shown in the @Compendium[swade-core-rules.swade-rules.Shields Table]{Shields Table}. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).<\/p>\n<p>Medieval shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armure} should someone attempt to shoot through them (see <strong>@Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}<\/strong>). Modern shields are Hardness 12 and also provide +2 Armor. Polymer shields are Hardness 10 and provide Armor +4.<\/p>\n<p>While worn, shields can be used to bash for Str+d4 damage.<\/p>\n<\/div>",
|
|||
|
"name": "Shields"
|
|||
|
},
|
|||
|
"Arcane Backgrounds": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Arcanes<\/h1>\n<\/div>\n<div>\n<p>Commencez par choisir l’un des Atouts Arcanes disponibles dans votre campagne. Cinq types différents sont présents dans ce livre : @Compendium[swade-core-rules.swade-rules.Arcane Background (Gifted)]{Don}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Magic)]{Magie}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{Miracles}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Psionics)]{Psionique}, et @Compendium[swade-core-rules.swade-rules.Arcane Background (Weird Science)]{Science étrange}.<\/p>\n<p>Chacun comporte les rubriques suivantes : <\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>Compétences d'arcanes : <\/strong>chaque type de pouvoir utilise une @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} d’arcanes particulière listée dans sa description. Prenez cette Compétence en la payant comme toute autre Compétence du jeu. Son Attribut lié est indiqué entre parenthèses derrière son nom.<\/li>\n<li><strong>Pouvoir de départ : <\/strong>le nombre de pouvoirs dont dispose un héros lors de sa @Compendium[swade-core-rules.swade-rules.Character Creation Summary]{création}. De nouvelles capacités peuvent être apprises avec l’ <strong>@Compendium[swade-core-rules.swade-rules.Edges]{Atout}@Compendium[swade-core-rules.swade-edges.New Powers]{Nouveaux pouvoirs}<\/strong> (voir p. 47). Le joueur et le MJ peuvent décider s’il y a une raison narrative à cela (par exemple un croyant ayant une révélation, un sorcier trouvant un ancien grimoire) ou si c’est une simple évolution de ses aptitudes.<\/li>\n<li><strong>Points de pouvoir (PP) : <\/strong>le nombre de PP obtenus en choisissant ces Arcanes. Un héros augmente ses PP en prenant l’<strong>@Compendium[swade-core-rules.swade-rules.Edges]{Atout}<\/strong><strong>@Compendium[swade-core-rules.swade-edges.Power Points]{Points de pouvoir}<\/strong> (voir p. 47).<\/li>\n<\/ul>\n<aside class=\"gray-slate\">\n<h2>Versatilité<\/h2>\n<p>La versatilité du système de pouvoirs de <cite>Savage Worlds<\/cite> vous permet d’émuler n’importe quel genre que vous puissiez imaginer en utilisant de diverses façons les mêmes pouvoirs de telle sorte qu’ils en deviennent familiers.<\/p>\n<p>Émilie adore jouer un paladin dans les jeux de fantasy. Elle utilise <em>@Compendium[swade-core-rules.swade-powers.Smite]{frappe}<\/em> sur son épée avec un @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect} “lumière”. Celle-ci est nimbée du pouvoir sacré de l’ordre auquel elle appartient. Dans un monde de science-fiction, elle deviendrait un sabre laser.<\/p>\n<p>Dans un univers fantastique, le sorcier de Nate utilise la magie de glace pour lancer des <em>@Compendium[swade-core-rules.swade-powers.Bolt]{éclairs}<\/em> d’énergie givrante dévastatrice de sa main. Dans un jeu de science-fiction, il pourrait être un bricoleur utilisant un pistolet à givre avec le même pouvoir.<\/p>\n<p>Au fur et à mesure que vous apprendrez à connaître les pouvoirs et leurs capacités, vous pourrez changer leur nom et leur description afin de les renouveler sans en changer les mécanismes fondamentaux. Cette polyvalence est extrêmement puissante, rapide et amusante.<\/p>\n<\/aside>\n<img src=\"modules\/swade-core-rules\/assets\/art\/pg148_quote_arcane_backgrounds.webp\" alt=\"I cast smite on my long-sword. Now it's a FLAMING longsword. It goes better with my hair. — Red\" \/><\/div>\n<aside class=\"parchment-torn\">\n<h2>Plusieurs arcanes<\/h2>\n<p>Bien que cela doive rester rare, le MJ peut permettre à un personnage de prendre plusieurs @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} dans son univers. Dans ce cas chaque Atout Arcanes est traité séparément au niveau des pouvoirs, des PP et de la @Compendium[swade-core-rules.swade-rules.Traits]{Compétence}.<\/p>\n<h3>Super<\/h3>\n<p>Les véritables super-héros “quatre couleu
|
|||
|
"name": "Arcanes"
|
|||
|
},
|
|||
|
"Shields Table": {
|
|||
|
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Shields<\/h2>\n<div class=\"table-summary\">\n<p>Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parade} as shown below. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).<\/p>\n<p>Medieval shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +2 armor should someone attempt to shoot through them (see <strong>@Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}<\/strong>). Modern shields are Hardness 12 and also provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armure}. Polymer shields are Hardness 10 and provide Armor +4.<\/p>\n<p>While worn, shields can be used to bash for Str+d4 damage.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Parry<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cover<\/th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Ancient & Medieval<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Small Shield]{Small Shield}<\/td>\n<td>+1<\/td>\n<td>—<\/td>\n<td>d4<\/td>\n<td>4<\/td>\n<td>50<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Medium Shield]{Medium Shield}<\/td>\n<td>+2<\/td>\n<td>-2<\/td>\n<td>d6<\/td>\n<td>8<\/td>\n<td>100<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Large Shield]{Large Shield}<\/td>\n<td>+3<\/td>\n<td>-4<\/td>\n<td>d8<\/td>\n<td>12<\/td>\n<td>200<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Modern<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Riot Shield]{Riot Shield}<\/td>\n<td>+3<\/td>\n<td>-4<\/td>\n<td>d4<\/td>\n<td>5<\/td>\n<td>80<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Ballistic Shield]{Ballistic Shield}<\/td>\n<td>+3<\/td>\n<td>-4<\/td>\n<td>d6<\/td>\n<td>9<\/td>\n<td>250<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>Reduces damage from firearms by 4 when an attacker tries to shoot through it.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Futuristic<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Polymer Shield, small]{Polymer Shield, Small}<\/td>\n<td>+1<\/td>\n<td>—<\/td>\n<td>d4<\/td>\n<td>2<\/td>\n<td>200<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Polymer Shield, medium]{Polymer Shield, Medium}<\/td>\n<td>+2<\/td>\n<td>-2<\/td>\n<td>d4<\/td>\n<td>4<\/td>\n<td>300<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Polymer Shield, large]{Polymer Shield, Large}<\/td>\n<td>+3<\/td>\n<td>-4<\/td>\n<td>d6<\/td>\n<td>6<\/td>\n<td>400<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
|
|||
|
"name": "Shields Table"
|
|||
|
},
|
|||
|
"Making Races": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Making Races<\/h1>\n<\/div>\n<div>\n<p>Game Masters and players who want to make their own races (or cultural archetypes) can use the system below. Our races are designed with the following rules:<\/p>\n<ul>\n<li>Races and cultures begin with 2 points of Positive Racial Abilities. Additional positive abilities must be countered with an equal value of negative ones. A +2 ability, for example, may be countered by a single −2 ability or two −1 abilities.<\/li>\n<li>If you want to include an ability we haven’t included here, simply assign it a value based on the examples below.<\/li>\n<\/ul>\n<p><strong>Names:<\/strong> Don’t be afraid to rename abilities to give your setting more flavor. If you want your horse nomads to have Riding skill at d6, for example, you might call it Born in the Saddle. It’s all about creating rich flavor rather than lists of abilities your players have to keep up with.<\/p>\n<table class=\"table value-table\" style=\"width: 99.1453%; height: 1597px;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Positive Racial Abilities<\/h2>\n<div class=\"table-summary\">\n<p>The number in parentheses after the name of each entry is the number of times the particular enhancement may be taken. “U” means unlimited.<\/p>\n<\/div>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\" style=\"height: 17px;\">\n<th class=\"table-column-header\" style=\"width: 5.1796%; height: 17px;\" scope=\"col\">Value<\/th>\n<th class=\"table-column-header\" style=\"width: 94.3894%; height: 17px;\" scope=\"col\">Abilities<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr style=\"height: 51px;\">\n<td style=\"width: 5.1796%; height: 51px;\">2<\/td>\n<td style=\"height: 51px;\"><span class=\"lead-bold\">Adaptable (1): <\/span> The race has great variation among its people and cultures. Characters start with a free Novice @Compendium[swade-core-rules.swade-rules.Edges]{Atout} of their choice (and must meet all the Edge’s Requirements).<\/td>\n<\/tr>\n<tr style=\"height: 51px;\">\n<td style=\"width: 5.1796%; height: 51px;\">3<\/td>\n<td style=\"height: 51px;\"><span class=\"lead-bold\">Additional Action (1): <\/span> The being has additional appendages, enhanced reflexes, or exceptional eye-hand coordination. He may ignore 2 points of @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples} penalties each turn.<\/td>\n<\/tr>\n<tr style=\"height: 68px;\">\n<td style=\"width: 5.1796%; height: 68px;\">1\/2<\/td>\n<td style=\"height: 68px;\"><span class=\"lead-bold\">Aquatic\/Semi-Aquatic (1): <\/span> For one point the character is semi-aquatic and can hold his breath for 15 minutes before checking for drowning. For two, he’s native to the water. He cannot drown in oxygenated liquid and moves his full Pace when swimming (see <strong>@Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}<\/strong>).<\/td>\n<\/tr>\n<tr style=\"height: 34px;\">\n<td style=\"width: 5.1796%; height: 34px;\">1<\/td>\n<td style=\"height: 34px;\"><span class=\"lead-bold\">Armor (3): <\/span> The species has a thick hide or is encrusted in solid material like scaly plating or even rock. This grants @Compendium[swade-core-rules.swade-rules.Armor]{Armure} +2 each time it’s taken.<\/td>\n<\/tr>\n<tr style=\"height: 68px;\">\n<td style=\"width: 5.1796%; height: 68px;\">2<\/td>\n<td style=\"height: 68px;\"><span class=\"lead-bold\">Attribute Increase (U): <\/span> During character creation, the species increases a particular @Compendium[swade-core-rules.swade-rules.Traits]{attribute} (Agilité, Intellect, Âme, Strength, or Vigueur) one die type. This increases the Trait's maximum by one as well.<\/td>\n<\/tr>\n<tr style=\"height: 34px;\">\n<td style=\"width: 5.1796%; height: 34px;\">1<\/td>\n<td style=\"height: 34px;\"><span class=\"lead-bold\">Bite (1): <\/span> The race has fangs that cause Strength+d4 damage. See <strong>@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}<\
|
|||
|
"name": "Making Races"
|
|||
|
},
|
|||
|
"No Power Points": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>No Power Points<\/h2>\n<p>Instead of using @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}, characters with @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} simply choose the power they want to activate and make an arcane skill roll. The penalty to the roll is the power’s total cost in Power Points (base cost plus all @Compendium[swade-core-rules.swade-rules.Power Modifiers]{Modifiers}), divided by 2. Round up.<\/p>\n<p>Casting <em>@Compendium[swade-core-rules.swade-powers.Protection]{protection}<\/em> (1 point) with More Armor (+1) and the @Compendium[swade-core-rules.swade-rules.Hinder or Hurry (+1)]{Hurry} modifier (+1), for example, has a cost of 3 Power Points. Half rounded up is 2.<\/p>\n<p>Success means the power activates as usual. A raise grants any additional bonuses stated in its description.<\/p>\n<p>Failure means all current powers are canceled and the caster is Shaken. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} results in <strong>@Compendium[swade-core-rules.swade-rules.Activation]{Backlash}<\/strong>.<\/p>\n<p><strong>Maintaining Powers:<\/strong> Characters can main­tain those powers that allow it as long as desired, but each one maintained inflicts a −1 to all further arcane skill rolls.<\/p>\n<p><strong>Power Preparation: <\/strong>A caster may prepare powers by concentrating for an entire round (no move­ment or other actions and must not be @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken or Stunned}). If successful, he ignores 2 points of penalties on all powers cast on his next turn. If he does not enact any powers on his next turn, the preparation is lost.<\/p>\n<\/div>",
|
|||
|
"name": "No Power Points"
|
|||
|
},
|
|||
|
"Bumps and Bruises": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Bleus et bosses <\/h2>\n<p>Trébucher dans une pente ou traverser une caverne dans l’obscurité peut causer de nombreuses coupures, éraflures et bosses.<\/p>\n<p>Un personnage se déplaçant dans un terrain périlleux fait un jet d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}. En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec} il subit un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.<\/p>\n<p><strong>Récupération:<\/strong> un niveau de Fatigue provenant de Bleus et bosses se récupère en 24 heures au lieu de 1 heure (voir @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}).<\/p>\n<p>Un personnage peut faire un jet de @Compendium[swade-core-rules.swade-powers.Healing]{Guérison} pour traiter des Bleus et bosses ou atténuer la douleur avec un médicament. Il annule un niveau de Fatigue issu de Bleus et bosses en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success}, deux en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}. Chaque soigneur ne peut faire qu'une seule tentative. Suite à des changements de circonstances offrant une nouvelle opportunité (par exemple en trouvant des fournitures médicales), le MJ peut accorder un nouvel essai.<\/p>\n<\/div>",
|
|||
|
"name": "Bleus et bosses"
|
|||
|
},
|
|||
|
"Lasers (Futuristic) Table": {
|
|||
|
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Lasers (Futuristic)<\/h2>\n<div class=\"table-summary\">\n<p>Lasers fire intensely focused beams of light to penetrate and burn their targets.<\/p>\n<p><strong>Cauterize:<\/strong> Anyone @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} by a laser blast adds +2 to his @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} rolls to keep from @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleeding Out}.<\/p>\n<p><strong>Overcharge:<\/strong> The lasers below can overcharge to cause an extra d6 damage, but if any of the @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} dice are a 1, the weapon must cool down for a full round before it can be fired again.<\/p>\n<p><strong>No Recoil:<\/strong> Pistols, SMGs, and rifles ignore the @Compendium[swade-core-rules.swade-rules.Recoil]{Recul} penalty. Gatling lasers still take the penalty, however, which is why they’re usually mounted on a @Compendium[swade-core-rules.swade-equipment.Bipod\/Tripod]{tripod}.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP<\/th>\n<th class=\"table-column-header\" scope=\"col\">ROF<\/th>\n<th class=\"table-column-header\" scope=\"col\">Shots<\/th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Pistol (Laser)]{Pistol}<\/td>\n<td>15\/30\/60<\/td>\n<td>2d6<\/td>\n<td>2<\/td>\n<td>1<\/td>\n<td>50<\/td>\n<td>d4<\/td>\n<td>2<\/td>\n<td>250<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.SMG (Laser)]{SMG}<\/td>\n<td>15\/30\/60<\/td>\n<td>2d6<\/td>\n<td>2<\/td>\n<td>4<\/td>\n<td>100<\/td>\n<td>d4<\/td>\n<td>4<\/td>\n<td>500<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Rifle (Laser)]{Rifle}<\/td>\n<td>30\/60\/120<\/td>\n<td>3d6<\/td>\n<td>2<\/td>\n<td>3<\/td>\n<td>100<\/td>\n<td>d6<\/td>\n<td>8<\/td>\n<td>700<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Gatling (Laser)]{Gatling Laser}<\/td>\n<td>50\/100\/200<\/td>\n<td>3d6+4<\/td>\n<td>2<\/td>\n<td>4<\/td>\n<td>800<\/td>\n<td>d8<\/td>\n<td>20<\/td>\n<td>1000<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<img src=\"modules\/swade-core-rules\/assets\/art\/GatlingLaser.webp\" \/><\/div>",
|
|||
|
"name": "Lasers (Futuristic) Table"
|
|||
|
},
|
|||
|
"Nonlethal Damage": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Nonlethal Damage<\/h2>\n<p>A character who wants to beat someone up without killing them can choose to do nonlethal damage. This requires the attacker use only his fists or a blunt weapon of some sort. Edged weapons may be used if they have a flat side, but this subtracts −1 from the attacker’s @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} rolls.<\/p>\n<p>Nonlethal damage causes @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} as usual, but if a character is rendered @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} he’s knocked out for 1d6 hours instead.<\/p>\n<p>Nonlethal @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} are otherwise treated exactly as lethal @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds}. This means it’s much easier to render an Extra unconscious than a Wild Card (See @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards and Extras}). This is intentional, and should work well for most genres where heroes can take multiple punches before going down for the count, but most “mooks” go out with one or two good punches.<\/p>\n<\/div>",
|
|||
|
"name": "Nonlethal Damage"
|
|||
|
},
|
|||
|
"Caliber": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>Calibre<\/h3>\n<p>Le nombre indiqué entre parenthèses après les armes à feu est le calibre de la balle qu'elle tire. Utilisez-le pour calculer le coût des munitions ou essayer de déterminer si les munitions d'une arme correspondent à une autre. les munitions des @Compendium[swade-core-rules.swade-rules.Rifles Table]{Fusils} et des @Compendium[swade-core-rules.swade-rules.Pistols Table]{pistolets} ne sont pas interchangeable.<\/p>\n<\/div>",
|
|||
|
"name": "Calibre"
|
|||
|
},
|
|||
|
"Arcane Devices": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Objets arcaniques<\/h2>\n<p>Un personnage ayant l’@Compendium[swade-core-rules.swade-rules.Edges]{Atout}@Compendium[swade-core-rules.swade-edges.Artificer]{Artificier} peut fabriquer des objets pour lui ou pour les autres. L’avantage est qu’ils peuvent être confiés à des alliés qui pourront les utiliser. En contrepartie cela demande un peu de préparation pour les créer et ils peuvent être perdus ou détruits.<\/p>\n<p>Ces objets peuvent être technologiques, sacrés, enchantés ou psychiquement imprégnés selon les @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} de leur créateur.<\/p>\n<p><strong>Note :<\/strong> les Objets arcaniques sont des créations relativement temporaires que les PJ peuvent produire à partir de leurs pouvoirs. De véritables objets “magiques” permanents sont spécifiques à certains univers. Ils n’utilisent pas de @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}et sont l’œuvre du MJ selon ses besoins (tels ceux du <cite>Savage Worlds Fantasy Companion<\/cite>).<\/p>\n<p>La @Compendium[swade-core-rules.swade-rules.Setting Rules]{règle d’univers} <strong>@Compendium[swade-core-rules.swade-rules.No Power Points]{Pas de points de pouvoirs}<\/strong> (voir p. 135) n’est pas compatible avec les Objets arcaniques<\/p>\n<h3>Création<\/h3>\n<p>Créer un objet prend une heure par @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir} pouvoir qui peut être activé par son biais. Le joueur doit lister ces pouvoirs puis allouer des @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} à l’ensemble. L’objet ne peut utiliser que ces pouvoirs et ces PP.<\/p>\n<p>Les @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} investis sont perdus pour l’inventeur tant qu’ils ne sont pas utilisés ou rechargés par <strong>Révision<\/strong> (voir ci-contre). L’objet ne recharge pas de PP.<\/p>\n<p><strong>Modificateurs de pouvoir :<\/strong> un utilisateur peut dépenser les @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} comme bon lui semble, y compris en activant des @Compendium[swade-core-rules.swade-rules.Power Modifiers]{Modificateurs de pouvoir} applicables.<\/p>\n<p>Les Objets arcaniques ne peuvent pas <strong>@Compendium[swade-core-rules.swade-rules.Activation]{Lésiner sur les PP}<\/strong> (voir p. 151).<\/p>\n<p><strong>Limitations :<\/strong> les Objets arcaniques peuvent bénéficier des <strong>@Compendium[swade-core-rules.swade-rules.Trappings]{Limitations}<\/strong> (voir p. 150).<\/p>\n<p><strong>Activation :<\/strong> le créateur utilise sa Compétence d’arcanes comme à son habitude. Les autres personnes utilisent la Compétence semblant la plus adaptée à l’objet. Les armes à feu sont utilisées avec @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, grenades avec @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (lancer), et ainsi de suite. Si aucune Compétence ne semble évidente, comme pour une potion ou un vêtement, le personnage utilise alors la Compétence d’arcanes du créateur mais il <em>ne bénéficie pas<\/em> des @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} et autres Capacités de ce dernier.<\/p>\n<p>Un Échec lors de l’activation coûte 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} comme d’habitude, un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} inflige 1 niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} à l’utilisateur.<\/p>\n<p><strong>Révision :<\/strong> un créateur peut redistribuer librement jusqu’à 5 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} par action entre un Objet arcanique et sa propre réserve. Il doit être en contact physique avec l’objet. Les inventeurs devraient prêter leurs appareils avec précaution !<\/p>\n<p class=\"embedded-example\"><strong>Exemple: <\/strong>Gabe est alchimiste. Il prépare une “huile d’affûtage” afin
|
|||
|
"name": "Objets arcaniques"
|
|||
|
},
|
|||
|
"Called Shots": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Attaque ciblée<\/h2>\n<p>TCibler une partie du corps inflige un modificateur au jet d’attaque qui dépend de l’@Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} Cibler une partie du corps inflige un modificateur au jet d’attaque qui dépend de l’Échelle de la cible (et non l’Échelle de la créature dont la cible fait partie). Utilisez les <strong>@Compendium[swade-core-rules.swade-rules.Size and Scale]{modificateurs d’Échelle}<\/strong> (voir p. 108) pour déterminer les bonus ou les malus inhérents à la taille de la cible. Les malus listés ci-dessous correspondent à des créatures d’Échelle Normale, et précisent les éventuels effets additionnels d’une attaque ciblée:<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>MAIN (-4): <\/strong>la cible peut se retrouver <strong>@Compendium[swade-core-rules.swade-rules.Disarm]{Désarmée}<\/strong><\/li>\n<li><strong>TÊTE OU POINT VITAL (-4): <\/strong>l’attaquant obtient un bonus de +4 aux dégâts en cas d’attaque réussie à la tête ou dans une zone vitale. <br \/>Le malus passe à -5 pour cibler le visage d’un adversaire portant un casque ouvert (ce qui permet d’en ignorer l’@Compendium[swade-core-rules.swade-rules.Armor]{Armure}).<\/li>\n<li><strong>OBJECT (?): <\/strong>utilisez les dimensions de la table d’Échelle pour les objets. Cibler un objet de la taille d’un pistolet inflige un malus de -4, alors que cibler une épée longue inflige un malus de -2.<\/li>\n<li><strong>MEMBRES (-2): <\/strong>cibler un membre ne procure pas d’effets supplémentaires que ceux inhérents à une Blessure (malus d'@Compendium[swade-core-rules.swade-rules.Movement]{Allure} (Voir <strong>@Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}<\/strong>).<\/li>\n<li><strong>ZONE SANS PROTECTION (?): <\/strong>l’attaque cible une zone non protégée de la victime. Le malus dépend de l’Échelle de la zone en question : la fente d’un heaume est une zone Minuscule (-6), alors que la chair en dessous de l’écaille manquante d’un dragon Énorme serait seulement Très petite (-4).<\/li>\n<\/ul>\n<\/div>",
|
|||
|
"name": "Attaque ciblée"
|
|||
|
},
|
|||
|
"Shotguns Table": {
|
|||
|
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Shotguns<\/h2>\n<div class=\"table-summary\">\n<p>Shotguns fire a spread of pellets (called “shot” or “buckshot”) to increase the shooter’s chance of hitting his target. Up close, the blast can be devastating. See <strong>@Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns}<\/strong> for details.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP<\/th>\n<th class=\"table-column-header\" scope=\"col\">ROF<\/th>\n<th class=\"table-column-header\" scope=\"col\">Shots<\/th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Double-Barrel Shotgun]{Double-Barrel}<\/td>\n<td>12\/24\/48<\/td>\n<td>1-3d6<\/td>\n<td>—<\/td>\n<td>1<\/td>\n<td>2<\/td>\n<td>d6<\/td>\n<td>11<\/td>\n<td>150<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Pump Action Shotgun]{Pump Action}<\/td>\n<td>12\/24\/48<\/td>\n<td>1-3d6<\/td>\n<td>—<\/td>\n<td>1<\/td>\n<td>6<\/td>\n<td>d4<\/td>\n<td>8<\/td>\n<td>150<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Sawed-Off Double-Barrel Shotgun]{Sawed-Off DB}<\/td>\n<td>5\/10\/20<\/td>\n<td>1-3d6<\/td>\n<td>—<\/td>\n<td>1<\/td>\n<td>2<\/td>\n<td>d4<\/td>\n<td>6<\/td>\n<td>150<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Streetsweeper Shotgun]{Streetsweeper}<\/td>\n<td>12\/24\/48<\/td>\n<td>1-3d6<\/td>\n<td>—<\/td>\n<td>1<\/td>\n<td>12<\/td>\n<td>d6<\/td>\n<td>10<\/td>\n<td>450<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
|
|||
|
"name": "Shotguns Table"
|
|||
|
},
|
|||
|
"Ammo Table": {
|
|||
|
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Munitions<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Munition<\/th>\n<th class=\"table-column-header\" scope=\"col\">Prix<\/th>\n<th class=\"table-column-header\" scope=\"col\">Poids<\/th>\n<th class=\"table-column-header\" scope=\"col\">Notes<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Arrows\/Bolts]{Flèches \/ carreaux}<\/td>\n<td>1\/2<\/td>\n<td>0.1<\/td>\n<td>Flèches pour arc, carreaux pour arbalète<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bullets, Small]{Balles - Petites}<\/td>\n<td>10<\/td>\n<td>0.5<\/td>\n<td>(Boîte de 50) @Compendium[swade-core-rules.swade-rules.Caliber]{calibre} .22 à .32<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bullets, Medium]{Balles - Moyennes}<\/td>\n<td>20<\/td>\n<td>1<\/td>\n<td>(Boîte de 50) 9mm au @Compendium[swade-core-rules.swade-rules.Caliber]{calibre} .45 <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bullets, Large]{Balles - Grosses}<\/td>\n<td>50<\/td>\n<td>7.5<\/td>\n<td>(Boîte de 50) @Compendium[swade-core-rules.swade-rules.Caliber]{calibre} .50 and plus<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Laser Battery, Pistol]{Batteries pour laser - Pistolet}<\/td>\n<td>20<\/td>\n<td>0.1<\/td>\n<td>(Chargeur complet)<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Laser Battery, Rifle \/ SMG]{Batteries pour laser - Fusil}<\/td>\n<td>20<\/td>\n<td>0.2<\/td>\n<td>(Chargeur complet)<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Laser Battery, Gatling]{Batteries pour laser - Gatling}<\/td>\n<td>50<\/td>\n<td>2<\/td>\n<td>(Chargeur complet)<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Shot (w\/ powder)]{Plombs ×10}<\/td>\n<td>1<\/td>\n<td>0.2<\/td>\n<td>(Avec poudre) Pour les armes à poudre noire<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Shotgun Shells]{Fusil de chasse - Chevrotine}<\/td>\n<td>15<\/td>\n<td>0.7<\/td>\n<td>(Boîte de 25) Plombs standards<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Shotgun Slugs]{Fusil de chasse - Balles slug}<\/td>\n<td>20<\/td>\n<td>0.7<\/td>\n<td>(Boîte de 25) Voir @Compendium[swade-core-rules.swade-rules.Shotguns]{Fusils de chasse} p. 101.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Sling stones]{Pierres de fronde}<\/td>\n<td>1<\/td>\n<td>0.2<\/td>\n<td>(Par 20)<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
|
|||
|
"name": "Table des Munitions"
|
|||
|
},
|
|||
|
"Parry": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>Parry<\/h3>\n<p>The weapon adds the bonus to the character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parade} score. If a character wields a weapon in each hand, penalties to Parry stack but bonuses do not (unless she has the @Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextrous Edge}).<\/p>\n<\/div>",
|
|||
|
"name": "Parry"
|
|||
|
},
|
|||
|
"Pistols Table": {
|
|||
|
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Pistols<\/h2>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP<\/th>\n<th class=\"table-column-header\" scope=\"col\">ROF<\/th>\n<th class=\"table-column-header\" scope=\"col\">Shots<\/th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Revolvers<\/span> <\/span> <span class=\"table-body-description\">Revolvers typically have six chambers that must be reloaded one bullet at a time, though separate cylinders called “speed loaders” are also available for more modern firearms for about 10% of the weapon’s cost.<\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Derringer]{Derringer}<\/td>\n<td>3\/6\/12<\/td>\n<td>2d4<\/td>\n<td>—<\/td>\n<td>1<\/td>\n<td>2<\/td>\n<td>d4<\/td>\n<td>1<\/td>\n<td>100<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>-2 to being @Compendium[swade-core-rules.swade-skills.Notice]{Noticed}<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Police Revolver]{Police Revolver}<\/td>\n<td>10\/20\/40<\/td>\n<td>2d6<\/td>\n<td>—<\/td>\n<td>1<\/td>\n<td>6<\/td>\n<td>d4<\/td>\n<td>2<\/td>\n<td>150<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Colt Peacemaker]{Colt Peacemaker}<\/td>\n<td>12\/24\/48<\/td>\n<td>2d6+1<\/td>\n<td>1<\/td>\n<td>1<\/td>\n<td>6<\/td>\n<td>d4<\/td>\n<td>4<\/td>\n<td>200<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Smith & Wesson]{Smith & Wesson}<\/td>\n<td>12\/24\/48<\/td>\n<td>2d6+1<\/td>\n<td>1<\/td>\n<td>1<\/td>\n<td>6<\/td>\n<td>d4<\/td>\n<td>5<\/td>\n<td>250<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Semi-Automatics<\/span> <\/span> <span class=\"table-body-description\">Semi-automatics are fed from a magazine. The standard size magazines are listed below. Additional magazines may be purchased for 10% of the weapon’s cost. They weigh about 1 lb each, fully loaded.<\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Colt 1911]{Colt 1911}<\/td>\n<td>12\/24\/48<\/td>\n<td>2d6+1<\/td>\n<td>1<\/td>\n<td>1<\/td>\n<td>7<\/td>\n<td>d4<\/td>\n<td>4<\/td>\n<td>200<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Desert Eagle]{Desert Eagle}<\/td>\n<td>15\/30\/60<\/td>\n<td>2d8<\/td>\n<td>2<\/td>\n<td>1<\/td>\n<td>7<\/td>\n<td>d6<\/td>\n<td>8<\/td>\n<td>300<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Glock (9mm)]{Glock (9mm)}<\/td>\n<td>12\/24\/48<\/td>\n<td>2d6<\/td>\n<td>1<\/td>\n<td>1<\/td>\n<td>17<\/td>\n<td>d4<\/td>\n<td>3<\/td>\n<td>200<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Ruger]{Ruger}<\/td>\n<td>10\/20\/40<\/td>\n<td>2d4<\/td>\n<td>—<\/td>\n<td>1<\/td>\n<td>9<\/td>\n<td>d4<\/td>\n<td>2<\/td>\n<td>100<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<img src=\"modules\/swade-core-rules\/assets\/art\/M1911.webp\" alt=\"M1911 Pistol\" \/><\/div>",
|
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|
"name": "Pistols Table"
|
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|
},
|
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|
"Cannons Table": {
|
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|
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Cannons<\/h2>\n<div class=\"table-summary\">\n<p>Cannons are used to destroy city walls or break up large troop formations. The leader of the weapon’s crew makes the @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll.<\/p>\n<p><strong>Bombard:<\/strong> Assuming they have a rough idea of their target’s location, howitzers, mortars, and bombards may fire at targets they cannot see by lobbing projectiles over intervening terrain or obstacles. Bombarding suffers a −4 penalty in addition to all other modifiers, and doubles deviation when the @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll is failed (see <strong>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}<\/strong>). Reduce the penalty to −2 with precise coordinates (such as from a spotter).<\/p>\n<p>Cannons can fire three different types of shells: solid shot, shrapnel, and canister. The crew can pick the type of ammunition to be loaded each time it reloads.<\/p>\n<ul>\n<li><strong>Solid Shot:<\/strong> Heavy balls of iron, lead, or stone designed to batter walls or plow through packed ranks of troops. To fire, the leader of the crew makes a @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll as usual. If successful, roll a die. If even, it bounces to another victim behind and within 6” of the first and hits him as well. Continue in this way until the die roll is odd.<\/li>\n<li><strong>Shrapnel:<\/strong> Explosive shells filled with small metal balls that explode outward in a shower of debris. This is an @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone} and uses the Medium Blast Template unless otherwise noted.<\/li>\n<li><strong>Canister:<\/strong> Grapeshot or canister is a shell that detonates inside the barrel of a cannon and fires out a spray of deadly balls or other debris like a giant shotgun. The attack is the size of a Medium Blast Template (see <strong>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}<\/strong>) and moves in a straight line up to 24” (it affects d6 targets if not using miniatures, or 2d6 if they’re tightly packed). Compare the @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll to every target within using a base TN of 4, adjusted for each target’s @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, special abilities like the @Compendium[swade-core-rules.swade-edges.Dodge]{Dodge Edge}, etc. A hit causes 2d6 @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} and a raise causes 3d6.<\/li>\n<\/ul>\n<p><strong>Note:<\/strong> All types of shot are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 8. Two crew members may reload at the same time.<\/p>\n<\/div>\n<\/caption><caption class=\"table-caption\">\n<div class=\"table-summary\"> <\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP<\/th>\n<th class=\"table-column-header\" scope=\"col\">ROF<\/th>\n<th class=\"table-column-header\" scope=\"col\">Blast<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>Cannon (12lb)<\/td>\n<td class=\"table-column-header table-subheader-center\" colspan=\"5\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">By Ammo Type<\/span> <\/span><\/td>\n<td>1200<\/td>\n<td>10K<\/td>\n<\/tr>\n<tr>\n<td> @Compendium[swade-core-rules.swade-equipment.Canister Shot (Cannon)]{Canister}<\/td>\n<
|
|||
|
"name": "Table des Canons"
|
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|
},
|
|||
|
"Compendium Folders License": {
|
|||
|
"text": "<h3>Thanks to Erceron#0370 for allowing us Commerical Use of his fantastic Compendium Folders module. You can check it out <a href=\"https:\/\/foundryvtt.com\/packages\/compendium-folders\/\">here<\/a><\/h3>",
|
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|
"name": "Compendium Folders License"
|
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|
},
|
|||
|
"Size and Scale": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Size & Scale<\/h2>\n<p>Characters and creatures have a Size ranging from −4 for very small beings up to Size 20 and higher for massive behemoths. Specific creature Sizes are listed in their statistics, and explained on the <strong>@Compendium[swade-core-rules.swade-rules.Size Table]{Size Table}<\/strong>.<\/p>\n<p>The @Compendium[swade-core-rules.swade-rules.Size Table]{Size Table} lists seven different “Scales,” from Tiny to Gargantuan, and the Scale Modifier that goes with each.<\/p>\n<p>When creatures of different Scales attack each other, the smaller creature adds the difference between its Scale and its target to its attacks. A Tiny fairy (−6 Scale modifier), for example, adds +10 to hurl a @Compendium[swade-core-rules.swade-powers.Bolt]{éclairs} at a Huge dragon (+4).<\/p>\n<p>The larger creature <em>subtracts<\/em> the difference from its attacks. A Very Small eagle (−4) subtracts 2 from its Fighting totals when attacking a Tiny fairy (−6).<\/p>\n<table class=\"table value-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Scale Modifiers<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Modifier<\/th>\n<th class=\"table-column-header\" scope=\"col\">Scale & Examples<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>-6<\/td>\n<td><strong>Tiny:<\/strong> Armor join, baseball, mouse<\/td>\n<\/tr>\n<tr>\n<td>-4<\/td>\n<td><strong>Very Small:<\/strong> Human hand or head, basketball, house cat<\/td>\n<\/tr>\n<tr>\n<td>-2<\/td>\n<td><strong>Small:<\/strong> Human limb, bobcat<\/td>\n<\/tr>\n<tr>\n<td>—<\/td>\n<td><strong>Normal:<\/strong> Human, motorc­ycle, bull, horse<\/td>\n<\/tr>\n<tr>\n<td>+2<\/td>\n<td><strong>Large:<\/strong> Hippo, most vehicles<\/td>\n<\/tr>\n<tr>\n<td>+4<\/td>\n<td><strong>Huge:<\/strong> Dragon, whale<\/td>\n<\/tr>\n<tr>\n<td>+6<\/td>\n<td><strong>Gargantuan:<\/strong> Building, kaiju, ship<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h3>@Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots} & Target Size<\/h3>\n<p>Use the Scale of the target when making @Compendium[swade-core-rules.swade-rules.Called Shots]{called shots} against creatures, not <em>their<\/em> Scale. If a hero wants to blast the eye of a Huge robot destroying the city, for example, use the Scale of the <em>eye<\/em>, not the robot. If the eye is about the size of a car, the hero adds +2 to his roll because a car is Large, a +2 bonus.<\/p>\n<p>Hitting the vital areas have extra effects listed under <strong>@Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}<\/strong>.<\/p>\n<\/div>",
|
|||
|
"name": "Size and Scale"
|
|||
|
},
|
|||
|
"Conviction": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Conviction<\/h2>\n<p>Conviction is a special award granted when a character experiences a great victory or catastrophic misfortune. If possible, use a themed token to note the award; maybe a Marshal’s Badge for <cite>Deadlands<\/cite>, a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} of a different color, a toy doubloon for <cite>50 Fathoms<\/cite>, and so on.<\/p>\n<p>Conviction can be spent to add a d6 to all a character’s @Compendium[swade-core-rules.swade-rules.Traits]{Trait} and @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts} totals until the beginning of her next @Compendium[swade-core-rules.swade-rules.Actions]{turn}. This die can @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Ace}, and its result is added to the final total.<\/p>\n<p>Conviction tokens aren’t @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} and can’t be used as such. They <em>are<\/em> kept between sessions, however.<\/p>\n<p>A character may maintain Conviction from round to round by spending a Benny (at the start of his turn, before it runs out). Once Conviction lapses, however, the effect ends.<\/p>\n<h3>Triumph And Tragedy<\/h3>\n<p>Conviction is granted for personal triumph and tragedy, drawing on a character’s entire background, including—but not limited to—his @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} and @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps}.<\/p>\n<p>Savage settings may also grant Conviction for certain world-specific actions or events.<\/p>\n<p><strong>Triumph:<\/strong> Characters gain Conviction when they overcome significant obstacles core to their overall goals and motivations. This might mean defeating powerful enemies, saving a true love, or overcoming some great mystery or problem.<\/p>\n<p>The victory should be an achievement over and above the usual. A vampire hunter in <cite>Rippers<\/cite> shouldn’t get Conviction every time he kills a vampire, for example, but he might when he wipes out an entire coven or slays a powerful master vamp­ire. A super hero might gain Conviction when she saves her true love from a death trap or the clutches of a powerful villain. She wouldn’t earn it just because her boyfriend is in a dangerous encounter.<\/p>\n<p><strong>Tragedy:<\/strong> Some of the most interesting heroes of fiction, film, and legend spend as much time battling their personal demons as they do fighting their foes. Eventually these same issues give them strength as they work through their grief or overcome obstacles to rise once more against the challenges they face.<\/p>\n<p>When a character experiences a significant personal loss or destructive event, and the GM feels it’s appropriate, he gains Conviction. The death of a loved one or close friend (including a party member he was close to), losing an important job, giving in to harmful character flaws and vices, being removed from a case or quest, or getting framed for a crime are all classic examples of heroic tragedy.<\/p>\n<p>These might happen in the course of the game, but players should also proactively suggest their own ideas to the Game Master. Consider your hero’s backstory and occasionally look for ways to do what your favorite authors do to their characters—torture them! Think about what’s important to them and threaten it or take it away. Most of the time this should be done as a quick narrative tale or a scene with a little interaction and roleplaying so as not to distract from the main campaign or the other players’ time, but occasionally it might inspire a side-trek or adventure to regain—or avenge!—whatever was lost.<\/p>\n<p>Note that earning Conviction for harmful behavior is motivation for players in a game to occasionally spotlight their character’s dark side. It is not an endorsement or rationalization of poor conduct in the real world.<\/p>\n<h2 class=\"blue-example\">Example: Red's Rage<\/h2>\n<p>Emily is Red, a
|
|||
|
"name": "Conviction"
|
|||
|
},
|
|||
|
"Weird Science": {
|
|||
|
"text": "",
|
|||
|
"name": "Science étrange"
|
|||
|
},
|
|||
|
"Wild Attack": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Wild Attack<\/h2>\n<p>Parfois il arrive qu’un personnage désespéré jette toutes ses forces dans une bataille au détriment de sa propre survie.<\/p>\n<p>Faire une Attaque totale offre un bonus de +2 aux jets de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} et à leurs dégâts pour tout le tour,mais le héros est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} jusqu’à la fin de son tour au prochain round (pas celui en cours).<\/p>\n<p>On peut utiliser l’Attaque totale avec des attaques multiples, comme celles d’@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples} ou avec les Atouts @Compendium[swade-core-rules.swade-edges.Frenzy]{Frénésie} ou @Compendium[swade-core-rules.swade-edges.Sweep]{Balayage} Edges.<\/p>\n<\/div>",
|
|||
|
"name": "Attaque totale"
|
|||
|
},
|
|||
|
"Area Effect Attacks": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Attaque de zone<\/h2>\n<p>Les grenades, les effets de certains sorts, les souffles de dragon et toutes les attaques qui affectent une “large zone” entrent dans cette catégorie. Pour simplifier, la plupart de ces attaques utilisent des Gabarits d’explosion de taille standard : @Compendium[swade-core-rules.swade-rules.Blast Templates]{Petit, Moyen et Grand pour les zones circulaires, ainsi qu’un Gabarit de cône}. Vous les trouverez p. 206-208 et sur notre site Internet.<\/p>\n<p>Les attaques de zone ciblent un endroit plutôt que des individus et ignorent donc les bonus défensifs pour les cibles spécifiquement couvertes par le gabarit, comme l'Atout @Compendium[swade-core-rules.swade-edges.Dodge]{Esquive} ou les malus de @Compendium[swade-core-rules.swade-rules.Speed]{Vitesse}.<\/p>\n<p>Pour une attaque utilisant un Gabarit de cône, le personnage place le gabarit en contact avec sa figurine, puis fait un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} ou d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} pour les armes lancées ou les attaques naturelles. En cas de Succès, tous ceux sous le gabarit sont touchés. En cas d’Échec, l’attaque échoue pour une raison quelconque — la créature ne parvient pas à expirer suffisamment de gaz toxique, le lance-flammes crachote, etc.<\/p>\n<p>Pour une attaque utilisant un Gabarit d’explosion, le personnage place le gabarit sur la table (ou décrit où il veut le voir atterrir), puis fait un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} ou @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} pour les armes lancées ou les Souffles. En cas d’Échec, s’il y a une chance que l’attaque dévie et touche quelqu'un d'autre, voir <strong>Déviation<\/strong> ci-dessous.<\/p>\n<p>En cas de Succès, tout personnage se trouvant sous le gabarit, même partiellement, est affecté par l’attaque, sans tenir compte de malus pour le toucher tel l'Atout @Compendium[swade-core-rules.swade-edges.Dodge]{Esquive}. Si l’effet inflige des @Compendium[swade-core-rules.swade-rules.Damage]{dégâts}, jetez les dés pour chaque victime séparément. Une attaque qui obtient une Prouesse fait des @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} supplémentaires comme d’habitude.<\/p>\n<h3>Déviation<\/h3>\n<p>Si une attaque utilisant un Gabarit de cône échoue, elle passe au-dessus des cibles, heurte le sol ou échoue pour une raison quelconque. Le MJ peut toutefois décider que l’attaque affecte une zone proche—un lance-flammes pourra emplir une pièce de flammes ou un gaz toxique pourra être relâché par l’attaque—mais <em>sans effet<\/em> pour les personnages ou d’éventuelles cibles.<\/p>\n<p>Si une attaque utilisant un Gabarit d’explosion échoue, elle dévie de 1d6″ pour les armes lancées (comme les grenades) et de 2d6″ pour les armes de tir. Multipliez la déviation par 2 pour une attaque à @Compendium[swade-core-rules.swade-rules.Range]{Portée} Moyenne, par 3 pour une Attaque à Portée Longue et par 4 pour une attaque à Portée Extrême.<\/p>\n<aside class=\"template-without-miniatures\">\n<h2>Gabarits sans figurines<\/h2>\n<p>Utilisez la table ci-dessous lorsque vous jouez sans figurines ou de manière narrative et souhaitez déterminer rapidement le nombre de cibles affectées par un gabarit. Modifiez le résultat en fonction de l’éparpillement ou la concentration des cibles.<\/p>\n<table class=\"table\"><caption class=\"table-caption\"> <\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Gabarit<\/th>\n<th class=\"table-column-header\" scope=\"col\">Diamètre<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cibles affectées<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>Petit<\/td>\n<td>4 m (2 cases)<\/td>\n<td>2<\/td>\n<\/tr>\n<tr>\n<td>Moyen<\/td>\n<td>8 m (4 cases)<\/td>\n<td>3<\/td>\n<\/tr>\n<tr>\n<td>Grans<\/td>\n<td>12 m (6
|
|||
|
"name": "Attaque de zone"
|
|||
|
},
|
|||
|
"Chases and Vehicles": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Chases & Vehicles<\/h1>\n<\/div>\n<div>\n<p>One of the most thrilling staples of adventure film, television, and fiction is the chase. This simple twist on the regular combat rules lets you race muscle cars over blasted deserts, track freestyle runners across concrete jungles, and even recreate desperate dogfights in the sky or the depths of space.<\/p>\n<p><strong>When to Use These Rules:<\/strong> Use the @Compendium[swade-core-rules.swade-rules.Quick Encounters]{Rencontres rapides} rules if you just want to find out if the heroes catch a fleeing foe. If you want more detail, use these rules for highly mobile pursuits too large for the tabletop. You’ll also find rules for resolving damage against vehicles, and what effect it has on their drivers in this section.<\/p>\n<p><strong>The Basics:<\/strong> Participants vie for position using “Chase Cards” to track relative distance<\/p>\n<h3>Maneuvering Skills<\/h3>\n<p>The following rules often call for maneuvering skill rolls. Exactly what skill that is depends on whether the character is on foot, mounted, or in a vehicle of some sort:<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>Airplane or Spaceship: <\/strong>@Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}<\/li>\n<li><strong>Foot or Bike: <\/strong>@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}<\/li>\n<li><strong>Mount or Wagon: <\/strong>@Compendium[swade-core-rules.swade-skills.Riding]{Équitation}<\/li>\n<li><strong>Vehicle: <\/strong>@Compendium[swade-core-rules.swade-skills.Driving]{Driving}<\/li>\n<li><strong>Watercraft: <\/strong>@Compendium[swade-core-rules.swade-skills.Boating]{Boating}<\/li>\n<\/ul>\n<p><strong>Critical Failure: <\/strong>The standard results for @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critically Failing} a maneuvering roll are listed below, but the GM can always create her own result appropriate to the situation as well:<\/p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Mounted Combat]{Mounted}: <\/strong>Roll a d6. 1–2: the rider loses his turn; 3–4: his mount suffers @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} (this applies to the animal’s rolls <em>and<\/em> the rider’s @Compendium[swade-core-rules.swade-skills.Riding]{Équitation} rolls); 5–6: the rider suffers Fatigue from a bad bounce, low-hanging obstacle, or overexertion trying to control his animal.<\/li>\n<li><strong>Vehicle: <\/strong>The operator must roll on the <strong>@Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}<\/strong> table.<\/li>\n<li><strong>Walking\/Running:<\/strong> Roll a die. Even, he loses the rest of his turn as he stumbles, negotiates an obstacle, or takes a wrong turn. Odd, he suffers @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/FootChase.webp\" alt=\"Image of a red haired woman leaping over a brick wall with a gun in her hand.\" \/>\n<h2>Setup<\/h2>\n<p>To start a chase, shuffle an extra deck of @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} and deal them out in a row on the table (nine is a good number for most chases, add more as needed).<\/p>\n<p>Now break all the participants into each group that will move and act independently. Everyone in the same ship, boat, or vehicle, for example, is one group. In a foot chase, each player character acts independently because they move independently. The horde of @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} chasing them can be broken up into groups as the GM decides.<\/p>\n<p>The rear-most character or vehicle should be at the rear—on the far left card or “Card 1.” Everyone else should be placed to his right as fits the circumstances. Add more cards to either end of the row if someone falls behind or surges ahead.<\/p>\n<p>The Range is the number of Chase Cards between
|
|||
|
"name": "Chases and Vehicles"
|
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|
},
|
|||
|
"Cover and Obstacles": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Cover & Obstacles<\/h2>\n<p>@Compendium[swade-core-rules.swade-rules.Attacks]{Melee and ranged attacks} suffer a penalty when attempting to hit a target behind Cover, per the table below:<\/p>\n<table class=\"table value-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Cover Penalties<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Penalty<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cover<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>-2<\/td>\n<td><strong>Light Cover: <\/strong>A quarter of the target is obscured.<\/td>\n<\/tr>\n<tr>\n<td>-4<\/td>\n<td><strong>Medium Cover: <\/strong>Half the target is obscured, or target is @Compendium[swade-core-rules.swade-rules.Prone]{à terre}.<\/td>\n<\/tr>\n<tr>\n<td>-6<\/td>\n<td><strong>Heavy Cover: <\/strong>Three-quarters of the target is obscured.<\/td>\n<\/tr>\n<tr>\n<td>-8<\/td>\n<td><strong>Near Total Cover: <\/strong>The target is barely visible.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h3>Obstacles<\/h3>\n<p>Sometimes characters have sufficient power to attack their foes through obstacles. (See <strong>@Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}<\/strong> to actually destroy intervening obstacles.) If a missed attack would have been successful without the Cover modifier and the GM thinks the target is likely to be hit, the obstacle acts as @Compendium[swade-core-rules.swade-rules.Armor]{Armure}.<\/p>\n<p>If the obstacle is a person or creature, subtract its @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} from the attack. Use the table below as a guide for other materials.<\/p>\n<table class=\"table value-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Cover Bonus<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Bonus<\/th>\n<th class=\"table-column-header\" scope=\"col\">Obstacle<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>+2<\/td>\n<td>Heavy glass, thick leather, drywall, wooden shield, aluminum car door<\/td>\n<\/tr>\n<tr>\n<td>+4<\/td>\n<td>Sheet metal, steel car door<\/td>\n<\/tr>\n<tr>\n<td>+6<\/td>\n<td>Oak door, cinder block wall<\/td>\n<\/tr>\n<tr>\n<td>+8<\/td>\n<td>Brick wall<\/td>\n<\/tr>\n<tr>\n<td>+10<\/td>\n<td>Stone wall, bulletproof glass, tree<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<img src=\"modules\/swade-core-rules\/assets\/art\/pg99_quote_cover.webp\" alt=\"Cover is your friend. — Red So is Full-Auto — Gabe\" \/> <img src=\"modules\/swade-core-rules\/assets\/art\/Cover.webp\" alt=\"Image of man in overalls hiding behind bullet ridden box while another man fires at him with an automatic rifle.\" \/><\/div>",
|
|||
|
"name": "Cover and Obstacles"
|
|||
|
},
|
|||
|
"Size Table": {
|
|||
|
"text": "<div class=\"swade-core\">\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Size Table<\/h2>\n<div class=\"table-summary\">\n<p>Use the examples below to estimate the Size of creatures not included in the Bestiary. Mass is usually enough to determine its Size and Toughness bonus, but account for overall dimensions as makes sense.<\/p>\n<p>Tiny creatures have a Strength score of 1. They can’t make a Strength roll (and therefore can’t Ace or get bonus damage). They can damage creatures with a Toughness of 1, but can only harm Small or larger beings if they swarm together (see <strong>@Compendium[swade-core-rules.swade-bestiary.Swarm]{Swarms}<\/strong>).<\/p>\n<\/div>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Size \/<br \/>Toughness <br \/>Bonus<\/th>\n<th class=\"table-column-header\" scope=\"col\">Typical<br \/>Strength<br \/>Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">Scale<br \/>Modifier<\/th>\n<th class=\"table-column-header\" scope=\"col\">Typical<br \/>Height \/<br \/>Length Up To...<\/th>\n<th class=\"table-column-header\" scope=\"col\">Mass<br \/>Up To...<\/th>\n<th class=\"table-column-header\" scope=\"col\">Example<br \/>Creatures<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"6\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Tiny<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>-4<\/td>\n<td>1<\/td>\n<td>-6<\/td>\n<td>6\"<\/td>\n<td><4 lbs<\/td>\n<td>Crow, mouse<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"6\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Very Small<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>-3<\/td>\n<td>d4-3<\/td>\n<td>-4<\/td>\n<td>18\"<\/td>\n<td>16 lbs<\/td>\n<td>House @Compendium[swade-core-rules.swade-bestiary.Cat, Small]{cat}, small dogs<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"6\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Small<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>-2<\/td>\n<td>d4-1<\/td>\n<td>-2<\/td>\n<td>3'<\/td>\n<td>32 lbs<\/td>\n<td>Coyote, bobcat, porcupine<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"6\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Normal<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>-1<\/td>\n<td>d4 to d6<\/td>\n<td>—<\/td>\n<td>4'<\/td>\n<td>125 lbs<\/td>\n<td>Child, @Compendium[swade-core-rules.swade-bestiary.Dog \/ Wolf]{wolf}, @Compendium[swade-core-rules.swade-rules.Half-Folk]{half-folk}, @Compendium[swade-core-rules.swade-bestiary.Goblin]{goblin}<\/td>\n<\/tr>\n<tr>\n<td>0<\/td>\n<td>d6 to d12<\/td>\n<td>—<\/td>\n<td>6'<\/td>\n<td>250 lbs<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Humans]{Human}, Great Dane, @Compendium[swade-core-rules.swade-bestiary.Dire Wolf]{dire wolf}<\/td>\n<\/tr>\n<tr>\n<td>1<\/td>\n<td>d8 to d12+1<\/td>\n<td>—<\/td>\n<td>8'<\/td>\n<td>500 lbs<\/td>\n<td>Large human, gorilla, @Compendium[swade-core-rules.swade-bestiary.Lion]{lion}, @Compendium[swade-core-rules.swade-bestiary.Orc]{orc}<\/td>\n<\/tr>\n<tr>\n<td>2<\/td>\n<td>d10 to d12+2<\/td>\n<td>—<\/td>\n<td>9'<\/td>\n<td>1000 lbs<\/td>\n<td>Grizzly, @Compendium[swade-core-rules.swade-equipment.Horse]{horse}, @Compendium[swade-core-rules.swade-bestiary.Ogre]{ogre}, tiger shark<\/td>\n<\/tr>\n<tr>\n<td>3<\/td>\n<td>d12 to d12+3<\/td>\n<td>—<\/td>\n<td>12'<\/td>\n<td>2000 lbs<\/td>\n<td>@Compendium[swade-core-rules.swade-bestiary.Bull]{Bull}, @Compendium[swade-core-rules.swade-bestiary.Horse, War]{war horse}<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"6\" scope=\"colgroup\"><span class=\"
|
|||
|
"name": "Size Table"
|
|||
|
},
|
|||
|
"Heat": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>CHALEUR<\/h2>\n<p>Une chaleur intense — à partir de 35 °C — peut provoquer épuisement ou crise cardiaque, les deux étant tout aussi dangereux. Le principal danger provient de la déshydratation. Une personne qui en a conscience et s’approvisionne en conséquence peut grandement améliorer ses chances dans la fournaise en buvant fréquemment.<\/p>\n<p>À partir de 35 °C, un héros doit faire un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jet} de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} toutes les quatre heures. En cas d’Échec il subit un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} qui ne peut être récupéré qu’une fois rafraîchi (voir Récupération ci-après).<\/p>\n<p><strong>Modificateurs<\/strong> : par chaleur élevée ou extrême, infligez -1 ou -2 au jet. Si le personnage s’active énergiquement ou excessivement, infligez -1 ou -2 supplémentaire au jet.<\/p>\n<p><strong>Coup de chaleur<\/strong> : un personnage Incapacité par la chaleur doit faire un nouveau jet de Vigueur. En cas de Succès, appliquez les règles habituelles concernant Incapacité et Fatigue. En cas d’Échec, sa Vigueur est définitivement réduite d’un cran (d4 au minimum). En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, il décède. <\/p>\n<p><strong>Récupération:<\/strong> une victime doit être rafraîchie pour récupérer de sa Fatigue. Cela nécessite de l’eau, de l’ombre, de l’air conditionné, etc.<\/p>\n<\/div>",
|
|||
|
"name": "Chaleur"
|
|||
|
},
|
|||
|
"Withdrawing From Melee": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Withdrawing From Melee<\/h2>\n<p>Lorsqu’un personnage souhaite s’extraire d’un corps-à-corps, tous les adversaires adjacents non-@Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} et non-@Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} bénéficient immédiatement d’une Attaque gratuite (voir <strong>@Compendium[swade-core-rules.swade-rules.Free Attacks]{Attaque Gratuite}<\/strong>).<\/p>\n<p class=\"embedded-example\"><strong>Exemple:<\/strong> Red est entourée de cinq xénos étranges et doit rejoindre un Gabe blessé au plus vite. Elle choisit l’option @Compendium[swade-core-rules.swade-rules.Defend]{Défense totale} (augmentant ainsi sa @Compendium[swade-core-rules.swade-rules.Characters]{Parade} de +4) et rompt le combat. Les cinq xénos bénéficient chacun d’une Attaque gratuite, avec un bonus de +4 pour l'@Compendium[swade-core-rules.swade-rules.Ganging Up]{Attaque à plusieurs}. Fort heureusement, le bon score de @Compendium[swade-core-rules.swade-rules.Characters]{Parade} de Red lui permet d’esquiver les attaques et de rejoindre son compagnon.<\/p>\n<\/div>",
|
|||
|
"name": "Rompre le combat de mêlée"
|
|||
|
},
|
|||
|
"Catapults Table": {
|
|||
|
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Catapults<\/h2>\n<div class=\"table-summary\">\n<p>Catapults are simple devices that hurl large stones at enemy defenses or ranks of troops. They normally require a crew of eight to load the projectile, crank down the lever that propels it, then sight and aim it. Firing can be done by a single person, but loading the projectile takes at least four.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP<\/th>\n<th class=\"table-column-header\" scope=\"col\">ROF<\/th>\n<th class=\"table-column-header\" scope=\"col\">Blast<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Catapult]{Catapult}<\/td>\n<td>24\/48\/96<\/td>\n<td>3d6<\/td>\n<td>4<\/td>\n<td>Special<\/td>\n<td>MBT<\/td>\n<td>—<\/td>\n<td>10K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} time is every 5 minutes with a crew of 4.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Trebuchet]{Trebuchet}<\/td>\n<td>30\/60\/120<\/td>\n<td>3d8<\/td>\n<td>4<\/td>\n<td>Special<\/td>\n<td>MBT<\/td>\n<td>—<\/td>\n<td>50K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} time is every 5 minutes with a crew of 4.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
|
|||
|
"name": "Table des Catapultes"
|
|||
|
},
|
|||
|
"Heavy Weapon (+2)": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>ARME LOURDE (+2)<\/h3>\n<p>L’arcaniste déverse son énergie dans une attaque pour en concentrer la puissance. L’attaque compte comme <strong>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde (AL)}<\/strong>.<\/p>\n<\/div>",
|
|||
|
"name": "Arme lourde (+2)"
|
|||
|
},
|
|||
|
"Poison": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Poison<\/h2>\n<p>The bane of adventurers across all Savage Worlds can be delivered by the smallest of foes—poison!<\/p>\n<p>When an adventurer comes into contact with poison (at least a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} result if an attack) he must make an immediate @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} minus the Strength of the poison (if listed). Failure means the character is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} in addition to any specific effects listed below.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>KNOCKOUT: <\/strong>The victim is knocked out (Incapacitated and unconscious) for 2d6 hours (twice that with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}).<\/li>\n<li><strong>LETHAL: <\/strong>The victim is @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}, takes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} (two with a Critical Failure), and perishes in 2d6 rounds.<\/li>\n<li><strong>MILD: <\/strong>The victim suffers @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}, or @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhaustion} with a Critical Failure. This cannot cause Incapacitation.<\/li>\n<li><strong>PARALYZING: <\/strong>The victim is Incapacitated for 2d6 minutes, or twice that with a Critical Failure.<\/li>\n<\/ul>\n<p>These are basic and simplified poison effects that can be altered as needed to suit specific creatures or hazards. A particularly deadly snake in your fantasy world, for example, might still cause @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhaustion} to those who resist its effects, or @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} with a raise.<\/p>\n<p><strong>Treatment:<\/strong> A character may make a @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll minus the strength of the poison (if any modifier is listed) to stop its effects. If this action is successful, the victim’s life is saved and the poison no longer has any ill effects—paralyzed victims can move and those rendered unconscious wake.<\/p>\n<p>Each character may only attempt one Healing roll at −2 roll per incident to cure the poison, but another character with Healing may make a second attempt, and so on.<\/p>\n<\/div>",
|
|||
|
"name": "Poison"
|
|||
|
},
|
|||
|
"Avion": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Aviens<\/h2>\n<p>Un avien est un humanoïde ailé. Il tend à être très fin et à avoir les os creux, ce qui accentue davantage sa fragilité. Ses ailes peuvent être faites de plumes comme de cuir ou même d’écailles.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>Allure réduite <\/strong>: sa dépendance au vol et ses ailes imposantes font qu’un avien est assez pataud lorsqu’il est au sol. Son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} à pied est réduite de 1 et son dé de course diminue d’un cran.<\/li>\n<li><strong>Frêle <\/strong>: un avien a −1 en @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} à cause de ses os creux.<\/li>\n<li><strong>Mauvais nageur <\/strong>: les ailes d’un avien constituent un sérieux handicap dans l’eau. Il subit un malus de -2 à ses jets d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (natation) et chaque case de déplacement lui en coûte 3″.<\/li>\n<li><strong>Sens aigusées <\/strong>: un avien dispose de sens aiguisés. Il débute avec d6 en @Compendium[swade-core-rules.swade-skills.Notice]{Perception} au lieu de d4, avec d12 + 1 pour limite.<\/li>\n<li><strong>Vol <\/strong>: un avien peut voler à une @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 12. Il utilise @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} pour d’éventuelles manœuvres.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Avion.webp\" alt=\"Une image d'Avien\" \/><\/div>",
|
|||
|
"name": "Aviens"
|
|||
|
},
|
|||
|
"Armor": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>Armure<\/h3>\n<p>Il s’agit de la protection d’Armure accordée à son porteur. Elle est affichée entre parenthèses et ajoutée au score de @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}. À moins qu’il ne spécifie le contraire, un attaquant dirige toujours ses coups vers le torse de son adversaire.<\/p>\n<p>L’Armure portée se cumule entièrement avec l’Armure naturelle (comme une peau écailleuse).<\/p>\n<p>On peut porter jusqu’à deux armures. La plus faible n’ajoute que la moitié de sa valeur arrondie à l’inférieur, la @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum} est celle de l’armure la plus lourde augmentée d’un cran. Exemple : porter une cotte de maille (+3) en dessous d’une armure de plates (+4) confère un bonus de +1 à l’Armure pour un total de +5, et augmente la Force minimum à d12.<\/p>\n<\/div>",
|
|||
|
"name": "Armure"
|
|||
|
},
|
|||
|
"Heavy Weapon (HW)": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>Arme lourde (AL)<\/ h3>\n<p>Cette arme peut affecter des véhicules ou des machines bénéficiant d’une <strong>@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}<\/strong> (voir p. 82).<\/p>\n<\/div>",
|
|||
|
"name": "Arme lourde"
|
|||
|
},
|
|||
|
"Heroes Never Die": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>LES HÉROS NE MEURENT JAMAIS<\/h2>\n<p>Un héros de cinéma meurt rarement. Quand cela arrive, il combat jusqu’au bout ou accomplit un dernier acte héroïque et épique.<\/p>\n<p>Avec cette règle, un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} par des dégâts fait normalement son jet de Vigueur. Cependant l’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} est traité comme un simple Échec et l’Hémorragie ne s’applique pas.<\/p>\n<p>La façon dont un héros survit à ce qui aurait dû être une mort certaine offre l’occasion d’être créatif. Par exemple, un héros chutant d’une falaise élevée atterrit dans un plan d’eau ou dans les branches des arbres en contrebas.<\/p>\n<p><strong>Méchants:<\/strong> la réciproque est vraie, les méchants aussi meurent rarement ! Les héros doivent jouer dans l’esprit recherché et ne pas tenter d’achever implacablement les vilains qui leur tombent entre les mains. Au lieu de cela, ils devraient capturer ces derniers afin de les remettre aux autorités, tout en sachant que les méchants pourraient s’échapper et les tourmenter à nouveau.<\/p>\n<\/div>",
|
|||
|
"name": "Les héros ne meurent jamais"
|
|||
|
},
|
|||
|
"Armor Notes": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Armure<\/h1>\n<\/div>\n<div>\n<p>L’@Compendium[swade-core-rules.swade-rules.Armor]{Armure} est notée entre parenthèses après la Résistance d’un personnage de la manière suivante : 11 (2). Cela signifie que le personnage en question a une Résistance de 11 incluant deux point venant d’une armure ou d’une protection similaire. Une attaque dotée de la capacité @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Pénétration d’armure (PA)} peut ignorer ces 2 points, mais pas les 9 autres.<\/p>\n<p>Notez que les Jambières (jambes) et les Brassards (bras) sont listés par paire. Divisez par deux le poids et le coût si un personnage ne porte que la moitié de l'ensemble (la @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimale} ne change pas).<\/p>\n<h2>Mots clés<\/h2>\n<div>\n<h3>@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Protection balistique}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Energy Skin]{Pellicule énergétique}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Shields]{Boucliers}<\/h3>\n<\/div>\n<h2>Tables<\/h2>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Common Gear Table]{Équipement commun}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Medieval and Ancient Armor Table]{Arumes anciennes et médiévales}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Modern Armor Table]{Armures contemporaines}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Futuristic Armor Table]{Armures futuristes}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Shields Table]{Boucliers}<\/h3>\n<\/div>\n<\/div>\n<img src=\"modules\/swade-core-rules\/assets\/art\/pg69_quote_armor.webp\" alt=\"Souvenez vous que le prix de l'équipement est lié à la période de l'histoire, et non pour n'importe quelle époque. Il y a toutes les chances qu'ils varient lorsque Gabe et Red passent d'une dimension à l'autre. — The GM\" \/><\/div>",
|
|||
|
"name": "Notes sur les armures"
|
|||
|
},
|
|||
|
"Celestials and Guardians": {
|
|||
|
"text": "<div class=\"swade-core graph-full\">\n<h3>Celestials<\/h3>\n<p>Angels are a great and varied lot, but all have these traits in common.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>@Compendium[swade-core-rules.swade-hindrances.All Thumbs]{ALL THUMBS}:<\/strong> Celestials are not accustomed to technology or machines.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{ARCANE BACKGROUND (Miracles)}:<\/strong> Celestials can call forth a variety of blessed miracles.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Faith]{Foi}:<\/strong> All celestials start with a d6 in Faith. This increases their maximum to d12+1.<\/li>\n<li><strong>FLIGHT:<\/strong> Angels fly at @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 12.<\/li>\n<li><strong>RACIAL ENEMY (Demons & Devils):<\/strong> Those who descend from above do not easily tolerate those who crawl forth from the Abyss.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-hindrances.Vow]{Serment} (Major — Protect humanity):<\/strong> The blessed must protect the flock that remains on the ravaged Earth.<\/li>\n<\/ul>\n<br \/>\n<h3>Guardians<\/h3>\n<p>Those humans who serve the Heavenly Choir are called guardians.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>ADAPTABLE:<\/strong> Guardians begin play with any Novice Edge of their choosing (meeting its Requirements as usual).<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-edges.Champion]{CHAMPIONS}:<\/strong> Guardians have the Champion Edge, giving them a +2 bonus to damage against supernaturally evil foes such as demons and devils.<\/li>\n<li><strong>VigueurOUS:<\/strong> Those humans who have inherited this blasted Earth start the game with a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} instead of a d4. This increases their Vigueur maximum to d12+1.<\/li>\n<li><strong>FLIGHT:<\/strong> Angels fly at Pace 12.<\/li>\n<li><strong><strong>@Compendium[swade-core-rules.swade-hindrances.Vow]{Serment} <\/strong>(Major — Protect humanity):<\/strong> The blessed must protect the flock that remains on the ravaged Earth.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/CelestialsAndGaurdians.webp\" alt=\"A picture of a Celestial and a Gaurdian with the quote 'Not ready to be an angel yet, but I so wanna play this!' — Red\" \/><\/div>",
|
|||
|
"name": "Celestials and Guardians"
|
|||
|
},
|
|||
|
"Power Modifiers": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Power Modifiers<\/h2>\n<p>Power Modifiers allow characters to customize their abilities, adding a special effect that better reflects her @Compendium[swade-core-rules.swade-rules.Powers]{power's} @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}.<\/p>\n<p>Power Modifiers are selected each time a power is activated and may be freely changed each time. An icy <em>@Compendium[swade-core-rules.swade-powers.Bolt]{éclairs}<\/em> might cause @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing} damage in one attack and @Compendium[swade-core-rules.swade-rules.Lingering Damage (+2)]{Lingering Damage} in the next.<\/p>\n<p>A number of common modifiers are listed below, and some powers have additional options as well. The number in parentheses is the price in additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} it costs to add the effect.<\/p>\n<p>@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Casters} must declare which modifiers they’re using before rolling their arcane skill.<\/p>\n<p>Unless a modifier says otherwise, it may be applied to any power, but only once per casting.<\/p>\n<p>Power Modifiers last for the Duration of the spell, or until the end of the target’s next turn in the case of Instant powers.<\/p>\n<h3>Modifiers<\/h3>\n<div class=\"swade-columns\">\n<p><strong>@Compendium[swade-core-rules.swade-rules.Armor Piercing (+1 to +3)]{Armor Piercing}<\/strong><\/p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Fatigue (+2)]{Fatigue}<\/strong><\/p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Glow or Shroud (+1)]{Glow\/Shroud}<\/strong><\/p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (+2)]{Heavy Weapon}<\/strong><\/p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Hinder or Hurry (+1)]{Hinder\/Hurry}<\/strong><\/p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Lingering Damage (+2)]{Lingering Damage}<\/strong><\/p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Range (+1 or +2)]{Portée}<\/strong><\/p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Selective (+1)]{Selective}<\/strong><\/p>\n<\/div>\n<img src=\"modules\/swade-core-rules\/assets\/art\/power_mod_01.webp\" alt=\"Image of a man with a glowing blue gun and blue power devices.\" \/><\/div>",
|
|||
|
"name": "Power Modifiers"
|
|||
|
},
|
|||
|
"Back of Book": {
|
|||
|
"text": "",
|
|||
|
"name": "Quatrième de couverture"
|
|||
|
},
|
|||
|
"Ballistic Protection": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>Protection balistique<\/h3>\n<p>les armures avec une astérisque après la valeur réduisent de 4 points les dégâts des balles (tout “projectile” physique tiré par une arme à feu). La Pénétration d’armure ne s’applique qu’à la valeur d’Armure totale.<\/p>\n<\/div>",
|
|||
|
"name": "Protection balistique"
|
|||
|
},
|
|||
|
"High Adventure": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>AVENTURE HAUTE EN COULEUR<\/h2>\n<p>Un personnage peut dépenser un @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} pour bénéficier d’un @Compendium[swade-core-rules.swade-rules.Edges]{Atout} à usage unique. Les prérequis de @Compendium[swade-core-rules.swade-rules.Advancement]{Rang} et d’Atout doivent être respectés mais ceux de Trait peuvent être ignorés. Il est possible de dépenser plusieurs @Compendium[swade-core-rules.swade-rules.Bennies]{Jetons} d’un coup pour acheter plusieurs Atouts et bénéficier de leurs effets mais aussi remplir un prérequis pour un autre Atout.<\/p>\n<\/div>",
|
|||
|
"name": "Aventure haute en couleur"
|
|||
|
},
|
|||
|
"Bennies": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Jetons<\/h2>\n<p>De temps en temps, il arrive que les dés vous trahissent. C’est pourquoi dans<cite> <cite>Savage Worlds<\/cite><\/cite> vous disposez d’un moyen offrant aux joueurs et MJ un peu de contrôle sur les caprices du destin.<\/p>\n<h3>Jetons des joueurs<\/h3>\n<p>Chaque joueur commence ainsi une session de jeu avec trois “Jetons”, matérialisés par des marqueurs ou des pions quelconques, qui représentent le petit coup de chance des héros ou tout simplement le destin.<\/p>\n<p>Les Jetons sont perdus à la fin de chaque session de jeu, alors utilisez-les !<\/p>\n<p>Il est possible de récupérer des Jetons supplémentaires de deux manières :<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>Récompense : <\/strong>le meneur de jeu peut octroyer des Jetons à un joueur pour une idée brillante, une bonne interprétation (en particulier liée à ses @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps}), avoir surmonté des obstacles ou simplement avoir amusé la tablée par une action improbable et déjantée, une vanne bien sentie ou tout autre acte mémorable.<\/li>\n<li><strong>Un Joker c'est fou : <\/strong>lorsqu’un joueur tire une carte joker lors d’un combat, <em>tous<\/em> les joueurs reçoivent un Jeton.<\/li>\n<\/ul>\n<h3>Jetons du MJ<\/h3>\n<p>Les MJ aussi ont des Jetons. En début de session, le MJ récupère un Jeton par PJ. Il peut les utiliser pour n’importe quel PNJ sous son contrôle (y compris ceux qui ne sont pas des @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker}).<\/p>\n<p>En outre, chaque PNJ @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} dispose de deux Jetons (plus tous ceux octroyés par des @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} comme @Compendium[swade-core-rules.swade-edges.Luck]{Chanceux}) lorsqu’il intervient dans l’histoire. Il peut utiliser ces derniers ou ceux du pot commun du MJ, mais ne peut pas partager les premiers avec d’autres s’il ne dispose pas d’un Atout ou d’une Capacité approprié.<\/p>\n<p>Les héros obtiennent des Jetons lorsqu’ils font des actions héroïques, intelligentes, ou jouent leurs @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} au cours d’une scène. “Ce n’est pas” le cas pour le MJ, mais les Jokers sous son contrôle bénéficient des tirages de carte joker en combat :<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>Un Joker c'est fou : <\/strong>lorsqu’un PNJ contrôlé par le MJ tire une carte joker lors d’un combat, ajoutez un Jeton au pot commun du MJ et à chacun des @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} qu’il contrôle.<\/li>\n<\/ul>\n<h3>Utiliser des jetons<\/h3>\n<p>Vous trouverez ci-après toutes les manières d’utiliser un Jeton au moment approprié.<\/p>\n<p>Il ne peut être utilisé que pour votre personnage.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>Relancer un jet de trait : <\/strong>un Jeton permet de Relancer <em>n’importe quel<\/em> jet de @Compendium[swade-core-rules.swade-rules.Traits]{Trait}, y compris un jet déjà Relancé, et de conserver le <em>meilleur<\/em> de tous les jets. Mais un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} ne peut jamais être Relancé et compte comme résultat final. Tel est le prix à payer pour tenter le destin.<\/li>\n<li><strong>Annuler un état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} : <\/strong>cette utilisation est instantanée et peut être effectuée à tout moment, y compris en interrompant l’action de quelqu’un d’autre.<\/li>\n<li><strong>Jet d'Encaissement : <\/strong>les Jetons peuvent également être utilisés pour sauver votre peau d’attaques mortelles. Référez-vous à la section sur les <strong>@Compendium[swade-core-rules.swade-rules.Soak Rolls]{Jets d’Encaissement}<\/strong> p. 96.<\/li>\n<li><strong>Piocher une nouvelle Carte d'action : <\/strong>lorsque le jeu est cadencé en
|
|||
|
"name": "Jetons"
|
|||
|
},
|
|||
|
"High Explosive (HE)": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>HAUTEMENT EXPLOSIF (HE)<\/h3>\n<p>Les munitions hautement explosives utilisent un gabarit d’explosion, dont la taille est notée dans ses caractéristiques ou dans celles de l’arme (voir <strong>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone}<\/strong> p. 98).<\/p>\n<\/div>",
|
|||
|
"name": "Hautement explosif (HE)"
|
|||
|
},
|
|||
|
"Races": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>RACES<\/h1>\n<\/div>\n<div>\n<p>Not every hero is human. Below are sample races common to many science fiction and fantasy settings. Use them as they are or modify them to fit your particular world. After these examples are guidelines for creating your own races as well.<\/p>\n<p>Note that the races allude to a lot of rules we haven’t explained yet. Just skim them for now and come back once you’ve got a grasp on the rest of the game.<\/p>\n<h2>Races<\/h2>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Android]{Android}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Aquarian]{Aquarian}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Avion]{Avion}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Dwarves]{Dwarves}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Elves]{Elves}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Half-Elves]{Half-Elves}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Half-Folk]{Half-Folk}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Humans]{Humans}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Rakashans]{Rakashans}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Saurians]{Saurians}<\/h3>\n<\/div>\n<aside class=\"torn-page\">\n<h2>BREAKING THE MOLD<\/h2>\n<p>The racial archetypes presented here are iconic of their usual appearance in fantasy and science fiction, but players and Game Masters should feel free to break the tropes if they fit your particular setting.<\/p>\n<p>Maybe rakashans in your world have wings. Or aquarians are primitive, eight-armed cannibals who hunt more developed races on a post-apocalyptic water world.<\/p>\n<p>You can also make different versions of the same races. Perhaps the rakashans of one area evolved to resist @Compendium[swade-core-rules.swade-rules.Cold]{cold} (they’re more like snow leopards), while another sprang from cheetahs (and have @Compendium[swade-core-rules.swade-edges.Fleet-Footed]{Fleet-Footed} as a racial ability). The limit lies only in your imagination and desire to create something new and unusual!<\/p>\n<\/aside>\n<img src=\"modules\/swade-core-rules\/assets\/art\/pg17_quote_races.webp\" alt=\"I know a mad scientist who's a lizard man and a pacifist catgirl vegatarian. Don't judge a book by its cover, friend, or a leopard-man by his spots. — Red\" \/><\/div>\n<\/div>",
|
|||
|
"name": "Races"
|
|||
|
},
|
|||
|
"Hinder or Hurry (+1)": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>FREIN\/HÂTE (+1)<\/h3>\n<p>La cible est ralentie d’une façon ou d’une autre, peut-être en raison d’un froid intense, d’une surface glissante, de matière ou d’énergie qui l’entrave. Son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} de base est réduite de 2 jusqu’à la fin du pouvoir.<\/p>\n<p>Un arcaniste peut également hâter sa cible, peut être en augmentant son tonus, en rendant son pas plus sûr ou avec des muscles plus puissants. Son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} est augmentée de 2.<\/p>\n<p>Les effets de ces deux Modificateurs ne sont pas cumulatifs.<\/p>\n<\/div>",
|
|||
|
"name": "Frein ou hâte (+1)"
|
|||
|
},
|
|||
|
"Armor Piercing (+1 to +3)": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>Pénétration d’armure (+1 à +3)<\/h3>\n<p>L’attaque se concentre sur un point faible de l’armure ou sur une zone exposée. Chaque @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} dépensé accorde @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{PA 2} (voir p. 66) jusqu’à un maximum de @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{PA 6}.<\/p>\n<\/div>",
|
|||
|
"name": "Pénétration d’armure (+1 à +3)"
|
|||
|
},
|
|||
|
"Chapter Beastiary Art": {
|
|||
|
"text": "",
|
|||
|
"name": "Chapter Beastiary Art"
|
|||
|
},
|
|||
|
"Chapter Characters Art": {
|
|||
|
"text": "",
|
|||
|
"name": "Chapter Characters Art"
|
|||
|
},
|
|||
|
"Armor Piercing (AP)": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>Pénétration d’armure (PA)<\/h3>\n<p>L’arme ou le projectile ignore les points d’@Compendium[swade-core-rules.swade-rules.Armor]{Armure} indiqués. Une arme avec la capacité PA 4 ignore 4 points d’Armure. Les points de PA dépassant l’Armure de la cible sont ignorés.<\/p>\n<\/div>",
|
|||
|
"name": "Pénétration d’armure (PA)"
|
|||
|
},
|
|||
|
"Chapter Introduction Art": {
|
|||
|
"text": "",
|
|||
|
"name": "Chapter Introduction Art"
|
|||
|
},
|
|||
|
"Hindrance 02": {
|
|||
|
"text": "",
|
|||
|
"name": "Handicap 02"
|
|||
|
},
|
|||
|
"Chapter Rules Art": {
|
|||
|
"text": "",
|
|||
|
"name": "Chapter Rules Art"
|
|||
|
},
|
|||
|
"Chapter The Adventure Toolkit Art": {
|
|||
|
"text": "",
|
|||
|
"name": "Chapter The Adventure Toolkit Art"
|
|||
|
},
|
|||
|
"Character Creation Summary": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"character-creation\">\n<div class=\"section-header\">\n<h1>Character Creation Summary<\/h1>\n<\/div>\n<h3>Concept<\/h3>\n<ul>\n<li>Start with a general idea of what you want to play. Your setting book likely provides many ideas.<\/li>\n<\/ul>\n<br \/>\n<h3>@Compendium[swade-core-rules.swade-rules.Races]{Race}<\/h3>\n<ul>\n<li>Choose your character’s @Compendium[swade-core-rules.swade-rules.Races]{race} and apply any bonuses or special abilities it grants.<\/li>\n<\/ul>\n<br \/>\n<h3>@Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps}<\/h3>\n<ul>\n<li>Select up to four points of Hindrances (Major Hindrances are worth 2, Minor are worth 1).<\/li>\n<li>For 2 Hindrance points you can raise an attribute one die type, or choose an Edge.<\/li>\n<li>For 1 Hindrance point you can gain another skill point, or gain additional starting funds equal to twice your setting’s starting amount.<\/li>\n<\/ul>\n<br \/>\n<h3>@Compendium[swade-core-rules.swade-rules.Traits]{Attributs}<\/h3>\n<ul>\n<li>Attributes start at d4. You have 5 points to distribute among them. Each step costs 1 point.<\/li>\n<li>Attributes may not be raised beyond d12 unless your hero’s racial bonus states otherwise.<\/li>\n<\/ul>\n<br \/>\n<h3>@Compendium[swade-core-rules.swade-rules.Traits]{Compétences}<\/h3>\n<ul>\n<li>@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}, @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale}, @Compendium[swade-core-rules.swade-skills.Notice]{Perception}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, and @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} are core skills and start at d4 for free.<\/li>\n<li>You have 12 points to put into these or any other skills.<\/li>\n<li>Each die type costs 1 point up to and equal to the linked attribute; then 2 points per step after that.<\/li>\n<\/ul>\n<br \/>\n<h3>@Compendium[swade-core-rules.swade-rules.Characters]{Derived Statistics}<\/h3>\n<ul>\n<li><strong>Standard @Compendium[swade-core-rules.swade-rules.Movement]{Allure}<\/strong> is 6″, but may be changed by racial abilities, @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}, or @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps}.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Characters]{Parade}<\/strong> is 2 plus half of Fighting.<\/li>\n<li>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Characters]{Résistance}<\/strong> is 2 plus half of @Compendium[swade-core-rules.swade-rules.Characters]{Vigueur}, plus any @Compendium[swade-core-rules.swade-rules.Armor]{Armure}.<\/p>\n<p>Note the amount of armor in parentheses like this—Toughness: 11 (2). This means 2 points of the total 11 Toughness comes from Armor. An @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Pénétration d’armure} attack could bypass those 2 points but not the other 9.<\/p>\n<\/li>\n<\/ul>\n<br \/>\n<h3>@Compendium[swade-core-rules.swade-rules.Edges]{Atouts}<\/h3>\n<ul>\n<li>Use any leftover Hindrance points to take Edges if you like.<\/li>\n<li>Each Edge costs 2 Hindrance points.<\/li>\n<\/ul>\n<br \/>\n<h3>@Compendium[swade-core-rules.swade-rules.Gear Notes]{Gear}<\/h3>\n<ul>\n<li>Purchase up to $500 worth of equipment.<\/li>\n<\/ul>\n<br \/><br \/><br \/><br \/><br \/><br \/><\/div>\n<\/div>",
|
|||
|
"name": "Character Creation Summary"
|
|||
|
},
|
|||
|
"Hindrances": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Handicaps<\/h1>\n<\/div>\n<div>\n<p>Les Handicaps représentent les défauts qui compliquent parfois la vie de votre personnage.<\/p>\n<p>Certains Handicaps ont des effets directs en jeu alors que d’autres sont plus ou moins subjectifs et liés à l’interprétation. Ils vous aident à développer le caractère de votre personnage et devraient vous mettre à l’occasion dans des situations délicates, vous incitant à agir de manière peu intelligente, peu efficace voire même à l’encontre des intérêts du groupe. C’est tout le sel des jeux de rôle, et le MJ pourrait vous récompenser avec des @Compendium[swade-core-rules.swade-rules.Bennies]{Jetons} lorsque vos Handicaps vous créent des problèmes à vous ou à votre groupe.<\/p>\n<\/div>\n<img class=\"figure table-figure\" src=\"modules\/swade-core-rules\/assets\/art\/Gabe.webp\" alt=\"’Gabe’ Nate joue toujours « Gabe », un grand costaud loin d’être bête, pas avenant pour un sou mais avec un cœur d’or. Dans les univers modernes ou futuristes, il est technicien ou mécano, et chevalier ou guerrier dans ceux de fantasy.\" \/>\n<figure class=\"figure table-figure\">\n<figcaption class=\"figure-heading\">RÉSUMÉ DES HANDICAPS<\/figcaption>\n<table class=\"table summary-table\">\n<tbody>\n<tr>\nHANDICAP<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Elderly]{Âgé} (Majeur) : @Compendium[swade-core-rules.swade-rules.Movement]{Allure}, course (min. 1), @Compendium[swade-core-rules.swade-rules.Traits]{Agilité, Force, et Vigueur} -1. +5 points de Compétence liée à Intellect.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Anemic]{Anémique} (Mineur) : @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} -2 pour résister à la @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Arrogant]{Arrogant} (Majeur) : aime dominer son opposant, confronte l’adversaire le plus puissant au combat.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-powers.Blind]{Aveugle} (Majeur) : action utilisant la vue -6 ; +1 Atout gratuit pour compenser.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Big Mouth]{Bavard} (Mineur) : incapable de garder un secret, sème constamment des informations privées.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Quirk]{Bizarrerie} (Mineur) : possède des travers mineurs mais persistants importunant souvent les autres.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.One Eye]{Borgne} (Majeur) : action utilisant la vue -2 si à plus de 5 cases (10 m).<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Delusional]{Chimère} (Mineur ou Majeur) : croit en des choses étranges lui causant des ennuis occasionnels ou fréquents.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Code of Honor]{Code d’Honneur} (Majeur) : tient parole et agit comme un gentleman.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Yellow]{Couard} (Majeur) : Terreur et résister à @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} -2.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Greedy]{Cupide} (Mineur ou Majeur) : obsédé par la richesse et les possessions matérielles.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Curious]{Curieux} (Majeur) : veut tout savoir sur tout.<\/td>\n<\/tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Tongue-Tied]{Défaut d’élocution} (Majeur) : @Compendium[swade-core-rules.swade-skills.Int
|
|||
|
"name": "Handicaps"
|
|||
|
},
|
|||
|
"Getting Started Alternate": {
|
|||
|
"text": "",
|
|||
|
"name": "Getting Started Alternate"
|
|||
|
},
|
|||
|
"Glow or Shroud (+1)": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>Glow\/Shroud (+1)<\/h3>\n<p>Glow gives off soft light of an appro­priate color for its @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect} (or caster’s choice). This creates soft light in a @Compendium[swade-core-rules.swade-rules.Game Mastering]{Small Blast Template} centered on the target, and lasts until the power expires. It subtracts 2 from her @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} totals and negates 1 point of @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalties for those attacking the glowing character.<\/p>\n<p>Shroud dims and slightly obscures the target so that attacks against her suffer a −1 penalty and she adds +1 to her @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} rolls.<\/p>\n<\/div>",
|
|||
|
"name": "Glow or Shroud (+1)"
|
|||
|
},
|
|||
|
"Radiation": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Radiation<\/h2>\n<p>Characters in a radioactive environment must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} every hour spent in low radiation, and every minute in high radiation. Each failure results in a @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} level.<\/p>\n<p><strong>Radiation Poisoning:<\/strong> An Incapacitated victim con­tracts radiation sickness, a Chronic Disease, as explained under <strong>@Compendium[swade-core-rules.swade-rules.Disease]{Disease}<\/strong>.<\/p>\n<\/div>",
|
|||
|
"name": "Radiation"
|
|||
|
},
|
|||
|
"Grappling": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Grappling<\/h2>\n<p>Grappling is an opposed roll between the attacker and defender’s @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}. If the attacker wins, the foe is Entangled. With a raise, he’s Bound. (Success on a foe who was already Entangled makes him Bound.) See <strong>@Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound and Entangled}<\/strong>.<\/p>\n<p>If a foe is Bound, the <em>grappler<\/em> is also @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} while maintaining his hold.<\/p>\n<p>The @Compendium[swade-core-rules.swade-rules.Ganging Up]{Ganging Up} bonus applies when grappling a defender, but other maneuvers don’t unless the Game Master rules otherwise in a specific situation.<\/p>\n<p><strong>Size Matters: <\/strong>If there’s a difference in Scale (see @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size and Scale}) between the attacker and defender, the grappler subtracts the difference from his total (the defender does not).<\/p>\n<p>Creatures may not generally grapple a foe more than two Sizes larger than themselves unless they have exceptional reach or @Compendium[swade-core-rules.swade-rules.Traits]{Force} for their Size (GM’s call).<\/p>\n<p class=\"embedded-example\"><strong>Example: <\/strong>A dragon (Huge +4) tries to pin a half-folk thief (Normal). The difference between Huge and Normal Scales is 4, so the dragon must subtract 4 from its @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll.<br \/>If an ogre (Normal) tries to wrestle a great white shark (Large +2), he must subtract 2 from his roll.<\/p>\n<p><strong>Crush: <\/strong>A grappler may harm someone he’s @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entangled or Bound} by making an opposed @Compendium[swade-core-rules.swade-rules.Traits]{Force} roll as an action on his turn. With success, he rolls his @Compendium[swade-core-rules.swade-rules.Traits]{Force} a second time for damage (with @Compendium[swade-core-rules.swade-rules.Dealing Damage]{bonus damage} if he got a raise on the first roll).<\/p>\n<\/div>",
|
|||
|
"name": "Grappling"
|
|||
|
},
|
|||
|
"Trappings": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>ASPECTS<\/h1>\n<\/div>\n<div>\n<p>Les Aspects permettent de décliner les @Compendium[swade-core-rules.swade-rules.Powers]{pouvoirs} de base de ce chapitre en de nombreuses apparences. Ils n’ont généralement pas d’effet de jeu en eux-mêmes mais sont importants pour établir l’atmosphère et le thème.<\/p>\n<p>Par exemple un personnage peut lancer un essaim d’abeilles pour attaquer ses ennemis tandis que les yeux d’un autre tirent des lasers rouges. Les deux sont des Aspects du pouvoir<em>@Compendium[swade-core-rules.swade-powers.Bolt]{éclairs}<\/em> et partagent les mêmes règles tout en ayant une apparence et une description différentes.<\/p>\n<p>Les Aspects <em>sont importants<\/em> quand un obstacle ou un opposant présente une force ou une faiblesse particulière. Si un troll des glaces subit +4 aux dégâts de feu par exemple<\/p>\n<p>Une fois décrit, l’Aspect d’un pouvoir ne varie plus sans l’Atout <strong>@Compendium[swade-core-rules.swade-edges.Wizard]{Mage}<\/strong> ou sans une @Compendium[swade-core-rules.swade-rules.Advancement]{Progression}—voir ci-dessous.<\/p>\n<p>Un personnage peut altérer les effets d’un pouvoir comme il le désire en utilisant les <strong>@Compendium[swade-core-rules.swade-rules.Power Modifiers]{Modificateurs de pouvoir}<\/strong>.<\/p>\n<h3>SYNERGIE<\/h3>\n<p>Parfois la logique voudrait que des Aspects de pouvoir aient un effet supplémentaire. Foudroyer quelqu’un avec un éclair alors qu’il se tient dans l’eau devrait provoquer des @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} supplémentaires, par exemple, à moins qu’il ne porte une combinaison en caoutchouc.<\/p>\n<p>Quand cela arrive, le MJ peut décider qu’une synergie se produit et augmenter ou diminuer les effets ou les dégâts de +2 ou -2.<\/p>\n<p>Les forces opposées, tels le feu et la glace ou la lumière et l’obscurité,<em>n'entrent pas<\/em> en synergie l’une avec l’autre (bien que de tels effets soient parfois pris en compte dans les @Compendium[swade-core-rules.swade-rules.Bestiary]{Capacités spéciales} de certaines créatures)). Par exemple si une <em>@Compendium[swade-core-rules.swade-powers.Blast]{explosion}<\/em> de feu affecte une armure de glace (<em>@Compendium[swade-core-rules.swade-powers.Protection]{Protection}<\/em>), il n’y a pas synergie car elles se compensent mutuellement.< p>\n<h3>Limitations<\/h3>\n<p>Un Aspect de pouvoir impose parfois une limitation à ce dernier. Cela donne des pouvoirs plus spécifiques au détriment de la versatilité tout en réduisant l’effort fourni par l’arcaniste.<\/p>\n<p>Une Limitation est permanente et s’applique toujours sauf changement suite à une @Compendium[swade-core-rules.swade-rules.Advancement]{Progression} comme expliqué ci-dessous.<\/p>\n<p>Chaque Limitation liée à un pouvoir réduit le coût total de 1@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} (jusqu'à un minimum de 1). Si cela devait normalement réduire le coût à 0, vous bénéficiez de +1 au jet d'Arcanes, ou de +2 pour un coût négatif.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>@Compendium[swade-core-rules.swade-rules.Range]{Portée}: <\/strong>The power’s @Compendium[swade-core-rules.swade-rules.Range]{Portée} la Portée du pouvoir est réduite au Toucher. Sa @Compendium[swade-core-rules.swade-rules.Range]{Portée} initiale doit être plus grande..<\/li>\n<li><strong>PERSONNEL : <\/strong>la @Compendium[swade-core-rules.swade-rules.Range]{Portée}du pouvoir devient Personnel. Sa @Compendium[swade-core-rules.swade-rules.Range]{Portée}doit être Toucher ou il doit avoir la Limitation @Compendium[swade-core-rules.swade-rules.Range]{Portée} ci-dessus.<\/li>\n<li><strong>ASPECT: <\/strong>le personnage ne peut utiliser qu’un aspect d’un pouvoir multiple tel<em>@Compendium[swade-core-rules.swade-powers.Sloth\/Speed]{apathie\/vitesse}<\/em> ou <em>@Compendium[swade-core-rules.swade-powers.Boost\/Lower Trait]{a
|
|||
|
"name": "Aspects"
|
|||
|
},
|
|||
|
"Rakashans": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Rakashans<\/h2>\n<p>Rakashans are humanoid felines. Some have the bright colors of tigers, the speckled hides of leopards, or the exotic look of Siamese cats. All have sharp claws and teeth, and a cruel nature when it comes to dealing with their prey.<\/p>\n<p>Rakashans can be found in their own remote and exotic cities or as fringe elements of normal society. They are often too clever and beautiful to be shunned, but too cunning to gain others’ complete trust.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>AGILE<\/strong>: Feline grace gives rakashans a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} attribute instead of a d4. This increases maximum Agilité to d12+1.<\/li>\n<li><strong>BITE\/CLAWS<\/strong>: Rakashan fangs and claws are<strong> @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}<\/strong> that cause Strength+d4 damage.<\/li>\n<li><strong>BLOODTHIRSTY<\/strong>: Rakashans can be cruel to their foes, often toying with them for simple amusement. They rarely take prisoners and feel little compunction about punishing captured foes. They have the @Compendium[swade-core-rules.swade-hindrances.Bloodthirsty]{Bloodthirsty} Hindrance.<\/li>\n<li><strong>CAN'T SWIM<\/strong>: Rakashans actually can swim, they just shun it and are not particularly good at it. They subtract 2 from @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (natation) rolls and each tabletop inch of movement in water uses 3″ of @Compendium[swade-core-rules.swade-rules.Movement]{Allure}.<\/li>\n<li><strong>LOW LIGHT VISION<\/strong>: Rakashan eyes amplify light. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.<\/li>\n<li><strong>RACIAL ENEMY<\/strong>: Rakashan society rose at the expense of another. Pick a common race in your setting. Members of each culture subtract 2 from @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} when dealing with each other and often attack on sight.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Rakashans.webp\" alt=\"An image of a Rakashan\" \/><\/div>",
|
|||
|
"name": "Rakashans"
|
|||
|
},
|
|||
|
"Mass Battles": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Mass Battles<\/h1>\n<\/div>\n<div>\n<p>Many adventures feature heroes traveling about the land, gathering allies to thwart some inevitable foe or loathsome horde. They build coalitions, train armies, discover powerful artifacts, and finally stand against the enemy in desperate and glorious battle.<\/p>\n<p>The rules presented here allow the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Meneur de Jeu} to handle everything from a small warband holding a fort against an undead horde to full divisions of troops fighting a massive field battle or a planetary assault from a space-based invasion fleet. It’s abstract, but provides a narrative base for heroes to plan, get involved, and take part in the carnage!<\/p>\n<p><strong>When to Use These Rules: <\/strong>Use the Mass Battle rules when you need to resolve a large conflict that can go either way, and also allow the player characters to have a role in its outcome. The culmination of these tales is not always a foregone conclusion, and failure can be just as interesting as victory!<\/p>\n<p><strong>The Basics: <\/strong>Each side has a number of “Force Tokens” equal to its relative strength and size. Commanders roll their Battle skill each turn. The winner reduces his rival’s force until one side or the other breaks.<\/p>\n<h2>Setup<\/h2>\n<p>To start, give the larger or more powerful army 10 Force Tokens. Give the opposing army a proportional number of tokens. If one army has 10,000 warriors, for example, and the other has 7,000, give the smaller army seven tokens. These represent the troops, vehicles, ships, etc., in each side’s army.<\/p>\n<p>Adjust the ratio as makes sense to account for special or elite troops, better equipment, and so on. If one army is half as powerful as another, for example, give one side 10 Force Tokens and the other five. Get close enough to give a reasonable approximation of relative strength. The dice and the players’ actions will handle the rest.<\/p>\n<h2>Battle<\/h2>\n<p>At the start of each round, the player characters discuss and decide on their plan.<\/p>\n<p>Next comes opposed Battle rolls by the rival commanders. Add the modifiers below as appropriate to each roll.<\/p>\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Battle Modifiers<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Modifier<\/th>\n<th class=\"table-column-header\" scope=\"col\">Circumstance<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>+1 per point of advantage<\/td>\n<td><strong>Force Bonus:<\/strong> The side with the most Force Tokens adds +1 for each point of difference. If the larger army has 10 tokens and the smaller one has 7, for example, the commander of the more powerful army adds +3.<\/td>\n<\/tr>\n<tr>\n<td>+1 to +4<\/td>\n<td><strong>Tactical Advantage:<\/strong> Grant a +1 to +4 bonus for any special cir­cumstances that might help that army, such as air superiority, fortifications, or other conditions not otherwise factored into the army’s strength.<\/td>\n<\/tr>\n<tr>\n<td>+1 to +4<\/td>\n<td><strong>Battle Plan:<\/strong> Add +1 to +4 if one side has a particularly effective or clever plan over the other.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h3>Results<\/h3>\n<p>The winner of the opposed roll consults the Battle Results. Any casualties are generally distributed evenly throughout the army or however the GM feels is most appropriate.<\/p>\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Battle Results<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Modifier<\/th>\n<th class=\"table-column-header\" scope=\"col\">Result<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>Tie<\/td>\n<td><strong>Draw: <\/strong>Both sides lose one Force Token.<\/td>\n<\/tr>\n<tr>\n<td>Success<\/td>\n<td><strong>Success: <\/strong>T
|
|||
|
"name": "Mass Battles"
|
|||
|
},
|
|||
|
"Sleep": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Sleep<\/h2>\n<p>Most people need a minimum of six hours’ sleep out of every 24. A character who goes without must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} at a cumulative −2 every 24 hours thereafter (to a maximum penalty of −4) or suffer @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. A large amount of coffee, soda, or other stimulant adds +2 to the roll.<\/p>\n<\/div>",
|
|||
|
"name": "Sleep"
|
|||
|
},
|
|||
|
"Damage": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>Damage<\/h3>\n<p>Damage is listed in terms of dice. Projectile weapons have fixed damage (such as 2d6). Melee weapons have damage based on the wielder’s @Compendium[swade-core-rules.swade-rules.Traits]{Force} die plus another die, as listed under individual weapon entries. A dagger, for instance, inflicts Str+d4 damage.<\/p>\n<\/div>",
|
|||
|
"name": "Damage"
|
|||
|
},
|
|||
|
"Snapfire": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>Snapfire<\/h3>\n<p>Certain weapons, such as heavy sniper rifles, are very inaccurate if fired from the hip rather than using their sights, scopes, @Compendium[swade-core-rules.swade-equipment.Bipod\/Tripod]{bipod}, or @Compendium[swade-core-rules.swade-equipment.Bipod\/Tripod]{tripod}. If a character moves in the round he fires a Snapfire weapon, he suffers a −2 @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} penalty.<\/p>\n<\/div>",
|
|||
|
"name": "Snapfire"
|
|||
|
},
|
|||
|
"Damage Effects": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Damage Effects<\/h2>\n<p>Damage can result in three effects: Shaken, Wounds, and Incapacitation.<\/p>\n<h3>Shaken<\/h3>\n<p>Shaken characters are nicked, bruised, or otherwise rattled. They may only take @Compendium[swade-core-rules.swade-rules.Actions]{free actions}, such as @Compendium[swade-core-rules.swade-rules.Movement]{moving} (including running). At the start of their turn, Shaken characters must attempt to recover from being Shaken by making a @Compendium[swade-core-rules.swade-rules.Traits]{Âme} roll. This is a free action.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>FAILURE: <\/strong>The character remains Shaken. She can only perform free actions.<\/li>\n<li><strong>SUCCESS: <\/strong>The character is no longer Shaken and may act normally.<\/li>\n<\/ul>\n<p><strong>Spending Bennies: <\/strong>A player may spend a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} at any time to remove her Shaken status (even when it’s not her turn).<\/p>\n<h3>Wounds<\/h3>\n<p>Every raise on the damage roll inflicts a Wound. @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} are Incapacitated if they take a single Wound (and aren’t <strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Resilient}<\/strong>). They’re dead, injured, or otherwise out of the fight.<\/p>\n<p>@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} can take three Wounds and still function (more with certain @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} or abilities). Further damage doesn’t cause additional Wounds but Incapacitates them instead.<\/p>\n<p><strong>Wound Penalties:<\/strong> Each Wound a character suffers causes a −1 cumulative penalty to his @Compendium[swade-core-rules.swade-rules.Movement]{Allure} (minimum of 1″) and all @Compendium[swade-core-rules.swade-rules.Traits]{Trait} rolls—up to a maximum penalty of −3.<\/p>\n<p><strong>Timing:<\/strong> Characters sometimes take multi­ple hits on the same @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action}. Resolve each damage roll separately and completely before moving on to the next (including any @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Jets d’Encaissement}).<\/p>\n<h3>Incapacitation<\/h3>\n<p>Incapacitated characters may not perform actions but are still dealt Action Cards for the remainder of the encounter in case they recover or must roll for other effects such as <strong>Bleeding Out<\/strong> (below). @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} that affect card draws, such as @Compendium[swade-core-rules.swade-edges.Quick]{Vif}, @Compendium[swade-core-rules.swade-edges.Level Headed]{Tête froide}, or @Compendium[swade-core-rules.swade-hindrances.Hesitant]{Hesitant} are ignored when the hero is Incapacitated.<\/p>\n<p>If Incapacitated by damage or injury, he must make an immediate @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll:<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>CRITICAL FAILURE: <\/strong>The character dies.<\/li>\n<li><strong>FAILURE: <\/strong>Roll on the <strong>@Compendium[swade-core-rules.swade-tables.Injury Table]{Injury Table}<\/strong>. The Injury is permanent and the character is <strong>Bleeding Out<\/strong>, see below.<\/li>\n<li><strong>SUCCESS: <\/strong>Roll on the <strong>Injury Table<\/strong>. The Injury goes away when all Wounds are healed.<\/li>\n<li><strong>RAISE: <\/strong>Roll on the <strong>Injury Table<\/strong>. The Injury goes away in 24 hours, or when all Wounds are healed (whichever is sooner).<\/li>\n<\/ul>\n<p>Characters cannot take actions and might be unconscious (GM’s call). The victim makes a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll each day thereafter and is no longer Incapacitated (or unconscious) if successful. They may also heal Wounds during this time (see <stro
|
|||
|
"name": "Damage Effects"
|
|||
|
},
|
|||
|
"Grenades Table": {
|
|||
|
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Grenades<\/h2>\n<div class=\"table-summary\">\n<p>Grenades activate when their safety pin is pulled, then detonate a few seconds later. They are thrown with the @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} skill at the @Compendium[swade-core-rules.swade-rules.Range]{Ranges} listed below, and cannot make use of <strong>@Compendium[swade-core-rules.swade-rules.Range]{Extreme Range}<\/strong>.<\/p>\n<p>All grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons} and detonate in the listed blast template (see <strong>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}<\/strong>).<\/p>\n<p>Grenades may be Evaded. See <strong>@Compendium[swade-core-rules.swade-rules.Evasion]{Evasion}<\/strong>.<\/p>\n<\/div>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Range<\/th>\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">AP<\/th>\n<th class=\"table-column-header\" scope=\"col\">ROF<\/th>\n<th class=\"table-column-header\" scope=\"col\">Blast<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Mk II (WW2 Pineapple)]{Mk II (WW2 Pineapple)}<\/td>\n<td>4\/8\/16<\/td>\n<td>3d6<\/td>\n<td>—<\/td>\n<td>—<\/td>\n<td>MBT<\/td>\n<td>1<\/td>\n<td>40<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Potato Masher (WW2)]{Potato Masher (WW2)}<\/td>\n<td>5\/10\/20<\/td>\n<td>3d6-2<\/td>\n<td>—<\/td>\n<td>—<\/td>\n<td>MBT<\/td>\n<td>2<\/td>\n<td>50<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Mk67 (Modern)]{Mk67 (Modern)}<\/td>\n<td>5\/10\/20<\/td>\n<td>3d6<\/td>\n<td>—<\/td>\n<td>—<\/td>\n<td>MBT<\/td>\n<td>1<\/td>\n<td>40<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Smoke Grenade]{Smoke Grenade}<\/td>\n<td>5\/10\/20<\/td>\n<td>—<\/td>\n<td>—<\/td>\n<td>—<\/td>\n<td>LBT<\/td>\n<td>1<\/td>\n<td>50<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>Creates an area of smoke in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{LBT} that obscures vision (–4).<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Stun Grenade]{Stun Grenade}<\/td>\n<td>5\/10\/20<\/td>\n<td>—<\/td>\n<td>—<\/td>\n<td>—<\/td>\n<td>LBT<\/td>\n<td>1<\/td>\n<td>50<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>Targets must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll (at –2 with a raise) or be @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<aside class=\"tape-page-half\">\n<h2>More on Grenades<\/h2>\n<p>These additional rules get a bit picky, but they represent the cinematic shenanigans–and real-life heroics – players often look for in their game.<\/p>\n<p>Grenades in the modern era and earlier explode after mechanisms inside trigger the detonator—typically a delay of three to five seconds depending on make and model after the pin is pulled to initiate detonation.<\/p>\n<p><strong>Hot Potato: <\/strong>Because of the delay in the grenade’s detonation, one character (and one only) in the blast radius can attempt to pick up and throw the grenade before it goes off. This is an @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll at −4 as a free @Compendium[swade-core-rules.swade-rules.Actions]{action} (
|
|||
|
"name": "Grenades Table"
|
|||
|
},
|
|||
|
"Soak Rolls": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Soak Rolls<\/h2>\n<p>After rolling damage but before applying wounds, a character may spend a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} to make a “Soak” roll. This is a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} check, with each success and raise reducing the number of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} suffered from that attack by one.<\/p>\n<p>If the character Soaks <em>all<\/em> of the Wounds from an attack, he removes his Shaken condition too (even from a previous source). Don’t count the Wound modifiers he’s about to suffer when making this roll—that hasn’t happened yet.<\/p>\n<p>Characters can’t Soak more than once per attack, but may spend Bennies as usual to reroll the Vigueur check if they aren’t satisfied with the results.<\/p>\n<p><strong>Shaken: <\/strong>A character can also spend a Benny to immediately eliminate a Shaken condition. This can be done at any time.<\/p>\n<\/div>",
|
|||
|
"name": "Soak Rolls"
|
|||
|
},
|
|||
|
"Range": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>Range<\/h3>\n<p>This lists the weapon’s Short, Medium, and Long Range. Extreme Range is up to 4×its Long Range. See @Compendium[swade-core-rules.swade-rules.Attacks]{Ranged Attacks} for @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} or @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (lancer) modifiers and more details.<\/p>\n<p>Ranges are listed in inches so you can use a ruler to move, shoot, and fight on the tabletop with miniatures. If you’re not using miniatures, each inch is equal to two yards.<\/p>\n<p>Weapon ranges are “effective” ranges for the table-top. If you need to know the real world range of a weapon (for battles that don’t take place on the table-top, for instance), multiply each range bracket by 2.5.<\/p>\n<\/div>",
|
|||
|
"name": "Range"
|
|||
|
},
|
|||
|
"Social Conflict": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Social Conflict<\/h1>\n<\/div>\n<div>\n<p>Not every conflict is won by the blade. Successful oratory can topple nations.<\/p>\n<p><strong>When to Use These Rules:<\/strong> Most social exchanges are a simple skill roll resisted by the appropriate @Compendium[swade-core-rules.swade-rules.Traits]{Trait}, such as @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} or @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} vs. @Compendium[swade-core-rules.swade-rules.Traits]{Âme}. For longer interactions, such as the back and forth of a long argument, negotiation, or a legal proceeding, the following system adds some drama and structure to each side’s discussion. (The GM might use a @Compendium[swade-core-rules.swade-rules.Dramatic Tasks]{Scènes dramatiques} instead if the argument must be won in a hurry!)<\/p>\n<p><strong>The Basics:<\/strong> Characters make arguments back and forth over three rounds, roll their appropriate skills, then consult the <strong>Conflict Results<\/strong> table (below) to see how well they’ve influenced their audience.<\/p>\n<h2>Conflict Rounds<\/h2>\n<p>The conflict is broken down into three rounds of conversation, each focusing on a particular point (or a few highly connected points).<\/p>\n<p>During each round, the player roleplays her character’s argument and makes a @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} roll opposed by the @Compendium[swade-core-rules.swade-rules.Traits]{Âme} of whoever she’s trying to convince. If a rival argues against her, the roll is opposed by his Persuasion instead.<\/p>\n<p>Each success and raise by the petitioner grants her an “Influence Token” (rivals don’t gain tokens, they just oppose the petitioner and keep her from gaining them).<\/p>\n<p><strong>Modifiers:<\/strong> @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls should be modi­fied by the situation as the GM sees fit. A hero trying to convince a scientist of a fact within his field rolls the lowest of his Persuasion or @Compendium[swade-core-rules.swade-skills.Science]{Science}. A particularly brilliant argument or impassioned roleplaying might add +1 to +4. An insult or <em>faux pas<\/em> inflicts a similar penalty.<\/p>\n<p>@Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} should also be considered. Convincing a jury that an @Compendium[swade-core-rules.swade-hindrances.Outsider]{Outsider} (Majeur) is innocent of a crime, for example, carries a −2 penalty.<\/p>\n<h3>Results<\/h3>\n<p>At the end of the third round, the speaker looks up her total Influence Tokens on the <strong>Social Conflict Results<\/strong> table below.<\/p>\n<p><strong>Trials:<\/strong> Run trials and similar conflicts from the accuser’s point of view since they must usually prove the accused’s guilt. If the player characters are the defenders, they oppose the prosecution and must keep them from gaining Influence Tokens with the judge (baron, king, warlord, etc.).<\/p>\n<p>Accusers in a trial must get at least three tokens to convict. Lesser or greater results indicate the degree of punishment based on the setting’s customs and laws.<\/p>\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2>Social Conflict Results<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Tokens<\/th>\n<th class=\"table-column-header\" scope=\"col\">Results<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>0<\/td>\n<td>Pleas are denied and negotiations fail. Discussions may reopen if new information is presented or favors are performed. In a trial, the defendant is acquitted.<\/td>\n<\/tr>\n<tr>\n<td>1-3<\/td>\n<td>The target isn’t truly convinced, but provides the minimum amount of support possible. In a trial, the defendant receives the minimum penalty.<\/td>\n<\/tr>\n<tr>\n<td>4-5<\/td>\n<td>The arbiter is reasonably convinced or wi
|
|||
|
"name": "Social Conflict"
|
|||
|
},
|
|||
|
"Range (+1 or +2)": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>Range (+1\/+2)<\/h3>\n<p>Double the power’s listed Range for 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}, or triple it for +2. This modifier may not be used on powers with a @Compendium[swade-core-rules.swade-rules.Range]{Portée} of @Compendium[swade-core-rules.swade-rules.Touch Attack]{Toucher} or the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Cone Template}.<\/p>\n<\/div>",
|
|||
|
"name": "Range (+1 or +2)"
|
|||
|
},
|
|||
|
"Characters": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Characters<\/p>\n<\/div>\n<\/div>\n<div class=\"text\">\n<p>Great heroes are more than a collection of statistics and numbers, but in a game system this is certainly where they begin. To make your hero, download a Savage Worlds character sheet from our website at <a title=\"Pinnacle Entertainment Group, Inc.\" href=\"http:\/\/www.peginc.com\" target=\"_blank\" rel=\"noopener\"><strong>www.peginc.com<\/strong><\/a> and follow the steps below<\/p>\n<h2>CONCEPT<\/h2>\n<p>Published Savage Settings often come with both character ideas and pregenerated “Archetypes.” You can play these as-is or use them to spark your own ideas.<\/p>\n<p>You might play an iconic gunslinger in <a title=\"Deadlands: The Weird West\" href=\"https:\/\/www.peginc.com\/store\/deadlands-the-weird-west-core-rules\/\" target=\"_blank\" rel=\"noopener\"><em>Deadlands: The Weird West<\/em><\/a>, for example, or you might try something a little different and play the innocent schoolmarm destined to save the town. Look through the player’s section of your setting or talk to the GM if it’s a world of her own creation to see what kind of character catches your interest.<\/p>\n<h2>Race<\/h2>\n<p>Settings may feature everything from humans to strange aliens, graceful elves, or other exotic races. You can choose to play any race available in your particular setting.<\/p>\n<p>A number of sample races are detailed @Compendium[swade-core-rules.swade-rules.Races]{here}, as well as rules for players and Game Masters to @Compendium[swade-core-rules.swade-rules.Making Races]{create your own}.<\/p>\n<h2>HINDRANCES<\/h2>\n<p>@Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} are flaws, drawbacks, or dark secrets drawn from a character’s backstory.<\/p>\n<p>You can take up to 4 points of Hindrances. A Major Hindrance is worth 2 points, and a Minor is worth 1. A hero could thus take two Major Hindrances, four Minor, or any combination that adds up to 4 points. (You can take more Hindrances if you want but the maximum benefit is 4 points!)<\/p>\n<p>Taking Hindrances not only helps you define and roleplay your hero, but also gives you additional points you can use to start with additional attribute or skill points, @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}, or even money for @Compendium[swade-core-rules.swade-rules.Gear Notes]{gear}.<\/p>\n<p><strong>For 2 points you can:<\/strong><\/p>\n<ul>\n<li>Raise an attribute one die type, or<\/li>\n<li>Choose an @Compendium[swade-core-rules.swade-rules.Edges]{Atout}<\/li>\n<\/ul>\n<p><strong>For 1 point you can:<\/strong><\/p>\n<ul>\n<li>Gain another skill point, or<\/li>\n<li>Gain additional starting funds equal to twice your setting's starting amount (see below)<\/li>\n<\/ul>\n<h2>TRAITS<\/h2>\n<p>Characters are defined by attributes and skills, collectively called “@Compendium[swade-core-rules.swade-rules.Traits]{traits},” and both work in exactly the same way. Attributes and skills are ranked by die types, typically from d4 to d12, with d6 being the average for adult humans. Higher is better!<\/p>\n<h3>ATTRIBUTES<\/h3>\n<p>Every character starts with a d4 in each of five attributes: Agilité, Intellect, Âme, Strength, and Vigueur (discussed in more detail @Compendium[swade-core-rules.swade-rules.Traits]{here}).<\/p>\n<p>You then have 5 points to increase your attributes. Raising a d4 to a d6, for example, costs 1 point. You’re free to spend these points however you like, except that no attribute may ever be raised above a d12 unless a racial ability says otherwise (such as @Compendium[swade-core-rules.swade-rules.Making Races]{Attribute Increase}). If it does, each increase beyond a d12 adds a +1 modifier. Increasing a d12 Strength two steps, for example, is a Strength score of d12+2.<\/p>\n<img src=\"modules\/swade-core-rules\/assets\/art\/pg10_red.webp\" alt=\"An image of Red and quote 'No matter what setting she's playing, Emily's character is always 'Red'.
|
|||
|
"name": "Characters"
|
|||
|
},
|
|||
|
"Ranged Weapons In Melee": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Ranged Weapons In Melee<\/h2>\n<p>Heroes may fire ranged weapons when engaged in melee with a few caveats:<\/p>\n<ul>\n<li>The attacker may only use a @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir} or a one-handed ranged weapon (such as a firearm no larger than a pistol) when in melee. He may not fire rifles or other “long arms.” The TN is the defender’s @Compendium[swade-core-rules.swade-rules.Characters]{Parade} instead of Short Range as he struggles, wrestles back and forth, etc.<\/li>\n<li>If attacking a non-adjacent target with a ranged attack while in melee, the attacker instantly becomes @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable}.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/RangedWeaponsInMelee.webp\" alt=\"An image of three defenders armed with ranged weapons shooting at monsters coming at them.\" \/><\/div>",
|
|||
|
"name": "Ranged Weapons In Melee"
|
|||
|
},
|
|||
|
"Wound Cap": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Wound Cap<\/h2>\n<p>Utilisez cette règle pour avoir des combats qui restent dangereux tout en limitant les risques qu’un personnage (ou un méchant) meurt suite à un coup malheureux. Cela peut toujours arriver mais bien plus rarement. Un personnage ne peut jamais subir plus de quatre @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} en un seul coup. Cette limite s’applique avant un éventuel @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Encaissement} <\/p>\n<p><strong>Créatures massives :<\/strong> la Limite de Blessures s’applique également aux créatures supportant plus de trois Blessures en raison de @Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} ou de leur @Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Capacité Résilient ou Très résilient}). Par exemple, une créature Énorme peut avoir jusqu’à cinq Blessures mais pas plus de quatre en un seul coup. Elle ne peut donc pas être tuée en une seule attaque. Bien sûr, le MJ peut toujours passer outre pour une situation spécifique évidente comme une explosion démesurée ou une chute d’un à-pic vertigineux.<\/p>\n<\/div>",
|
|||
|
"name": "Limite de blessures"
|
|||
|
},
|
|||
|
"Wild Cards and Extras": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Wild Cards & Extras<\/h2>\n<p>Votre héros (un personnage joueur), et certains alliés, méchants et monstres uniques sont ce qu’on appelle des Jokers. Ils ont un peu plus de chance d’arriver à leurs fins et de résister aux blessures. Ils sont généralement plus détaillés que le commun des gardes, séides et autres laquais. On appelle ces derniers des Extras.;<\/p>\n<p>Les Jokers sont indiqués par une icône particulière à côté de leur nom, comme ci-contre :<\/p>\n<h3><img style=\"height: 20px; width: 20px;\" src=\"modules\/swade-core-rules\/assets\/icons\/wild-card.svg\" alt=\"A burning sword through a globe.\" \/>RED<\/h3>\n<p>L’icône en question varie en fonction de l’univers Savage Worlds, comme le symbole de pirate dans <cite>50 Fathoms<\/cite> ou la carte de joker pour <cite>Deadlands<\/cite>.<\/p>\n<p>En dehors des personnages joueurs, le MJ reste seul juge de quels PNJ sont des Jokers. Le sergent de la milice n’en est probablement pas un, mais le Sergent Grimlock de la milice pourrait en être un. Skytch le dragon sera lui aussi un Joker, mais pas ses trois jeunes dragonnets.<\/p>\n<p>Les Jokers en font bien plus que les autres. Ils osent ambitieusement et risquent tout pour devenir des héros — ou des méchants.<\/p>\n<p>Vous constaterez les différences entre les Jokers et les Extras au fur et à mesure de votre lecture, mais dans les grandes lignes, ils ont deux Capacités spéciales :<\/p>\n<ul>\n<li>Les Jokers peuvent subir trois @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} avant de devenir @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}.<\/li>\n<li>Les Jokers lancent un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Dé Joker} (généralement un d6) avec leur dé de @Compendium[swade-core-rules.swade-rules.Traits]{Trait} Quand ils font @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Jet de Trait} et conservent le meilleur des deux (voir <strong>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Dé Joker}<\/strong>).<\/li>\n<\/ul>\n<\/div>",
|
|||
|
"name": "Jokers et Extras"
|
|||
|
},
|
|||
|
"Wealth": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Wealth<\/h1>\n<\/div>\n<div>\n<p>Combattre le mal s'avère parfois coûteux. Ce système permet de gérer plus facilement et plus narrativement l’argent dans le jeu.<\/p>\n<p><strong>Quand utiliser ces règles :<\/strong> utilisez le système de Richesse si vous désirez une façon simple et rapide de gérer les ressources financières, sans en tenir le décompte précis.<\/p>\n<p><strong>La base :<\/strong> les personnages ont une caractéristique supplémentaire appelée Richesse qu’ils utilisent pour leurs achats. Elle s’accroît quand ils sont récompensés et elle décline après des achats conséquents.<\/p>\n<h2>ACHETER DES BIENS<\/h2>\n<p>Chaque personnage dispose d’un d6 en Richesse représentant les ressources de la classe moyenne de l’univers. Sans être un @Compendium[swade-core-rules.swade-rules.Traits]{Trait}, elle s’utilise de la même façon — un personnage peut dépenser @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} sur un jet de Richesse, il lance son @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Dé Joker}et bénéficie des @Compendium[swade-core-rules.swade-rules.Support]{Soutiens} amis.<\/p>\n<p>Quand un héros veut acheter quelque chose de commun, il l’obtient sans faire de jet. Pour un bien dépassant 10 fois sa Richesse en $ ou après avoir fait de nombreux petits achats, il fait un jet de Richesse. Le MJ peut octroyer un bonus pour des économies ou une aubaine, infliger des malus pour les achats coûteux ou les interdire quand ils surpassent la Richesse du personnage. En cas d’Échec critique, l’acheteur ne parvient pas à réunir les fonds et doit attendre une semaine avant de pouvoir retenter cette transaction ou avoir une nouvelle <strong>Récompense<\/strong> (voir ci-contre). En cas d’Échec, l’acheteur peut renoncer à la dépense ou se retrouver sans le sou, quel que soit son degré de Richesse (voir ci-après).<\/p>\n<p>En cas de Succès, l’achat se fait en diminuant la Richesse d’un cran. Le MJ décide quand le personnage récupère ses finances, après quelques temps ou suite à des récompenses. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, l’achat est acquis sans diminuer la Richesse.<\/p>\n<h3>SANS LE SOU<\/h3>\n<p>Quand la Richesse diminue en dessous de d4, le héros est sans le sou. Il peut encore subvenir à ses besoins de base en nourriture, eau et abri (sauf si le MJ ou la situation en décide autrement) mais il ne peut plus acquérir de mets plus raffinés, payer des transports ni même renouveler ses munitions.<\/p>\n<h3>PERSONNAGES PAUVRES OU RICHES<\/h3>\n<p>La Richesse n’augmente de façon permanente qu’avec des récompenses ou les @Compendium[swade-core-rules.swade-rules.Edges]{Atout} @Compendium[swade-core-rules.swade-edges.Rich]{Riche}. Elle diminue avec les achats et le @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} @Compendium[swade-core-rules.swade-hindrances.Poverty]{Pauvre}. La Richesse est de d4 pour un Pauvre, d8 pour un Riche et d10 pour un Très Riche.<\/p>\n<p>Un personnage fait ses jets de Richesse avec un bonus de +1 avec l’atout @Compendium[swade-core-rules.swade-edges.Fame]{Fame} de +2 avec l’Atout Célébrité. Il a tendance à avoir un peu plus d’argent et les gens aiment lui accorder des rabais.<\/p>\n<h3>JETS DE SOUTIEN<\/h3>\n<p>Des camarades peuvent @Compendium[swade-core-rules.swade-rules.Support]{Soutenir} un jet de Richesse mais ils partagent les mêmes risques, par exemple perdre un cran de Richesse en cas de Succès.<\/p>\n<h2>DISPONIBILITÉ<\/h2>\n<p>Dénicher un objet moins commun au marché noir, par le biais d’un revendeur privé ou de transactions internet, nécessite l’usage de la Compétence @Compendium[swade-core-rules.swade-skills.Research]{Recherche} ou <strong>@Compendium[swade-core-rules.swade-rules.Networking]{Réseautage}<\/strong>.<\/p>\n<p>Le MJ peut également décider que le bien n’est pas disponible, ou assigner un modificateur de son c
|
|||
|
"name": "Richesse"
|
|||
|
},
|
|||
|
"Special Ability (Invulnerability)": {
|
|||
|
"text": "<div class=\"swade-core\">\r\n <h3>Invulnerabilité<\/h3>\r\n <div>\r\n <p>Certains scénarios mettent en scène des horreurs invulnérables qui ne peuvent être défaites qu’en découvrant leur faiblesse.<\/p>\r\n <p>Une créature Invulnérable ignore les dégâts listés dans sa description. Sauf mention contraire, elle peut être @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} ou @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} mais pas @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessée} Un ancien dieu invoqué par des fanatiques, par exemple, pourrait n’être que vulnérable aux éclats de vitraux venant d’une église.<\/p>\r\n <\/div>\r\n<\/div>",
|
|||
|
"name": "Capacité spéciale (Invulnérabilité)"
|
|||
|
},
|
|||
|
"Special Ability (Regeneration)": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>Regeneration<\/h3>\n<div>\n<p>On raconte que les @Compendium[swade-core-rules.swade-bestiary.Troll]{trolls}, les @Compendium[swade-core-rules.swade-bestiary.Vampire]{vampires}, et autres créatures légendaires ont la faculté de Régénérer quand ils sont blessés<\/p>\n<p>Il y a deux types de Régénération : rapide et lente.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>REGENERATION RAPIDE : <\/strong>une créature Blessée fait un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} à chaque round, même @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}. En cas de Succès, elle guérit une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure} (ou annule Incapacité), et une deuxième en cas de Prouesse. Les Blessures dues à certains types de dégâts (précisés dans la description de la créature) ne peuvent pas être régénérées (mais peuvent @Compendium[swade-core-rules.swade-rules.Healing]{guérir} Par exemple, un troll ne peut pas régénérer une Blessure causée par le feu.<\/li>\n<li><strong>REGENERATION LENTE : <\/strong>la créature fait un jet de @JournalEntry[xiTS5HW9LVPSUqz5]{Guérison naturelle} une fois par jour.<\/li>\n<\/ul>\n<\/div>\n<\/div>",
|
|||
|
"name": "Capacité spéciale (Régénération)"
|
|||
|
},
|
|||
|
"Advancement": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Progression<\/h1>\n<\/div>\n<div>\n<p>Un des plus grands attraits du jeu de rôle est de faire progresser votre personnage, de le voir évoluer de novice plein de rêves à héros légendaire.<\/p>\n<p>La Progression dans <cite>Savage Worlds<\/cite> dépend de la longueur prévue de votre campagne. Pour les campagnes courtes d’une dizaine de sessions, nous vous recommandons de faire Progresser les personnages une fois par session de jeu. Pour les parties en oneshot, comme en convention par exemple, vous pouvez même envisager d’autoriser une Progression en <em>milieu<\/em> de session, en particulier s’il y a un temps mort ou que la narration s’y prête.<\/p>\n<p>Vous pouvez ralentir les choses, en autorisant une Progression toutes les deux sessions, voire toutes les trois pour une campagne au long cours. Vous pouvez opter pour des Progressions lorsque certains objectifs sont atteints. La décision reste dans les mains du MJ.<\/p>\n<p>Une Progression permet à un personnage de s’améliorer de l’une des manières suivantes. Gardez à l’esprit qu’aucun @Compendium[swade-core-rules.swade-rules.Traits]{Trait} ne peut être augmenté au delà du maximum lié à l’espèce ou à la culture (en général d12).<\/p>\n<ul>\n<li>Choisir un nouvel @Compendium[swade-core-rules.swade-rules.Edges]{Atout}.<\/li>\n<li>Augmenter d’un cran une @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} dont la valeur est déjà égale ou supérieure à son Attribut lié.<\/li>\n<li>Augmenter d’un cran deux Compétences dont les valeurs sont inférieures à leur Attribut lié (y compris prendre à d4 de nouvelles Compétences dont ne dispose pas encore le personnage).<\/li>\n<li>Augmenter d’un cran un Attribut. Vous ne pouvez choisir cette option qu’une fois par Rang (voir <strong>Rang<\/strong>, ci-dessous). Un personnage Légendaire peut augmenter un Attribut une Progression sur deux jusqu’au maximum lié à l’espèce ou à la culture.<\/li>\n<li>Supprimer définitivement un @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} Mineur ou passer un Handicap Majeur en Mineur si cela est possible. Avec l’accord du MJ et si cela fait sens, vous pouvez économiser deux Progressions pour pouvoir supprimer un Handicap Majeur. Le joueur et le MJ doivent se mettre d’accord sur la façon dont cela se produit. Peut-être qu’un événement traumatisant aura déclenché un changement d’attitude chez le personnage, que ce dernier aura décidé de faire des efforts pour changer voire même qu’il cherchera l’aide d’un professionnel entre ses missions.<\/li>\n<\/ul>\n<h2>Rang<\/h2>\n<p>Au fur et à mesure qu’un personnage obtient des Progressions, son Rang augmente. C’est une mesure grossière de la puissance d’un héros. Chaque Rang donne accès à des @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} et des capacités plus puissantes, comme des @Compendium[swade-core-rules.swade-rules.Powers]{pouvoirs}) par exemple.<\/p>\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Rang<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Progressions<\/th>\n<th class=\"table-column-header\" scope=\"col\">Rang<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>0-3<\/td>\n<td>Novice<\/td>\n<\/tr>\n<tr>\n<td>4-7<\/td>\n<td>Aguerri<\/td>\n<\/tr>\n<tr>\n<td>8-11<\/td>\n<td>Vétéran<\/td>\n<\/tr>\n<tr>\n<td>12-15<\/td>\n<td>Héroïque<\/td>\n<\/tr>\n<tr>\n<td>16+<\/td>\n<td>Légendaire<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h3>Débuter avec des personnages expérimentés<\/h3>\n<p>Si le MJ souhaite commencer le jeu avec des personnages plus expérimentés, créez simplement ceuxci au Rang Novice puis faites les Progresser normalement. Vous vous assurez ainsi qu’ils seront équilibrés comme s’ils avaient évolué en cours de jeu.<\/p>\n<p>La possession de biens supplémentaires ou d’équipements particuliers reste à la
|
|||
|
"name": "Progression"
|
|||
|
},
|
|||
|
"Unarmed Defender": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Unarmed Defender<\/h2>\n<p>Il est difficile de faire une @Compendium[swade-core-rules.swade-rules.Characters]{Parade} parer une lame à mains nues. Un attaquant équipé d'une arme de corps-à-corps bénéficie d’un bonus de +2 à son jet de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} si sa cible n’a pas d’arme ou de bouclier (ce bonus ne se cumule pas avec une @Compendium[swade-core-rules.swade-rules.The Drop]{Attaque surprise}.)<\/p>\n<img src=\"modules\/swade-core-rules\/assets\/art\/UnarmedDefender.webp\" \/><\/div>",
|
|||
|
"name": "Défenseur désarmé"
|
|||
|
},
|
|||
|
"Ground Vehicles": {
|
|||
|
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Ground Vehicles<\/h2>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Vehicle<\/th>\n<th class=\"table-column-header\" scope=\"col\">Size<\/th>\n<th class=\"table-column-header\" scope=\"col\">Handling<\/th>\n<th class=\"table-column-header\" scope=\"col\">Top Speed (MPH)<\/th>\n<th class=\"table-column-header\" scope=\"col\">Toughness<\/th>\n<th class=\"table-column-header\" scope=\"col\">Crew<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Civilian Vehicles<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Bicycle]{Bicycle}<\/td>\n<td>-1<\/td>\n<td>+1<\/td>\n<td>16<\/td>\n<td>4<\/td>\n<td>1<\/td>\n<td>250<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> 50% chance a shot hits the rider instead. Doubles rider’s @Compendium[swade-core-rules.swade-rules.Movement]{Allure} and @Compendium[swade-core-rules.swade-rules.Movement]{running die} result.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Carriage]{Carriage}<\/td>\n<td>3<\/td>\n<td>-2<\/td>\n<td>16<\/td>\n<td>6<\/td>\n<td>1+3<\/td>\n<td>1-3K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> Pulled by one @Compendium[swade-core-rules.swade-equipment.Horse]{Horse}. @Compendium[swade-core-rules.swade-rules.Movement]{Allure} on the tabletop is 12 and it may run.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Early Car]{Early Car}<\/td>\n<td>3<\/td>\n<td>-1<\/td>\n<td>40<\/td>\n<td>7<\/td>\n<td>1+3<\/td>\n<td>1000<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> Model Ts and the like.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Street Bike]{Street Bike}<\/td>\n<td>1<\/td>\n<td>+1<\/td>\n<td>120<\/td>\n<td>8<\/td>\n<td>1+1<\/td>\n<td>3000<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> Stock name-brand street bikes designed for urban use. 50% chance any uncalled shot hits the character instead.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Dirt Bike]{Dirt Bike}<\/td>\n<td>0<\/td>\n<td>+1<\/td>\n<td>80<\/td>\n<td>7<\/td>\n<td>1<\/td>\n<td>2000<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> Stock bike designed for off-road use with excellent shocks. Off Road (treat as @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4WD}). 50% chance any uncalled shot hits the character instead.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Compact Car]{Compact Car}<\/td>\n<td>4 (Grand)<\/td>\n<td>+1<\/td>\n<td>120<\/td>\n<td>10 (2)<\/td>\n<td>1+3<\/td>\n<td>5-14K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> Honda Civic or similar vehicle.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Mid-Sized Car]{Mid-Sized Car}<\/td>\n<td>4 (Grand)<\/td>\n<td>0<\/td>\n<td>120<\/td>\n<td>11 (2)<\/td>\n<td>1+4<\/td>\n<td>30K<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Air bags}, luxury features.<\/td>\n<\/tr
|
|||
|
"name": "Ground Vehicles"
|
|||
|
},
|
|||
|
"Special Ability (Gargantuan)": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>GIGANTESQUE<\/h3>\n<div>\n<p>Une créature Gigantesque est de @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} 12 ou plus. Dans les classiques du cinéma, des monstres comme King-Kong ou Godzilla entrent dans cette catégorie.<\/p>\n<p>La créature bénéficie d’une @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure lourde}, peut encaisser jusqu’à 3 @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}, supplémentaires et ses attaques sont considérées comme des @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes lourdes.}.<\/p>\n<p><strong>Piétinement :<\/strong> une créature Gigantesque peut piétiner en utilisant un @JournalEntry[BsotfdJ5t4EysBsD]{Gabarit} (dont la taille correspond, selon le MJ, à « l’empreinte de pas » de la créature. L’attaque ignore les modificateurs d’@Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} t op-pose un unique jet d’@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} contre @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} de chaque cible. Une victime ne s’écartant pas est piéti-née et subit des dégâts égaux à la @Compendium[swade-core-rules.swade-rules.Traits]{Force} Force de la créature.<\/p>\n<\/div>\n<\/div>",
|
|||
|
"name": "Capacité spéciale (Gigantesque)"
|
|||
|
},
|
|||
|
"Dynamic Backlash": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Dynamic Backlash<\/h2>\n<p>A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} on an arcane skill check results in <strong>@Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}<\/strong>. That works well in traditional fantasy settings or worlds where magic is relatively common. If you feel magic should come with a higher price, however, use the <strong>@Compendium[swade-core-rules.swade-tables.Dynamic Backlash]{Dynamic Backlash}<\/strong> table instead.<\/p>\n<p class=\"embedded-example\"><strong>Example:<\/strong> Gabe is a techno-sorceror in some far-flung science fiction world. He rolls a Critical Failure when casting lower Trait against an enemy’s Agilité. Gabe’s player rolls Backfire on the Dynamic Backlash table so it affects his friend Red instead.<br \/>Red’s Agilité suddenly drops two die types, forcing the warrior to go on the defensive until the power wears off.<\/p>\n<\/div>",
|
|||
|
"name": "Dynamic Backlash"
|
|||
|
},
|
|||
|
"Powers 08": {
|
|||
|
"text": "",
|
|||
|
"name": "Powers 08"
|
|||
|
},
|
|||
|
"Powers 07": {
|
|||
|
"text": "",
|
|||
|
"name": "Powers 07"
|
|||
|
},
|
|||
|
"Illumination": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Illumination<\/h2>\n<p>Darkness conceals details and makes it more difficult to detect objects and targets. Subtract the following penalties from rolls affected by Illumination, such as attacks, @Compendium[swade-core-rules.swade-skills.Notice]{Perception} rolls, the use of @Compendium[swade-core-rules.swade-rules.Powers]{Powers}, etc.<\/p>\n<table class=\"table value-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Illumination Penalties<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-caption\">\n<th class=\"table-column-header\" scope=\"col\">Penalty<\/th>\n<th class=\"table-column-header\" scope=\"col\">Lighting<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>-2<\/td>\n<td><strong>Dim: <\/strong>Twilight, light fog, night with a full moon.<\/td>\n<\/tr>\n<tr>\n<td>-4<\/td>\n<td><strong>Dark: <\/strong>Typical night conditions with some ambient light from stars, a clouded or partial moon, emergency lights in an office building, a few flickering torches in a large space, etc. Targets aren’t visible outside of 10″.<\/td>\n<\/tr>\n<tr>\n<td>-6<\/td>\n<td><strong>Pitch Darkness: <\/strong>Complete and total darkness (or the target is hidden or invisible). Powers that require sight may not be possible.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>",
|
|||
|
"name": "Illumination"
|
|||
|
},
|
|||
|
"Half-Elves": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>DEMI-ELFES<\/h2>\n<p>Un demi-elfe est né de l’union entre un elfe et un humain. Il a l’agilité de l’elfe sans en avoir la délicatesse et en a aussi hérité de la faculté de voir dans l’obscurité. Un demi-elfe est souvent accepté par sa famille, mais il est parfois rejeté par l’une ou les deux parties et vit alors méprisé ou exilé. Sa durée de vie est plus proche de son parent humain : il vit une centaine d’années environ.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>ÉTRANGER (Mineur)<\/strong> : un demi-elfe n’est jamais complètement à l’aise auprès des humains ou des elfes, se trouvant entre les deux mondes sans appartenir complètement à aucun des deux. Il subit un malus de -2 à tous ses jets de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lors d’échanges avec d’autres que ses semblables.<\/li>\n<li><strong>HÉRITAGE<\/strong> : un demi-elfe hérite soit de la faculté d’adaptation des humains soit de la grâce des elfes. Il choisit donc entre un @Compendium[swade-core-rules.swade-rules.Edges]{Atout} gratuit (comme pour les humains) ou débuter avec d6 en @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} au lieu de d4 (avec d12 + 1 pour limite).<\/li>\n<li><strong>VISION NOCTURNE<\/strong> : un demi-elfe ignore les malus de Pénombre et d’Obscurité. (cf: @Compendium[swade-core-rules.swade-rules.Illumination]{VISIBILITÉ})<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Half-Elves.webp\" alt=\"An image of a Half-Elf\" \/><\/div>",
|
|||
|
"name": "Demi-elfes"
|
|||
|
},
|
|||
|
"Interludes": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Interludes<\/h1>\n<\/div>\n<div>\n<p>Interludes are tales the players tell in-character to roleplay, enhance a long travel scene, or reveal the secrets and backstories they’ve put so much effort into.<\/p>\n<p><strong>When to Use These Rules:<\/strong> Interludes give players a way to get to know their characters, reveal some of their backstories, and even add to the world you’re all building together.<\/p>\n<p><strong>The Basics:<\/strong> Players tell a story from their character’s point of view and are rewarded with a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny}.<\/p>\n<h2>Running An Interlude<\/h2>\n<p>When you want to give your players a moment to catch their breath and get into character, allow those who want to take part to draw a card from the @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Deck}. The suit of the card gives each player three choices: Downtime, Backstory, or Trek. (If a player draws a Joker give <em>everyone<\/em> an extra @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} and let <em>them<\/em> choose the suit and category!)<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>DOWNTIME: <\/strong>What the hero does when left alone. A priest might quietly read a holy text while a warrior constantly sharpens his blades.<\/li>\n<li><strong>BACKSTORY: <\/strong>A tale of the character’s past, told through her voice and narration.<\/li>\n<li><strong>TREK: <\/strong>The story of an obstacle or challenge the party encountered on their trip.<\/li>\n<\/ul>\n<h3>Reward<\/h3>\n<p>Those players who participate in the ­Interlude receive a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny}.<\/p>\n<table class=\"table interlude-table\" style=\"width: 66%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Interludes<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"black-row\">\n<td>Spades<\/td>\n<\/tr>\n<tr>\n<td><strong>Downtime: <\/strong>The character spends time alone in quiet contemplation. What does she do?<\/td>\n<\/tr>\n<tr>\n<td><strong>Backstory: <\/strong>A great victory or personal triumph.<\/td>\n<\/tr>\n<tr>\n<td><strong>Trek: <\/strong>A difficult obstacle the group negotiated along the way.<\/td>\n<\/tr>\n<tr class=\"black-row\">\n<td>Hearts<\/td>\n<\/tr>\n<tr>\n<td><strong>Downtime: <\/strong>The hero practices a skill. What is it?<\/td>\n<\/tr>\n<tr>\n<td><strong>Backstory: <\/strong>A tale of the hero’s greatest love—lost, found, present, or waiting on her back home.<\/td>\n<\/tr>\n<tr>\n<td><strong>Trek: <\/strong>How the party endured a trying hardship on the journey.<\/td>\n<\/tr>\n<tr class=\"black-row\">\n<td>Diamonds<\/td>\n<\/tr>\n<tr>\n<td><strong>Downtime: <\/strong>The character studies or works on an object of some sort. What is it?<\/td>\n<\/tr>\n<tr>\n<td><strong>Backstory: <\/strong>Something your hero wants or already has. It might be a material possession, recognition, a political goal, or even a trip he wishes to take to some amazing destination.<\/td>\n<\/tr>\n<tr>\n<td><strong>Trek: <\/strong>How the group found something that helped them along the way, such as an oasis, minor treasure, ammo, food, friendly locals, etc.<\/td>\n<\/tr>\n<tr class=\"black-row\">\n<td>Hearts<\/td>\n<\/tr>\n<tr>\n<td><strong>Downtime: <\/strong>Your hero broods or is angry about something. What is it, and how does she misbehave?<\/td>\n<\/tr>\n<tr>\n<td><strong>Backstory: <\/strong>A tale of misfortune from your hero’s past, perhaps revealing something of his Hindrances or a dark secret.<\/td>\n<\/tr>\n<tr>\n<td><strong>Trek: <\/strong>A hardship the party overcame on their trip: the tragic death of a favored Extra, spoiled or lost supplies, a mechanical breakdown, abysmal weather, and so on.<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Interlude.webp\" alt=\"An image of a party of dwarves sitting together around a campfire telling stories while a dragon breathes fire in the
|
|||
|
"name": "Interludes"
|
|||
|
},
|
|||
|
"Gritty Damage": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Gritty Damage<\/h2>\n<p>This variation on damage works well for settings such as gritty detective scenarios or “realistic” military adventures. It can be very lethal so use it cautiously.<\/p>\n<p>Whenever a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} takes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}, roll on the <strong>@Compendium[swade-core-rules.swade-tables.Injury Table]{Injury Table}<\/strong> and apply the results immediately (but roll only once per incident regardless of how many Wounds are actually caused). A hero who takes two Wounds from an attack, for example, rolls once on the <strong>@Compendium[swade-core-rules.swade-tables.Injury Table]{Injury Table}<\/strong>.<\/p>\n<p>Injuries sustained in this way are cured when the Wound is healed. Injuries sustained via @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitation} may be temporary or permanent as usual.<\/p>\n<p>A Shaken character who’s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} a second time (from damage) receives a Wound as usual but does not roll on the Injury Table.<\/p>\n<p class=\"embedded-example\"><strong>Example: <\/strong>Gabe is a Hellfighter (soldier) during Weird War One. He takes a Wound from a German sniper and rolls on the Injury Table. He rolls a 10—Leg. The GM rolls a die and decides it’s the left leg, so he has the Slow (Minor) Hindrance. If he takes another Wound to that leg, the Hindrance becomes Major. Further Wounds to the same leg add to his Wound total as usual but have no further effect.<br \/>Later, Gabe takes two Wounds to the Guts. The Game Master rolls once and gets the Battered result from the Injury Table, reducing the Sarge’s Vigueur from d8 to d6. Gabe now has three Wounds and two gruesome injuries.<\/p>\n<\/div>",
|
|||
|
"name": "Gritty Damage"
|
|||
|
},
|
|||
|
"Powers 02": {
|
|||
|
"text": "",
|
|||
|
"name": "Powers 02"
|
|||
|
},
|
|||
|
"Arcane Background (Weird Science)": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Arcanes (Science étrange)<\/h2>\n<div>\n<ul class=\"red-bullet-list\">\n<li><strong>Compétences d'arcanes : <\/strong>@Compendium[swade-core-rules.swade-rules.Weird Science]{Science étrange} (@Compendium[swade-core-rules.swade-rules.Traits]{Intellect})<\/li>\n<li><strong>Pouvoir de départ : <\/strong>2<\/li>\n<li><strong>Points de pouvoir : <\/strong>15<\/li>\n<\/ul>\n<p>Les scientifiques étranges utilisent des inventions singulières et plus puissantes que le niveau technologique normal de l’univers. De telles créations peuvent devenir possibles grâce à des super-carburants, à des découvertes extraterrestres ou à la pure intelligence de rares super-génies repoussant les limites de la science.<br \/><\/span><\/p>\n<p><span class=\"fontstyle0\">Un <\/span><strong><span class=\"fontstyle2\">@Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}<\/span><\/strong><span class=\"fontstyle0\">(voir p. 150) de Science étrange doit toujours inclure l’appareil auquel il est associé. Par exemple, le pouvoir <\/span><span class=\"fontstyle3\"><em>@Compendium[swade-core-rules.swade-powers.Burst]{rafale} <\/em><\/span><span class=\"fontstyle0\"> pourrait se manifester à travers un lance-flammes magique dans <em>Deadlands: Weird West<\/em><\/span><span class=\"fontstyle0\"><em> <\/em>, tandis que « le Fabuleux Élixir Revitalisant du Dr Gabriel »!” serait une potion <\/span><em><span class=\"fontstyle3\">@Compendium[swade-core-rules.swade-powers.Healing]{Guérison} <\/span><\/em><span class=\"fontstyle0\">.<br \/><\/span><\/p>\n<p><span class=\"fontstyle0\">L’appareil doit être tenu en main afin d’activer ses pouvoirs de Science étrange (sauf<strong> <\/strong><\/span><strong><span class=\"fontstyle2\">Bricolage de fortune<\/span><\/strong><span class=\"fontstyle0\">, voir p. 149).<br \/><\/span><\/p>\n<p><span class=\"fontstyle0\">O<\/span><span class=\"fontstyle0\">Les autres personnages ne peuvent pas activer une création de l’inventeur. Ils n’en comprennent pas les étranges mécanismes nécessaires à son fonctionnement, l’appareil n’est pas calibré pour d’autres utilisateurs ou il est simplement hors tension pour n’importe qui sauf son créateur. Bien que cela puisse sembler un peu étrange du point de vue narratif, la « magie » — et les PP — viennent de l’inventeur et c’est donc à lui d’activer son appareil.<br \/><\/span><\/p>\n<p><span class=\"fontstyle0\">Créer des appareils pour autrui est possible avec un <\/span><span class=\"fontstyle2\"><strong>@Compendium[swade-core-rules.swade-rules.Arcane Devices]{Objet arcanique}<\/strong><\/span><span class=\"fontstyle0\"> (voir p. 153) et l’Atout <\/span><strong><span class=\"fontstyle2\">@Compendium[swade-core-rules.swade-edges.Artificer]{Artificier} <\/span><\/strong><span class=\"fontstyle0\">(voir p. 46).<\/span><\/p>\n<p><span class=\"fontstyle0\">Bien sûr, l’inventeur peut <\/span><span class=\"fontstyle2\">utiliser <\/span><span class=\"fontstyle0\">ses appareils sur autrui. Cela inclut l’ingestion de potion à base d’élixir magique ou l’injection de quelque super-sérum miraculeux de sa création. Si le Dr Gabriel administre son élixir, par exemple, il teste normalement l’activation du pouvoir. S'il <\/span><span class=\"fontstyle2\">donne <\/span><span class=\"fontstyle0\">la bouteille à quelqu’un pour un usage futur, il s’avérera qu’elle aura perdu ses propriétés actives.<br \/><\/span><\/p>\n<p><span class=\"fontstyle3\"><strong>Bricolage de fortune<\/strong>: <\/span><span class=\"fontstyle0\">les inventeurs doivent normalement activer leurs pouvoirs en utilisant l’appareil associé. Si nécessaire, ils peuvent improviser d’autres moyens avec un malus de -2, une justification en accord avec l’univers et l’autorisation du MJ.<\/p>\n<p class=\"embedded-example\"><strong>Exemple :<\/strong> Gabe est capturé par de vils aliens et tout son équipement est confisqué. Il est confiné dans une cellule et décide qu’il va
|
|||
|
"name": "Arcanes (Science étrange)"
|
|||
|
},
|
|||
|
"Hunger": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Hunger<\/h2>\n<p>Average-size humans need about 1,500 calories of reasonably nutritious food per day to avoid the effects of hunger. If sufficient sustenance isn’t available, a character begins to suffer from hunger.<\/p>\n<p>After 24 hours without enough food, the victim must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll}. Subtract 1 if the individual has less than half the required calories, and −2 if he has no food at all. Failure means the character gains a @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} level.<\/p>\n<p>See the <strong>@Compendium[swade-core-rules.swade-skills.Survival]{Survie}<\/strong> skill when a character wants to hunt or scrounge for food from the local environment.<\/p>\n<p><strong>Death:<\/strong> An Incapacitated character dies from hunger 3d6 hours later.<\/p>\n<p><strong>Recovery:<\/strong> The victim must have at least a half day’s food to recover.<\/p>\n<\/div>",
|
|||
|
"name": "Hunger"
|
|||
|
},
|
|||
|
"Game Mastering Art": {
|
|||
|
"text": "",
|
|||
|
"name": "Game Mastering Art"
|
|||
|
},
|
|||
|
"Dealing Damage": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Damage<\/h2>\n<p>After a successful melee or ranged hit, the attacker rolls damage. Ranged weapons do fixed damage as listed in the @Compendium[swade-core-rules.swade-rules.Gear Notes]{Gear} section. Most pistols, for example, cause 2d6 damage.<\/p>\n<p>Hand weapons cause damage equal to the attacker’s @Compendium[swade-core-rules.swade-rules.Traits]{Force} die plus a second die, which depends on the weapon. A barbarian with a d12 Strength and a long sword (d8 damage) rolls d12+d8 damage.<\/p>\n<p>Even though Strength is used to determine melee damage, this isn’t a @Compendium[swade-core-rules.swade-rules.Traits]{Trait} roll so @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} don’t add a Wild Die to the roll.<\/p>\n<p>All damage rolls can Ace.<\/p>\n<p><strong>Unarmed Damage: <\/strong>An unarmed combatant rolls only his Strength die unless he has an @Compendium[swade-core-rules.swade-rules.Edges]{Atout} like <strong>@Compendium[swade-core-rules.swade-edges.Brawler]{Brawler} <\/strong>or <strong>@Compendium[swade-core-rules.swade-edges.Martial Artist]{Martial Artist}<\/strong> that grants him a damage die.<\/p>\n<h3>Bonus Damage<\/h3>\n<p>Well-placed attacks are more likely to hit vital areas, and so do more damage. If your hero gets a raise on his attack roll (regardless of how many raises), he adds +1d6 to the final total. Bonus dice can also Ace!<\/p>\n<p>Bonus damage applies to all attacks, including @Compendium[swade-core-rules.swade-rules.Powers]{spells} and @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{area effect} weapons.<\/p>\n<h3>Applying Damage<\/h3>\n<p>If the damage roll is less than the target’s @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}, the victim is beaten up a bit but there’s no game effect. If the damage is equal to or greater than his Toughness, he’s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}. Each raise on the damage roll also inflicts a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}:<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>SUCCESS: <\/strong>The character is Shaken. If he was already Shaken and the second result is from physical damage of some kind (not a Test that results in Shaken, for example), he remains Shaken and takes a Wound.<\/li>\n<li><strong>Raise: <\/strong> The character suffers a Wound for every raise on the damage roll, and is Shaken.<\/li>\n<\/ul>\n<aside class=\"more-on-shaken\">\n<h2>More on Shaken<\/h2>\n<p>Shaken and Wounds can be a little confusing to new players. Here’s a table that might help.<\/p>\n<table class=\"table\"><caption class=\"table-caption\"> <\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">Victim is Unshaken<\/th>\n<th class=\"table-column-header\" scope=\"col\">Victim is already Shaken<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td><strong>Success<\/strong> (0-3 points of damage over Toughness)<\/td>\n<td>Shaken<\/td>\n<td>1 Wound and remains Shaken<\/td>\n<\/tr>\n<tr>\n<td><strong>1 Raise<\/strong> (4-7 points of damage over Toughness)<\/td>\n<td>1 Wound and Shaken<\/td>\n<td>1 Wound and remains Shaken<\/td>\n<\/tr>\n<tr>\n<td><strong>2 Raise<\/strong> (8-11 points of damage over Toughness)<\/td>\n<td>2 Wounds and Shaken<\/td>\n<td>2 Wounds and remains Shaken<\/td>\n<\/tr>\n<tr>\n<td><strong>3 Raise<\/strong> (12-15 points of damage over Toughness)<\/td>\n<td>3 Wounds and Shaken<\/td>\n<td>3 Wounds and remains Shaken<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><strong class=\"red-text\">EXAMPLES:<\/strong><\/p>\n<ul>\n<li>Red takes a Wound. She's also Shaken.<\/li>\n<li>Red is Shaken, then takes a Wound. She has one Wound and remains Shaken.<\/li>\n<li>Red is already Shaken, then Shaken again (without a Wound). She now has one Wound and remains Shaken.<\/li>\n<li>Red has two wounds and is Shaken. She takes another Wound, so she has thre
|
|||
|
"name": "Dealing Damage"
|
|||
|
},
|
|||
|
"Arcane Background (Psionics)": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Arcanes (Psionique)<\/h2>\n<div>\n<ul class=\"red-bullet-list\">\n<li><strong>Compétences d'arcanes : <\/strong>@Compendium[swade-core-rules.swade-skills.Psionics]{Psionique} (@Compendium[swade-core-rules.swade-rules.Traits]{Intellect})<\/li>\n<li><strong>Pouvoir de départ : <\/strong>3<\/li>\n<li><strong>Points de pouvoir : <\/strong>10<\/li>\n<\/ul>\n<p>Les psioniques puisent dans leur propre énergie mentale pour manipuler la matière, lire les esprits, et bien d’autres choses. Certains sont employés par de grandes agences gouvernementales alors que d’autres cherchent souvent à leur échapper ! Certains ont des années d’entraînement alors que d’autres ont développé leurs incroyables pouvoirs de façon isolée. <\/p>\n<\/div>\n<\/div>",
|
|||
|
"name": "Arcanes (Psionique)"
|
|||
|
},
|
|||
|
"Attacks": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Attaque<\/h2>\n<p>Le cœur de Savage Worlds est un système de combat rapide et fluide décrit ci-dessous. De nombreuses options supplémentaires et situationnelles sont disponibles au chapitre <strong>@Compendium[swade-core-rules.swade-rules.Rules]{Règles de situation}<\/strong> (voir p. 97).<\/p>\n<h3>Attaque au corps-à-corps<\/h3>\n<p>La Difficulté pour toucher un adversaire est égale à la @Compendium[swade-core-rules.swade-rules.Parry]{Parade} de l’adversaire (2 + la moitié de sa Compétence @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, 2 s’il n’a pas la Compétence).<\/p>\n<h3>Attaque à distance<\/h3>\n<p>La Compétence @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} représente tout ce qui va des pistolets aux lance-roquettes en passant par les arcs. Pour lancer des grenades, des couteaux, des lances ou n’importe quel projectile, on utilise la Compétence @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}.<\/p>\n<p> Toutes les armes à distance ont une caractéristique @Compendium[swade-core-rules.swade-rules.Range]{Portée} notée en cases sous la forme 5\/10\/20, ou encore Portée Courte\/Moyenne\/Longue.<\/p>\n<p>La Difficulté pour toucher quelqu’un à Portée Courte est de 4. Tirer sur une cible plus éloignée inflige un malus comme indiqué dans la table ci-dessous.<\/p>\n<table class=\"table list-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Malus de portée<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Portée<\/th>\n<th class=\"table-column-header\" scope=\"col\">Modificateur<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>Courte<\/td>\n<td>—<\/td>\n<\/tr>\n<tr>\n<td>Moyenne<\/td>\n<td>-2<\/td>\n<\/tr>\n<tr>\n<td>Longue<\/td>\n<td>-4<\/td>\n<\/tr>\n<tr>\n<td>Extrême (voir notes)<\/td>\n<td>-8<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><strong>Portée Extrême : <\/strong>cette Portée est équivalente à 4× la Portée Longue d’une arme. Tirer à une telle distance nécessite l’utilisation de l’action <strong>@Compendium[swade-core-rules.swade-rules.Aim]{Viser}<\/strong> (voir p. 109), qui, contrairement à son utilisation normale, n’octroie pas un bonus de +2 mais permet juste au personnage de tirer à une telle distance. Le malus par défaut est de −8 ou −6 avec une @Compendium[swade-core-rules.swade-rules.Common Gear Table]{lunette} (voir p. 68). Il n’est pas possible d’utiliser une arme de lancer à Portée Extrême.<\/p>\n<p><strong>Cadence de tir (CdT) : <\/strong>La Cadence de tir représente le nombre de coups (dés de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}) auquel un personnage a droit par action avec l’arme en question. Un pistolet avec une CdT de 1, par exemple, permet à un personnage de faire un coup par action. Une mitraillette avec une CdT de 3 permet de faire trois coups en une action (ce qui utilisera 10 balles, voir ci-dessous).<\/p>\n<p>Pour les armes avec une Cadence de tir supérieure à 1, déclarez le nombre de coups que vous souhaitez effectuer sur chaque cible, puis lancer tous les dés de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} et affectez-les dans l’ordre de votre choix sur les cibles.<\/p>\n<p>Un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} lance ses dés de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} et son dé Joker, lequel peut remplacer n’importe lequel des dés de Compétence après le jet. Le nombre de coups reste limité par la Cadence de tir quoi qu’il arrive.<\/p>\n<p>Une Cadence de tir supérieure à 1 est une valeur abstraite où chaque “coup” correspond à un nombre de balles. Si vous tenez un compte des munitions, utilisez la table ci-dessous pour déterminer le nombre de balles qu’un personnage va utiliser en une action.<\/p>\n<table class=\"table list-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Balles
|
|||
|
"name": "Attaque"
|
|||
|
},
|
|||
|
"Half-Folk": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>HALFELINS<\/h2>\n<p>Un halfelin est une petite créature vive et agile aux cheveux bouclés allant du châtain au brun foncé. Bien qu’il paraisse fragile en comparaison des autres espèces, son optimisme joyeux, son esprit rusé et sa faculté à ne jamais renoncer en font un adversaire redoutable pour des créatures faisant le double de sa taille. Un halfelin tend à éviter les ennuis. Il vit en petite communauté à l’écart des sentiers battus.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>CHANCEUX<\/strong> : un halfelin dispose d’un @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} supplémentaire par session.<\/li>\n<li><strong>LENT : un halfelin a une @Compendium[swade-core-rules.swade-rules.Movement]{Allure} de 5 et son dé de course est réduit d’un cran.<\/li>\n<li><strong>PETIT : un halfelin mesure environ 1,20 m. Sa @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} est de -1 (il subit donc un malus de -1 en @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}).<\/li>\n<li><strong>PLEIN D’ENTRAIN : un halfelin est d’une nature optimiste. Il débute avec d6 en @Compendium[swade-core-rules.swade-rules.Traits]{Âme} au lieu de d4, avec d12 + 1 pour limite.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Half-Folk.webp\" alt=\"An image of a Half-Folk\" \/><\/div>",
|
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|
"name": "Halfelins"
|
|||
|
},
|
|||
|
"Black Powder Weapons Table": {
|
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|
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Armes à poudre <\/h2>\n<div class=\"table-summary\">\n<p>Les armes à poudre ont la capacité @Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 3.<\/p>\n<\/div>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Portée<\/th>\n<th class=\"table-column-header\" scope=\"col\">Dégâts<\/th>\n<th class=\"table-column-header\" scope=\"col\">PA<\/th>\n<th class=\"table-column-header\" scope=\"col\">CDT<\/th>\n<th class=\"table-column-header\" scope=\"col\">Coups<\/th>\n<th class=\"table-column-header\" scope=\"col\">FOR. MIN.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Poids<\/th>\n<th class=\"table-column-header\" scope=\"col\">Prix<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Pistolet<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Flintlock Pistol]{Pistolet à silex}<\/td>\n<td>5\/10\/20<\/td>\n<td>2d6+1<\/td>\n<td>—<\/td>\n<td>1<\/td>\n<td>—<\/td>\n<td>d4<\/td>\n<td>3<\/td>\n<td>150<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Mousquets<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Brown Bess or Similar Muskets]{Brown Bess} <br \/>ou mousquet équivalent<\/td>\n<td>10\/20\/40<\/td>\n<td>2d8<\/td>\n<td>—<\/td>\n<td>1<\/td>\n<td>—<\/td>\n<td>d6<\/td>\n<td>15<\/td>\n<td>300<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Blunderbuss]{Tromblon}<\/td>\n<td>10\/20\/40<\/td>\n<td>1-3d6<\/td>\n<td>—<\/td>\n<td>1<\/td>\n<td>—<\/td>\n<td>d6<\/td>\n<td>15<\/td>\n<td>300<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Fusils<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Kentucky Rifle]{Carabine Kentucky}<\/td>\n<td>15\/30\/60<\/td>\n<td>2d8<\/td>\n<td>2<\/td>\n<td>1<\/td>\n<td>—<\/td>\n<td>d6<\/td>\n<td>8<\/td>\n<td>300<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: <\/em><\/strong>@Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 4. Le rainurage serré nécessite 4 @Compendium[swade-core-rules.swade-rules.Actions]{actions} de Rechargement au lieu des 3 habituelles.<\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Springfield Model 1861]{Springfield Model 1861}<\/td>\n<td>15\/30\/60<\/td>\n<td>2d8<\/td>\n<td>—<\/td>\n<td>1<\/td>\n<td>—<\/td>\n<td>d6<\/td>\n<td>11<\/td>\n<td>250<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<img src=\"modules\/swade-core-rules\/assets\/art\/SmoothboreMusket.webp\" alt=\"Mousquet\" \/><\/div>",
|
|||
|
"name": "Table des Armes à poudre noire"
|
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|
},
|
|||
|
"Common Gear Table": {
|
|||
|
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">3Common Gear<\/h2>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Item<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"3\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Animals & Tack<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Horse]{Horse}<\/td>\n<td>300<\/td>\n<td>—<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.War Horse]{War Horse}<\/td>\n<td>750<\/td>\n<td>—<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Saddle]{Saddle}<\/td>\n<td>10<\/td>\n<td>10<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Elaborate Saddle]{Elaborate Saddle}<\/td>\n<td>50<\/td>\n<td>10<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"3\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Adventuring Gear<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Backpack]{Backpack}<\/td>\n<td>50<\/td>\n<td>2<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bedroll]{Bedroll (sleeping bag; winterized)}<\/td>\n<td>25<\/td>\n<td>4<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Blanket]{Blanket}<\/td>\n<td>10<\/td>\n<td>4<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Camera (disposable)]{Camera (disposable)}<\/td>\n<td>10<\/td>\n<td>1<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Camera (regular)]{Camera (regular)}<\/td>\n<td>75<\/td>\n<td>2<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Camera (digital)]{Camera (digital)}<\/td>\n<td>300<\/td>\n<td>1<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Candle]{Candle} (one hour, 2\" radius)<\/td>\n<td>1<\/td>\n<td>1<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Canteen (waterskin)]{Canteen (waterskin)}<\/td>\n<td>5<\/td>\n<td>1<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Crowbar]{Crowbar}<\/td>\n<td>10<\/td>\n<td>2<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.First Aid Kit]{First Aid Kit}<\/td>\n<td>10<\/td>\n<td>1<\/td>\n<\/tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:<\/em><\/strong> Three uses, see <strong>@Compendium[swade-core-rules.swade-rules.Healing]{Guérison}<\/strong><\/td>\n<\/tr>\n<tr class=\"striped-row-offset\">\n<td> <\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Flashlight]{Flashlight} (10\" beam)<\/td>\n<td>20<\/td>\n<td>3<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Flask (ceramic)]{Flask (ceramic)}<\/td>\n<td>5<\/td>\n<td>1<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Flint and Steel]{Flint and Steel}<\/td>\n<td>3<\/td>\n<td>1<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Goggles]{Goggles}<\/td>\n<td>20<\/td>\n<td>1<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Grappling Hook]{Grappling Hook}<\/td>\n<td>100<\/td>\n<td>2<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Hammer]{Hammer}<\/td>\n<td>10<\/td>\n<td>1<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Handcuffs (manacles)]{Handcuffs (manacles)}<\/td>\n<td>15<\/td>\n<td>2<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Lantern]{Lantern} (4 hours, 4\" radius)<\/td>\n<td>25<\/td>\n<td>3<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Lighter]{Lighter}<\/td>\n<td>2<\/td>\n<td>—<\/td>\n
|
|||
|
"name": "Table de l'Équipement commun"
|
|||
|
},
|
|||
|
"Travel": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Travel<\/h1>\n<\/div>\n<div>\n<p>périples sur de grandes étendues. Les aventuriers peuvent subir une longue traversée sur une mer sans fin à <cite>50 Fathoms<\/cite> ou chevaucher sur les pistes poussiéreuses à <cite>Deadlands: The Weird West.<\/cite><\/p>\n<p>Voici un guide pour vous aider à estimer la durée de ces voyages et ce qui peut advenir durant ceux-ci.<\/p>\n<p><strong>Quand utiliser ces règles :<\/strong> si le temps de trajet importe peu, sauter ce point en narrant simplement le périple et éventuellement en plaçant un <strong>@Compendium[swade-core-rules.swade-rules.Interludes]{Interludes}<\/strong>, Si la durée compte ou si vous désirez placer un obstacle ou un rencontre, inspirez-vous du guide suivant.<\/p>\n<p><strong>La base :<\/strong> le moyen de locomotion détermine la progression quotidienne.<\/p>\n<h2>VITESSE DE PROGRESSION<\/h2>\n<p>Les estimations ci-contre se basent sur un terrain et une météo corrects. Des conditions difficiles peuvent diminuer drastiquement la progression (ou l’améliorer en naviguant à voile par vent fort).<\/p>\n<table class=\"table reverse-value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">VITESSE MOYENNE DE PROGRESSION<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Transport<\/th>\n<th class=\"table-column-header\" scope=\"col\">Km\/8H par Jours<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>A pieds<\/td>\n<td>35<\/td>\n<\/tr>\n<tr>\n<td>A cheval<\/td>\n<td>45<\/td>\n<\/tr>\n<tr>\n<td>En voiture ancienne<\/td>\n<td>300<\/td>\n<\/tr>\n<tr>\n<td>En voiture moderne<\/td>\n<td>600<\/td>\n<\/tr>\n<tr>\n<td>En navire à voile*<\/td>\n<td>45<\/td>\n<\/tr>\n<tr>\n<td>En navire à vapeur*<\/td>\n<td>60<\/td>\n<\/tr>\n<tr>\n<td>En train de passagers moderne<\/td>\n<td>600<\/td>\n<\/tr>\n<tr>\n<td>En coucou<\/td>\n<td>1,500<\/td>\n<\/tr>\n<tr>\n<td>En avion de grande ligne<\/td>\n<td>6,000<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p><em>*La navigation à voile (et à vapeur dans une moindre mesure) est grandement impactée par les courants et les vents. Par forts vents ou courant dans le bon sens, la vitesse peut passer à 90 km\/jour. Au contraire par temps calme ou courant contraire, la vitesse peut chuter à 30 km\/jour ou moins.<\/em><\/p>\n<h2>RENCONTRES<\/h2>\n<p>Pour une zone dangereuse ou de non-droit, tirez une @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{carte d'action} par jour (voire jusqu’à deux ou trois fois par jour selon l’intensité du danger). Une figure ou plus représente une rencontre et son enseigne en détermine la nature.<\/p>\n<p>Pour un joker, tirez deux nouvelles cartes et combinez les résultats, comme Ennemis et Obstacle ou Étrangers et Trésor.<\/p>\n<p>Il est fortement conseillé au MJ de personnaliser les rencontres selon son univers.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>PIQUE — ENNEMIS : <\/strong>des monstres, des ennemis ou des bêtes hostiles barrent le passage. Ils sont peut-être en embuscade s’il s’agit d’un passage fréquenté, attendant le prochain groupe de voyageurs qui ne serait pas sur ses gardes.<\/li>\n<li><strong>COEUR — ÉTRANGERS : <\/strong>le groupe rencontre des PNJ neutres ou amicaux tels des marchands, des voyageurs perdus, un guide ou même d’autres aventuriers.<\/li>\n<li><strong>CARREAU — TRÉSOR : <\/strong>quelques biens de valeur attendent le long du chemin — l’épave d’un navire où piller des restes de cargaison, une cache de butin, un objet magique à vendre ou gardé par quelqu’un ou quelque chose.<\/li>\n<li><strong>TRÈFLE — OBSTACLE : <\/strong>les héros sont confrontés à un obstacle et doivent trouver un moyen de le contourner. Par exemple, une rivière en crue, un champ de mines, un pont de lianes en ruine, une tornade, etc. L’obstacle peut également être défendu par des créatures ou des ennemis.<\/li>\n<\/ul>\n<h2 class=\"blue-example\">EXEMPLE : DES DÉCHETS R
|
|||
|
"name": "Voyages"
|
|||
|
},
|
|||
|
"Bestiary": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Bestiaire<\/p>\n<\/div>\n<\/div>\n<div>\n<p>Les plus grands héros sont souvent définis par leurs adversaires ou encore les monstres et les horreurs qu’ils affrontent. Dans ce chapitre, vous trouverez des menaces classiques communes à un grand nombre d’univers.<\/p>\n<h3>Créer des menaces<\/h3>\n<p>Un conseil avant d’aller plus loin. <em>Ne construisez pas<\/em> vos monstres et méchants comme vous le feriez pour un personnage-joueur. Attribuez-leur les Capacités, @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} (dont ils devraient cependant avoir les pré-requis pour être complets) et @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} que vous jugez utiles et consacrez plutôt votre temps et votre imagination à travailler sur l’intrigue de votre scénario ou sur la meilleure façon d’intéresser et d’amuser vos joueurs.<\/p>\n<h3>Bestiaire<\/h3>\n<p>Vous trouverez ci-dessous une petite compilation des animaux et des monstres que l’on retrouve dans plusieurs <cite>univers Savage Worlds<\/cite>. L’@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} de certaines créatures est en rapport avec le monde animal et signalé par un (A) pour vous rappeler qu’il s’agit plus d’une notion d’instinct que d’intelligence pure. Ne vous attendez donc pas à ce qu’un chien s’enfuie au volant de votre tank pour la simple raison qu’il s’agit d’un animal relativement intelligent.<\/p>\n<h2>Capacités spéciales<\/h2>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Capacité spéciale (Aquatique)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Armor)]{Capacité spéciale (Armure)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Capacité spéciale (Morsure)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Breath Weapons)]{Capacité spéciale (Souffle)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Burrow)]{Capacité spéciale (Burrow)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Capacité spéciale (Griffes)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Capacité spéciale (Construct)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Elemental)]{Capacité spéciale (Elemental)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Environmental Resistance)]{Capacité spéciale (Environmental Resistance)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Environmental Weakness)]{Capacité spéciale (Environmental Weakness)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Ethereal)]{Capacité spéciale (Ethereal)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Capacité spéciale (Fear)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Capacité spéciale (Fearless)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Flight)]{Capacité spéciale (Flight)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Gargantuan)]{Capacité spéciale (Gargantuan)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Hardy)]{Capacité spéciale (Hardy)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Horns)]{Capacité spéciale (Horns)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Immunity)]{Capacité spéciale (Immunity)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Infection)]{Capacité spéciale (Infection)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Capacité spéciale (Infravision)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Capacité spéciale (Invulnerability)}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Low Lig
|
|||
|
"name": "Bestiaire"
|
|||
|
},
|
|||
|
"Special Ability (Aquatic)": {
|
|||
|
"text": "<div class=\"swade-core\">\r\n <h3>Aquatic<\/h3>\r\n <div>\r\n <p>The creature is native to the water. It is a natural swimmer and cannot drown. Its @Compendium[swade-core-rules.swade-rules.Movement]{Allure} in water is specified after the Aquatic ability.<\/p>\r\n <\/div>\r\n<\/div>",
|
|||
|
"name": "Special Ability (Aquatic)"
|
|||
|
},
|
|||
|
"Melee Weapons Table": {
|
|||
|
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Melee Weapons<\/h2>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type<\/th>\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<th class=\"table-column-header\" scope=\"col\">Notes<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Medieval<\/span> <\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Axe, Hand]{Axe, Hand}<\/td>\n<td>Str+d6<\/td>\n<td>d6<\/td>\n<td>2<\/td>\n<td>100<\/td>\n<td>—<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Axe, Battle]{Axe, Battle}<\/td>\n<td>Str+d8<\/td>\n<td>d8<\/td>\n<td>4<\/td>\n<td>300<\/td>\n<td>—<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Axe, Great]{Axe, Great}<\/td>\n<td>Str+d10<\/td>\n<td>d10<\/td>\n<td>7<\/td>\n<td>400<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 2, @Compendium[swade-core-rules.swade-rules.Characters]{Parade} -1, two hands<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Club, Light]{Club, Light}<\/td>\n<td>Str+d4<\/td>\n<td>d4<\/td>\n<td>2<\/td>\n<td>25<\/td>\n<td>A sign of low status or thuggery<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Club, Heavy]{Club, Heavy}<\/td>\n<td>Str+d6<\/td>\n<td>d6<\/td>\n<td>5<\/td>\n<td>50<\/td>\n<td>A sign of low status or thuggery<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Dagger\/Knife (melee)]{Dagger\/Knife}<\/td>\n<td>Str+d4<\/td>\n<td>d6<\/td>\n<td>1<\/td>\n<td>25<\/td>\n<td>—<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Flail]{Flail}<\/td>\n<td>Str+d6<\/td>\n<td>d6<\/td>\n<td>3<\/td>\n<td>200<\/td>\n<td>Ignores shield bonus<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Halberd]{Halberd}<\/td>\n<td>Str+d8<\/td>\n<td>d8<\/td>\n<td>6<\/td>\n<td>250<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1, two hands<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Katana]{Katana}<\/td>\n<td>Str+d6+1<\/td>\n<td>d6<\/td>\n<td>3<\/td>\n<td>1000<\/td>\n<td>two hands<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Lance]{Lance}<\/td>\n<td>Str+d8<\/td>\n<td>d8<\/td>\n<td>6<\/td>\n<td>300<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 2 when charging, @Compendium[swade-core-rules.swade-rules.Reach]{Reach} 2, only usable in @Compendium[swade-core-rules.swade-rules.Mounted Combat]{mounted combat}<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Mace]{masse d’arme}<\/td>\n<td>Str+d6<\/td>\n<td>d6<\/td>\n<td>4<\/td>\n<td>100<\/td>\n<td>—<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Maul]{Maul}<\/td>\n<td>Str+d10<\/td>\n<td>d10<\/td>\n<td>10<\/td>\n<td>400<\/td>\n<td>Two hands, +2 damage to @Compendium[swade-core-rules.swade-rules.Breaking Things]{break objects}<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Pike]{Pike}<\/td>\n<td>Str+d8<\/td>\n<td>d8<\/td>\n<td>18<\/td>\n<td>400<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 2, two hands<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Rapier]{Rapier}<\/td>\n<td>Str+d4<\/td>\n<td>d4<\/td>\n<td>2<\/td>\n<td>150<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Characters]{Parade} +1<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Spear]{Spear}<\/td>\n<td>Str+d6<\/td>\n<td>d6<\/td>\n<td>3<\/td>\n<td>100<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.R
|
|||
|
"name": "Melee Weapons Table"
|
|||
|
},
|
|||
|
"More Skill Points": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>More Skill Points<\/h2>\n<p>Thanks to technology and improved education, characters in modern and futuristic settings have 15 Traits @Compendium[swade-core-rules.swade-rules.Traits]{skill points} at character creation rather than 12. This helps them take @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics}, and other skills common in the modern world.<\/p>\n<p>It’s up to the GM if this makes sense in her particular setting. A futuristic but “savage” world of planetary romance probably doesn’t need it, but it works well for most anything set in the developed world from about 1950 on, hard scifi, or “exploration” scifi like <cite>The Last Parsec<\/cite>.<\/p>\n<\/div>",
|
|||
|
"name": "More Skill Points"
|
|||
|
},
|
|||
|
"Actions": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Actions<\/h2>\n<p>Les personnages font des “actions” lorsque vient le tour de leur @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} à chaque round. Un personnage peut se déplacer (voir <strong>@Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}<\/strong>) p. 92) et effectuer une action à n’importe quel point de son déplacement sans malus (qu’il s’agisse d’une attaque, d’un sort, etc.).<\/p>\n<p>Les personnages ont le choix parmi une multitude d’actions possibles durant leur tour. @Compendium[swade-core-rules.swade-rules.Support]{Soutenir} des alliées, imposer des @Compendium[swade-core-rules.swade-rules.Test]{Épreuves} à des adversaires, utiliser un @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir}, attaquer au @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} ou @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}. Un personnage peut effectuer plusieurs actions au cours de son tour (voir <strong>@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}<\/strong> p. 97).<\/p>\n<p>Pour des actions plus complexes comme allumer une torche ou chercher un objet dans son sac à dos, plusieurs rounds peuvent être nécessaires. Dans ce cas, le MJ reste seul juge et peut décider que le temps nécessaire est fixe ou aléatoire ([[\/r 1d6]] rounds par exemple).<\/p>\n<h3>Actions gratuites<\/h3>\n<p>Déclamer une phrase ou deux, déplacer un personnage d’un nombre de cases inférieur ou égal à son mouvement, se jeter @Compendium[swade-core-rules.swade-rules.Prone]{à terre}, ou encore lâcher un objet sont des exemples d’actions gratuites. Un héros peut en général effectuer plusieurs actions gratuites simultanées durant son tour (parler et lâcher un objet tout en marchant, par exemple). Là encore, le MJ reste seul juge de ce qui reste acceptable, mais le bon sens devrait rester le guide principal.<\/p>\n<p>Certaines actions gratuites adviennent de manière automatique et une seule fois au début du tour d’un personnage, comme les jets pour récupérer des états @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} ou @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.<\/p>\n<p>Les actions gratuites qui sont des réactions — comme les jets opposés pour résister à des actions adverses ou à des pouvoirs — ne sont pas limitées et adviennent à chaque fois que la situation l’exige.<\/p>\n<\/div>",
|
|||
|
"name": "Actions"
|
|||
|
},
|
|||
|
"Special Ability (Armor)": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>Armor<\/h3>\n<div>\n<p>A creature’s @Compendium[swade-core-rules.swade-rules.Armor]{Armure} is written in parentheses next to its total @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}, and already added in. Thick, leathery hide generally offers 2 points of Armor. Creatures like a stegosaurus generally have 4 or more points of protection. Supernatural creatures may have much higher Armor values. A living statue, for example, might have 8 points of Armor or more.<\/p>\n<\/div>\n<\/div>",
|
|||
|
"name": "Special Ability (Armor)"
|
|||
|
},
|
|||
|
"Hindrance 03": {
|
|||
|
"text": "",
|
|||
|
"name": "Handicap 03"
|
|||
|
},
|
|||
|
"Hard Choices": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>CHOIX CORNÉLIENS<\/h2>\n<p>Utilisez cette règle pour un jeu plus dur et plus dramatique. Le MJ et ses @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Jokers} commencent sans aucun @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton}. Mais chaque fois qu’un joueur en dépense un, le meneur le récupère pour l’usage de ses PNJ. Quand cette règle est utilisée, une carte joker n’octroie plus de Jeton à qui que ce soit.<\/p>\n<\/div>",
|
|||
|
"name": "Choix cornéliens"
|
|||
|
},
|
|||
|
"Improvised Weapons": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Improvised Weapons<\/h2>\n<p>Heroes often fight with objects that aren’t intended for use as weapons. Torches, vases, chairs, tankards, bottles, tools, and other mundane items are frequently pressed into service in combat.<\/p>\n<p>Characters with improvised weapons count as armed but subtract 2 from attack rolls. @Compendium[swade-core-rules.swade-rules.Range]{Portée}, @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} and @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum} are determined by type:<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>LIGHT: <\/strong>Metal beer stein, fist-sized rock, pistol (as a club). Range 3\/6\/12, Damage Str+d4, Min Str d4.<\/li>\n<li><strong>MEDIUM: <\/strong>Bowling ball, submachine gun (as a club), wooden chair. Range 2\/4\/8, Damage Str+d6, Min. Str d6.<\/li>\n<li><strong>HEAVY: <\/strong>Head-size rock, metal chair, duffel bag full of guns. Range 1\/2\/4, Damage Str+d8, Min. Str d8.<\/li>\n<\/ul>\n<p>The GM can adjust the damage down a level or two if the item is softer than the examples above, like a duffel bag full of money.<\/p>\n<\/div>",
|
|||
|
"name": "Improvised Weapons"
|
|||
|
},
|
|||
|
"Special Ability (Bite)": {
|
|||
|
"text": "<div class=\"swade-core\">\r\n <h3>Bite<\/h3>\r\n <div>\r\n <p>See <b>@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}<\/b><\/p>\r\n <\/div>\r\n<\/div>",
|
|||
|
"name": "Special Ability (Bite)"
|
|||
|
},
|
|||
|
"Chapter Gear Art": {
|
|||
|
"text": "",
|
|||
|
"name": "Chapter Gear Art"
|
|||
|
},
|
|||
|
"Hazards": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Hazards<\/h1>\n<\/div>\n<div>\n<p>La chaleur, le froid, la faim, la soif, le manque de sommeil et bien d’autres périls peuvent menacer les héros, même les plus robustes, en les entraînant dans une spirale fatale s’ils ne peuvent pas améliorer leur situation.<\/p>\n<p><strong>Quand utiliser ces règles :<\/strong> les Périls obligent à la gestion des ressources lors de longs voyages dans des régions périlleuses. Afin de subvenir aux besoins vitaux comme l’eau ou un abri, ils orientent également le groupe vers des endroits où d’autres voyageurs ou créatures risquent d’être présents.<\/p>\n<p>Les autres périls — les chutes, le poison, la maladie, etc. — sont généralement issus de créatures ou de situations.<\/p>\n<p><strong>La base : <\/strong>chaque Péril est différent mais la plupart se règlent avec un jet d’Attribut périodique contre des effets néfastes. Un Échec inflige généralement de la <strong>@Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}<\/strong> (voir p. 105). Utilisez les règles standards avec les ajustements notés dans cette section.<\/p>\n<h2>Périls<\/h2>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{BLEUS ET BOSSES}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Heat]{CHALEUR}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Falling]{CHUTE}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Electricity]{ÉLECTRICITÉ}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Climbing]{ESCALADE}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Hunger]{FAIM}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Fire]{FEU}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Cold]{FROID}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Disease]{MALADIE}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Drowning]{NOYADE}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Poison]{POISON}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Radiation]{RADIATION}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Thirst]{SOIF}<\/h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Sleep]{SOMMEIL}<\/h3>\n<\/div>\n<aside class=\"graph_quarter\">\n<h2>LA RÈGLE DES TROIS<\/h2>\n<p>Les survivants de l’extrême parlent souvent de la « règle des trois ». Celles-ci s’appliquent bien sûr à des personnes en bonne santé. Les malades ou infirmes s’en sortiront moins bien.<\/p>\n<p>Ces « règles » encouragent ceux en situation dangereuse à prioriser, par exemple en recherchant un abri en climat polaire avant de se soucier d’eau et de nourriture. En jeu, ces conditions ne sont mises en scène que lorsqu’elles sont dramatiquement appropriées.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>AIR: <\/strong>: la règle standard de survie dit que la plupart des gens peuvent vivre trois minutes sans air (bien qu’ils risquent de s’évanouir en une minute et d’avoir besoin d’une réanimation).<\/li>\n<li><strong>ABRI: <\/strong>vous pouvez survivre trois heures sans abri dans un environnement hostile comme des températures négatives.<\/li>\n<li><strong>EAU: <\/strong>vous pouvez vivre trois jours sans eau.<\/li>\n<li><strong>NOURRITURE: <\/strong>vous pouvez vivre trois semaines sans nourriture.<\/li>\n<\/ul>\n<\/aside>\n<\/div>\n<\/div>",
|
|||
|
"name": "Périls"
|
|||
|
},
|
|||
|
"Special Ability (Breath Weapons)": {
|
|||
|
"text": "<div class=\"swade-core\">\r\n <h3>Breath Weapons<\/h3>\r\n <p>Dragons and other “fire breathers” use a Cone Template for their attacks (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Breath attacks may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.<\/p>\r\n <p>Unless the creature’s description says otherwise, breath attacks take the creature’s entire turn — they can’t perform @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples} in the same round they make a breath attack.<\/p>\r\n<\/div>",
|
|||
|
"name": "Special Ability (Breath Weapons)"
|
|||
|
},
|
|||
|
"Hold": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Hold<\/h2>\n<p>A hero may choose to wait and see what happens by going on “Hold.” This allows her to resolve her turn later in the round if she wishes, and lasts until it’s used. If a character is on Hold when a new round begins, she’s not dealt a new @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} but can go at any point in the round she chooses. (Discard her current card and mark her as “On Hold” with a counter of some sort.)<\/p>\n<p><strong>Shaken and Stunned:<\/strong> If a character is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} or @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} while on Hold, she immediately loses her Hold status and her turn for the round. (Shaken or Stunned characters can’t go on Hold either.)<\/p>\n<p><strong>Interrupting Actions:<\/strong> If a character on Hold wants to interrupt an action (including a rival who was also on Hold), she and the opponent make opposed @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} rolls. Whoever rolls highest goes first. In the rare case of a tie, the actions are simultaneous.<\/p>\n<p>If the character interrupting fails, she loses her Hold status but gets a turn after the foe finishes his. She may take whatever actions she wishes when her turn comes up—she’s not locked into whatever she was trying to do when she failed to interrupt.<\/p>\n<\/div>",
|
|||
|
"name": "Hold"
|
|||
|
},
|
|||
|
"Medieval and Ancient Armor Table": {
|
|||
|
"text": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Medieval & Ancient Armor<\/h2>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Item<\/th>\n<th class=\"table-column-header\" scope=\"col\">Armor<\/th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.<\/th>\n<th class=\"table-column-header\" scope=\"col\">Weight<\/th>\n<th class=\"table-column-header\" scope=\"col\">Cost<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Cloth\/Light Leather<\/span> <\/span> <span class=\"table-body-description\">Heavy winter clothing, supple leather armor, soft hides.<\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Jacket (Cloth\/Light Leather)]{Jacket} (torso, arms)<\/td>\n<td>+1<\/td>\n<td>d4<\/td>\n<td>5<\/td>\n<td>20<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Robes]{Robes} (torso, arms, legs)<\/td>\n<td>+1<\/td>\n<td>d4<\/td>\n<td>8<\/td>\n<td>30<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Leggings (Cloth\/Light Leather)]{Leggings} (legs)<\/td>\n<td>+1<\/td>\n<td>d4<\/td>\n<td>5<\/td>\n<td>20<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Cap (Cloth\/Light Leather)]{Cap} (head)<\/td>\n<td>+1<\/td>\n<td>d4<\/td>\n<td>1<\/td>\n<td>5<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Thick Leather \/ Tough Hides<\/span> <\/span> <span class=\"table-body-description\">Boiled leather, cuir bouilli, alligator hides.<\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Jacket (Thick Leather\/Tough Hides)]{Jacket} (torso, arms)<\/td>\n<td>+2<\/td>\n<td>d6<\/td>\n<td>8<\/td>\n<td>80<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Leggings (Thick Leather\/Tough Hides)]{Leggings} (legs)<\/td>\n<td>+2<\/td>\n<td>d6<\/td>\n<td>7<\/td>\n<td>40<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Cap (Thick Leather\/Tough Hides)]{Cap} (head)<\/td>\n<td>+2<\/td>\n<td>d6<\/td>\n<td>1<\/td>\n<td>20<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Chain Mail<\/span> <\/span> <span class=\"table-body-description\">Chain, splint, metal scale, ring mail, samurai armor.<\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Shirt (Chain Mail)]{Shirt} (torso, arms)<\/td>\n<td>+3<\/td>\n<td>d8<\/td>\n<td>25<\/td>\n<td>300<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Leggings (Chain Mail)]{Leggings} (legs)<\/td>\n<td>+3<\/td>\n<td>d8<\/td>\n<td>10<\/td>\n<td>150<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Chain Hood or Helm]{Chain Hood or Helm} (head)<\/td>\n<td>+3<\/td>\n<td>d8<\/td>\n<td>4<\/td>\n<td>25<\/td>\n<\/tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Bronze Armor (Pre-Iron Age Settings)<\/span> <\/span> <span class=\"table-body-description\">Typically only found in ancient times or pre-iron civilizations.<\/span><\/th>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bronze Barding (horse)]{Bronze Barding (horse)}<\/td>\n<td>+3<\/td>\n<td>d10<\/td>\n<td>50<\/td>\n<td>1500<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bronze Corselet]{Bronze Corselet}<\/td>\n<td>+3<\/td>\n<td>d8<\/td>\n<td>13<\/td>\n<td>80<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Vambraces (
|
|||
|
"name": "Medieval and Ancient Armor Table"
|
|||
|
},
|
|||
|
"Humans": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Humans<\/h2>\n<p>Humans in most settings get one free @Compendium[swade-core-rules.swade-rules.Edges]{Atout} of their choice. This option reflects their versatility and adaptability compared to most other races.<\/p>\n<p>For more variety, the GM might give humans abilities based on culture rather than race. For instance, a nomadic, horse-based society might start with skill points in Riding and Survival. Cultural templates are designed just like making new races, though GMs should allow for more exceptions than usual since the abilities tend to be learned rather than truly innate.<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>ADAPTABLE<\/strong>: Humans begin play with any Novice @Compendium[swade-core-rules.swade-rules.Edges]{Atout} of their choosing. They must meet its Requirements as usual.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Humans.webp\" alt=\"An image of a Human\" \/><\/div>",
|
|||
|
"name": "Humans"
|
|||
|
},
|
|||
|
"Activation": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Activation<\/h1>\n<\/div>\n<div>\n<p>Pour activer un @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir}, le personnage choisit une cible à sa @Compendium[swade-core-rules.swade-rules.Range]{Portée} e et fait un jet d’@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} (en utilisant sa Compétence d’arcanes). Un jet inférieur à 4 signifie que le pouvoir ne s’active pas. L’arcaniste dépense 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} sans considération d’@Compendium[swade-core-rules.swade-rules.Edges]{Atout} telque @Compendium[swade-core-rules.swade-edges.Channeling]{Canalisation} sauf Capacité disant spécifiquement que le coût est réduit à 0.<\/p>\n<p>Un jet de 4 ou plus signifie que le pouvoir s’active et consomme tous les @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} nécessaires même s’il rate sa cible (comme avec <em>éclair<\/em>), oou si celle-ci résiste.<\/p>\n<p>En cas de Succès le héros dépense les @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} et applique les effets du pouvoir. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} certains pouvoirs ont un effet additionnel indiqué dans leur description.<\/p>\n<p><strong>Contrecoup :<\/strong> un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} lors de l’activation d’un pouvoir est appelé Contrecoup. Il inflige un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} et la fin immédiate de tous les pouvoirs actuellement actifs.<\/p>\n<p><strong>Jets de groupe :<\/strong> le MJ peut opter pour un <strong>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Jet de groupe}<\/strong> (voir p. 89) quand des PNJ sont affectés par un pouvoir. Par exemple il peut être pratique de lancer les dégâts contre chaque groupe de cibles semblables dans une @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone} mais de déterminer séparément l’effet pour ceux tentant d’échapper à enchevêtrement ou un pouvoir similaire.<\/p>\n<h3>Prérequis d'activation<\/h3>\n<p>Un personnage doit être capable de voir sa cible et ne peut pas être <strong>@Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Immobilisé}<\/strong> (voir p. 104).<\/p>\n<h3>Pouvoirs maintenus<\/h3>\n<p>Prolonger la durée d’un pouvoir de sa durée de base coûte 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}. Par exemple si la @Compendium[swade-core-rules.swade-rules.Powers]{Durée} d’un pouvoir est de 5 tours, il peut être maintenu pour 5 nouveaux @Compendium[swade-core-rules.swade-rules.Combat]{tours} pour 1 PP.<\/p>\n<p>Le coût de maintien s’applique pour chaque cible mais ignore le coût des autres @Compendium[swade-core-rules.swade-rules.Power Modifiers]{Modificateurs de pouvoir}. Renouveler une @<em>Compendium[swade-core-rules.swade-powers.Boost\/Lower Trait]{{Augmentation de Trait}}<\/em> sur trois alliés coûte 3 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} pour 5 nouveaux tours.<\/p>\n<p>Sauf mention contraire dans la description du pouvoir, l’arcaniste peut y mettre fin avec une action gratuite.<\/p>\n<h3>Recharge<\/h3>\n<p>Un personnage recharge 5 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} par heure de repos, de méditation, etc. Le MJ détermine ce qui est du repos mais il n’y a pas de recharge tant que des pouvoirs sont maintenus, lors d’efforts physiques modérés ou plus, de stress ou d’activité mentale.<\/p>\n<p>Par exemple un héros peut se reposer à cheval à moins que l’animal ne soit agité, la route accidentée, que la circulation réclame de l’attention, etc. Un héros peut également recharger des @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} en marchant tranquillement dans des conditions favorables.<\/p>\n<h3>Pouvoirs et actions multiples<\/h3>\n<p>Chaque activation compte pour une @Com
|
|||
|
"name": "Activation"
|
|||
|
},
|
|||
|
"Special Ability (Burrow)": {
|
|||
|
"text": "<div class=\"swade-core\">\r\n <h3>Burrow<\/h3>\r\n <div>\r\n <p>From massive worms to sand-dwelling humanoids, many creatures are able to burrow beneath the earth and move within it.<\/p>\r\n <p>Burrowers can tunnel underground and reappear elsewhere for devastating surprise attacks against their foes. The distance a creature can burrow on its turn is written immediately after its Burrow ability.<\/p>\r\n <p>A burrowing creature may tunnel on its @Compendium[swade-core-rules.swade-rules.Actions]{action}, and may erupt from the ground at any point within its burrowing @Compendium[swade-core-rules.swade-rules.Movement]{Allure} in the same turn. It cannot be attacked while beneath the earth unless the attacker has some special means of detecting it and penetrating the intervening dirt.<\/p>\r\n <p>Burrowing creatures erupt from beneath their opponents and may take them by surprise. If the target was unaware of the burrower’s presence, the creature makes an opposed @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} roll versus the victim’s @Compendium[swade-core-rules.swade-skills.Notice]{Perception}. If the burrower wins, the target is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} <em>to it only<\/em>. With a raise, the burrower gets @Compendium[swade-core-rules.swade-rules.The Drop]{the Drop}. Targets on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} may attempt to interrupt the attack before it occurs.<\/p>\r\n <p>Burrowers can’t usually surprise a foe once their presence is known, but can still burrow for protection and mobility.<\/p>\r\n <\/div>\r\n<\/div>",
|
|||
|
"name": "Special Ability (Burrow)"
|
|||
|
},
|
|||
|
"Fire": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Fire<\/h2>\n<p>If a flammable target is hit by fire (GM’s call), roll 1d6. On a 6, the target catches fire and immediately takes the damage listed below. Very flammable targets catch fire on a 4–6. Volatile targets, such as a person soaked in gasoline, catch fire on a 2–6.<\/p>\n<table class=\"table value=table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Fire Damage<\/h2>\n<\/caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Damage<\/th>\n<th class=\"table-column-header\" scope=\"col\">Description<\/th>\n<\/tr>\n<\/tbody>\n<tbody>\n<tr>\n<td>1d6<\/td>\n<td>Spot contact, steam<\/td>\n<\/tr>\n<tr>\n<td>2d6<\/td>\n<td>Bonfire, burning room<\/td>\n<\/tr>\n<tr>\n<td>3d6<\/td>\n<td>Flamethrower<\/td>\n<\/tr>\n<tr>\n<td>5d6<\/td>\n<td>Lava<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Fire continues to cause damage at the beginning of the victim’s turns. Roll a d6 immediately after it does so. On a 6, it grows in intensity to whatever maximum the GM feels is appropriate (usually 3d6 for organic beings). On a 1, the fire drops a level, or burns out if reduced below 1d6 damage.<\/p>\n<p>A character may also make an @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll to put out a fire on himself, others, or a flame the size of a @Compendium[swade-core-rules.swade-rules.Game Mastering]{Medium Blast Template}Medium Blast Template. This is an action, plus any modifiers for intensity, tools, the flammability of the target, etc.<\/p>\n<p><strong>Armor:<\/strong> @Compendium[swade-core-rules.swade-rules.Armor]{Armure} protects normally unless the attack or hazard’s description says otherwise. A hero hit with a @Compendium[swade-core-rules.swade-equipment.Flamethrower]{flamethrower} is still better off if he has a @Compendium[swade-core-rules.swade-equipment.Kevlar Vest]{Kevlar vest} than not, for example.<\/p>\n<p><strong>Flaming Weapons:<\/strong> Flame doesn’t cause extra damage but may set the target on fire.<\/p>\n<h3>Smoke Inhalation<\/h3>\n<p>Fires in confined areas produce deadly smoke. Each person within must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll every round. If the roll is failed, the character gains a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. A wet cloth adds +2 to the roll and a “SCBA” (firefighter’s) mask negates the need for the roll entirely.<\/p>\n<p><strong>Death:<\/strong> A person @Compendium[swade-core-rules.swade-rules.Fatigue]{Incapacité} from smoke inhalation dies in a number of minutes equal to his Vigueur. If someone can get to the victim before then, he can be resuscitated by removing him from the hazard and a @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll at −2.<\/p>\n<img src=\"modules\/swade-core-rules\/assets\/art\/fire.webp\" \/><\/div>",
|
|||
|
"name": "Fire"
|
|||
|
},
|
|||
|
"Off-Hand Attacks": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Off-Hand Attacks<\/h2>\n<p>Characters are assumed to be right-handed unless the player decides otherwise. Actions that require precise eye-hand coordination, such as @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} or @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, suffer a −2 penalty when done solely with the off-hand.<\/p>\n<p>Off-hand weapons don’t add their @Compendium[swade-core-rules.swade-rules.Parry]{Parade} bonus unless the hero is <strong>@Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextre}<\/strong>.<\/p>\n<\/div>",
|
|||
|
"name": "Off-Hand Attacks"
|
|||
|
},
|
|||
|
"Powers": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Powers<\/p>\n<\/div>\n<\/div>\n<div>\n<p>Most <cite>Savage Worlds<\/cite> settings feature “magic” in one form or another. Whether it’s hidden occult lore practiced only by dark cultists, voodoo rituals, the eldritch sorcery of powerful wizards, weird gadgets created by mad scientists, super powers, or brain-burning psionics, these rules handle it all in one simple system.<\/p>\n<p>For ease of use, we call all of these effects “powers.” They work the same from game to game, but the particular use, @Compendium[swade-core-rules.swade-rules.Power Modifiers]{modifiers} and @Compendium[swade-core-rules.swade-rules.Trappings]{Aspects} give the same core powers endless variations.<\/p>\n<h2>List of Powers<\/h2>\n<p>Listed below are a number of powers available in most Savage Settings. Each power has the following statistics:<\/p>\n<p><strong>Rank:<\/strong> The @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} a character must be to learn the power.<\/p>\n<p><strong>Points de pouvoir :<\/strong> The cost to activate the power in @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}.<\/p>\n<p><strong>Range:<\/strong> The maximum distance between the caster and the power’s effect. Range is often expressed as @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} or some multiple thereof. If so, read @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} as inches on the tabletop (twice that in yards). A @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} of d10, for example, means the power can be cast up to 10″ (20 yards) away.<\/p>\n<p>Unless the power says otherwise, Range has no effect after the power is activated. An ally who has been granted <em>@Compendium[swade-core-rules.swade-powers.Invisibility]{invisibility}<\/em>, for example, may then move beyond the caster’s @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} with no ill effect.<\/p>\n<p><strong>Duration:<\/strong> How long the power lasts in @Compendium[swade-core-rules.swade-rules.Combat]{tours} (unless otherwise noted).<\/p>\n<p>Powers expire at the end of the character’s turn X @Compendium[swade-core-rules.swade-rules.Combat]{tours} later, where X is the Duration listed. Count the @Compendium[swade-core-rules.swade-rules.Combat]{tours} the power activated. If a psychic activates <em>@Compendium[swade-core-rules.swade-powers.Boost\/Lower Trait]{{Augmentation de Trait}}<\/em> (Duration 5) on the second @Compendium[swade-core-rules.swade-rules.Combat]{tours} of combat, for example, it remains in place until the end of her turn on the sixth @Compendium[swade-core-rules.swade-rules.Combat]{tours}<\/p>\n<p>Powers may be maintained for their base Duration for 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} per individual.<\/p>\n<p>Unless it says otherwise, the caster can ter­minate a power she’s activated as a @Compendium[swade-core-rules.swade-rules.Actions]{free action}. She must terminate the entire power—she can’t leave it on for some and off for others.<\/p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Trappings]{Aspects} <\/strong><strong>:<\/strong> These are descriptive ideas and suggestions for how the power might look or manifest in different types of settings.<\/p>\n<aside class=\"parchment-torn\">\n<h2>Naming Powers<\/h2>\n<p>Players are encouraged to note their powers’ Trappings and what the character might call them. A druid in a typical fantasy setting might write down his spells like this, for example:<\/p>\n<ul>\n<li><em>@Compendium[swade-core-rules.swade-powers.Bolt]{éclairs} <\/em>(Splinters—shards of wood)<\/li>\n<li><em>@Compendium[swade-core-rules.swade-powers.Boost\/Lower Trait]{Boost\/Lower Trait}<\/em> (Blessing\/Curse of Gaia —slight healthy or sickly green glow)<\/li>\n<li><em>@Compendium[swade-core-rules.swade-powers.Entangle]{Entangle}<\/em> 
|
|||
|
"name": "Powers"
|
|||
|
},
|
|||
|
"Fear": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Fear<\/h1>\n<\/div>\n<div>\n<p>Cold dread seizes the heroine as she enters the lost tomb. A dragon emerges from the cave, belching smoke and fire at the adventurers who threaten its hoard. An investigator stumbles upon a scene of grisly, ritualistic carnage.<\/p>\n<p>These rules reflect the horror of these terrible situations upon your heroes’ psyches.<\/p>\n<p><strong>When to Use These Rules:<\/strong> Characters in realistic, horror, or “dark” games should usually be subject to the constant effects of fear and terror. Fear in high fantasy or super hero games is probably only used as the effect of a creature ability or arcane power.<\/p>\n<p><strong>The Basics:<\/strong> Characters make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Âme roll} when confronted by creatures or situations that cause Fear.<\/p>\n<h2>Fear Checks<\/h2>\n<p>The heroes make a Fear check (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Âme roll} as a @Compendium[swade-core-rules.swade-rules.Combat]{free action}) when they first spot a creature with the Fear ability.<\/p>\n<p>Success means a character manages to overcome the situation and carry on. A failed Fear check means the unfortunate soul faces the consequences below, depending on whether the source of fear was grotesque or terrifying in nature:<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>Nausea:<\/strong> If the scene was grotesque or horrific, such as a grisly discovery or learning a secret “Man Was Not Meant to Know,” the character is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} and @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means the victim must roll on the Fear Table as well.<\/li>\n<li><strong>Terror:<\/strong> A terrifying trigger, such as a monstrous creature or unknowable evil, is much more intense. @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} are typically Panicked. @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} must roll on the <strong>@Compendium[swade-core-rules.swade-macros.Fear Table]{Fear Table}<\/strong> (at +2 with a Critical Failure on the Fear check). Roll a d20 and add the monster’s Fear penalty, if any, to the roll (a −2 adds +2 to the roll, for example).<\/li>\n<\/ul>\n<h3>Becoming Jaded<\/h3>\n<p>After encountering a particular type of creature, the character shouldn’t have to make Fear checks every time he sees another in that particular scenario. If the party clears out an asylum full of spectral inmates, for example, they should only have to roll the first time they encounter them—not in every room. The Game Master might require a roll if the heroes encounter such horrors in a particularly different or frightening situation, however.<\/p>\n<h3>Fear Table<\/h3>\n<p>For a rollable version of this table, please use this <strong>@Compendium[swade-core-rules.swade-macros.Fear Table]{Fear macro}<\/strong> which rolls on the @Compendium[swade-core-rules.swade-tables.Fear Table]{Fear Table}<\/p>\n<em>*Add the creature’s Fear penalty as a positive number to this roll.<\/em>\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Fear Table<\/h2>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">D20*<\/th>\n<th class=\"table-column-header\" scope=\"col\">Effect<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>1-3<\/td>\n<td><strong>Adrenaline Surge: <\/strong>The hero’s “fight” response takes over. He acts as if he had a @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Joker} this action!<\/td>\n<\/tr>\n<tr>\n<td>4-6<\/td>\n<td><strong>Distracted: <\/strong>The hero is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} until the end of his next turn.<\/td>\n<\/tr>\n<tr>\n<td>7-9<\/td>\n<td><st
|
|||
|
"name": "Fear"
|
|||
|
},
|
|||
|
"Skill Specialization": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Skill Specialization<\/h2>\n<p><cite>Savage Worlds<\/cite> skills are intended to be broad, allowing characters to focus primarily on @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} for customization rather than multiple iterations of something like @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} for edged weapons, Fighting for blunt weapons, etc.<\/p>\n<p>If it’s important to have more detail for some reason, the GM can decide some skills require specialization. A character chooses one particular use of that skill to roll normally, and subtracts 2 from the total when using it in any other way.<\/p>\n<p>Gaining an additional specialization counts as raising a skill below its linked @Compendium[swade-core-rules.swade-rules.Traits]{Attribute}. So a character can gain two new specializations with an @Compendium[swade-core-rules.swade-rules.Advancement]{Advance}, or mix and match to gain a specialization and increase a skill below its linked Attribute.<\/p>\n<p>Below are skills appropriate for this extra detail and some example specializations:<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>@Compendium[swade-core-rules.swade-skills.Boating]: <\/strong>Powered, Sail, Steam.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Driving]: <\/strong>Hover, Tracked, Wheeled.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Fighting]: <\/strong>Axe, Blunt Weapon, Exotic (such as nunchaku; each is separate), Long Blade, Pole Arm, Short Blade.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}: <\/strong>Fixed Wing, Rotary, Space.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Riding]{Équitation}: <\/strong>Camel, Horse, Dragon.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Science]{Science}: <\/strong>Biology, Chemistry, Engineering.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Shooting]{Tir}: <\/strong>Bows, Pistol, Rifle, Shotgun.<\/li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Survival]{Survie}: <\/strong>Arctic, Desert, Temperate.<\/li>\n<\/ul>\n<\/div>",
|
|||
|
"name": "Skill Specialization"
|
|||
|
},
|
|||
|
"Creative Combat": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Creative Combat<\/h2>\n<p>@Compendium[swade-core-rules.swade-rules.Test]{Tests} make a game even more exciting and memorable. Creative Combat enhances a pulp-style game with additional benefits for those who Test with a raise.<\/p>\n<p>A successful Test works as usual, but if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} character succeeds with a raise while in combat, her foe is not automatically @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}—she rolls on the <strong>@Compendium[swade-core-rules.swade-tables.Creative Combat]{Creative Combat table}<\/strong> instead.<\/p>\n<img src=\"modules\/swade-core-rules\/assets\/art\/pg137_quote_creative_combat.webp\" \/><\/div>",
|
|||
|
"name": "Creative Combat"
|
|||
|
},
|
|||
|
"Edge 01": {
|
|||
|
"text": "",
|
|||
|
"name": "Atouts 01"
|
|||
|
},
|
|||
|
"Special Ability (Claws)": {
|
|||
|
"text": "<div class=\"swade-core\">\r\n <h3>Claws<\/h3>\r\n <div>\r\n <p>See <b>@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}<\/b><\/p>\r\n <\/div>\r\n<\/div>",
|
|||
|
"name": "Special Ability (Claws)"
|
|||
|
},
|
|||
|
"Free Attacks": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Free Attacks<\/h2>\n<p>Some @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}, such as @Compendium[swade-core-rules.swade-edges.Counterattack]{Counterattack} and @Compendium[swade-core-rules.swade-edges.First Strike]{First Strike}, or options such as <strong>@Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Withdrawing From Melee}<\/strong>, allow a character to make a free attack<\/p>\n<p>Free attacks are a single attack unaltered by other Edges or combat options. This is usually a @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} or @Compendium[swade-core-rules.swade-rules.Grappling]{Grappling} attack, but could include @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} if the attacker is armed with a pistol or other ranged weapon that can fire in melee (see <strong>@Compendium[swade-core-rules.swade-rules.Ranged Weapons In Melee]{Ranged Weapons In Melee}<\/strong>).<\/p>\n<\/div>",
|
|||
|
"name": "Free Attacks"
|
|||
|
},
|
|||
|
"Android": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Androïdes<\/h2>\n<p>Un androïde est un être semi-organique créé par une technologie avancée. Nous présentons ici une version classique calquée sur les humains et pouvant généralement se faire passer pour l’un d’eux, du moins tant qu’un examen médical approfondi n’est pas réalisé. Son réseau neuronal lui fournit une intelligence artificielle complète, incluant traits de personnalité, émotions et travers comme n’importe quel être vivant. Le modèle présenté ici est générique. Pour des versions plus spécialisées, utilisez les @Compendium[swade-core-rules.swade-rules.Making Races]{Capacités innées} (voir p. 18).<\/p>\n<ul class=\"red-bullet-list\">\n<li><strong>Créature artificielle :<\/strong> un androïde bénéficie d’un bonus de +2 pour annuler un état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}, ne respire pas et est immunisé aux poisons et aux maladies. Ses @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} doivent être gérées en utilisant la Compétence @Compendium[swade-core-rules.swade-skills.Repair]{Réparation}. Chaque tentative dure une heure par niveau actuel de Blessure, et ne tient pas compte de <strong>@Compendium[swade-core-rules.swade-rules.Healing]{\"L’heure d’or\"}<\/strong>.<\/li>\n<li><strong>Étranger (Majeur) :<\/strong> un androïde subit un malus de -2 à ses jets de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lors d’échanges avec d’autres espèces et n’a en général aucun droit (quand il est considéré comme une propriété).<\/li>\n<li><strong>Pacifiste (Majeur) :<\/strong> à moins qu’un androïde ne soit spécifiquement conçu pour le combat, la plupart des sociétés avancées imposent la présence de circuits dédiés forçant l’application des “ Lois de la Robotique”, basées sur Les Robots d’Isaac Asimov : un être artificiel ne saurait nuire à un être sentient, ou par son action ou son inaction blesser un tel être d’une quelconque manière. Le personnage reçoit le Handicap @Compendium[swade-core-rules.swade-hindrances.Pacifist]{Pacifiste} (Majeur).<\/li>\n<li><strong>Serment (Majeur) :<\/strong> un androïde est généralement programmé pour remplir un rôle précis. Un tel personnage a des directives assez souples, comme servir telle corporation ou tel groupe politique. Ces obligations sont considérées comme le Handicap @Compendium[swade-core-rules.swade-hindrances.Vow]{ Serment (Majeur)}. En cas de directives contradictoires, le joueur et le MJ devront se mettre d’accord sur la décision logique définie par la programmation de l’androïde.<\/li>\n<\/ul>\n<img src=\"modules\/swade-core-rules\/assets\/art\/Android.webp\" alt=\"Image d'un Androïde avec une citation 'Modifiez à l'envie pour des androïdes soldats, mineurs ou autres.'\" \/><\/div>",
|
|||
|
"name": "Androïdes"
|
|||
|
},
|
|||
|
"Special Ability (Construct)": {
|
|||
|
"text": "<div class=\"swade-core\">\r\n <h3>Construct<\/h3>\r\n <div>\r\n <p>Robots, golems, and other animated objects are collectively called “constructs.” Some are sentient beings while others are mere automatons following the will of their masters.<\/p>\r\n <p>Whatever their origin or material, constructs have several inherent advantages over creatures of flesh and blood.<\/p>\r\n <p>Constructs add +2 when attempting to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore 1 point of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} penalties, don’t breathe or eat and are immune to @Compendium[swade-core-rules.swade-rules.Disease]{disease} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}, don’t @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleed Out}, and Wounds are removed with @Compendium[swade-core-rules.swade-skills.Repair]{Réparation} instead of @Compendium[swade-core-rules.swade-powers.Healing]{Guérison} with no @Compendium[swade-core-rules.swade-powers.Healing]{“Golden Hour.”}<\/p>\r\n <\/div>\r\n<\/div>",
|
|||
|
"name": "Special Ability (Construct)"
|
|||
|
},
|
|||
|
"Hindrance 01": {
|
|||
|
"text": "",
|
|||
|
"name": "Handicap 01"
|
|||
|
},
|
|||
|
"Recoil": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Recoil<\/h2>\n<p>Unless it says otherwise in its description, firing at a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} greater than 1 in one @Compendium[swade-core-rules.swade-rules.Actions]{action} causes Recoil, a −2 penalty to the attacker’s @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} rolls. A submachine gun with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 3, for example, causes Recoil unless its user fires only a single shot.<\/p>\n<p>Recoil isn’t cumulative between @Compendium[swade-core-rules.swade-rules.Actions]{actions}. If a character fires three shots (@Compendium[swade-core-rules.swade-rules.Rate of Fire]{RoF} 3) on one action and triggers the Recoil penalty, he ignores it on a second action if he only fires a single shot.<\/p>\n<\/div>",
|
|||
|
"name": "Recoil"
|
|||
|
},
|
|||
|
"Setting Rules 03": {
|
|||
|
"text": "",
|
|||
|
"name": "Setting Rules 03"
|
|||
|
},
|
|||
|
"Chapter Powers Art": {
|
|||
|
"text": "",
|
|||
|
"name": "Chapter Powers Art"
|
|||
|
},
|
|||
|
"Shotguns": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Shotguns<\/h2>\n<p>Shotguns fire a spread of metal “shot,” and so do more @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} at close @Compendium[swade-core-rules.swade-rules.Range]{Portée} where more of the shot hits the target. Because of this, shotguns add +2 to the user’s @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} rolls and cause 3d6 @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} at Short @Compendium[swade-core-rules.swade-rules.Range]{Portée}, 2d6 at Medium, and 1d6 at Long. Shotguns may not be fired at Extreme @Compendium[swade-core-rules.swade-rules.Range]{Portée}.<\/p>\n<p><strong>Double Barrels:<\/strong> Some shotguns have two barrels welded side-by-side. If an attacker wants to fire both barrels at the same target, roll @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} once and add +4.<\/p>\n<p><strong>Slugs: <\/strong>Shotguns can also fire slugs. The attacker doesn’t get the +2 shotgun bonus to his @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll, but the @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} is 2d10 regardless of @Compendium[swade-core-rules.swade-rules.Range]{Portée} (and they may be fired at Extreme @Compendium[swade-core-rules.swade-rules.Range]{Portée}). <strong>@Compendium[swade-core-rules.swade-rules.Innocent Bystanders]{Innocent Bystanders}<\/strong> are hit only on a 1 (instead of 1 or 2).<\/p>\n<\/div>",
|
|||
|
"name": "Shotguns"
|
|||
|
},
|
|||
|
"Special Ability (Elemental)": {
|
|||
|
"text": "<div class=\"swade-core\">\r\n <h3>Elemental<\/h3>\r\n <div>\r\n <p>Air, earth, fire, and water form the basis of the elemental realms, wherein dwell strange, unfathomable creatures.<\/p>\r\n <p>Elementals have bodies of pure earth, water, air, or fire and thus ignore additional damage from @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}, ignore 1 point of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} penalties, don’t breathe or eat and are immune to @Compendium[swade-core-rules.swade-rules.Disease]{disease} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}, can only be @Compendium[swade-core-rules.swade-skills.Healing]{healed} via magic or natural healing.<\/p>\r\n <\/div>\r\n<\/div>",
|
|||
|
"name": "Special Ability (Elemental)"
|
|||
|
},
|
|||
|
"Powers 03": {
|
|||
|
"text": "",
|
|||
|
"name": "Powers 03"
|
|||
|
},
|
|||
|
"Powers 04": {
|
|||
|
"text": "",
|
|||
|
"name": "Powers 04"
|
|||
|
},
|
|||
|
"Powers 05": {
|
|||
|
"text": "",
|
|||
|
"name": "Powers 05"
|
|||
|
},
|
|||
|
"Powers 06": {
|
|||
|
"text": "",
|
|||
|
"name": "Powers 06"
|
|||
|
},
|
|||
|
"Special Ability (Environmental Resistance)": {
|
|||
|
"text": "<div class=\"swade-core\">\r\n <h3>Environmental Resistance<\/h3>\r\n <div>\r\n <p>The creature is resistant (but not immune) to a particular type of energy or substance, such as @Compendium[swade-core-rules.swade-rules.Cold]{cold}, @Compendium[swade-core-rules.swade-rules.Heat]{heat}, iron, etc.<\/p>\r\n <p>Damage from the source is reduced by 4, and the being adds +4 to resist matching @Compendium[swade-core-rules.swade-rules.Hazards]{Périls} or powers with a similar @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}.<\/p>\r\n <\/div>\r\n<\/div>",
|
|||
|
"name": "Special Ability (Environmental Resistance)"
|
|||
|
},
|
|||
|
"Two Hands": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>Two Hands<\/h3>\n<p>Une arme à deux mains peut être utilisée à une seule avec un malus de -4. La @Compendium[swade-core-rules.swade-rules.Traits]{Force} s’applique normalement pour les @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} mais tous les autres avantages sont perdus, comme @Compendium[swade-core-rules.swade-rules.Reach]{Allonge} ou bonus de @Compendium[swade-core-rules.swade-rules.Characters]{Parade}.<\/p>\n<\/div>",
|
|||
|
"name": "Deux mains"
|
|||
|
},
|
|||
|
"Prone": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Prone<\/h2>\n<p>Ranged attacks suffer a −4 penalty to hit prone characters from a range of 3″ or greater (this does not stack with @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover)} and subtract four points of damage from @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect attacks}.<\/p>\n<p>If a prone defender is caught in melee, his @Compendium[swade-core-rules.swade-rules.Characters]{Parade} is reduced by 2 and he must subtract 2 from his @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} rolls.<\/p>\n<p>Standing costs a character 2″ of @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}.<\/p>\n<\/div>",
|
|||
|
"name": "Prone"
|
|||
|
},
|
|||
|
"Healing": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>GUÉRISON<\/h1>\n<\/div>\n<div>\n<p>La Compétence @Compendium[swade-core-rules.swade-skills.Healing]{Soins} peut être utilisée pour traiter les @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}. Chaque tentative prend 10 minutes par niveau de Blessure du patient. Sans matériel de premier secours ou équipement approprié, le jet de Soins se fait avec un malus de -1.<\/p>\n<p>Un Succès supprime une Blessure et une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} deux. En cas d’Échec, rien ne se passe. En cas d’@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, le patient subit une Blessure supplémentaire !<\/p>\n<aside class=\"the-golden-hour\">\n<h2>L’HEURE D’OR<\/h2>\n<p>L’heure d’or (golden hour) est un concept de médecine d’urgence. La plupart des blessés graves décèdent dans les premières heures. On a donc un taux de survie optimal si la victime se retrouve sur une table d’opération dans l’heure qui suit l’accident. Plus le temps passe, plus les @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} risquent d’être fatales<\/p>\n<p>Dans <cite>Savage Worlds<\/cite>, nous étendons le concept aux soins en général. Un médecin s’occupant de blessures dans la première heure a toutes les chances d’en réduire les conséquences. Au-delà de la similarité avec le monde réel, cette règle fournit un mécanisme propice à l’équilibre du jeu et à l’intensité dramatique.<\/p>\n<\/aside>\n<p><strong>L'heure d'or: <\/strong>Un personnage ne peut soigner que les @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} de moins d’une heure. En cas d’Échec, le soigneur est incapable de traiter ces Blessures, mais un <em>autre<\/em> soigneur pourra se pencher dessus. <\/p>\n<p>Sur des @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} de plus d’une heure, seuls la guérison naturelle et le pouvoir <em>@Compendium[swade-core-rules.swade-powers.Healing]{Guérison}<\/em> (dans sa version grande guérison) pourront être d’une quelconque utilité.<\/p>\n<p><strong>Hémorragie: <\/strong>la Compétence @Compendium[swade-core-rules.swade-skills.Healing]{Soins} peut également être utilisée pour stabiliser une victime d’<strong>@Compendium[swade-core-rules.swade-rules.Damage Effects]{Hémorragie}<\/strong> (voir p. 95). Chaque tentative est une @Compendium[swade-core-rules.swade-rules.Actions]{action}, et en cas de Succès, la victime est stabilisée.<\/p>\n<p><strong>Incapacité: <\/strong>soigner au moins une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure} d’un patient en @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} lui permet d'annuler cet état et de reprendre conscience.<\/p>\n<h2>GUÉRISON NATURELLE<\/h2>\n<p>Un personnage ayant des @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} fait un jet de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigueur} tous les cinq jours. En cas de Succès, le personnage élimine une Blessure, et deux en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}.<\/p>\n<p>Un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} occasionne une nouvelle @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessure} à la victime — que ce soit à cause d’une infection, d’une hémorragie ou d’une aggravation des blessures. Si cette Blessure rend le personnage @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}, n’appliquez pas les règles habituelles : le personnage sombre dans l’inconscience et doit faire un jet de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigueur} 12 heures plus tard. \nÉCHEC : le personnage est mort.\nSUCCÈS : le personnage doit refaire ce jet dans 12 heures.\nPROUESSE : le personnage est stabilisé et reprend conscience.\nIl est possible de tenter de stabiliser le personnage en utilisant les règles
|
|||
|
"name": "Guérison"
|
|||
|
},
|
|||
|
"Disarm": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Disarm<\/h2>\n<p>A character can try to make an opponent drop a weapon (or other object) or attempt to damage it, by making a @Compendium[swade-core-rules.swade-rules.Attacks]{melee or ranged attack}.<\/p>\n<p>The attacker must first hit the object or the opponent’s limb or hand (see <strong>@Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}<\/strong>)<\/p>\n<p>If the attack hits the weapon, the attacker rolls damage normally for an item (no raise effect or Aces, see <strong>@Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}<\/strong>). The defender must make a @Compendium[swade-core-rules.swade-rules.Traits]{Force} roll equal to the damage or drop the item.<\/p>\n<p>If the attack is against the wielder and @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shakes or Wounds} him, the defender must make a @Compendium[swade-core-rules.swade-rules.Traits]{Force} roll at −2 if it hit his limb, or −4 if it hit his hand, plus any Wound penalties that result as usual. Failure means he drops whatever item is in that hand.<\/p>\n<\/div>",
|
|||
|
"name": "Disarm"
|
|||
|
},
|
|||
|
"Two Weapons": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Two Weapons<\/h2>\n<p>Un personnage maniant deux armes de corps à-corps ajoute +1 à son jet de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} si sa cible n’a qu’une arme ou est @Compendium[swade-core-rules.swade-rules.Unarmed Defender]{désarmée}, et qu’elle ne dispose pas d’un bouclier. Ce bonus ne s’applique pas non plus contre une créature disposant d'<strong>@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Armes naturelles}<\/strong>.<\/p>\n<p>Avoir une arme à feu dans chaque main n’octroie pas d’effet particulier si ce n’est de disposer de plus de munitions.<\/p>\n<p>Un personnage qui souhaite se spécialiser dans ce type de techniques peut choisir les Atouts <strong>@Compendium[swade-core-rules.swade-edges.Two-Fisted]{Combat à deux armes}<\/strong> ou <strong>@Compendium[swade-core-rules.swade-edges.Two-Gun Kid]{Double-flingue}<\/strong> Edge.<\/p>\n<\/div>",
|
|||
|
"name": "Attaque avec deux armes"
|
|||
|
},
|
|||
|
"Push": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Push<\/h2>\n<p>Sometimes characters may want to push a foe in hopes of knocking him out of position, @Compendium[swade-core-rules.swade-rules.Prone]{à terre}, or even into a deadly @Compendium[swade-core-rules.swade-rules.Hazards]{hazard}.<\/p>\n<p>Pushing a foe is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of @Compendium[swade-core-rules.swade-rules.Traits]{Force}. If the attacker is successful he pushes the foe back up to 1″ (two yards). With a raise, increase the distance to 2″ (four yards). Double either distance if the attacker’s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} is larger than the foe’s.<\/p>\n<p>A character who’s successfully Pushed must make an @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll (at −2 if the attacker got a raise) or be knocked @Compendium[swade-core-rules.swade-rules.Prone]{à terre}.<\/p>\n<p><strong>Running:<\/strong> If the attacker ran at least 2″ (four yards) before the Push, he adds +2 to his total.<\/p>\n<p><strong>Size Matters:<\/strong> Creatures may not generally Push a foe more than two @Compendium[swade-core-rules.swade-rules.Size and Scale]{Sizes} larger then themselves unless they have exceptional @Compendium[swade-core-rules.swade-rules.Traits]{Force} for their Size (GM’s call).<\/p>\n<p><strong>Skill: <\/strong>The attacker or defender may roll @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Force} if they choose.<\/p>\n<p><strong>Shields: <\/strong>Attackers and defenders add their @Compendium[swade-core-rules.swade-rules.Shields]{shield’s Parry bonus} to their @Compendium[swade-core-rules.swade-rules.Traits]{Force} (or @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}) rolls when pushing.<\/p>\n<\/div>",
|
|||
|
"name": "Push"
|
|||
|
},
|
|||
|
"Defend": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Defend<\/h2>\n<p>A character can choose to focus all her energy and skill into defense against melee attacks with the Defend maneuver. This increases her @Compendium[swade-core-rules.swade-rules.Characters]{Parade} by +4 and takes her entire turn—she cannot perform @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}. She may move normally but may not @Compendium[swade-core-rules.swade-rules.Movement]{run}. The bonus lasts until the beginning of her next turn.<\/p>\n<\/div>",
|
|||
|
"name": "Defend"
|
|||
|
}
|
|||
|
}
|
|||
|
},
|
|||
|
"4. The Adventure Toolkit": {
|
|||
|
"name": "4. The Adventure Toolkit",
|
|||
|
"pages": {
|
|||
|
"Climbing": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h2>Climbing<\/h2>\n<p>Climbing uses the Athletics skill, and the basics are covered under <strong>@Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}<\/strong>. When the game is in rounds, each inch climbed takes 2″ of Pace.<\/p>\n<p>No roll is usually needed to ascend ladders or trees with sturdy limbs unless the GM feels there’s a good reason (being chased, injured, etc.).<\/p>\n<p>Under stress (such as during combat rounds), the climber must roll Athletics to make progress. Success means he moves normally, failure means he doesn’t make any progress that round, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} indicates a fall! If secured by a rope or other restraint, he falls half the length of the restraint and suffers Fatigue from <strong>@Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps & Bruises}<\/strong>. If unsecured, see the <strong>@Compendium[swade-core-rules.swade-rules.Falling]{Falling}<\/strong> rules.<\/p>\n<p><strong>Modifiers:<\/strong> The GM should assign a bonus (+2) if the surface has numerous hand- and footholds or the climber has good equipment. Assign a penalty (−1 to −4) for smooth surfaces, lack of equipment, bad weather, etc.<\/p>\n<h3>Prepared Climbs<\/h3>\n<p>Break lengthy ascents like climbing mountain sides into three roughly even sections. Assume any falls occur at the “top” of each section.<\/p>\n<p>The GM might also consider using the <strong>@Compendium[swade-core-rules.swade-rules.Dramatic Tasks]{Scènes dramatiques}<\/strong> system if the surface must be ascended in a certain amount of time—such as before weather hits, guards return, etc.<\/p>\n<\/div>",
|
|||
|
"name": "Climbing"
|
|||
|
}
|
|||
|
}
|
|||
|
},
|
|||
|
"5. Powers": {
|
|||
|
"name": "5. Pouvoirs",
|
|||
|
"pages": {}
|
|||
|
},
|
|||
|
"6. Bestiary": {
|
|||
|
"name": "6. Bestiaire",
|
|||
|
"pages": {
|
|||
|
"Special Ability (Fear)": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>Fear<\/h3>\n<div>\n<p>Particularly frightening monsters cause @Compendium[swade-core-rules.swade-powers.Fear]{Terreur} checks to all who see them. Some truly terrifying monsters may inflict penalties on Fear checks as well. A creature with Fear −2, for instance, causes those who see it to make their Fear checks at −2. See the <strong>@Compendium[swade-core-rules.swade-powers.Fear]{Terreur}<\/strong> rules for effects.<\/p>\n<\/div>\n<\/div>",
|
|||
|
"name": "Special Ability (Fear)"
|
|||
|
},
|
|||
|
"Special Ability (Ethereal)": {
|
|||
|
"text": "<div class=\"swade-core\">\r\n <h3>Ethereal<\/h3>\r\n <div>\r\n <p>@Compendium[swade-core-rules.swade-bestiary.Ghost]{Ghosts}, shadows, will-o’-the-wisps, and similar intangible creatures have no form in the physical world (or can turn it on and off at will). They can pass through physical objects, cannot be harmed by non-magical attacks, and cannot even be seen unless they desire to be. Ethereal creatures are affected by magical items, weapons, and supernatural powers.<\/p>\r\n <p>Unless its description says otherwise, ethereal creatures can throw objects, wield weapons, or even push terrified heroes down long, dark stairs.<\/p>\r\n <\/div>\r\n<\/div>",
|
|||
|
"name": "Special Ability (Ethereal)"
|
|||
|
},
|
|||
|
"Special Ability (Flight)": {
|
|||
|
"text": "<div class=\"swade-core\">\r\n <h3>Flight<\/h3>\r\n <div>\r\n <p>The creature can fly at the listed @Compendium[swade-core-rules.swade-rules.Movement]{Allure}. It uses its @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} to maneuver in chases or other situations.<\/p>\r\n <\/div>\r\n<\/div>",
|
|||
|
"name": "Special Ability (Flight)"
|
|||
|
},
|
|||
|
"Special Ability (Fearless)": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>Fearless<\/h3>\n<div>\n<p>Mindless creatures, some undead, robots, and the like don’t suffer from the weaknesses of the mortal mind. Fearless creatures are immune to @Compendium[swade-core-rules.swade-powers.Fear]{Terreur} effects and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}. They may still be @Compendium[swade-core-rules.swade-skills.Taunt]{Taunted}, however (usually because it draws their attention rather than causing emotional distress).<\/p>\n<\/div>\n<\/div>",
|
|||
|
"name": "Special Ability (Fearless)"
|
|||
|
},
|
|||
|
"Special Ability (Environmental Weakness)": {
|
|||
|
"text": "<div class=\"swade-core\">\r\n <h3>Environmental Weakness<\/h3>\r\n <div>\r\n <p>The creature is susceptible to a particular type of energy or substance, such as @Compendium[swade-core-rules.swade-rules.Cold]{cold}, @Compendium[swade-core-rules.swade-rules.Heat]{heat}, iron, etc. <\/p>\r\n <p>Damage from the source is increased by 4, and the being subtracts 4 when resisting matching @Compendium[swade-core-rules.swade-rules.Hazards]{Périls} or powers with a similar @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}.<\/p>\r\n <\/div>\r\n<\/div>",
|
|||
|
"name": "Special Ability (Environmental Weakness)"
|
|||
|
},
|
|||
|
"Special Ability (Poison)": {
|
|||
|
"text": "<div class=\"swade-core\">\r\n <h3>Poison<\/h3>\r\n <div>\r\n <p>Serpents, dagues empoisonnées et autres injectent à leurs victimes de dangereux @Compendium[swade-core-rules.swade-rules.Poison]{poison} par une morsure ou une égratignure. Pour cela, la cible doit être au moins @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}. Elle doit alors réussir un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} modifié par la virulence du Poison (indiquée entre parenthèses après l’aptitude Poison de la créature). Les effets d’un Échec sont décrits en section des <b>@Compendium[swade-core-rules.swade-rules.Hazards]{Périls}<\/b> section.<\/p>\r\n <\/div>\r\n<\/div>",
|
|||
|
"name": "Capacité spéciale (Poison)"
|
|||
|
},
|
|||
|
"Special Ability (Tentacles)": {
|
|||
|
"text": "<div class=\"swade-core\">\r\n <h3>Tentacules<\/h3>\r\n <div>\r\n <p>La créature possède un nombre « d’actions de tentacule » spécifié dans sa description (généralement 2 ou 4). Ces actions comptent collectivement pour une seule parmi les trois actions potentielles du tour. Elles doivent utiliser d’une façon ou d’une autre un tentacule, généralement pour du @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, or @Compendium[swade-core-rules.swade-rules.Grappling]{Empoignade} mais le MJ reste seul juge<\/p>\r\n <p>Une créature @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker}, lance normalement son @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Dé Joker} pour chaque action de tentacule.<\/p>\r\n <p>Si l’individu fait d’autres actions dans le tour,comme une @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation} oou activer un pouvoir, ces actions et celles de tentacule sont normalement sujettes au malus d’ @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}.<\/p>\r\n <p>Un jet d’Empoignade avec des tentacules bénéficie d’un bonus de +2, et broyer inflige des dégâts égaux à la @Compendium[swade-core-rules.swade-rules.Traits]{Force} de la créature, sauf mention contraire.<\/p>\r\n <p>Trancher un tentacule est une @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaque ciblée}.Si les dégâts dépassent la @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}de la créature, l’appendice est sectionné et le monstre@Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}. Et s’il était déjà Secoué, il prend une @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}.<\/p>\r\n <\/div>\r\n<\/div>",
|
|||
|
"name": "Capacité spéciale (Tentacules)"
|
|||
|
},
|
|||
|
"Special Ability (Hardy)": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>Hardy<\/h3>\n<div>\n<p>Une créature particulièrement coriace ou déterminée ne tombe pas suite aux blessures mineures, quelqu'en soit le nombre. Un coup décisif est nécessaire pour la mettre à mal.<\/p>\n<p>Si la bête est @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, Secouée, un autre résultat Secoué n'inflige pas de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}.<\/p>\n<\/div>\n<\/div>",
|
|||
|
"name": "Capacité spéciale (Robuste)"
|
|||
|
},
|
|||
|
"Special Ability (Horns)": {
|
|||
|
"text": "<div class=\"swade-core\">\r\n <h3>Cornes<\/h3>\r\n <div>\r\n <p>voir <b>@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Armes naturelles}<\/b>.<\/p>\r\n <\/div>\r\n<\/div>",
|
|||
|
"name": "Capacité spéciale (Cornes)"
|
|||
|
},
|
|||
|
"Special Ability (Immunity)": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>IMMUNITÉ<\/h3>\n<div>\n<p>Une créature née dans une fournaise ne craint pas le feu ou la @Compendium[swade-core-rules.swade-rules.Heat]{chaleur}, et une horreur composée d’éclairs ne subit logiquement aucun effet d’un<em>@Compendium[swade-core-rules.swade-powers.Bolt]{éclairs}<\/em> avec un @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect} électrique. Une Immunité s’applique à un type précis d’attaque (@Compendium[swade-core-rules.swade-rules.Fire]{feu}, @Compendium[swade-core-rules.swade-rules.Cold]{froid}, electricité, etc... Une telle créature n’est pas <strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Invulnerable}<\/strong>, elle ignore simplement les @Compendium[swade-core-rules.swade-rules.Damage Effects]{dégâts} et les états @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} provoqués par une attaque du type spécifié.<\/p>\n<\/div>\n<\/div>",
|
|||
|
"name": "Capacité spéciale (Immunité)"
|
|||
|
},
|
|||
|
"Special Ability (Infection)": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>Infection<\/h3>\n<div>\n<p>Une Infection peut être causée par la morsure d’un @Compendium[swade-core-rules.swade-bestiary.Vampire]{vampire}, par une horrible créature @Compendium[swade-core-rules.swade-bestiary.Spider, Giant]{arachnide}-qui pond ses oeufs dans les blessures de sa victime ou même par des @Compendium[swade-core-rules.swade-rules.Disease]{maladies}-véhiculées par les @Compendium[swade-core-rules.swade-bestiary.Swarm]{rats}.<\/p>\n<p>Chaque fois qu’une victime est @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secouée} or @Compendium[swade-core-rules.swade-rules.Damage Effects]{blessée} par une créature infectieuse, elle fait un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur}. Les modificateurs de ce jet ainsi que les effets d’un Échec sont indiqués dans la description de la créature.<\/p>\n<\/div>\n<\/div>",
|
|||
|
"name": "Capacité spéciale (Infection)"
|
|||
|
},
|
|||
|
"Special Ability (Infravision)": {
|
|||
|
"text": "<div class=\"swade-core\">\r\n <h3>Infravision<\/h3>\r\n <div>\r\n <p>Cette créature a la capacité de voir le spectre infrarouge : elle voit les différences de chaleur. Elle divise par deux les malus dus à l’obscurité lorsqu’elle attaque des cibles produisant de la chaleur (y compris celles <i>invisible<\/i>).<\/p>\r\n <p>CIl s’agit alors pour ses victimes de trouver des moyens pour dissimuler leur chaleur. S’enduire le corps de boue ou porter des combinaisons isothermes peut permettre de ne plus être repéré par une telle créature.<\/p>\r\n <p>Un humanoïde doté d’Infravision possède généralement aussi une vision normale.<\/p>\r\n <\/div>\r\n<\/div>",
|
|||
|
"name": "Capacité spéciale (Infravision)"
|
|||
|
},
|
|||
|
"Special Ability (Low Light Vision)": {
|
|||
|
"text": "<div class=\"swade-core\">\r\n <h3>Vision nocturne<\/h3>\r\n <div>\r\n <p>Cette Capacité permet d’ignorer les malus de Pénombre et d’Obscurité @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} (mais pas de Ténèbres).<\/p>\r\n <\/div>\r\n<\/div>",
|
|||
|
"name": "Capacité spéciale (Vision nocturne)"
|
|||
|
},
|
|||
|
"Special Ability (Paralysis)": {
|
|||
|
"text": "<div class=\"swade-core\">\r\n <h3>Paralysie<\/h3>\r\n <div>\r\n <p>Les poisons paralysants sont évoqués dans le paragraphe @Compendium[swade-core-rules.swade-rules.Poison]{Poison}. Certaines créatures peuvent paralyser un ennemi par magie, décharges électriques ou autre. Une victime Blessée ou @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} par une telle créature doit réussir un jet de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigueur} ou être @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}. Elle est également paralysée et incapable de toute action (même parler) pendant 2d6 rounds (ou plus si la description le précise).<\/p>\r\n <\/div>\r\n<\/div>",
|
|||
|
"name": "Capacité spéciale (Paralysie)"
|
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|
},
|
|||
|
"Special Ability (Resilient or Very Resilient)": {
|
|||
|
"text": "<div class=\"swade-core\">\n<h3>RÉSILIENT \/ TRÈS RÉSILIENT<\/h3>\n<div>\n<p>Les Extras @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} d’élite sont plus costauds que les autres. Il peut s’agir d’une espèce spécifique @Compendium[swade-core-rules.swade-bestiary.Orc]{orques} dans un univers de fantasy, d’agents surentraînés dans un univers moderne ou encore d’animaux mutants échappés du laboratoire d’un savant fou.<\/p>\n<p>Un Extra Résilient peut subir 1 Blessure avant d'être Incapacité et un Extra Très résilient peut en subir 2. Un Joker ne peut pas disposer de cette aptitude qui est destinée à combler un peu le fossé entre les Extras et les héros ou grands méchants qui les mènent<\/p>\n<\/div>\n<\/div>",
|
|||
|
"name": "Capacité spéciale (Résilient \/ Très résilient)"
|
|||
|
}
|
|||
|
}
|
|||
|
},
|
|||
|
"7. Game Mastering": {
|
|||
|
"name": "7. Game Mastering",
|
|||
|
"pages": {}
|
|||
|
},
|
|||
|
"Extra Art": {
|
|||
|
"name": "Extra Art",
|
|||
|
"pages": {}
|
|||
|
},
|
|||
|
"Introduction": {
|
|||
|
"name": "Introduction",
|
|||
|
"pages": {
|
|||
|
"Credits": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Credits<\/h1>\n<\/div>\n<div>\n<p><span class=\"prefix\">Written & Designed By<\/span> Shane Lacy Hensley, with Clint Black<\/p>\n<p><span class=\"prefix\">Art Direction By<\/span> Aaron Acevedo & Alida Saxon<\/p>\n<p><span class=\"prefix\">Layout By<\/span> Karl Keesler & Thomas Shook<\/p>\n<p><span class=\"prefix\">Cover Art By<\/span> Jimbo Salgado & Unique Soparie<\/p>\n<p><span class=\"prefix\">Interior Art By<\/span> Aaron Acevedo, Bruno Baxila, Chris Bivins, Emil Cabaltierra, Donald Crank, Dennis Darmody, Sebastien Ecosse, Alberto Foche, Bien Flores, Gil Formosa, Ross Grams, Konrad Korgull, Irina Kuzmina, Chris Malidore, Jordan Peacock, Aaron Riley, Martin De Diego Sadaba, Alida Saxon, Unique Soparie, Bryan Syme, Jon Taylor, Tomek Tworek, Cheyenne Wright<\/p>\n<p><span class=\"prefix\">Line Editors:<\/span> Matthew Cutter, John Goff, Teller, Scott Woodard<\/p>\n<p><span class=\"prefix\">Pinnacle Playtesters & Proofers:<\/span> Erica Balsley, Jodi Black, Matthew Cutter, Preston DuBose, John Goff, Norm Hensley, Simon Lucas, Mike McNeal, Sean Roberson, Thomas Shook, Steve Todd<\/p>\n<h2>Advocates, Contributors & Playtesters<\/h2>\n<p>Dave Andrews, Veronica Blessing, Ron Blessing, Jayson C, Jordan Caves-Callarman, Jack Emmert, Sean Patrick Fannon, Chris Fuchs, M. Alfonso García, Marc Gacy, David Garrett, Hamish Halket, Darrell Hardy, Dustin Hatchett, Darrell Hayhurst, John Hopler, Neal Hyde, Aaron Isaac, Derek Johnson, Steve Kellison, Christopher Landauer, Lee Langston, Adam Loyd, Min Lungelow, Brian McCabe, Randy Mosiondz, Andrea Parducci, Bruce Powell, Paul Rigby, R Kal Ringenbach, Dave Ross, Matt Rowles, Tracy Sizemore, Zeke Sparkes, Robert Spice, Bill Stilson, Joe Thomas, Brett Wallis, Scott Woodard, Michael Ysker, Micheal Zeid<\/p>\n<h2>Special Thanks To Our Licensees, the Aces<\/h2>\n<p>Please see our website at www.peginc.com for a current list. Thank you so much for sharing your incredible creativity and passion with our community. Truly.<\/p>\n<h2>Special Thanks to Our VTT Conversion Team<\/h2>\n<p>Aaron Acevedo, Dr. Amy Marshall, Dev Bharel, Florian Radlberger, Kristian Serrano, Dan Orcott, Jeremy Puckett, Mike Combs, Jon Odishoo, Rich Finder, John Stevens, Joseph Schnurr<\/p>\n<h2>Special Thanks To Our International Partners<\/h2>\n<p><strong>Brazil<\/strong>: Guilherme Moraes, Fernando Pires, Eder Marques, Daniel Martins of Retropunk–<strong>France<\/strong>: Sabine Abbonato, Ghislain Bonnotte, David Burckle, Damien Coltice, Yannick “Torgan” Le Guédart of Black Book Editions–<strong>Germany<\/strong>: Markus Ploetz, Michael Mingers of Ulisses Spiele (Adventure Edition)–<strong>Germany<\/strong>: Sascha Schnitzer, Christian Loewenthal of Prometheus Games (Deluxe Edition)–<strong>Italy<\/strong>: Luca Basile, Matteo Ceresa, Gionata Dal Farra of Jolly Troll \/ SpaceOrange42–<strong>Poland<\/strong>: Piotr Koryś, Umberto Pignatelli, Andy Slack, Tomasz Z. Majkowski of GRAmel Books–<strong>Russia<\/strong>: Anastasia “Chima” Gasteva, Aleksandr Ermakov, Pavel Gurov of Studio 101–<strong>South Korea<\/strong>: Seungyeon Yi, Hanah Seo–<strong>Spain<\/strong>: Jorge “Tiberio” Coto, Adolfo García, M. Alfonso García of HT Publishers<\/p>\n<p>Dedicated to hundreds of thousands of Game Masters and players who have explored countless landscapes, rolled endless Aces, and shared their love and enthusiasm of gaming with friends, family, and strangers around the most Savage of Worlds…<\/p>\n<p>Savage Worlds, all unique characters, creatures, and locations, artwork, logos, and the Pinnacle logo are © 2020 Great White Games, LLC; DBA Pinnacle Entertainment Group. Distributed by Studio 2 Publishing, Inc. Printed in China.<\/p>\n<\/div>\n<img src=\"modules\/swade-core-rules\/assets\/icons\/PEG_Logo.png\" alt=\"Pinnacle Logo\" \/>\n<p style=\"text-align: center; font-style: bold;\">WWW.PEGINC.COM &mda
|
|||
|
"name": "Credits"
|
|||
|
},
|
|||
|
"Introduction": {
|
|||
|
"name": "Introduction",
|
|||
|
"text":"<div class=\"swade-core\"><header class=\"header\">\n<div class=\"title\">\n<p>Partout,<br />tout le temps</p>\n</div>\n</header><main class=\"swade-columns\">\n<p>Depuis ses débuts en 2003, <cite>Savage Worlds</cite> s’est accommodé de tous les types d’univers imaginables — des enquêtes policières et autres opérations spéciales dans des univers sombres à la mode thriller, aux explorations de donjons, en passant par le space-opera, les super-pouvoirs, ou même l’horreur.</p><p>Nos propres univers nous ont permis d’explorer l’horreur surnaturelle et les difficultés des examens de fin d’année dans <em>East Texas University</em>™, de voyager au sein des landes d’Europe et des savanes d’Afrique dans <em>Solomon Kane</em>™. Nous avons galopé à travers les grandes plaines hantées de <em>Deadlands: The Weird West</em>™ et les étendues désolées et irradiées de <em>Deadlands: Hell on Earth</em>™. Nous nous sommes enfoncés dans les donjons les plus profonds, avons exploré l’espace connu et même au-delà avec <em>The Last Parsec</em>™, mené des batailles sanglantes dans <em>Weird Wars</em>™ et triomphé des super-méchants de cités à la fois réelles et imaginaires.</p>\n<p>Comme la plupart des joueurs, nous sommes fans de quantité de livres, films et univers de jeu. Une semaine, nous pouvons être tentés par une partie dans le genre <em>Game of Thrones</em>® et la semaine suivante partager une idée fun inspirée par les <em>Avengers</em>®. Et même si nous apprécions apprendre un nouveau système de jeu et voir ce que nos amis et collègues ont créé, nous aimons également disposer d’un système que nous connaissons sur le bout des doigts en cas de besoin, un système qui allie l’aspect tactique d’un jeu de figurines avec l’aspect théâtral et créatif des jeux narratifs les plus récents.</p>\n<p>Au fil des années, chaque nouvelle édition de <cite>Savage Worlds</cite> a amélioré l’expérience, en intégrant avec précaution aux fondations solides des origines de nouveaux styles de jeu. Cette version de <cite>Savage Worlds</cite> est, nous l’espérons, notre meilleure version, permettant non seulement de jouer à toute époque, à tous les genres, dans n’importe quel univers, mais aussi de s’adapter à toutes les manières de jouer.</p>\n<p>Vous voulez juste vous asseoir dans le salon et gérer votre aventure en quelques jets de dé ? C’est possible.</p>\n<p>Vous voulez sortir les figurines et jouer une escarmouche massive ? Aucun problème, c’est prévu.</p>\n<p>Vous voulez conter une histoire épique basée pour l’essentiel sur la narration et l'interprétation ? Rien ne vous en empêche — et certains sous-systèmes comme les Rencontres rapides peuvent vous permettre de résoudre les conflits à la volée si le temps vient à manquer.</p>\n<p>Peut-être que la meilleure chose qu’un système de jeu puisse vous apporter est de soutenir <em>vos</em> idées. Il se doit de servir de base et de langage commun entre vous et vos joueurs, pour s’effacer simplement au fur et à mesure de l’histoire.</p><p>Nous avons tenté de rendre ce concept encore plus simple avec cette édition en rationalisant de nombreux modificateurs, en simplifiant la manière de défier vos adversaires de façon créative, d’apporter un support à vos alliés et en vous permettant même des actions multiples pour encore plus d’héroïsme !</p>\n<p>Mais assez de blabla. Attrapez vos dés, il est temps de devenir sauvage !</p>\n</main><img src=\"modules/swade-core-rules/assets/art/pg0_quote_gmintro.webp\" alt=\"Salut ! Je suis le MJ et c'est mon bouquin ! Mais je vous le prête avec plaisir. Je mène des parties pour Émilie, qui joue toujours ‘Red’, et pour Nate, qui joue toujours ‘Gabe’. J’ai mis ici et là des commentaires qui pourraient vous aider à mener vos propres parties. Il y a de nous à la fin du livre, si ça vous tente ! — Le MJ\" /></div>"
|
|||
|
},
|
|||
|
"Getting Started": {
|
|||
|
"text": "<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Getting Started<\/p>\n<\/div>\n<\/div>\n<div class=\"swade-columns\">\n<h2>What's a Roleplaying Game?<\/h2>\n<p>A “roleplaying game” is one in which a group of players take on the roles of various characters and attempt to complete quests, tell a story, or overcome obstacles set before them by a “Game Master,” or “GM.” The GM might create all this straight from her imagination, or she might use one of the published settings and adventures created by Pinnacle, or by other creators who have licensed the rules for their own worlds.<\/p>\n<p>Most of the time, the players and GM simply narrate their various actions in the voices of their characters or those of the world around them. Sometimes they roll dice tied to their characters’ abilities to determine the outcome. This book describes that process—how to create characters, battle monsters, and complete quests through collective story telling and interpretation of various die rolls. <\/p>\n<p>If you’re new to this whole thing, we recommend watching some “actual play” videos on the internet to get a feel for it.<\/p>\n<p>And if you are new, we think you’ll love exploring the incredible world of roleplaying games!<\/p>\n<img src=\"modules\/swade-core-rules\/assets\/art\/pg6_quote.webp\" alt=\"Sometimes this all just seems like some weird game. — Red\" \/>\n<h2>What You Need to Play<\/h2>\n<p>Here’s what else you need to begin your journey…<\/p>\n<h3>Dice<\/h3>\n<p><em>Savage Worlds<\/em> uses traditional gaming dice: 4, 6, 8, 10, 12, and 20-sided. You also need a special “Wild Die,” a d6 of a different color explained in Chapter Three. Dice are available from your favorite local gaming store, or online directly from Pinnacle.<\/p>\n<p>We abbreviate the different dice as d4, d6, d8, d10, d12, and d20. If you see something like 2d6+1, that means to roll two six-sided dice, add the two together, then add 1 to the total.<\/p>\n<h3>The Action Deck<\/h3>\n<p><em>Savage Worlds<\/em> uses a standard deck of playing cards with the Jokers left in. Cards are used for initiative in combat and to help keep things moving fast and furious.<\/p>\n<p>Look for official <em>Savage Worlds<\/em> Action Decks for both the core game and most of our Savage Settings!<\/p>\n<h3>A Savage Setting<\/h3>\n<p>Will you and your friends explore post-apocalyptic ruins? Lead a rugged warband in your favorite fantasy world? Take on the role of vampire lords? Or perhaps fight evil in the many theaters of the <em>Weird Wars<\/em>™?<\/p>\n<p>Pick up the book for your favorite game setting at your local game store, or create your own. Official Savage Settings include new Edges and Hindrances, Setting Rules, powers, weapons, gear, monsters, and more!<\/p>\n<h3>Bennies<\/h3>\n<p>Tokens of some sort represent “@Compendium[swade-core-rules.swade-rules.Bennies]{Bennies}” (American slang for “benefits”). These can be used to reroll dice, prevent damage, and much more.<\/p>\n<h3>Miniatures (Optional)<\/h3>\n<p>If you like to use miniatures in your games, we make the most iconic characters and creatures for many of our settings, and our friends at Reaper Minis and Bronze Age make lots of other useful models for tactical battles on the tabletop.<\/p>\n<p>We also offer printable “Figure Flats” for many of our games—print what you need for quick and colorful minis of heroes and heroines, villains, monsters, and more.<\/p>\n<h2>Savage Settings<\/h2>\n<p>Our Savage Settings are designed to be easy to read, run, and play. They focus on what players and Game Masters are most likely to need in their adventures and campaigns.<\/p>\n<p>Most settings feature adventures (called Savage Tales) and Plot Point Campaigns.<\/p>\n<h3>Savage Tales<\/h3>\n<p>Most Savage Tales are designed to be easy to read, prepare, and run in minutes, and provide a solid night’s entertainment.<\/p>\n<p>
|
|||
|
"name": "Getting Started"
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
}
|