{ "label": "SWADE Règles", "entries": { "1. Characters": { "name": "1. Personnages", "pages": {} }, "2. Gear": { "name": "2. Matériel", "pages": {} }, "3. Rules": { "name": "3. Règles", "pages": { "Action Cards (Initiative)": { "name": "Cartes d'action (Initiative)", "text": "
Dans Savage Worlds, 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.”
\nLe 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.
\nAu début de chaque round :
\nBattre les cartes : les cartes d'action sont mélangées à la fin d’un round où un joker a été tiré.
\nGrands groupes : 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).
\nLes cartes distribuées, le MJ procède ensuite au décompte d’As à 2. Chaque groupe résout ses actions lorsque sa carte est appelée.
\nÉgalités : les égalités entre cartes de la même valeur sont résolues dans l’ordre des suites : pique ♠, cœur ♥, carreau ♦, et trèfle ♣.
\nSometimes 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
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 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 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 Once everyone states their intent, they can pick the skill that best represents their actions during the encounter.<\/p>\n Here are some examples:<\/p>\n 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 Very difficult encounters, such as powerful foes (relative to the party), faster prey, or extreme conditions inflict a −1 to −4 penalty.<\/p>\n 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. Similarly, the crew of a B-17 in Weird War Two<\/cite> might need the navigator to get them to the mission location before they can fend off enemies and bomb a target.<\/p>\n Resolve these kinds of actions in the order that makes sense, and allow those who come after to change their own plans as the situation changes.<\/p>\n If a critical task is failed, the GM must decide if it stops the encounter or simply complicates it (perhaps inflicting a penalty to everyone else’s roll). In the heist example above, for example, maybe the hacker does break in but alerts the guards, inflicting a −2 penalty to Stealth or combat rolls and possibly turning the operation deadly. In the Weird War Two<\/cite> example, the navigator might still get them to the location but arrives just as the enemy fighters respond and make things more difficult.<\/p>\n These kinds of complications might also mean resolving the encounter in multiple stages instead of one roll as the heroes must react to the changing circumstances (see Staged Encounters<\/strong>, immediately below).<\/p>\n Quick Encounters are typically a single die roll followed by some narration between the GM and the players. But some encounters might need additional rounds to better reflect the results or any new information or events that come to light.<\/p>\n If the heist to break into a pawn shop and steal a powerful occult artifact goes badly, for example, the next stage might become a crisis when the shop suddenly bursts into supernatural flames. That might then lead to a combat encounter as an artifact in the shop breaks and releases an angry djinn!<\/p>\n The beauty of staged encounters is their ability to handle complex problems when the constraints of time or larger narrative require a speedy resolution.<\/p>\n Once each player has determined her @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} and any @Compendium[swade-core-rules.swade-rules.Power Modifiers]{modifiers}, she rolls the dice and works with the Game Master to narrate the details based on the total, the situation, and the other players’ actions.<\/p>\n If a character fails his roll in a dangerous situation he takes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} (or d4 Wounds with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}). If he’s the driver of a vehicle, it takes a Wound (or d4 with a Critical Failure). Wounds may be @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soaked} as usual.<\/p>\n Success means the hero emerges with only @Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps & Bruises}<\/strong>, and a raise means he escapes unscathed.<\/p>\n If the encounter isn’t physically dangerous, failure means the hero doesn’t contribute to the party’s overall success somehow. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means she suffers social stigma, loses or breaks a piece of vital equipment, is positively identified, or gets the wrong information. This likely means moving on to a second stage of the encounter as she deals with the fallout of her errors.<\/p>\n In general, narration and individual actions determine the success or failure of an encounter. If the hacker can’t get past a building’s security measures, for example, and the GM decides it shuts down the operation rather than complicating it, the encounter fails. In other words, let the story tell the tale.<\/p>\n In a more dynamic situation such as @Compendium[swade-core-rules.swade-rules.Combat]{combat}, assume the group “wins” if there are at least as many total successes (one for each success and raise) as there are player characters. They get the information, drive off their foes, complete the mission, or avert (or escape) the crisis. @Compendium[swade-core-rules.swade-rules.Support]{Support} rolls don’t<\/em> count as successes.<\/p>\n If there are fewer successes than player characters, they fail. Specifics are up to the Game Master, but might mean the party has to fall back or retreat from their foes, their prey escapes, they don’t get the object or data they were looking for, they survive the crisis but can’t save most of the bystanders, and so on.<\/p>\n If they can try again, the GM should “reset” the encounter with the new narrative so the group has to come up with a new plan. And of course, their foes are likely on to them now!<\/p>\n Use the rules for@Compendium[swade-core-rules.swade-rules.Ammo Table]{Munitions} &@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}<\/strong> under @Compendium[swade-core-rules.swade-rules.Mass Battles]{Combats de masse}<\/strong> for combat encounters if desired. Otherwise the player and GM can just decide what resources were consumed in the encounter.<\/p>\n Red and Gabe must break into a museum, steal an ancient book, and stop a global conspiracy that threatens all of humanity.<\/p>\n The group decides to play out the break-in as a Quick Encounter. Red plans to use @Compendium[swade-core-rules.swade-skills.Thievery]{Thievery} to break into the museum, take the manuscript, then escape out the back. Gabe will @Compendium[swade-core-rules.swade-rules.Support]{Support} her using @Compendium[swade-core-rules.swade-skills.Hacking]{Hacking} as she runs into trouble.<\/p>\n The GM decides Red’s Thievery roll is at −2 to get into the museum. Gabe tries to turn off cameras and unlock security doors as she goes, Supporting her Thievery roll with Hacking. He gets one success and adds +1 to his friend’s roll.<\/p>\n Red manages a single success, but since there are two player characters and the rules say they need at least as many successes as there are characters, they fail.<\/p>\n The GM says several night watchmen are alerted by the pair’s actions and begin prowling through the museum. Red and Gabe can continue if they want, but the encounter is now more difficult (−2). The GM also says it’s now “dangerous” as the guards are armed and nervous.<\/p>\n With the fate of the world at stake, the heroes agree to press on. Red now uses @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} to avoid the guards. Gabe gives up on Hacking, borrows some clothing from a passing tourist, and knocks on the door, pretending to be lost! The GM tells him to use @Compendium[swade-core-rules.swade-skills.Performance]{Performance} and he rolls a 21! Both characters are successful, so the ancient manuscript is secured!<\/p>\n Les récits pulp mettent souvent en scène des héros avec peu ou pas d’armure défaisant leurs adversaires bien plus lourdement protégés.<\/p>\n Dans ces univers, un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} ne portant aucune 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>",
"name": "Héros sans armure"
},
"Disease": {
"text": " Diseases cover a wide range of maladies, from long-term debilitating illnesses to those which might cause immediate spasms or death.<\/p>\n 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 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 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 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 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 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 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 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 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 Recovery:<\/strong> Victims can only recover @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} once they receive adequate warmth and shelter.<\/p>\n<\/div>",
"name": "Cold"
},
"Unstable Platform": {
"text": " 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>",
"name": "Plateforme instable"
},
"Vehicle Notes": {
"text": " 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 @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille et Échelle}<\/strong> et @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 @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 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 @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 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. full<\/em> Un char avec un blindage de 58 cm par exemple aurait une armure de 4 + 20 + 10 + 1 = 35.<\/p>\n N’hésitez pas à faire des ajustements pour des matériaux spéciaux.<\/p>\n<\/li>\n Amphibie:<\/strong> le véhicule peut pénétrer dans l’eau sans risques. Voir les descriptions pour les vitesses dans l’eau.<\/p>\n AMCM (contre-mesures antimissiles) :<\/strong> quelques avions et vaisseaux spatiaux disposent de contre-mesures antimissiles, comme des lasers, des murs de matie re ou autres pluies de plomb. Le pilote bénéficie d’un bonus de +2 à ses jets de Manoeuvre pour éviter des @Compendium[swade-core-rules.swade-rules.Missiles Table]{Missiles}).<\/p>\n Quatre roues motrices (4x4):<\/strong> ce véhicule dépense 1,5 d’Allure par case de @Compendium[swade-core-rules.swade-rules.Movement]{terrain difficile} au lieu de 2.<\/p>\n Armure lourde :<\/strong> seules les armes dotées de la capacité @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde} sont susceptibles d’endommager le véhicule, peu importe les dégâts causés. Cela permet d’éviter qu’un tir de pistolet chanceux ne vienne à bout d’un char. Les véhicules dotés d’une Armure lourde divisent par deux les dégâts de collision si l’obstacle (y compris un autre véhicule) ne dispose pas lui-même d’une Armure lourde.<\/p>\n Sauf indication contraire, ce genre de véhicule possède une protection moindre sur les côtés et l’arrière. Ajoutez un dé de dégâts si le MJ considère qu’un tel endroit du véhicule est touché. Par exemple 3d8 deviennent 4d8.<\/p>\n Hovercraft ::<\/strong> le véhicule flotte à quelques centime très au-dessus du sol. Il n’est pas affecté par les obstacles bas ou les plans d’eau.<\/p>\n Vision infrarouge:<\/strong> un système de vision thermique permet de réduire de moitié les malus de @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité} contre les cibles produisant de la chaleur.<\/p>\nEncounter Types<\/h2>\n
\n
Turn Order & Critical Actions<\/h3>\n
Staged Encounters<\/h3>\n
Encounter Results<\/h2>\n
Dangerous Encounters<\/h3>\n
Nonlethal Encounters<\/h3>\n
Success & Failure<\/h3>\n
Ammo & Power Points<\/h3>\n
Example: Night At The Museum<\/h2>\n
<\/div>\n<\/div>",
"name": "Quick Encounters"
},
"Unarmored Hero": {
"text": "
Unarmored Hero<\/h2>\n
Disease<\/h2>\n
Disease Categories<\/h2>\n<\/caption>\n\n
\n \nType<\/th>\n Effect<\/th>\n<\/tr>\n<\/tbody>\n \n Chronic<\/td>\n 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 \n Debilitating<\/td>\n 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 \n Lethal<\/td>\n 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 @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>",
"name": "Disease"
},
"Cold": {
"text": " Cold<\/h2>\n
Unstable Platform<\/h2>\n
Vehicles<\/h1>\n<\/div>\n
NOTES SUR LES VÉHICULES<\/h2>\n