diff --git a/module/actor.js b/module/actor.js index 014e8b1b..b45b03e9 100644 --- a/module/actor.js +++ b/module/actor.js @@ -19,6 +19,7 @@ import { RdDItemCompetence } from "./item-competence.js"; import { RdDItemArme } from "./item-arme.js"; import { RdDAlchimie } from "./rdd-alchimie.js"; import { StatusEffects } from "./status-effects.js"; +import { RdDItemCompetenceCreature } from "./item-competencecreature.js"; /* -------------------------------------------- */ @@ -1180,7 +1181,9 @@ export class RdDActor extends Actor { compteur.value = result.newValue; //console.log(name, inc, data.value, result.newValue, minValue, data.max); // If endurance lost, then the same amount of fatigue cannot be recovered - sante.fatigue.value = Math.max(sante.fatigue.value + fatigue, this._computeFatigueMin()); + if (sante.fatigue && fatigue > 0) { + sante.fatigue.value = Math.max(sante.fatigue.value + fatigue, this._computeFatigueMin()); + } await this.update({ "data.sante": sante }); return result; @@ -1744,7 +1747,7 @@ export class RdDActor extends Actor { if (rollData.competence.type == 'competencecreature') { // Fake competence pour créature - RdDItemCompetence.setRollDataCreature(rollData); + RdDItemCompetenceCreature.setRollDataCreature(rollData); } else { rollData.carac = this.data.data.carac; @@ -2116,10 +2119,10 @@ export class RdDActor extends Actor { /* -------------------------------------------- */ async rollCompetenceCreature(compName) { - let competence = this.getCompetence(compName); + const competence = this.getCompetence(compName); if (competence.type == 'competencecreature' && competence.data.iscombat) { - let competence = this.getCompetence(compName); - RdDCombat.createUsingTarget(this).attaque(competence, armeItem); + const arme = RdDItemCompetenceCreature.toArme(competence); + RdDCombat.createUsingTarget(this).attaque(competence, arme); } else { this.rollCompetence(competence.name); @@ -2128,7 +2131,7 @@ export class RdDActor extends Actor { /* -------------------------------------------- */ rollArme(compName, armeName = undefined) { - let arme = this.data.items.find(item => item.name == armeName && RdDItemArme.isArme(item)); + let arme = armeName ? this.data.items.find(item => item.name == armeName && RdDItemArme.isArme(item)) : undefined; let competence = this.getCompetence(compName); if (arme || armeName || (competence.type == 'competencecreature' && competence.data.iscombat)) { @@ -2148,6 +2151,11 @@ export class RdDActor extends Actor { return undefined; } + getArmeParade(armeParadeId) { + const item = armeParadeId ? this.getOwnedItem(armeParadeId) : undefined; + return RdDItemArme.getArmeData(item); + } + /* -------------------------------------------- */ async equiperObjet(itemID) { let item = this.getOwnedItem(itemID); diff --git a/module/item-arme.js b/module/item-arme.js index 642139d2..72a9eed0 100644 --- a/module/item-arme.js +++ b/module/item-arme.js @@ -25,7 +25,7 @@ export class RdDItemArme extends Item { switch (item ? item.data.type : '') { case 'arme': return item.data; case 'competencecreature': - return RdDItemCompetenceCreature.toArme(item); + return RdDItemCompetenceCreature.toArme(item.data); } return RdDItemArme.mainsNues(); } diff --git a/module/item-competence.js b/module/item-competence.js index 5d8be8a4..4c08b548 100644 --- a/module/item-competence.js +++ b/module/item-competence.js @@ -31,14 +31,6 @@ export class RdDItemCompetence extends Item { return competence?.name.toLowerCase().match(/(natation|acrobatie)/); } - /* -------------------------------------------- */ - static setRollDataCreature(rollData) { - rollData.carac = { "carac_creature": { label: rollData.competence.name, value: rollData.competence.data.carac_value } }; - rollData.competence = duplicate(rollData.competence); - rollData.competence.data.defaut_carac = "carac_creature"; - rollData.competence.data.categorie = "creature"; - rollData.selectedCarac = rollData.carac.carac_creature - } /* -------------------------------------------- */ static isTronc(compName) { for (let troncList of competenceTroncs) { diff --git a/module/item-competencecreature.js b/module/item-competencecreature.js index 0f2782b4..5d3235a4 100644 --- a/module/item-competencecreature.js +++ b/module/item-competencecreature.js @@ -1,6 +1,20 @@ /* -------------------------------------------- */ export class RdDItemCompetenceCreature extends Item { + + /* -------------------------------------------- */ + static setRollDataCreature(rollData) { + rollData.carac = { "carac_creature": { label: rollData.competence.name, value: rollData.competence.data.carac_value } }; + rollData.competence = duplicate(rollData.competence); + rollData.competence.data.defaut_carac = "carac_creature"; + rollData.competence.data.categorie = "creature"; + rollData.selectedCarac = rollData.carac.carac_creature; + if (rollData.competence.data.iscombat) { + rollData.arme = RdDItemCompetenceCreature.toArme(rollData.competence); + } + + } + /* -------------------------------------------- */ static toArme(item) { if (item.type == 'competencecreature' && item.data.iscombat) { diff --git a/module/rdd-bonus.js b/module/rdd-bonus.js index bce20f3d..c8fe7668 100644 --- a/module/rdd-bonus.js +++ b/module/rdd-bonus.js @@ -74,7 +74,7 @@ export class RdDBonus { /* -------------------------------------------- */ static _dmgArme(rollData) { - return parseInt(rollData.arme?.data.dommages ?? 0); + return rollData.arme == undefined ? 0 : (rollData.arme.data.dommagesReels ?? Number(rollData.arme.data.dommages ?? 0)); } static _peneration(rollData) { diff --git a/module/rdd-combat.js b/module/rdd-combat.js index 87dffda8..c3c16c16 100644 --- a/module/rdd-combat.js +++ b/module/rdd-combat.js @@ -1,6 +1,7 @@ import { ChatUtility } from "./chat-utility.js"; import { RdDItemArme } from "./item-arme.js"; import { RdDItemCompetence } from "./item-competence.js"; +import { RdDItemCompetenceCreature } from "./item-competencecreature.js"; import { Misc } from "./misc.js"; import { RdDBonus } from "./rdd-bonus.js"; import { RdDResolutionTable } from "./rdd-resolution-table.js"; @@ -354,7 +355,7 @@ export class RdDCombat { } /* -------------------------------------------- */ - async attaque(competence, arme) { + async attaque(competence, arme = undefined) { if (!await this.accorderEntite('avant-attaque')) { return; } @@ -394,7 +395,7 @@ export class RdDCombat { rollData.diviseurSignificative = this._getDiviseurSignificative(rollData); if (this.attacker.isCreature()) { - RdDItemCompetence.setRollDataCreature(rollData); + RdDItemCompetenceCreature.setRollDataCreature(rollData); } else if (arme) { // Usual competence @@ -534,8 +535,8 @@ export class RdDCombat { /* -------------------------------------------- */ async parade(attackerRoll, armeParadeId) { - let arme = RdDItemArme.getArmeData(armeParadeId ? this.defender.getOwnedItem(armeParadeId) : null); - + let arme = this.defender.getArmeParade(armeParadeId); + console.log("RdDCombat.parade >>>", attackerRoll, armeParadeId, arme); let rollData = this._prepareParade(attackerRoll, arme); @@ -558,10 +559,11 @@ export class RdDCombat { dialog.render(true); } + _prepareParade(attackerRoll, armeParade) { const compName = armeParade.data.competence; const armeAttaque = attackerRoll.arme; - + let rollData = { passeArme: attackerRoll.passeArme, forceValue: this.defender.getForceValue(), @@ -578,17 +580,18 @@ export class RdDCombat { rollData.diviseurSignificative = this._getDiviseurSignificative(rollData); if (this.defender.isCreature()) { - RdDItemCompetence.setRollDataCreature(rollData); + RdDItemCompetenceCreature.setRollDataCreature(rollData); } + return rollData; } /* -------------------------------------------- */ _getDiviseurSignificative(defenderRoll) { let facteurSign = 1; - if (defenderRoll.surprise == 'demi'){ + if (defenderRoll.surprise == 'demi') { facteurSign *= 2; - } + } if (defenderRoll.needParadeSignificative) { facteurSign *= 2; } @@ -672,7 +675,7 @@ export class RdDCombat { rollData.diviseurSignificative = this._getDiviseurSignificative(rollData); if (this.defender.isCreature()) { - RdDItemCompetence.setRollDataCreature(rollData); + RdDItemCompetenceCreature.setRollDataCreature(rollData); } return rollData; } diff --git a/module/rdd-roll.js b/module/rdd-roll.js index de2f3b05..9f45752d 100644 --- a/module/rdd-roll.js +++ b/module/rdd-roll.js @@ -278,15 +278,21 @@ export class RdDRoll extends Dialog { /* -------------------------------------------- */ _getTitle(rollData) { - if (rollData.competence) { - // If a weapon is there, add it in the title - let armeTitle = (rollData.arme) ? " (" + rollData.arme.name + ") " : ""; - let niveau = Misc.toSignedString(rollData.competence.data.niveau); - return rollData.selectedCarac.label + "/" + rollData.competence.name + armeTitle + " " + niveau + const carac = rollData.selectedCarac.label; + if (!rollData.competence) { + return carac; } - if (rollData.draconicList) { - return rollData.competence.name + " - " + rollData.selectedSort.name; + const compName = rollData.competence.name; + if (rollData.draconicList && rollData.selectedSort) { + return compName + " - " + rollData.selectedSort.name; } - return rollData.selectedCarac.label; + // If a weapon is there, add it in the title + const niveau = Misc.toSignedString(rollData.competence.data.niveau); + if (compName == carac) { + // cas des créatures + return carac + " " + niveau + } + const armeTitle = (rollData.arme) ? " (" + rollData.arme.name + ") " : ""; + return carac + "/" + compName + armeTitle + " " + niveau } } diff --git a/packs/animaux.db b/packs/animaux.db index 145b42bd..7f83ccdc 100644 --- a/packs/animaux.db +++ b/packs/animaux.db @@ -1,38 +1,38 @@ -{"_id":"0ogeNTXl7IwYfWZR","name":"Oiseau-oracle","permission":{"default":0,"jOzRscDxoXZWpGS6":3},"type":"creature","data":{"carac":{"taille":{"type":"number","value":"2","label":"Taille","xp":0,"derivee":false},"constitution":{"type":"number","value":"4","label":"Constitution","xp":0,"derivee":false},"force":{"type":"number","value":"1","label":"Force","xp":0,"derivee":false},"perception":{"type":"number","value":"15","label":"Perception","xp":0,"derivee":false},"volonte":{"type":"number","value":"17","label":"Volonté","xp":0,"derivee":false},"reve":{"type":"number","value":"18","label":"Rêve","xp":0,"derivee":false}},"sante":{"vie":{"type":"number","max":3,"value":3,"label":"Vie","derivee":false},"endurance":{"type":"number","max":7,"value":7,"label":"Endurance","derivee":false},"sonne":{"value":false,"label":"Sonné"}},"blessures":{"legeres":{"liste":[{"active":false,"premiers_soins":0,"soins_complets":0,"jours":0,"localisation":""},{"active":false,"premiers_soins":0,"soins_complets":0,"jours":0,"localisation":""},{"active":false,"premiers_soins":0,"soins_complets":0,"jours":0,"localisation":""},{"active":false,"premiers_soins":0,"soins_complets":0,"jours":0,"localisation":""},{"active":false,"premiers_soins":0,"soins_complets":0,"jours":0,"localisation":""}]},"graves":{"liste":[{"active":false,"premiers_soins":0,"soins_complets":0,"jours":0,"localisation":""},{"active":false,"premiers_soins":0,"soins_complets":0,"jours":0,"localisation":""}]},"critiques":{"liste":[{"active":false,"premiers_soins":0,"soins_complets":0,"jours":0,"localisation":""}]}},"attributs":{"plusdom":{"type":"number","value":"-","label":"+dom","derivee":true},"vitesse":{"type":"string","value":"-/40","label":"Vitesse","derivee":true},"encombrement":{"type":"number","value":"0","label":"Encombrement","derivee":false},"protection":{"type":"number","value":"-8","label":"Protection","derivee":false}},"compteurs":{"etat":{"value":0,"label":"Etat général"},"surenc":{"value":0,"label":"Sur-encombrement"}},"description":"
L’oiseau-oracle, quoique animal réel, a tout de l’entité de rêve. Il possède quatre pattes en plus de ses ailes, et il parle, semblant connaître toutes les langues. Il a au demeurant l’apparence d’un gros faisan au plumage multicolore, et sa chair est réputée délectable.
\nÀ en croire Paranos le Moindre (il n’en rate jamais une, celui-là), l’oiseau-oracle sait non seulement s’exprimer dans toutes les langues, mais il dit toujours la vérité, proférant de véritables oracles, d’où son nom. Il peut répondre de façon assez claire sur le présent ou le passé; en ce qui concerne le futur, ses réponses sont souvent obscures. L’oiseau-oracle ne tolère qu’une seule question et ne fournit qu’une seule réponse. Si on ne lui pose pas de question, il montre des signes d’impatience, l’air de dire: \"Allez- vous vous décider à m’interroger, oui ou non ? Si vous croyez que c’est par hasard que je suis là ! J’ai parcouru un long chemin jusqu’à vous, et je n’ai pas que ça à faire !...\" Et si on ne lui pose décidément aucune question, il reprend son vol et on ne le revoit plus. Paranos affirme par ailleurs que tuer un oiseau-oracle porte une terrible malchance.
","competencecreature[0]":{"data":{"carac_value":"15","niveau":"+5"}},"competencecreature[0]]":{"data":{"dommages":"+0"}},"notesmj":"Notes du MJ"},"sort":100001,"flags":{},"img":"systems/foundryvtt-reve-de-dragon/icons/creatures/oiseau-oracle.svg","token":{"flags":{},"name":"Oiseau-oracle","displayName":0,"img":"systems/foundryvtt-reve-de-dragon/icons/creatures/oiseau-oracle.svg","tint":null,"width":1,"height":1,"scale":1,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightAlpha":1,"lightAnimation":{"speed":5,"intensity":5},"actorId":"0ogeNTXl7IwYfWZR","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{},"bar2":{},"randomImg":false},"items":[{"_id":"Kt7WlB5Ui97X211z","name":"Vol","type":"competencecreature","data":{"categorie_parade":"","niveau":5,"carac_value":15,"iscombat":false,"isparade":false,"dommages":0,"description":""},"sort":100000,"flags":{},"img":"systems/foundryvtt-reve-de-dragon/icons/compcreature-vol.png","effects":[]}],"effects":[]} -{"_id":"31XA4x5Yk04TGUHR","name":"Zyglute","permission":{"default":0,"jOzRscDxoXZWpGS6":3},"type":"creature","data":{"carac":{"taille":{"type":"number","value":"12","label":"Taille","xp":0,"derivee":false},"constitution":{"type":"number","value":"12","label":"Constitution","xp":0,"derivee":false},"force":{"type":"number","value":"12","label":"Force","xp":0,"derivee":false},"perception":{"type":"number","value":"9","label":"Perception","xp":0,"derivee":false},"volonte":{"type":"number","value":"4","label":"Volonté","xp":0,"derivee":false},"reve":{"type":"number","value":"7","label":"Rêve","xp":0,"derivee":false}},"sante":{"vie":{"type":"number","max":12,"value":12,"label":"Vie","derivee":false},"endurance":{"type":"number","max":24,"value":24,"label":"Endurance","derivee":false},"sonne":{"value":false,"label":"Sonné"}},"blessures":{"legeres":{"liste":[{"active":false,"premiers_soins":0,"soins_complets":0,"jours":0,"localisation":""},{"active":false,"premiers_soins":0,"soins_complets":0,"jours":0,"localisation":""},{"active":false,"premiers_soins":0,"soins_complets":0,"jours":0,"localisation":""},{"active":false,"premiers_soins":0,"soins_complets":0,"jours":0,"localisation":""},{"active":false,"premiers_soins":0,"soins_complets":0,"jours":0,"localisation":""}]},"graves":{"liste":[{"active":false,"premiers_soins":0,"soins_complets":0,"jours":0,"localisation":""},{"active":false,"premiers_soins":0,"soins_complets":0,"jours":0,"localisation":""}]},"critiques":{"liste":[{"active":false,"premiers_soins":0,"soins_complets":0,"jours":0,"localisation":""}]}},"attributs":{"plusdom":{"type":"number","value":"+1","label":"+dom","derivee":true},"vitesse":{"type":"string","value":"12/36","label":"Vitesse","derivee":true},"encombrement":{"type":"number","value":"12","label":"Encombrement","derivee":false},"protection":{"type":"number","value":"0","label":"Protection","derivee":false}},"compteurs":{"etat":{"value":0,"label":"Etat général"},"surenc":{"value":0,"label":"Sur-encombrement"}},"description":"La zyglute est un grand échassier de la taille d’une autruche, dotée de trois pattes parallèles et de deux minuscules ailes qui ne lui servent qu’à voleter. Son bec est arrondi et plat comme celui d’un canard, dont elle possède le cri. Ses plumes sont gris noir, sauf celles de sa queue qui sont d’un splendide rouge vermillon pailleté d’argent.
\nLes zyglutes vivent en colonies nombreuses dans les plaines à tendance marécageuse. Elles se nourrissent de larves et de plantes aquatiques. Craintives, dépourvues d’agressivité, elles sont en général d’une rare stupidité. Nombre d’échassiers se reposent en repliant alternativement une patte; les zyglutes, qui en ont trois, replient les deux pattes extérieures pour se reposer sur la patte centrale\"; puis quand celle-ci est fatiguée à son tour, replient la patte centrale pour se reposer sur les extérieures. Durant le processus, une zyglute sur deux oublie où elle en est avec ses pattes et replie la centrale avant de déployer les autres, avec pour résultat de se casser la figure dans un concert de coin-coin mortifié. Dans certaines régions, la zyglute est domestiquée pour servir de monture. Toutefois, la captivité lui fait perdre les paillettes argentées de sa queue, que seules possèdent les zyglutes sauvages. Ces paillettes entrent dans la composition de certaines préparations alchimiques. La zyglute ne donne des coups de bec qu’acculée en désespoir de cause.
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Il existe tant de variétés de chevaux, du poney au percheron, qu’il leur faudrait presque un livre exclusivement consacré. L’exemple ci-après correspond à un bon cheval de selle. Avec un encombrement de 22, il peut porter un cavalier actif de TAILLE 12 (80 kg) + 10 points de matériel divers avant de souffrir ses premiers malus à la course et au saut. La vitesse indiquée correspond à une allure plutôt lente. Contrairement aux autres animaux pour qui la vitesse de base est fixe, le gardien des rêves peut rajouter jusqu’à 3d6 points à la vitesse de course de chaque individu. Cette nouvelle vitesse de course est rajoutée une fois pour toutes, mais peut être modulée par un jet de course sur la table de Course animale.
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\nLe lycan est un canidé de grande taille, au museau pointu, aux oreilles toujours droites, à la queue touffue et pendante, au pelage gris fauve, avec des yeux aux reflets jaunes. Un adulte pèse en moyenne 55 kg.
\nComme les loups, les lycans vivent en hordes hiérarchisées, reconnaissant pour chef le mâle le plus fort. Carnassiers et prédateurs redoutés, ils hantent toutes les sortes de forêts. Rassurés par la force que confère leur nombre, les bandes de lycans n’hésitent pas à s’attaquer à l’homme. Les hivers de famine, des meutes entières vont même jusqu’à effectuer des razzias sur les villages.
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C’est une énorme créature bipède, vaguement anthropomorphe, recouverte de plaques cornées extrêmement dures. Le tournedent n’a pas de tête : à la place de celle-ci, rien qu’une boursouffure avec un œil jaune, un œil devant et un autre derrière. En guise de mains, ses bras se terminent par une gueule plantée de crocs pointus. On les appelle ses bras-bouches. Il doit son nom à ce que toutes ses articulations, coude, genou, gueules, peuvent tourner sur elles-mêmes à 360 degrés. Le tournedent fait en moyenne 3 m de haut pour 800 kg. Ses glandes génitales fournissent l’ingrédient principal du remède-antidote appelé tournegraisse.
\nLes tournedents sont heureusement rarissimes et ne hantent que les désolations et autres lieux où Thanatos a laissé son empreinte. Ils possèdent le même pouvoir de non agressivité s’appliquant aux humanoïdes que la harpie. La victime doit jouer un jet de résistance standard, r-8, et en cas d’échec, réussir un jet de VOLONTÉ à -3 pour pouvoir attaquer le tournedent. Le JR n’est à jouer qu’une seule fois, et en cas d’échec, le jet de VOLONTÉ est à jouer tous les rounds. La non agressivité ne s’applique qu’à l’égard du tournedent qui l’a lancée, et il ne peut pas réutiliser son pouvoir sur un personnage qui a réussi son JR. En combat, les bras-bouches du tournedent sont capables de parer comme s’ils étaient des épées (mêmes limitations). Ses réussites particulières sont usuellement passées en rapidité.
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\nLes harpies vivent dans les lieux déshérités, les collines stériles et les désolations, en bandes de 5 à 10 individus. Les harpies sont toujours femelles et leur reproduction est assez mystérieuse. À en croire Paranos le Moindre, elles sont le fruit du viol d’un quauquemaire (entité de cauchemar) sur une femme humaine. Le rejeton dévore sa mère de l’intérieur avant de s’expulser. Maléfiques autant qu’agressives, elles possèdent un pouvoir inné de non agressivité s’appliquant aux humanoïdes. S’agissant d’un pouvoir inné, elles n’ont ni à monter dans les TMR, ni à dépenser de points de rêve. La victime doit jouer un jet de résistance standard, r-8, et en cas d’échec, réussir un jet de VOLONTÉ à -3 pour pouvoir attaquer la harpie. Le JR n’est à jouer qu’une seule fois, tandis qu’en cas d’échec, le jet de VOLONTÉ est à jouer tous les rounds. La non agressivité ne s’applique qu’à l’égard de la harpie qui l’a lancée, et une harpie ne peut pas réutiliser son pouvoir sur un personnage qui a réussi son JR.
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\nSocial, le mariol vit en bande de plusieurs dizaines d’individus, hantant de préférence les sous-bois clairsemés ou les landes de broussaille. Omnivore avec une préférence pour la chair, voire la charogne, il fabrique des pièges ingénieux sous forme de fosses souvent profondes, au fond planté de pieux aiguisés, recouvertes par un treillis de branchage et de mousse. Le camouflage est si parfait qu’il s’y laisse parfois prendre lui-même. En général, un membre de la bande reste à proximité du piège pour avertir les autres dès qu’une créature s’est laissé prendre. Il le signale par un rire aigu et exaspérant. Car c’est une des particularités les plus énervantes du mariol que son cri ressemble à s’y tromper à un rire de dérision. Le reste du groupe accourt alors, et si la proie n’a pas été tuée du premier coup par le piège, ils la lapident à coups de pierres tranchantes, tout en riant à gorge déployée. Certaines de leurs fosses sont assez grandes pour accueillir des hommes.
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\nLe dong est une créature saurienne de l’apparence d’un gros crapaud, dotée d’une peau écailleuse, de griffes et de crocs. Quand il gonfle son jabot puis le contracte, il émet un son qui ressemble à s’y méprendre à celui d’une cloche, d’où son nom. Plus le dong est gros, plus le son est grave, et inversement plus il est aigu. Une colonie de dongs produit un véritable carillon. Doté de membres postérieurs puissants, le dong est un sauteur impressionnant capable de faire des bonds de 6-8 m. Un dong moyen fait 80 kg.
\nLe dong vit en plaine à proximité de l’eau (rivière, lac, marais). Carnivore, c’est un chasseur habile qui n’hésite pas à s’attaquer à l’homme. Quand il bondit, son attaque est considérée comme une charge.
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\nPaisible, l’aligate est herbivore. Il vit en plaine, souvent aux abords des marais, en larges troupeaux. Souvent domestiqué, principalement par les Cyans et les Saures, il sert de monture ou d’animal de bât. Il ne se bat que rendu furieux, cherchant à piétiner. Ses réussites particulières sont toujours en force.
\n\n
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Coup de pied, Saut
\nLa chamule est une sorte de chameau sans bosse, de la taille d’un âne, à fourrure épaisse rayée brun et noir, et à la tête vaguement féline avec des oreilles et des moustaches de chat. Adulte, la chamule pèse 180 kg pour 1m35 au garrot. Son cri est un hululement plaintif et strident.
\nÀ l’état sauvage, les chamules vivent dans les plaines à l’orée des forêts, en bandes de 10 à 20 individus. D’un naturel dolent et paresseux, elles passent le plus clair de leur temps à dormir au soleil. Sociables, elles se laissent souvent capturer et apprivoiser pour servir de montures ou d’animaux de bât. Omnivores de dentition, elles se nourrissent normalement de graines et de fruits. Si on les laisse goûter à la chair, elles deviennent agressives, intraitables, et mordent.
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Quoique respirant par des poumons, elle peut tenir sous l’eau plusieurs dizaines de minutes. Sa peau est épaisse, cuireuse. Elle pèse en moyenne 70 kg.
\nLes sirènes vivent en eau peu profonde, indifféremment douce ou salée (rivages marins, lacs, marais), en colonies pouvant compter jusqu’à une douzaine d’individus. Elles se nourrissent normalement de poissons et de mollusques, mais la chair humaine est ce qu’elles préfèrent. Pour s’en procurer, elles possèdent deux terribles pouvoirs innés, un chant attractif et une illusion, ce qui fait d’elles l’un des plus meurtriers exemples de créatures thanataires.
\nLa sirène a un chant attractif pouvant porter jusqu’à 50 m. Toute personne, homme ou femme, percevant ce chant, même faible et lointain, doit tenter un jet de VOLONTÉ à -3. Sur toute réussite, le personnage est libre de sa décision\"; sur tout échec, il est irrésistiblement attiré vers la source du chant. Quand plusieurs sirènes chantent simultanément, le jet de VOLONTÉ est global pour tous les chants : soit l’on résiste à tous, soit l’on ne résiste à aucun.
\nLa sirène peut lancer sur elle une illusion visuelle faisant croire qu’elle est une jolie fille nue surprise en train de se baigner. L’illusion que donne une sirène est toujours la même, comme programmée une fois pour toutes. Par exemple, une sirène donnant l’illusion d’une fille rousse avec une bouche en cœur, donnera toujours la même illusion, même corps, même visage. Certaines sirènes, plus rarement, donnent des illusions d’hommes. Contrairement aux illusions des Yeux d’Hypnos, l’illusion des sirènes donne lieu à un jet de résistance (standard, r-8). Comme pour les chants, ce JR est global : s’il réussit, toutes les sirènes apparaissent sous leur véritable apparence; s’il échoue, toutes sont perçues sous leur apparence illusoire.
\nSi le jet de VOLONTÉ relatif au chant réussit tandis que le JR relatif à l’illusion échoue, le personnage voit des filles au lieu de monstres, mais est libre de ses décisions. En cas de jet de VOLONTÉ échoué mais de JR réussi, les sirènes étant vues sous leur jour véritable, le chant n’a plus aucun effet. Dès qu’un personnage est blessé par une sirène, celle-ci (et toutes les autres) reprennent pour lui, et pour lui seul, leur apparence de monstre (et le chant ne fait plus effet non plus sur lui). Quand un personnage croit s’approcher d’une fille et que la sirène l’agresse, il est considéré en demi-surprise. Noter enfin qu’un personnage féminin ne résistant pas au chant (ni à l’illusion) se jette tout de même dans les bras des sirènes, quand bien même un tel personnage n’a (en principe) aucune raison d’être attiré par une fille.
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\nCarnassier, mais également omnivore, et pouvant se délecter comme l’ours de fruits ou de miel, le grizzal vit essentiellement en forêt, et de préférence en relief rocheux pouvant lui fournir une caverne pour tanière. Solitaires, mâles et femelles ne se rencontrent que brièvement. L’hiver, ils hibernent. Ne recherchant pas systématiquement l’affrontement avec l’homme, le grizzal peut néanmoins être un adversaire fatal. Sa fourrure épaisse est si recherchée que d’aucuns n’hésitent pas à la vendre prématurément. En combat, ses réussites particulières sont usuellement passées en force.
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\nMalignité | \n2 | \n
Périodicité | \n6 rounds | \n
Dommages | \n-1 point de vie | \n
Antidotes | \n-3 \\ Liqueur de Bagdol +14, Topazoïne +10 | \n
Le baffreux a l’apparence d’une petit hippopotame de couleur vert de gris, pesant en moyenne 150 kg, doté d’immenses mâchoires garnies de doubles rangées de crocs.
\nLe baffreux vit dans les lieux humides tels que les marécages, à demi enlisé dans la vase ou la boue, où il est difficile à détecter. Carnivore et agressif, il se rue pour dévorer tout ce qui bouge. Ses réussites particulières sont toujours en force.
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Elle tire son nom du grincement horripilant qu’elle produit au moment où elle se déplace, en frottant l’une contre l’autre les petites écailles translucides dont est couvert son abdomen : le bruit d’une craie en porte-à-faux sur une ardoise, en cent fois plus fort et plus éprouvant pour les nerfs.
\nLes grincettes vivent en colonies de plusieurs dizaines d’individus dans les lieux sombres et humides où elles se nourrissent de débris en décomposition. Si elles sont inoffensives en elles-mêmes, leur grincement involontaire est une torture. Toute personne se trouvant dans un rayon de 10m doit manquer un jet d’OUÏE à +5. Si le jet réussit, perte de 1 point d’endurance, puis jet de VOLONTÉ à -5. Si le jet de VOLONTÉ échoue, le personnage est sonné jusqu’à la fin du round suivant.
\nTout coup qui touche la grincette l’extermine.
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\nHôte des forêts profondes, le cornicochon vit en familles de 4 à 5 individus\" ; mais comme chez les sangliers, il arrive que l’on tombe sur un vieux solitaire acariâtre. Omnivore, le cornicochon est excité par l’odeur du sang, qui le pousse d’autant plus au carnage. Il dévore usuellement ses adversaires vaincus. Gibier recherché, c’est tout autant un mortel prédateur qui n’hésite pas à s’attaquer à l’homme, se servant redoutablement de ses cornes.
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\nLes glous sont des créatures anthropomorphes recouvertes de carapaces d’origine minérale, comme les coquillages. Ce ne sont pas des humanoïdes, en ce sens qu’ils n’ont pas de langage. Grands, lourds, ils ont le torse très large, et la tête ornée d’une crête de pierre qu’ils utilisent parfois comme arme en chargeant tête baissée. Quoique malhabiles de leurs mains, ils peuvent lancer de lourdes pierres ou s’en servir pour asséner des coups terribles.
\nLes glous vivent en haute montagne ou dans les pays de neige et de glace, où ils ne ressentent nullement le froid. Uniquement diurnes, ils dorment la nuit d’un sommeil profond. Les voyageurs qui le savent ne franchissent que de nuit les cols réputés gardés par les glous. Agressifs et omnivores, les glous dévorent la chair de leurs vaincus.
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\nLe chiard est un canidé charognard des plaines et des désolations, vivant en meute, voisin du chacal et du coyote. Usuellement lâche, il peut devenir d’une audace extrême s’il est affamé. Un individu adulte pèse en moyenne 40 kg.
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\nLa libelle est une libellule géante, de 2m de long sur 3 m d’envergure, avec des ailes résistantes et tranchantes comme des rasoirs, battant à une vitesse prodigieuse. Il en résulte une paire de terribles tronçonneuses.
\nLa libelle vit dans les marais, où elle se nourrit de larves. Elle n’est pas foncièrement agressive, mais néanmoins très curieuse, attirée par tout ce qui bouge, et ses ailes cisaillent tout sur son passage. Elle est capable de tronçonner un bambou de 3 cm de diamètre sans même ralentir son vol. Face à un groupe de libelles, la meilleure défense est encore de rester immobile. Son attaque est toujours considérée comme une charge, et à moins de succomber, elle est toujours désengagée en fin de round, continuant son vol pour rebrousser chemin le round suivant et revenir examiner ce qui bouge encore.
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\nLe scologriffe vit dans les forêts et les lieux humides, se nourrissant de charogne. Il n’est pas directement agressif, mais attaque dès qu’il est surpris ou se croit en danger.
\nSensation aiguë de déséquilibre. Jouer VOLONTÉ à -3. En cas d’échec, on chute sans parvenir à se relever.
\nMalignité | \n3 | \n
Périodicité | \n1 minute | \n
Dommages | \n-1 point de vie | \n
Antidotes | \n-3 \\ Liqueur de Bagdol +16, Topazoïne +8 | \n
Le bandersnatch, parfois appelé jabberwock, est peut-être la créature la plus terrifiante qui soit rêvée par les Dragons en dehors des entités de cauchemar. Quoiqu’il possède des traits de ces dernières (résistance à la magie), c’est néanmoins un animal véritable. Énorme, pesant dans les trois tonnes, il ressemble à un gigantesque crapaud, avec une tête de cheval, des ailes de chauve-souris, une peau écailleuse, des griffes comme des dagues et des pointes barbelées sur le dos. Sans véritablement voler, ses ailes lui permettent de se déplacer par bonds pouvant faire jusqu’à 12 m. Sa carapace d’écailles le rend quasiment invulnérable et il résiste automatiquement à tous les sorts d’Hypnos et de Thanatos.
\nLe bandersnatch vit dans le profond des cavernes enténébrées, ne sortant chasser que par les nuits sombres et sans lune. Il a pour la lumière une phobie absolue et la moindre clarté le plonge dans des accès de colère démentielle et dévastatrice. Paranos le Moindre, le célèbre zoologue auteur de Nos Ennemies les Bêtes, affirme que la lumière du soleil a le pouvoir de le réduire instantanément en cendres. Merci, cher Paranos, mais comment vous y prendriez-vous pour le faire sortir de son antre en plein jour ?
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\nLe zomar se nourrit ordinairement de vase et de charogne, mais, extrêmement agressif, il s’attaque à toute proie vivante passant à portée. Apprêté à la tortemoque, il fournit une soupe excellente. En combat, ses pinces sont si résistantes qu’il peut s’en servir pour parer (mêmes limitations que les parades de l’épée).
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\nHôte des plaines et des savanes, rarement des forêts, le pantodar est un carnassier solitaire. Très curieux, mais tout aussi intelligent et prudent, il s’attaque rarement à l’homme de sa propre initiative. Il l’observe pourtant, de loin, et s’il peut dérober une dague sur un cadavre, il ne s’en prive pas. Par quelle singularité arrive-t-il à s’en servir adroitement ? C’est une source d’étonnement. On connaît la célèbre réponse de Paranos le Moindre interrogé à ce sujet : «Vous n’avez qu’à le lui demander vous-même !» Les jeunes pantodars peuvent assez facilement s’apprivoiser\"; devenus adultes, ils sont étonnamment fidèles.
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\nLe quileurbist n’a pas d’habitat spécifique, encore qu’on le rencontre surtout dans les collines rocheuses et peu boisées, mais vagabond itinérant, il change souvent de lieu. Il faut dire que partout où se trouve un quileurbist, la région se dépeuple de toute autre vie animale. La créature semble en effet n’avoir qu’une vocation\" : tuer, déchirer, éventrer, massacrer toutes les autres formes de vie. Le quileurbist résiste automatiquement au sort de Non-Agressivité d’Hypnos. En combat, ses réussites particulières sont toujours passées en rapidité.
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\nTrès bon grimpeur, le furlong vit essentiellement dans les arbres où il se coule de branche en branche avec la rapidité et l’efficacité d’un serpent. Ses proies de prédilection sont les oiseaux et les rongeurs, mais poussé par la faim, il peut s’attaquer à des animaux aussi gros que les chevreuils, voire aux humains isolés. La fourrure de furlong est très recherchée.
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\nLa goule est un charognard ayant une prédilection pour la chair humaine. Elle hante nécropoles, cimetières et champs de bataille, déterrant les cadavres dont elle se nourrit. Paranos le Moindre affirme qu’elle possède la faculté thanataire de pouvoir jeûner des mois entiers, voire des années, en n’absorbant qu’un peu de terre. Cela ne l’empêche pas de désirer ardemment de la chair, bien au contraire. Et si elle est lâche isolée, elle est très agressive en bande. Pour corser le tout, sa morsure inocule un venin qui paralyse.
\nMalignité | \n6 | \n
Périodicité | \n1 round | \n
Dommages | \n1 ligne de fatigue | \n
Antidotes | \n-4 \\ Floume-dhu +16 | \n
La paralysie intervient quand toutes les lignes de fatigue sont pleines et dure 6 heures.
\nLe floume-dhu est obtenu en mélangeant en quantités égales gelée de floumette et lait humain (pour une dose\": une demi-mesure de chaque). Puis chauffer le mélange jusqu’à couleur bleu-sangue (-2).
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\nLe rananècre vit dans les désolations, les anciennes ruines, partout où les courants lourds du cauchemar ont laissé leur empreinte. Sa présence s’accompagne souvent d’entités de cauchemar non incarnées (haines, désespoirs).
\nTout autour de la blessure, la chair s’enfle, vire au noir et se putréfie, puis l’ensemble du corps est gagné peu à peu. Si la mort survient, elle donne naissance à une entité de cauchemar non incarnée ayant le même nombre de points de rêve que la caractéristique RÊVE de la victime. Tirer 1d2 : 1 = haine ; 2 = désespoir.
\nMalignité | \n7 | \n
Périodicité | \n1 heure | \n
Dommages | \n-2 points de vie | \n
Antidotes | \n-4 \\ Tournegraisse +16, Huile de Sélikanthe +6 | \n
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\nLe glipzouk, ou singe vert, a la morphologie générale du ouistiti, membres minces et longue queue préhensile, avec un pelage uniformément vert amande, sauf le museau et le ventre qui sont blancs. Des épaules à la naissance de la queue, il mesure 1 m en moyenne, la queue pouvant, elle, atteindre le double. Ses quatre mains sont extrêmement habiles, et comme tous les singes, il est d’une agilité diabolique. Le glipzouk doit son nom à son «langage». On dirait presque un véritable parler, avec des syllabes articulées et une intonation générale, sauf que glip et zouk sont les seuls phonèmes qu’il emploie, en les prononçant sur tous les tons et en les mélangeant en d’infinies variations.
\nPaisibles, les colonies de glipzouks vivent en milieu boisé, se nourrissant de pousses et de fruits. Très bon observateur et non moins excellent imitateur, le glipzouk est un voleur et un pickpocket né. Il vaut mieux éviter de laisser traîner ses a!aires quand on voyage dans une région peuplée de glipzouks, et la nuit, être particulièrement vigilant en montant la garde. Non agressif, le glipzouk ne se bat que s’il est acculé sans pouvoir fuir.
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\nLe drakkule, également surnommé chauve- souris dragon, est un énorme chiroptère vampire pouvant atteindre 20 kg pour 4 m d’envergure. Paranos le Moindre suggère que son surnom vient sûrement de ce que les mythiques Dragons du Premier Âge étaient censés posséder les mêmes grandes ailes membraneuses et le même goût du sang. Serions-nous alors dans un rêve de chauve-souris ? Je suppose que c’est encore une de vos plaisanteries, cher Paranos !
\nComme les chauves-souris, les drakkules sont nocturnes, repliés le jour dans des cavernes ou autres lieux sombres, pour ne sortir chasser qu’à la tombée de la nuit. Comme pour la plupart des grands prédateurs, l’homme est pour eux une proie comme les autres.
\nEn combat, quand un drakkule réussit une particulière et cause au moins une blessure légère, il reste accroché à sa victime qui perd alors automatiquement 1d6 points d’endurance par round sous l’effet de la saignée. Quand l’endurance tombe à zéro, le drakkule continue à la vider de son sang à raison de 1d6 points de vie par round. Le drakkule ne se détache que blessé gravement ou sonné. Pour se dégager, la victime ne peut utiliser que Corps à corps (totaliser 2 points d’empoignade) ou une dague. Tant qu’il est accroché, le drakkule ne joue plus de jet d’attaque, puisqu’il cause des dommages automatiques, mais peut contrer empoignade ou attaque de dague par le battement de ses ailes.
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\nLe jigstang n’a pas d’habitat spécifique, on le trouve en tout lieu sauvage. Hyper agressif autant que solitaire, il ne supporte pas la présence d’autrui, et attaque à griffes et à crocs. Son accouplement se termine toujours en un combat où l’un des deux partenaires, généralement le mâle, trouve la mort.
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\nLe zombrel vit dans les lieux désolés, souvent à proximité des marécages où il pêche en plein vol comme les oiseaux de mer. Mais prédateur féroce, il chasse tout autant les créatures terrestres et les oiseaux. Avec sa science coutumière, Paranos le Moindre explique que le seul avantage du zombrel, lorsqu’il plane au-dessus de votre tête, est de vous protéger efficacement des brûlures du soleil.
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\nHôte des lieux secs et sombres, des ruines, des cavernes, l’araflate ne tisse pas de toile. Elle reste à l’affût et bondit sur sa proie avec une vitesse foudroyante, sa morphologie lui permettant de se glisser dans des failles très étroites. Prédateur toujours affamé, elle n’hésite pas à s’attaquer à des proies aussi grandes que les Humains. Sa morsure inflige un venin anesthésiant, inoculé sur toute blessure sauf contusion\\ éraflure. Quand sa victime cesse de bouger, l’araflate la dévore.
\nMalignité | \n6 | \n
Périodicité | \n1 round | \n
Dommages | \n-1d6 points d'endurance | \n
Antidotes | \n-3 \\ Liqueur de Bagdol +12, Lait de lune +6 | \n
Le sanguinox est un gros chat sauvage au pelage entièrement noir, pouvant faire jusqu’à 45 kg.
\nLe sanguinox vit dans les forêts, de préférence rocailleuses, telles que les contreforts de montagne, où il peut trouver une caverne pour lui servir de tanière pendant le jour. De moeurs essentiellement nocturnes, c’est un prédateur redouté. Il aime le goût du sang pour lui-même, et, gavé de nourriture, ne se contente parfois que de saigner ses proies. Audacieux jusqu’à la témérité, le sanguinox n’hésite pas à s’attaquer à des créatures nettement plus grosses que lui, et en particulier à l’homme. Sa technique favorite est l’embuscade. La nuit, dissimulé sur une branche d’arbre, il est virtuellement invisible. Quand il attaque en se laissant tomber d’une branche, considérer en termes de règles que c’est une attaque de charge. Au sol, ses réussites particulières sont usuellement passées en rapidité.
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\nTrès sociable, le félorn adore la compagnie des Humains et ne demande généralement qu’à se faire adopter. Son grand dilemme est d’adorer le poisson et de détester l’eau, et les Humains pêcheurs le fascinent. S’il parle, son discours est en revanche plutôt insignifiant, et il n’a pratiquement pas de mémoire. Au demeurant adorable, un félorn de compagnie peut vite devenir assez crispant.
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\nLa brolute rieuse vit de préférence à l’écart des hommes et de la civilisation, mais sans habitat spécifique. Elle se nourrit de fruits, de champignons et d’œufs qu’elle dérobe habilement aux oiseaux. Ce qui la caractérise essentiellement, c’est que quand elle se sent agressée, elle a le pouvoir de créer une déchirure du rêve violette (déchirure de départ), dont elle est le centre. Le rêve d’arrivée lui est toujours profitable, lui permettant de se tirer d’affaire. Elle doit son nom à ce qu’elle adore rire aux grimaces et autres clowneries qu’on peut lui faire. Pendant ce temps, on peut se concentrer pour tenter de lui communiquer empatiquement l’image d’un lieu où l’on voudrait aller, non un lieu spécifique, mais un type de paysage\": rivage marin, forêt, agglomération urbaine, etc. Au moment où elle est le plus en train de rire, il suffit alors de stresser la brolute, et l’on a une chance que la déchirure créée mène au type d’endroit souhaité. Pour parvenir à la communication empathique, réussir EMPATHIE à -5. La brolute rieuse se distingue de la brolute ordinaire, dite brolute pointue, qui ne rit jamais et ne peut créer de déchirure. Celle-là se contente de chercher à fuir en cas d’agression, ou attaque toutes griffes dehors si elle se sent acculée. Pour la distinguer (visuellement) de la rieuse, réussir VUE/Zoologie à -5. Les caractéristiques de combat indiquées ne s’appliquent qu’à la pointue.
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Il doit son nom à ce que sa fourrure est rayée vert et jaune au lieu de jaune et noir, ce qui lui assure un excellent camouflage. Discret, silencieux, sa tactique consiste à s’approcher inaperçu de sa proie, puis à bondir. Sa première attaque, lorsqu’il bondit, est en termes de jeu une charge. Il s’attaque à l’homme comme à n’importe quelle créature plus petite que lui. Sa fourrure magnifique est très recherchée. Un individu adulte pèse dans les 300 kg.
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Description Le chrasme (prononcer krasme) est une sorte de cafard géant à carapace de crabe aux jointures poilues. Il mesure en moyenne 1 m de haut sur 1m50 de long, et peut peser jusqu’à 50 kg. Doté de mandibules acérées et puissantes, il est redouté pour son venin mortel.
\nLe chrasme vit dans les lieux sombres, cavernes et souterrains, où il se nourrit de tout. Paranos le Moindre affirme qu’à défaut d’une meilleure chère, il peut même se sustenter de cailloux. Il déteste la lumière comme son cousin de petite taille, mais a toutefois un comportement différent: au lieu de fuir, il entre dans une rage féroce et se rue sur le porteur de lumière pour le réduire en charpie. Savez-vous, cher Paranos, que vous nous faites un peu peur ?
\nMalignité | \n3 | \n
Périodicité | \n1 miute | \n
Dommages | \n-1 point de vie | \n
Antidotes | \n-2 \\ Liqueur de Bagdol +16, Teinture d'Erozonne +10 | \n
Le bramart est un quadrupède herbivore de l’allure d’un grand cerf, au pelage brun roux à l’exception du bout des pattes qui est franchement rouge – comme s’il portait des chaussettes. Adulte, il peut faire jusqu’à 270 kg et en moyenne 160. Tout comme le cerf, il porte des bois qui tombent tous les ans et repoussent à la saison suivante avec une ramification supplémentaire.
\nHôtes des forêts où ils se nourrissent de jeunes pousses, les bramarts vivent en petits groupes. Les mâles n’hésitent pas à charger les intrus pour protéger biches et faons.
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\nÀ en croire Paranos le Moindre (il n’en rate jamais une, celui-là), l’oiseau-oracle sait non seulement s’exprimer dans toutes les langues, mais il dit toujours la vérité, proférant de véritables oracles, d’où son nom. Il peut répondre de façon assez claire sur le présent ou le passé; en ce qui concerne le futur, ses réponses sont souvent obscures. L’oiseau-oracle ne tolère qu’une seule question et ne fournit qu’une seule réponse. Si on ne lui pose pas de question, il montre des signes d’impatience, l’air de dire: \"Allez- vous vous décider à m’interroger, oui ou non ? Si vous croyez que c’est par hasard que je suis là ! J’ai parcouru un long chemin jusqu’à vous, et je n’ai pas que ça à faire !...\" Et si on ne lui pose décidément aucune question, il reprend son vol et on ne le revoit plus. Paranos affirme par ailleurs que tuer un oiseau-oracle porte une terrible malchance.
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\nLes zyglutes vivent en colonies nombreuses dans les plaines à tendance marécageuse. Elles se nourrissent de larves et de plantes aquatiques. Craintives, dépourvues d’agressivité, elles sont en général d’une rare stupidité. Nombre d’échassiers se reposent en repliant alternativement une patte; les zyglutes, qui en ont trois, replient les deux pattes extérieures pour se reposer sur la patte centrale\"; puis quand celle-ci est fatiguée à son tour, replient la patte centrale pour se reposer sur les extérieures. Durant le processus, une zyglute sur deux oublie où elle en est avec ses pattes et replie la centrale avant de déployer les autres, avec pour résultat de se casser la figure dans un concert de coin-coin mortifié. Dans certaines régions, la zyglute est domestiquée pour servir de monture. Toutefois, la captivité lui fait perdre les paillettes argentées de sa queue, que seules possèdent les zyglutes sauvages. Ces paillettes entrent dans la composition de certaines préparations alchimiques. La zyglute ne donne des coups de bec qu’acculée en désespoir de cause.
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Il existe tant de variétés de chevaux, du poney au percheron, qu’il leur faudrait presque un livre exclusivement consacré. L’exemple ci-après correspond à un bon cheval de selle. Avec un encombrement de 22, il peut porter un cavalier actif de TAILLE 12 (80 kg) + 10 points de matériel divers avant de souffrir ses premiers malus à la course et au saut. La vitesse indiquée correspond à une allure plutôt lente. Contrairement aux autres animaux pour qui la vitesse de base est fixe, le gardien des rêves peut rajouter jusqu’à 3d6 points à la vitesse de course de chaque individu. Cette nouvelle vitesse de course est rajoutée une fois pour toutes, mais peut être modulée par un jet de course sur la table de Course animale.
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\nLe lycan est un canidé de grande taille, au museau pointu, aux oreilles toujours droites, à la queue touffue et pendante, au pelage gris fauve, avec des yeux aux reflets jaunes. Un adulte pèse en moyenne 55 kg.
\nComme les loups, les lycans vivent en hordes hiérarchisées, reconnaissant pour chef le mâle le plus fort. Carnassiers et prédateurs redoutés, ils hantent toutes les sortes de forêts. Rassurés par la force que confère leur nombre, les bandes de lycans n’hésitent pas à s’attaquer à l’homme. Les hivers de famine, des meutes entières vont même jusqu’à effectuer des razzias sur les villages.
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C’est une énorme créature bipède, vaguement anthropomorphe, recouverte de plaques cornées extrêmement dures. Le tournedent n’a pas de tête : à la place de celle-ci, rien qu’une boursouffure avec un œil jaune, un œil devant et un autre derrière. En guise de mains, ses bras se terminent par une gueule plantée de crocs pointus. On les appelle ses bras-bouches. Il doit son nom à ce que toutes ses articulations, coude, genou, gueules, peuvent tourner sur elles-mêmes à 360 degrés. Le tournedent fait en moyenne 3 m de haut pour 800 kg. Ses glandes génitales fournissent l’ingrédient principal du remède-antidote appelé tournegraisse.
\nLes tournedents sont heureusement rarissimes et ne hantent que les désolations et autres lieux où Thanatos a laissé son empreinte. Ils possèdent le même pouvoir de non agressivité s’appliquant aux humanoïdes que la harpie. La victime doit jouer un jet de résistance standard, r-8, et en cas d’échec, réussir un jet de VOLONTÉ à -3 pour pouvoir attaquer le tournedent. Le JR n’est à jouer qu’une seule fois, et en cas d’échec, le jet de VOLONTÉ est à jouer tous les rounds. La non agressivité ne s’applique qu’à l’égard du tournedent qui l’a lancée, et il ne peut pas réutiliser son pouvoir sur un personnage qui a réussi son JR. En combat, les bras-bouches du tournedent sont capables de parer comme s’ils étaient des épées (mêmes limitations). Ses réussites particulières sont usuellement passées en rapidité.
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\nLes harpies vivent dans les lieux déshérités, les collines stériles et les désolations, en bandes de 5 à 10 individus. Les harpies sont toujours femelles et leur reproduction est assez mystérieuse. À en croire Paranos le Moindre, elles sont le fruit du viol d’un quauquemaire (entité de cauchemar) sur une femme humaine. Le rejeton dévore sa mère de l’intérieur avant de s’expulser. Maléfiques autant qu’agressives, elles possèdent un pouvoir inné de non agressivité s’appliquant aux humanoïdes. S’agissant d’un pouvoir inné, elles n’ont ni à monter dans les TMR, ni à dépenser de points de rêve. La victime doit jouer un jet de résistance standard, r-8, et en cas d’échec, réussir un jet de VOLONTÉ à -3 pour pouvoir attaquer la harpie. Le JR n’est à jouer qu’une seule fois, tandis qu’en cas d’échec, le jet de VOLONTÉ est à jouer tous les rounds. La non agressivité ne s’applique qu’à l’égard de la harpie qui l’a lancée, et une harpie ne peut pas réutiliser son pouvoir sur un personnage qui a réussi son JR.
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\nSocial, le mariol vit en bande de plusieurs dizaines d’individus, hantant de préférence les sous-bois clairsemés ou les landes de broussaille. Omnivore avec une préférence pour la chair, voire la charogne, il fabrique des pièges ingénieux sous forme de fosses souvent profondes, au fond planté de pieux aiguisés, recouvertes par un treillis de branchage et de mousse. Le camouflage est si parfait qu’il s’y laisse parfois prendre lui-même. En général, un membre de la bande reste à proximité du piège pour avertir les autres dès qu’une créature s’est laissé prendre. Il le signale par un rire aigu et exaspérant. Car c’est une des particularités les plus énervantes du mariol que son cri ressemble à s’y tromper à un rire de dérision. Le reste du groupe accourt alors, et si la proie n’a pas été tuée du premier coup par le piège, ils la lapident à coups de pierres tranchantes, tout en riant à gorge déployée. Certaines de leurs fosses sont assez grandes pour accueillir des hommes.
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\nLe dong vit en plaine à proximité de l’eau (rivière, lac, marais). Carnivore, c’est un chasseur habile qui n’hésite pas à s’attaquer à l’homme. Quand il bondit, son attaque est considérée comme une charge.
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Ses pattes postérieures sont larges et munies de griffes recourbées qui lui servent de crampons quand il court. Ses pattes antérieures sont minuscules. Il se tient dans une position semi-verticale, aidé par sa longue queue qui lui sert de balancier. Il pèse environ 250 kg.
\nPaisible, l’aligate est herbivore. Il vit en plaine, souvent aux abords des marais, en larges troupeaux. Souvent domestiqué, principalement par les Cyans et les Saures, il sert de monture ou d’animal de bât. Il ne se bat que rendu furieux, cherchant à piétiner. Ses réussites particulières sont toujours en force.
\n\n
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Coup de pied, Saut
\nLa chamule est une sorte de chameau sans bosse, de la taille d’un âne, à fourrure épaisse rayée brun et noir, et à la tête vaguement féline avec des oreilles et des moustaches de chat. Adulte, la chamule pèse 180 kg pour 1m35 au garrot. Son cri est un hululement plaintif et strident.
\nÀ l’état sauvage, les chamules vivent dans les plaines à l’orée des forêts, en bandes de 10 à 20 individus. D’un naturel dolent et paresseux, elles passent le plus clair de leur temps à dormir au soleil. Sociables, elles se laissent souvent capturer et apprivoiser pour servir de montures ou d’animaux de bât. Omnivores de dentition, elles se nourrissent normalement de graines et de fruits. Si on les laisse goûter à la chair, elles deviennent agressives, intraitables, et mordent.
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Quoique respirant par des poumons, elle peut tenir sous l’eau plusieurs dizaines de minutes. Sa peau est épaisse, cuireuse. Elle pèse en moyenne 70 kg.
\nLes sirènes vivent en eau peu profonde, indifféremment douce ou salée (rivages marins, lacs, marais), en colonies pouvant compter jusqu’à une douzaine d’individus. Elles se nourrissent normalement de poissons et de mollusques, mais la chair humaine est ce qu’elles préfèrent. Pour s’en procurer, elles possèdent deux terribles pouvoirs innés, un chant attractif et une illusion, ce qui fait d’elles l’un des plus meurtriers exemples de créatures thanataires.
\nLa sirène a un chant attractif pouvant porter jusqu’à 50 m. Toute personne, homme ou femme, percevant ce chant, même faible et lointain, doit tenter un jet de VOLONTÉ à -3. Sur toute réussite, le personnage est libre de sa décision\"; sur tout échec, il est irrésistiblement attiré vers la source du chant. Quand plusieurs sirènes chantent simultanément, le jet de VOLONTÉ est global pour tous les chants : soit l’on résiste à tous, soit l’on ne résiste à aucun.
\nLa sirène peut lancer sur elle une illusion visuelle faisant croire qu’elle est une jolie fille nue surprise en train de se baigner. L’illusion que donne une sirène est toujours la même, comme programmée une fois pour toutes. Par exemple, une sirène donnant l’illusion d’une fille rousse avec une bouche en cœur, donnera toujours la même illusion, même corps, même visage. Certaines sirènes, plus rarement, donnent des illusions d’hommes. Contrairement aux illusions des Yeux d’Hypnos, l’illusion des sirènes donne lieu à un jet de résistance (standard, r-8). Comme pour les chants, ce JR est global : s’il réussit, toutes les sirènes apparaissent sous leur véritable apparence; s’il échoue, toutes sont perçues sous leur apparence illusoire.
\nSi le jet de VOLONTÉ relatif au chant réussit tandis que le JR relatif à l’illusion échoue, le personnage voit des filles au lieu de monstres, mais est libre de ses décisions. En cas de jet de VOLONTÉ échoué mais de JR réussi, les sirènes étant vues sous leur jour véritable, le chant n’a plus aucun effet. Dès qu’un personnage est blessé par une sirène, celle-ci (et toutes les autres) reprennent pour lui, et pour lui seul, leur apparence de monstre (et le chant ne fait plus effet non plus sur lui). Quand un personnage croit s’approcher d’une fille et que la sirène l’agresse, il est considéré en demi-surprise. Noter enfin qu’un personnage féminin ne résistant pas au chant (ni à l’illusion) se jette tout de même dans les bras des sirènes, quand bien même un tel personnage n’a (en principe) aucune raison d’être attiré par une fille.
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\nCarnassier, mais également omnivore, et pouvant se délecter comme l’ours de fruits ou de miel, le grizzal vit essentiellement en forêt, et de préférence en relief rocheux pouvant lui fournir une caverne pour tanière. Solitaires, mâles et femelles ne se rencontrent que brièvement. L’hiver, ils hibernent. Ne recherchant pas systématiquement l’affrontement avec l’homme, le grizzal peut néanmoins être un adversaire fatal. Sa fourrure épaisse est si recherchée que d’aucuns n’hésitent pas à la vendre prématurément. En combat, ses réussites particulières sont usuellement passées en force.
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\nMalignité | \n2 | \n
Périodicité | \n6 rounds | \n
Dommages | \n-1 point de vie | \n
Antidotes | \n-3 \\ Liqueur de Bagdol +14, Topazoïne +10 | \n
Le baffreux a l’apparence d’une petit hippopotame de couleur vert de gris, pesant en moyenne 150 kg, doté d’immenses mâchoires garnies de doubles rangées de crocs.
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\nLes grincettes vivent en colonies de plusieurs dizaines d’individus dans les lieux sombres et humides où elles se nourrissent de débris en décomposition. Si elles sont inoffensives en elles-mêmes, leur grincement involontaire est une torture. Toute personne se trouvant dans un rayon de 10m doit manquer un jet d’OUÏE à +5. Si le jet réussit, perte de 1 point d’endurance, puis jet de VOLONTÉ à -5. Si le jet de VOLONTÉ échoue, le personnage est sonné jusqu’à la fin du round suivant.
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\nHôte des forêts profondes, le cornicochon vit en familles de 4 à 5 individus\" ; mais comme chez les sangliers, il arrive que l’on tombe sur un vieux solitaire acariâtre. Omnivore, le cornicochon est excité par l’odeur du sang, qui le pousse d’autant plus au carnage. Il dévore usuellement ses adversaires vaincus. Gibier recherché, c’est tout autant un mortel prédateur qui n’hésite pas à s’attaquer à l’homme, se servant redoutablement de ses cornes.
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\nLe chiard est un canidé charognard des plaines et des désolations, vivant en meute, voisin du chacal et du coyote. Usuellement lâche, il peut devenir d’une audace extrême s’il est affamé. Un individu adulte pèse en moyenne 40 kg.
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\nLa libelle est une libellule géante, de 2m de long sur 3 m d’envergure, avec des ailes résistantes et tranchantes comme des rasoirs, battant à une vitesse prodigieuse. Il en résulte une paire de terribles tronçonneuses.
\nLa libelle vit dans les marais, où elle se nourrit de larves. Elle n’est pas foncièrement agressive, mais néanmoins très curieuse, attirée par tout ce qui bouge, et ses ailes cisaillent tout sur son passage. Elle est capable de tronçonner un bambou de 3 cm de diamètre sans même ralentir son vol. Face à un groupe de libelles, la meilleure défense est encore de rester immobile. Son attaque est toujours considérée comme une charge, et à moins de succomber, elle est toujours désengagée en fin de round, continuant son vol pour rebrousser chemin le round suivant et revenir examiner ce qui bouge encore.
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\nLe scologriffe vit dans les forêts et les lieux humides, se nourrissant de charogne. Il n’est pas directement agressif, mais attaque dès qu’il est surpris ou se croit en danger.
\nSensation aiguë de déséquilibre. Jouer VOLONTÉ à -3. En cas d’échec, on chute sans parvenir à se relever.
\nMalignité | \n3 | \n
Périodicité | \n1 minute | \n
Dommages | \n-1 point de vie | \n
Antidotes | \n-3 \\ Liqueur de Bagdol +16, Topazoïne +8 | \n
Le bandersnatch, parfois appelé jabberwock, est peut-être la créature la plus terrifiante qui soit rêvée par les Dragons en dehors des entités de cauchemar. Quoiqu’il possède des traits de ces dernières (résistance à la magie), c’est néanmoins un animal véritable. Énorme, pesant dans les trois tonnes, il ressemble à un gigantesque crapaud, avec une tête de cheval, des ailes de chauve-souris, une peau écailleuse, des griffes comme des dagues et des pointes barbelées sur le dos. Sans véritablement voler, ses ailes lui permettent de se déplacer par bonds pouvant faire jusqu’à 12 m. Sa carapace d’écailles le rend quasiment invulnérable et il résiste automatiquement à tous les sorts d’Hypnos et de Thanatos.
\nLe bandersnatch vit dans le profond des cavernes enténébrées, ne sortant chasser que par les nuits sombres et sans lune. Il a pour la lumière une phobie absolue et la moindre clarté le plonge dans des accès de colère démentielle et dévastatrice. Paranos le Moindre, le célèbre zoologue auteur de Nos Ennemies les Bêtes, affirme que la lumière du soleil a le pouvoir de le réduire instantanément en cendres. Merci, cher Paranos, mais comment vous y prendriez-vous pour le faire sortir de son antre en plein jour ?
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\nLe zomar se nourrit ordinairement de vase et de charogne, mais, extrêmement agressif, il s’attaque à toute proie vivante passant à portée. Apprêté à la tortemoque, il fournit une soupe excellente. En combat, ses pinces sont si résistantes qu’il peut s’en servir pour parer (mêmes limitations que les parades de l’épée).
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\nHôte des plaines et des savanes, rarement des forêts, le pantodar est un carnassier solitaire. Très curieux, mais tout aussi intelligent et prudent, il s’attaque rarement à l’homme de sa propre initiative. Il l’observe pourtant, de loin, et s’il peut dérober une dague sur un cadavre, il ne s’en prive pas. Par quelle singularité arrive-t-il à s’en servir adroitement ? C’est une source d’étonnement. On connaît la célèbre réponse de Paranos le Moindre interrogé à ce sujet : «Vous n’avez qu’à le lui demander vous-même !» Les jeunes pantodars peuvent assez facilement s’apprivoiser\"; devenus adultes, ils sont étonnamment fidèles.
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\nLe quileurbist n’a pas d’habitat spécifique, encore qu’on le rencontre surtout dans les collines rocheuses et peu boisées, mais vagabond itinérant, il change souvent de lieu. Il faut dire que partout où se trouve un quileurbist, la région se dépeuple de toute autre vie animale. La créature semble en effet n’avoir qu’une vocation\" : tuer, déchirer, éventrer, massacrer toutes les autres formes de vie. Le quileurbist résiste automatiquement au sort de Non-Agressivité d’Hypnos. En combat, ses réussites particulières sont toujours passées en rapidité.
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Hormis ce nombre de pattes curieusement excédentaire (4 de chaque côté), qui lui donne l’air d’une chenille à fourrure, il pourrait ressembler à un long, très long vison. Adulte, il mesure en moyenne 2 m du museau au bout de la queue, pour un poids de 50 kg.
\nTrès bon grimpeur, le furlong vit essentiellement dans les arbres où il se coule de branche en branche avec la rapidité et l’efficacité d’un serpent. Ses proies de prédilection sont les oiseaux et les rongeurs, mais poussé par la faim, il peut s’attaquer à des animaux aussi gros que les chevreuils, voire aux humains isolés. La fourrure de furlong est très recherchée.
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\nLa goule est un charognard ayant une prédilection pour la chair humaine. Elle hante nécropoles, cimetières et champs de bataille, déterrant les cadavres dont elle se nourrit. Paranos le Moindre affirme qu’elle possède la faculté thanataire de pouvoir jeûner des mois entiers, voire des années, en n’absorbant qu’un peu de terre. Cela ne l’empêche pas de désirer ardemment de la chair, bien au contraire. Et si elle est lâche isolée, elle est très agressive en bande. Pour corser le tout, sa morsure inocule un venin qui paralyse.
\nMalignité | \n6 | \n
Périodicité | \n1 round | \n
Dommages | \n1 ligne de fatigue | \n
Antidotes | \n-4 \\ Floume-dhu +16 | \n
La paralysie intervient quand toutes les lignes de fatigue sont pleines et dure 6 heures.
\nLe floume-dhu est obtenu en mélangeant en quantités égales gelée de floumette et lait humain (pour une dose\": une demi-mesure de chaque). Puis chauffer le mélange jusqu’à couleur bleu-sangue (-2).
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\nLe rananècre vit dans les désolations, les anciennes ruines, partout où les courants lourds du cauchemar ont laissé leur empreinte. Sa présence s’accompagne souvent d’entités de cauchemar non incarnées (haines, désespoirs).
\nTout autour de la blessure, la chair s’enfle, vire au noir et se putréfie, puis l’ensemble du corps est gagné peu à peu. Si la mort survient, elle donne naissance à une entité de cauchemar non incarnée ayant le même nombre de points de rêve que la caractéristique RÊVE de la victime. Tirer 1d2 : 1 = haine ; 2 = désespoir.
\nMalignité | \n7 | \n
Périodicité | \n1 heure | \n
Dommages | \n-2 points de vie | \n
Antidotes | \n-4 \\ Tournegraisse +16, Huile de Sélikanthe +6 | \n
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\nLe glipzouk, ou singe vert, a la morphologie générale du ouistiti, membres minces et longue queue préhensile, avec un pelage uniformément vert amande, sauf le museau et le ventre qui sont blancs. Des épaules à la naissance de la queue, il mesure 1 m en moyenne, la queue pouvant, elle, atteindre le double. Ses quatre mains sont extrêmement habiles, et comme tous les singes, il est d’une agilité diabolique. Le glipzouk doit son nom à son «langage». On dirait presque un véritable parler, avec des syllabes articulées et une intonation générale, sauf que glip et zouk sont les seuls phonèmes qu’il emploie, en les prononçant sur tous les tons et en les mélangeant en d’infinies variations.
\nPaisibles, les colonies de glipzouks vivent en milieu boisé, se nourrissant de pousses et de fruits. Très bon observateur et non moins excellent imitateur, le glipzouk est un voleur et un pickpocket né. Il vaut mieux éviter de laisser traîner ses a!aires quand on voyage dans une région peuplée de glipzouks, et la nuit, être particulièrement vigilant en montant la garde. Non agressif, le glipzouk ne se bat que s’il est acculé sans pouvoir fuir.
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\nLe drakkule, également surnommé chauve- souris dragon, est un énorme chiroptère vampire pouvant atteindre 20 kg pour 4 m d’envergure. Paranos le Moindre suggère que son surnom vient sûrement de ce que les mythiques Dragons du Premier Âge étaient censés posséder les mêmes grandes ailes membraneuses et le même goût du sang. Serions-nous alors dans un rêve de chauve-souris ? Je suppose que c’est encore une de vos plaisanteries, cher Paranos !
\nComme les chauves-souris, les drakkules sont nocturnes, repliés le jour dans des cavernes ou autres lieux sombres, pour ne sortir chasser qu’à la tombée de la nuit. Comme pour la plupart des grands prédateurs, l’homme est pour eux une proie comme les autres.
\nEn combat, quand un drakkule réussit une particulière et cause au moins une blessure légère, il reste accroché à sa victime qui perd alors automatiquement 1d6 points d’endurance par round sous l’effet de la saignée. Quand l’endurance tombe à zéro, le drakkule continue à la vider de son sang à raison de 1d6 points de vie par round. Le drakkule ne se détache que blessé gravement ou sonné. Pour se dégager, la victime ne peut utiliser que Corps à corps (totaliser 2 points d’empoignade) ou une dague. Tant qu’il est accroché, le drakkule ne joue plus de jet d’attaque, puisqu’il cause des dommages automatiques, mais peut contrer empoignade ou attaque de dague par le battement de ses ailes.
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\nLe jigstang n’a pas d’habitat spécifique, on le trouve en tout lieu sauvage. Hyper agressif autant que solitaire, il ne supporte pas la présence d’autrui, et attaque à griffes et à crocs. Son accouplement se termine toujours en un combat où l’un des deux partenaires, généralement le mâle, trouve la mort.
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Il possède un long bec corné doté de dents, tandis que son crâne s’orne d’une crête osseuse et creuse, lui servant de balancier. Il peut faire jusqu’à 3 m de long avec des ailes de 12 m d’envergure.
\nLe zombrel vit dans les lieux désolés, souvent à proximité des marécages où il pêche en plein vol comme les oiseaux de mer. Mais prédateur féroce, il chasse tout autant les créatures terrestres et les oiseaux. Avec sa science coutumière, Paranos le Moindre explique que le seul avantage du zombrel, lorsqu’il plane au-dessus de votre tête, est de vous protéger efficacement des brûlures du soleil.
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\nHôte des lieux secs et sombres, des ruines, des cavernes, l’araflate ne tisse pas de toile. Elle reste à l’affût et bondit sur sa proie avec une vitesse foudroyante, sa morphologie lui permettant de se glisser dans des failles très étroites. Prédateur toujours affamé, elle n’hésite pas à s’attaquer à des proies aussi grandes que les Humains. Sa morsure inflige un venin anesthésiant, inoculé sur toute blessure sauf contusion\\ éraflure. Quand sa victime cesse de bouger, l’araflate la dévore.
\nMalignité | \n6 | \n
Périodicité | \n1 round | \n
Dommages | \n-1d6 points d'endurance | \n
Antidotes | \n-3 \\ Liqueur de Bagdol +12, Lait de lune +6 | \n
Le sanguinox est un gros chat sauvage au pelage entièrement noir, pouvant faire jusqu’à 45 kg.
\nLe sanguinox vit dans les forêts, de préférence rocailleuses, telles que les contreforts de montagne, où il peut trouver une caverne pour lui servir de tanière pendant le jour. De moeurs essentiellement nocturnes, c’est un prédateur redouté. Il aime le goût du sang pour lui-même, et, gavé de nourriture, ne se contente parfois que de saigner ses proies. Audacieux jusqu’à la témérité, le sanguinox n’hésite pas à s’attaquer à des créatures nettement plus grosses que lui, et en particulier à l’homme. Sa technique favorite est l’embuscade. La nuit, dissimulé sur une branche d’arbre, il est virtuellement invisible. Quand il attaque en se laissant tomber d’une branche, considérer en termes de règles que c’est une attaque de charge. Au sol, ses réussites particulières sont usuellement passées en rapidité.
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Ces ailes sont sur le même principe que celles des chauves-souris, sauf qu’au lieu d’être nues, elles sont couvertes de duvet. Elles ne remplacent pas les membres supérieurs, mais sont en plus des deux paires de pattes. Le félorn est capable de voler grâce à elles sur d’assez longues distances. Mais chose encore plus étonnante, le félorn parle, et s’exprime assez bien dans la langue du voyage.
\nTrès sociable, le félorn adore la compagnie des Humains et ne demande généralement qu’à se faire adopter. Son grand dilemme est d’adorer le poisson et de détester l’eau, et les Humains pêcheurs le fascinent. S’il parle, son discours est en revanche plutôt insignifiant, et il n’a pratiquement pas de mémoire. Au demeurant adorable, un félorn de compagnie peut vite devenir assez crispant.
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\nLa brolute rieuse est un grand rat d’allure anthropomorphe, bipède, vertical, faisant en moyenne 1m70 pour 45 kg. Dotée du pelage du rat, de sa longue queue nue et annelée, elle se singularise néanmoins par un museau de castor et des yeux bridés.
\nLa brolute rieuse vit de préférence à l’écart des hommes et de la civilisation, mais sans habitat spécifique. Elle se nourrit de fruits, de champignons et d’œufs qu’elle dérobe habilement aux oiseaux. Ce qui la caractérise essentiellement, c’est que quand elle se sent agressée, elle a le pouvoir de créer une déchirure du rêve violette (déchirure de départ), dont elle est le centre. Le rêve d’arrivée lui est toujours profitable, lui permettant de se tirer d’affaire. Elle doit son nom à ce qu’elle adore rire aux grimaces et autres clowneries qu’on peut lui faire. Pendant ce temps, on peut se concentrer pour tenter de lui communiquer empatiquement l’image d’un lieu où l’on voudrait aller, non un lieu spécifique, mais un type de paysage\": rivage marin, forêt, agglomération urbaine, etc. Au moment où elle est le plus en train de rire, il suffit alors de stresser la brolute, et l’on a une chance que la déchirure créée mène au type d’endroit souhaité. Pour parvenir à la communication empathique, réussir EMPATHIE à -5. La brolute rieuse se distingue de la brolute ordinaire, dite brolute pointue, qui ne rit jamais et ne peut créer de déchirure. Celle-là se contente de chercher à fuir en cas d’agression, ou attaque toutes griffes dehors si elle se sent acculée. Pour la distinguer (visuellement) de la rieuse, réussir VUE/Zoologie à -5. Les caractéristiques de combat indiquées ne s’appliquent qu’à la pointue.
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Il doit son nom à ce que sa fourrure est rayée vert et jaune au lieu de jaune et noir, ce qui lui assure un excellent camouflage. Discret, silencieux, sa tactique consiste à s’approcher inaperçu de sa proie, puis à bondir. Sa première attaque, lorsqu’il bondit, est en termes de jeu une charge. Il s’attaque à l’homme comme à n’importe quelle créature plus petite que lui. Sa fourrure magnifique est très recherchée. Un individu adulte pèse dans les 300 kg.
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Description Le chrasme (prononcer krasme) est une sorte de cafard géant à carapace de crabe aux jointures poilues. Il mesure en moyenne 1 m de haut sur 1m50 de long, et peut peser jusqu’à 50 kg. Doté de mandibules acérées et puissantes, il est redouté pour son venin mortel.
\nLe chrasme vit dans les lieux sombres, cavernes et souterrains, où il se nourrit de tout. Paranos le Moindre affirme qu’à défaut d’une meilleure chère, il peut même se sustenter de cailloux. Il déteste la lumière comme son cousin de petite taille, mais a toutefois un comportement différent: au lieu de fuir, il entre dans une rage féroce et se rue sur le porteur de lumière pour le réduire en charpie. Savez-vous, cher Paranos, que vous nous faites un peu peur ?
\nMalignité | \n3 | \n
Périodicité | \n1 miute | \n
Dommages | \n-1 point de vie | \n
Antidotes | \n-2 \\ Liqueur de Bagdol +16, Teinture d'Erozonne +10 | \n
Le bramart est un quadrupède herbivore de l’allure d’un grand cerf, au pelage brun roux à l’exception du bout des pattes qui est franchement rouge – comme s’il portait des chaussettes. Adulte, il peut faire jusqu’à 270 kg et en moyenne 160. Tout comme le cerf, il porte des bois qui tombent tous les ans et repoussent à la saison suivante avec une ramification supplémentaire.
\nHôtes des forêts où ils se nourrissent de jeunes pousses, les bramarts vivent en petits groupes. Les mâles n’hésitent pas à charger les intrus pour protéger biches et faons.
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\nPour plus de détails, voir page 428.
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Le squelette est une entité qui s’incarne à partir d’un cadavre en décomposition, la chair finit par disparaître et il ne reste que les os. Les squelettes sont généralement humanoïdes, ils se tiennent en position verticale, se déplaçant sur leurs jambes en une parodie de vie réelle. Ils utilisent leurs mains griffues pour attaquer (+dom +1).
\nLes squelettes s’incarnent généralement sur les lieux de morts violentes (champs de bataille), ainsi que dans les nécropoles, catacombes et autres lieux de sépulture. Comme les autres entités, leur raison d’être est de détruire. Le spectacle d’un squelette est d’une horreur tellement contre nature qu’il demande un jet de VOLONTÉ à -3. En cas d’échec, le personnage est frappé d’effroi. En termes de règles, il est en demi- surprise jusqu’à la fin du round suivant. Une fois détruit, les ossements constitutifs du squelette s’éparpillent sur le sol, où ils s’effritent rapidement.
","notesmj":"Notes du MJ"},"sort":100001,"flags":{"core":{"sheetClass":"foundryvtt-reve-de-dragon.RdDActorEntiteSheet","sourceId":"Actor.eja4lexe6dP9jZKI"}},"img":"systems/foundryvtt-reve-de-dragon/icons/entites/squelette.webp","token":{"flags":{},"name":"Squelette","displayName":0,"img":"systems/foundryvtt-reve-de-dragon/icons/entites/squelette-token.webp","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"Fl95F6S0OrCbqQbY","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"QNJH22nturvz1CnL","name":"Epée à 2 mains","type":"competence","data":{"niveau":-6,"base":-6,"categorie":"melee","xp":0,"description":"Ces compétences permettent l’utilisation des sept types d’épées de Rêve de Dragon pour attaquer ou parer.
\n\n
","defaut_carac":"melee","niveau_archetype":0,"xp_sort":0},"sort":100000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences.MLIEbxSJHkY1m3No"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_epee_2_mains.png","effects":[]},{"_id":"9rHJziIIEQlwezim","name":"Epée à 2 mains","type":"competence","data":{"niveau":-6,"base":-6,"categorie":"melee","xp":0,"description":"
Ces compétences permettent l’utilisation des sept types d’épées de Rêve de Dragon pour attaquer ou parer.
\n\n
","defaut_carac":"melee","niveau_archetype":0,"xp_sort":0},"sort":200000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences.MLIEbxSJHkY1m3No"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_epee_2_mains.png","effects":[]},{"_id":"ltZQyOyxJdWsIkpK","name":"Equitation","type":"competence","data":{"niveau":-8,"base":-8,"categorie":"particuliere","xp":0,"description":"
Monter à cheval, et, d’une manière générale, connaissance des chevaux. Peut s’appliquer aux autres montures de Rêve de Dragon : aligates, zyglutes, etc.
\n","defaut_carac":"agilite","niveau_archetype":0,"xp_sort":0},"sort":300000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences.F5iQNrZSeJsfyTnV"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_equitation.png","effects":[]},{"_id":"iwfr7ekbLFzDCayP","name":"Esquive","type":"competencecreature","data":{"niveau":3,"carac_value":12,"iscombat":false,"isparade":false,"dommages":0,"description":""},"sort":600000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-entites.0Ms9iKxqigNNpZEx"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_esquive.png","effects":[]},{"_id":"UxQSfUAnkqHxiiwc","name":"Griffes","type":"competencecreature","data":{"niveau":3,"carac_value":13,"iscombat":true,"isparade":false,"dommages":2,"description":""},"sort":525000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-creatures.BjqRrGtHtTzuNpZB"}},"img":"systems/foundryvtt-reve-de-dragon/icons/compcreature-griffes.png","effects":[]}],"effects":[]} -{"_id":"GzmCjyc7L50W2ZaX","name":"Darquoine","permission":{"default":0,"rYShh2P1DNavdoBD":3},"type":"entite","data":{"carac":{"taille":{"type":"number","value":"12","label":"Taille","xp":0,"derivee":false},"reve":{"type":"number","value":"16","label":"Rêve","xp":0,"derivee":false},"niveau":{"type":"number","value":"+3","label":"Niveau","xp":0,"derivee":false}},"sante":{"endurance":{"type":"number","max":28,"value":28,"label":"Endurance","derivee":false},"resonnance":{"actors":[]}},"compteurs":{"etat":{"value":0,"label":"Etat général"},"surenc":{"value":0,"label":"Sur-encombrement"}},"attributs":{"plusdom":{"type":"number","value":"+2","label":"+dom","derivee":true},"vitesse":{"type":"string","value":"12/24","label":"Vitesse","derivee":true},"protection":{"type":"number","value":"4","label":"Protection naturelle","derivee":false}},"description":"
Les darquoines, ou entités polymorphes des ténèbres, n’ont pas de forme précise. Leur corps est comme une mouvante spirale de ténèbres, s’enflant, se déformant, se distordant sans cesse. Seuls restent fixes ce qui semble être le regard de deux yeux maléfiques, et une paire de serres tranchantes, aiguisées comme de monstrueux rasoirs (+dom +2). Les darquoines se déplacent en flottant à quelques dizaines de centimètres du sol.
\nLes darquoines ne hantent que les lieux totalement enténébrés. À part leur regard et leurs serres, ils ne semblent eux-mêmes faits que de ténèbres, et sont donc extrêmement difficiles à voir dans la lumière vacillante des torches ou des lanternes.
Au premier round de leur manifestation, tous les personnages doivent tenter un jet de VUE/Vigilance ajusté négativement au niveau de l’entité. En cas d’échec, le personnage subit l’attaque du darquoine en état de complète surprise.
Les darquoines sont parmi les plus dévastatrices des entités de cauchemar. Leurs réussites particulières sont usuellement passées en rapidité. Une fois détruits, ils ne laissent pour tout vestige qu’une suffocante sensation de froid.
\n
","notesmj":"Notes du MJ","competencecreature[0]":{"data":{"carac_value":"14","niveau":"+3","dommages":"+4"}},"competencecreature[1]":{"data":{"carac_value":"12","niveau":"+3","dommages":"+0"}}},"sort":100001,"flags":{"core":{"sheetClass":"foundryvtt-reve-de-dragon.RdDActorEntiteSheet"}},"img":"systems/foundryvtt-reve-de-dragon/icons/entites/darquoine.webp","token":{"flags":{},"name":"Darquoine","displayName":0,"img":"systems/foundryvtt-reve-de-dragon/icons/entites/darquoine-token.webp","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"GzmCjyc7L50W2ZaX","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"gk20alepDXVKOP4A","name":"Griffes","type":"competencecreature","data":{"niveau":3,"carac_value":14,"iscombat":true,"isparade":false,"dommages":4,"description":""},"sort":300000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-creatures.BjqRrGtHtTzuNpZB"}},"img":"systems/foundryvtt-reve-de-dragon/icons/compcreature-griffes.png","effects":[]},{"_id":"kz4CIJgmskKw8uqn","name":"Esquive","type":"competencecreature","data":{"niveau":3,"carac_value":12,"iscombat":false,"isparade":false,"dommages":0,"description":""},"sort":400000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-entites.0Ms9iKxqigNNpZEx"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_esquive.png","effects":[]}],"effects":[]} -{"_id":"M6cQoL6oeAX5IOYa","name":"Peur","permission":{"default":0,"rYShh2P1DNavdoBD":3},"type":"entite","data":{"carac":{"taille":{"type":"number","value":"0","label":"Taille","xp":0,"derivee":false},"reve":{"type":"number","value":"14","label":"Rêve","xp":0,"derivee":false},"niveau":{"type":"number","value":"+2","label":"Niveau","xp":0,"derivee":false}},"sante":{"endurance":{"type":"number","max":0,"value":0,"label":"Endurance","derivee":false},"resonnance":{"actors":[]}},"compteurs":{"etat":{"value":0,"label":"Etat général"},"surenc":{"value":0,"label":"Sur-encombrement"}},"attributs":{"plusdom":{"type":"number","value":"0","label":"+dom","derivee":true},"vitesse":{"type":"string","value":"6","label":"Vitesse","derivee":true},"protection":{"type":"number","value":0,"label":"Protection naturelle","derivee":false}},"description":"
La peur est une ECNI présentant la forme d’un spectre bleuâtre aux traits ravagés par l’angoisse et l’effroi.
\nUne victime de la peur devient elle-même d’une couardise sans pareille. Son moral tombe directement à -3 et ne pourra pas remonter tant que durera la possession. Chaque fois qu’une action dangereuse se présente, incluant toute action de combat y compris l’esquive, la victime doit jouer un jet de VOLONTÉ/moral à zéro. Si ce jet échoue, la victime ne fait rien que trembler et claquer des dents.
","notesmj":"Notes du MJ"},"sort":100001,"flags":{},"img":"systems/foundryvtt-reve-de-dragon/icons/entites/peur.webp","token":{"flags":{},"name":"Peur","displayName":0,"img":"systems/foundryvtt-reve-de-dragon/icons/entites/darquoine-token.webp","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"M6cQoL6oeAX5IOYa","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"RpVquZcHhpSifkQr","name":"Possession","type":"competencecreature","data":{"niveau":2,"carac_value":14,"iscombat":true,"isparade":false,"dommages":0,"description":"L'entité tente de prendre possession du corps de sa victime.
"},"sort":100000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-entites.c0I93Q53i4ZmxpyT"}},"img":"systems/foundryvtt-reve-de-dragon/icons/entites/possession.webp","effects":[]}],"effects":[]} -{"_id":"SiYuIJ4wi1JhFSDR","name":"Craque-haine","permission":{"default":0,"rYShh2P1DNavdoBD":3},"type":"entite","data":{"carac":{"taille":{"type":"number","value":"32","label":"Taille","xp":0,"derivee":false},"reve":{"type":"number","value":"20","label":"Rêve","xp":0,"derivee":false},"niveau":{"type":"number","value":"+5","label":"Niveau","xp":0,"derivee":false}},"sante":{"endurance":{"type":"number","max":52,"value":52,"label":"Endurance","derivee":false},"resonnance":{"actors":[]}},"compteurs":{"etat":{"value":0,"label":"Etat général"},"surenc":{"value":0,"label":"Sur-encombrement"}},"attributs":{"plusdom":{"type":"number","value":"+7","label":"+dom","derivee":true},"vitesse":{"type":"string","value":"12/24","label":"Vitesse","derivee":true},"protection":{"type":"number","value":"0","label":"Protection naturelle","derivee":false}},"description":"Le craque-haine est une monstrueuse entité aquatique, une pieuvre gigantesque d’un poids apparent de deux tonnes, pourvue de huit tentacules pustuleux (+dom +2).
\nLe craque-haine s’incarne le plus souvent au coeur d’un marécage ou dans la faille abyssale d’un lac, mais également en mer. Il lui arrive de sortir de sa retraite et de semer l’épouvante sur son passage. En combat, le craque-haine peut utiliser jusqu’à 4 de ses tentacules pour attaquer aussi bien que parer.
En contradiction avec la règle générale, il a donc droit à 4 actions par round, pouvant être attaque ou parade. Ses réussites particulières sont toujours passées en force. Le craquehaine n’esquive jamais. Une fois détruit, il ne laisse comme souvenir qu’une flaque d’eau nauséabonde.
\n
","notesmj":"Notes du MJ","competencecreature[0]":{"data":{"carac_value":"26","niveau":"+5","dommages":"+9"}},"competencecreature[1]":{"data":{"carac_value":"26","niveau":"+5","dommages":"9+2"}}},"sort":100001,"flags":{"core":{"sheetClass":"foundryvtt-reve-de-dragon.RdDActorEntiteSheet"}},"img":"systems/foundryvtt-reve-de-dragon/icons/entites/craque-haine.webp","token":{"flags":{},"name":"Craque-haine","displayName":0,"img":"systems/foundryvtt-reve-de-dragon/icons/entites/craque-haine-token.webp","tint":"","width":12,"height":12,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"SiYuIJ4wi1JhFSDR","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"6iDW9SQdFPq2cXnH","name":"Tentacules","type":"competencecreature","data":{"categorie_parade":"boucliers","niveau":5,"carac_value":26,"iscombat":true,"isparade":true,"dommages":9,"description":"
Attaque ou parade avec un tentacule.
"},"sort":200000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-entites.D9cBJ3EJPYLnABiJ"}},"img":"systems/foundryvtt-reve-de-dragon/icons/compcreature-tentacule.webp","effects":[]}],"effects":[]} -{"_id":"TBvcGbyEzW0Eoctf","name":"Haine","permission":{"default":0,"rYShh2P1DNavdoBD":3},"type":"entite","data":{"carac":{"taille":{"type":"number","value":"0","label":"Taille","xp":0,"derivee":false},"reve":{"type":"number","value":"14","label":"Rêve","xp":0,"derivee":false},"niveau":{"type":"number","value":"+2","label":"Niveau","xp":0,"derivee":false}},"sante":{"endurance":{"type":"number","max":0,"value":0,"label":"Endurance","derivee":false},"resonnance":{"actors":[]}},"compteurs":{"etat":{"value":0,"label":"Etat général"},"surenc":{"value":0,"label":"Sur-encombrement"}},"attributs":{"plusdom":{"type":"number","value":"0","label":"+dom","derivee":true},"vitesse":{"type":"string","value":"6","label":"Vitesse","derivee":true},"protection":{"type":"number","value":0,"label":"Protection naturelle","derivee":false}},"description":"La haine est une ECNI au spectre rouge, avec des traits déformés par la haine.
\nUn possédé par la haine se met à haïr tout le monde sans exception, son moral se stabilisant à zéro. Dès qu’il se sent lésé, offensé, victime d’un tort même insignifiant, il faut qu’il se venge et que sa vengeance soit mortelle. Il peut jouer un jet de VOLONTÉ/ moral à zéro. Si le jet réussit, il peut encore laisser couver sa haine ; s’il échoue, il doit agir immédiatement. Il est conseillé que le gardien des rêves prenne alors le contrôle du personnage s’il s’agit d’un personnage de joueur.
","notesmj":"Notes du MJ"},"sort":100001,"flags":{},"img":"systems/foundryvtt-reve-de-dragon/icons/entites/haine.webp","token":{"flags":{},"name":"Haine","displayName":0,"img":"systems/foundryvtt-reve-de-dragon/icons/entites/haine-token.webp","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"TBvcGbyEzW0Eoctf","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"RpVquZcHhpSifkQr","name":"Possession","type":"competencecreature","data":{"niveau":2,"carac_value":14,"iscombat":true,"isparade":false,"dommages":0,"description":"L'entité tente de prendre possession du corps de sa victime.
"},"sort":100000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-entites.c0I93Q53i4ZmxpyT"}},"img":"systems/foundryvtt-reve-de-dragon/icons/entites/possession.webp","effects":[]}],"effects":[]} -{"_id":"TtgiaTN4qTckx0B1","name":"Noyeuse","permission":{"default":0,"rYShh2P1DNavdoBD":3},"type":"entite","data":{"carac":{"taille":{"type":"number","value":"11","label":"Taille","xp":0,"derivee":false},"reve":{"type":"number","value":"13","label":"Rêve","xp":0,"derivee":false},"niveau":{"type":"number","value":"+2","label":"Niveau","xp":0,"derivee":false}},"sante":{"endurance":{"type":"number","max":24,"value":24,"label":"Endurance","derivee":false},"resonnance":{"actors":[]}},"compteurs":{"etat":{"value":0,"label":"Etat général"},"surenc":{"value":0,"label":"Sur-encombrement"}},"attributs":{"plusdom":{"type":"number","value":"+1","label":"+dom","derivee":true},"vitesse":{"type":"string","value":"10/24","label":"Vitesse","derivee":true},"protection":{"type":"number","value":"0","label":"Protection naturelle","derivee":false}},"description":"Les noyeuses sont des entités marines, d’aspect vaguement humanoïde, formées de débris d’épaves, de bouts de coquillage, d’algues et d’arêtes de poisson. Leurs bras se terminent par des galets avec lesquels elles frappent de toute leur force (+dom +1).
\nLes noyeuses hantent les lieux où des gens ont été noyés, que ce soit des suites d’un combat ou d’un naufrage, en pleine mer ou sur un rivage, et n’ont qu’un seul but : détruire tout ce qui flotte et causer la noyade à leur tour. Elles se déplacent aussi bien dans l’eau que sur terre. Leur tactique consiste à frapper la coque du bateau en dessous de la ligne de flottaison, tandis qu’une partie d’entre elles se hissent à bord pour exterminer l’équipage. Dès qu’une noyeuse est venue à bout de son homme, elle ne se joint pas au reste de la mêlée, mais retourne à la mer en entraînant sa victime. Elle ne revient éventuellement au combat qu’une fois la noyade assurée. À l’égard du bateau, leur pouvoir de destruction est efficace mais lent. Par demi-heure de travail (60 min), une noyeuse fait directement perdre 1 point de structure (voir Navigation, p325). Si l’effort a duré moins de 60 min, les dégâts sont négligeables. Faute de bateau à couler, les noyeuses sortent parfois de l’eau pour attaquer les villages côtiers. Une fois détruites, leurs débris constitutifs, bouts d’épaves, galets, etc., s’éparpillent sur le sol.
","notesmj":"Notes du MJ","competencecreature[0]":{"data":{"carac_value":"12","niveau":"+2","dommages":"+2"}},"competencecreature[1]":{"data":{"carac_value":"11","niveau":"+2","dommages":"+0"}}},"sort":100001,"flags":{"core":{"sheetClass":"foundryvtt-reve-de-dragon.RdDActorEntiteSheet"}},"img":"systems/foundryvtt-reve-de-dragon/icons/entites/noyeuse.webp","token":{"flags":{},"name":"Noyeuse","displayName":0,"img":"systems/foundryvtt-reve-de-dragon/icons/entites/noyeuse-token.webp","tint":"","width":1,"height":1,"scale":1.4,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"TtgiaTN4qTckx0B1","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"QNJH22nturvz1CnL","name":"Epée à 2 mains","type":"competence","data":{"niveau":-6,"base":-6,"categorie":"melee","xp":0,"description":"Ces compétences permettent l’utilisation des sept types d’épées de Rêve de Dragon pour attaquer ou parer.
\n\n
","defaut_carac":"melee","niveau_archetype":0,"xp_sort":0},"sort":100000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences.MLIEbxSJHkY1m3No"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_epee_2_mains.png","effects":[]},{"_id":"9rHJziIIEQlwezim","name":"Epée à 2 mains","type":"competence","data":{"niveau":-6,"base":-6,"categorie":"melee","xp":0,"description":"
Ces compétences permettent l’utilisation des sept types d’épées de Rêve de Dragon pour attaquer ou parer.
\n\n
","defaut_carac":"melee","niveau_archetype":0,"xp_sort":0},"sort":200000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences.MLIEbxSJHkY1m3No"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_epee_2_mains.png","effects":[]},{"_id":"ltZQyOyxJdWsIkpK","name":"Equitation","type":"competence","data":{"niveau":-8,"base":-8,"categorie":"particuliere","xp":0,"description":"
Monter à cheval, et, d’une manière générale, connaissance des chevaux. Peut s’appliquer aux autres montures de Rêve de Dragon : aligates, zyglutes, etc.
\n","defaut_carac":"agilite","niveau_archetype":0,"xp_sort":0},"sort":300000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences.F5iQNrZSeJsfyTnV"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_equitation.png","effects":[]},{"_id":"iwfr7ekbLFzDCayP","name":"Esquive","type":"competencecreature","data":{"niveau":2,"carac_value":11,"iscombat":false,"isparade":false,"dommages":0,"description":""},"sort":600000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-entites.0Ms9iKxqigNNpZEx"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_esquive.png","effects":[]},{"_id":"HGqxSsNKvCNiQviV","name":"Bras-Galet","type":"competencecreature","data":{"niveau":2,"carac_value":12,"iscombat":true,"isparade":false,"dommages":2,"description":"","categorie_parade":""},"sort":500000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-entites.WsYnwR8GcOxfuCI0"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_course.png","effects":[]}],"effects":[]} -{"_id":"cmWQYuyzVsz02NMt","name":"Vaseux","permission":{"default":0,"rYShh2P1DNavdoBD":3},"type":"entite","data":{"carac":{"taille":{"type":"number","value":"18","label":"Taille","xp":0,"derivee":false},"reve":{"type":"number","value":"18","label":"Rêve","xp":0,"derivee":false},"niveau":{"type":"number","value":"+4","label":"Niveau","xp":0,"derivee":false}},"sante":{"endurance":{"type":"number","max":36,"value":36,"label":"Endurance","derivee":false},"resonnance":{"actors":[]}},"compteurs":{"etat":{"value":0,"label":"Etat général"},"surenc":{"value":0,"label":"Sur-encombrement"}},"attributs":{"plusdom":{"type":"number","value":"+4","label":"+dom","derivee":true},"vitesse":{"type":"string","value":"8/16","label":"Vitesse","derivee":true},"protection":{"type":"number","value":"0","label":"Protection naturelle","derivee":false}},"description":"
Le vaseux est une entité qui s’incarne à partir de la vase et la boue des marais, comme un grand bonhomme de vase. Son allure est vaguement humanoïde, bipède, avec deux longs tentacules en guise de membres supérieurs (+dom +2).
\nLes tentacules du vaseux ne causent pas de véritables blessures, mais uniquement des pertes d’endurance. Utiliser la table des Coups non mortels.
Toutefois, quand la proie tombe inconsciente, le vaseux la recouvre et commence à la digérer, c’est à- dire à la transformer en vase à son tour. L’équipement de la victime (armes, sacs,vêtements, etc.) est entièrement transformé en vase en 1 round. La victime, quant à elle, perd automatiquement 1 point de vie par round. Quand son seuil négatif est dépassé, elle n’est plus que vase.
Au cours d’un round de combat, le vaseux attaque avec un tentacule et peut parer toutes les armes avec le second.
Il n’esquive jamais.
Ces compétences permettent l’utilisation des sept types d’épées de Rêve de Dragon pour attaquer ou parer.
\n\n
","defaut_carac":"melee","niveau_archetype":0,"xp_sort":0},"sort":100000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences.MLIEbxSJHkY1m3No"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_epee_2_mains.png","effects":[]},{"_id":"9rHJziIIEQlwezim","name":"Epée à 2 mains","type":"competence","data":{"niveau":-6,"base":-6,"categorie":"melee","xp":0,"description":"
Ces compétences permettent l’utilisation des sept types d’épées de Rêve de Dragon pour attaquer ou parer.
\n\n
","defaut_carac":"melee","niveau_archetype":0,"xp_sort":0},"sort":200000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences.MLIEbxSJHkY1m3No"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_epee_2_mains.png","effects":[]},{"_id":"ltZQyOyxJdWsIkpK","name":"Equitation","type":"competence","data":{"niveau":-8,"base":-8,"categorie":"particuliere","xp":0,"description":"
Monter à cheval, et, d’une manière générale, connaissance des chevaux. Peut s’appliquer aux autres montures de Rêve de Dragon : aligates, zyglutes, etc.
\n","defaut_carac":"agilite","niveau_archetype":0,"xp_sort":0},"sort":300000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences.F5iQNrZSeJsfyTnV"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_equitation.png","effects":[]},{"_id":"NDwCYUzJVRIUFc77","name":"Tentacules","type":"competencecreature","data":{"categorie_parade":"boucliers","niveau":6,"carac_value":18,"iscombat":true,"isparade":true,"dommages":6,"description":"
Attaque ou parade avec un tentacule.
"},"sort":400000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-entites.D9cBJ3EJPYLnABiJ"}},"img":"systems/foundryvtt-reve-de-dragon/icons/compcreature-tentacule.webp","effects":[]}],"effects":[]} -{"_id":"f5CSFCj99ObF2jY2","name":"Zombi","permission":{"default":0,"rYShh2P1DNavdoBD":3},"type":"entite","data":{"carac":{"taille":{"type":"number","value":"12","label":"Taille","xp":0,"derivee":false},"reve":{"type":"number","value":"12","label":"Rêve","xp":0,"derivee":false},"niveau":{"type":"number","value":"+1","label":"Niveau","xp":0,"derivee":false}},"sante":{"endurance":{"type":"number","max":24,"value":0,"label":"Endurance","derivee":false},"resonnance":{"actors":[]}},"compteurs":{"etat":{"value":0,"label":"Etat général"},"surenc":{"value":0,"label":"Sur-encombrement"}},"attributs":{"plusdom":{"type":"number","value":"+1","label":"+dom","derivee":true},"vitesse":{"type":"string","value":"12/24","label":"Vitesse","derivee":true},"protection":{"type":"number","value":0,"label":"Protection naturelle","derivee":false}},"description":"Les zombis sont des entités du même principe que les squelettes, sauf que les cadavres utilisés ne sombrent pas en putréfaction. Les zombis sont usuellement des entités artificielles, voulues, créées par les haut-rêvants qui utilisent la voie de thanatos (voir Animer un Zombi, p297). Leur caractéristique RÊVE ne peut jamais être supérieure à leur caractéristique TAILLE. Ils combattent avec leurs mains aux ongles étonnamment durs (+dom +1).
\nLes zombis sont usuellement aux ordres d’un haut-rêvant et n’agissent que par rapport à des ordres donnés. Ils font d’excellents gardes. Moins horribles à voir que les squelettes, ils ne demandent pas de jet de VOLONTÉ. Il arrive que des zombis échappent au contrôle de leur maître. Ils deviennent alors des zombis sauvages, parfois appelés zombars, et se comportent alors comme toute entité de cauchemar, provoquant mort et destruction. Une fois l’entité détruite, le cadavre utilisé se putréfie instantanément.
","notesmj":"Notes du MJ"},"sort":100001,"flags":{"core":{"sheetClass":"foundryvtt-reve-de-dragon.RdDActorEntiteSheet","sourceId":"Actor.pVJ4M6H8Wv2w6sPl"}},"img":"systems/foundryvtt-reve-de-dragon/icons/entites/zombi.webp","token":{"flags":{},"name":"Zombi","displayName":0,"img":"systems/foundryvtt-reve-de-dragon/icons/entites/zombi-token.webp","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"f5CSFCj99ObF2jY2","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"QNJH22nturvz1CnL","name":"Epée à 2 mains","type":"competence","data":{"niveau":-6,"base":-6,"categorie":"melee","xp":0,"description":"Ces compétences permettent l’utilisation des sept types d’épées de Rêve de Dragon pour attaquer ou parer.
\n\n
","defaut_carac":"melee","niveau_archetype":0,"xp_sort":0},"sort":100000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences.MLIEbxSJHkY1m3No"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_epee_2_mains.png","effects":[]},{"_id":"9rHJziIIEQlwezim","name":"Epée à 2 mains","type":"competence","data":{"niveau":-6,"base":-6,"categorie":"melee","xp":0,"description":"
Ces compétences permettent l’utilisation des sept types d’épées de Rêve de Dragon pour attaquer ou parer.
\n\n
","defaut_carac":"melee","niveau_archetype":0,"xp_sort":0},"sort":200000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences.MLIEbxSJHkY1m3No"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_epee_2_mains.png","effects":[]},{"_id":"ltZQyOyxJdWsIkpK","name":"Equitation","type":"competence","data":{"niveau":-8,"base":-8,"categorie":"particuliere","xp":0,"description":"
Monter à cheval, et, d’une manière générale, connaissance des chevaux. Peut s’appliquer aux autres montures de Rêve de Dragon : aligates, zyglutes, etc.
\n","defaut_carac":"agilite","niveau_archetype":0,"xp_sort":0},"sort":300000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences.F5iQNrZSeJsfyTnV"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_equitation.png","effects":[]},{"_id":"iwfr7ekbLFzDCayP","name":"Esquive","type":"competencecreature","data":{"niveau":1,"carac_value":10,"iscombat":false,"isparade":false,"dommages":0,"description":""},"sort":600000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-entites.0Ms9iKxqigNNpZEx"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_esquive.png","effects":[]},{"_id":"UxQSfUAnkqHxiiwc","name":"Griffes","type":"competencecreature","data":{"niveau":1,"carac_value":12,"iscombat":true,"isparade":false,"dommages":2,"description":""},"sort":525000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-creatures.BjqRrGtHtTzuNpZB"}},"img":"systems/foundryvtt-reve-de-dragon/icons/compcreature-griffes.png","effects":[]}],"effects":[]} -{"_id":"flTN0xHZRmMeXljK","name":"Bêtise","permission":{"default":0,"rYShh2P1DNavdoBD":3},"type":"entite","data":{"carac":{"taille":{"type":"number","value":"0","label":"Taille","xp":0,"derivee":false},"reve":{"type":"number","value":"14","label":"Rêve","xp":0,"derivee":false},"niveau":{"type":"number","value":"+2","label":"Niveau","xp":0,"derivee":false}},"sante":{"endurance":{"type":"number","max":0,"value":0,"label":"Endurance","derivee":false},"resonnance":{"actors":[]}},"compteurs":{"etat":{"value":0,"label":"Etat général"},"surenc":{"value":0,"label":"Sur-encombrement"}},"attributs":{"plusdom":{"type":"number","value":"0","label":"+dom","derivee":true},"vitesse":{"type":"string","value":"6","label":"Vitesse","derivee":true},"protection":{"type":"number","value":0,"label":"Protection naturelle","derivee":false}},"description":"
La bêtise est une ECNI présentant l’aspect d’un fantôme jaunâtre, humanoïde, aux traits marqués par l’imbécillité la plus grande.
\nLa victime d’une bêtise présente elle-même tous les symptômes d’une rare stupidité. Pratiquement, toutes ses Connaissances, y compris les voies de Draconic, retombent au niveau -11. Pour les autres compétences, y compris les compétences de combat, la victime doit préalablement réussir un jet d’INTELLECT à -3. En cas d’échec, au lieu d’agir, elle se contente de ricaner bêtement.
","notesmj":"Notes du MJ"},"sort":100001,"flags":{"core":{"sourceId":"Actor.RNH865xLjlfY44QD","sheetClass":"foundryvtt-reve-de-dragon.RdDActorEntiteSheet"}},"img":"systems/foundryvtt-reve-de-dragon/icons/entites/betise.webp","token":{"flags":{},"name":"Bêtise","displayName":0,"img":"systems/foundryvtt-reve-de-dragon/icons/entites/betise-token.webp","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"flTN0xHZRmMeXljK","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"RpVquZcHhpSifkQr","name":"Possession","type":"competencecreature","data":{"niveau":2,"carac_value":14,"iscombat":true,"isparade":false,"dommages":0,"description":"L'entité tente de prendre possession du corps de sa victime.
"},"sort":100000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-entites.c0I93Q53i4ZmxpyT"}},"img":"systems/foundryvtt-reve-de-dragon/icons/entites/possession.webp","effects":[]}],"effects":[]} -{"_id":"oFlGBCqmAAEZ3mz6","name":"Chien de la mort","permission":{"default":0,"rYShh2P1DNavdoBD":3},"type":"entite","data":{"carac":{"taille":{"type":"number","value":"11","label":"Taille","xp":0,"derivee":false},"reve":{"type":"number","value":"13","label":"Rêve","xp":0,"derivee":false},"niveau":{"type":"number","value":"+2","label":"Niveau","xp":0,"derivee":false}},"sante":{"endurance":{"type":"number","max":24,"value":14,"label":"Endurance","derivee":false},"resonnance":{"actors":[]}},"compteurs":{"etat":{"value":0,"label":"Etat général"},"surenc":{"value":0,"label":"Sur-encombrement"}},"attributs":{"plusdom":{"type":"number","value":"+1","label":"+dom","derivee":true},"vitesse":{"type":"string","value":"14/38","label":"Vitesse","derivee":true},"protection":{"type":"number","value":"0","label":"Protection naturelle","derivee":false}},"description":"Le chien de la mort est un énorme chien noir, d’une taille apparente correspondant à 75 kg, hurlant et baveux, babines retroussées sur des crocs luisants (+dom +1).
\nOn dit que les chiens de la mort sont le produit des hurlements à la mort des chiens normaux. Ils ne se matérialisent qu’à la tombée de la nuit, à partir de mi- Lyre, et disparaissent automatiquement au lever du soleil, comme effacés, ne laissant derrière eux que quelques poils de chien. Entre-temps, durant la nuit, ils se rassemblent en meutes hurlantes, cherchant à causer le plus grand dommage possible.
\n\n
","notesmj":"Notes du MJ","competencecreature[0]":{"data":{"carac_value":"12","niveau":"+2","dommages":"+2"}},"competencecreature[1]":{"data":{"carac_value":"11","niveau":"+2","dommages":"+0"}}},"sort":100001,"flags":{"core":{"sheetClass":"foundryvtt-reve-de-dragon.RdDActorEntiteSheet","sourceId":"Actor.myAXpfMDW2s4SBlZ"}},"img":"systems/foundryvtt-reve-de-dragon/icons/entites/chien-de-la-mort.webp","token":{"flags":{},"name":"Chien de la mort","displayName":0,"img":"systems/foundryvtt-reve-de-dragon/icons/entites/chien-de-la-mort-token.webp","tint":"","width":1,"height":1,"scale":1.3,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"oFlGBCqmAAEZ3mz6","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"db8E8HwROw1ZcwRR","name":"Crocs","type":"competencecreature","data":{"niveau":2,"carac_value":12,"iscombat":true,"isparade":false,"dommages":2,"description":"","categorie_parade":""},"sort":100000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-creatures.NctG7suzvGE7ZZzj"}},"img":"systems/foundryvtt-reve-de-dragon/icons/compcreature-brasbouche.png","effects":[]},{"_id":"0Ms9iKxqigNNpZEx","name":"Esquive","type":"competencecreature","data":{"niveau":2,"carac_value":11,"iscombat":false,"isparade":false,"dommages":0,"description":""},"sort":200000,"flags":{},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_esquive.png","effects":[]}],"effects":[]} -{"_id":"wcHy6fiEWUnLBSUv","name":"Porte-poisse","permission":{"default":0,"rYShh2P1DNavdoBD":3},"type":"entite","data":{"carac":{"taille":{"type":"number","value":"6","label":"Taille","xp":0,"derivee":false},"reve":{"type":"number","value":"12","label":"Rêve","xp":0,"derivee":false},"niveau":{"type":"number","value":"+1","label":"Niveau","xp":0,"derivee":false}},"sante":{"endurance":{"type":"number","max":18,"value":18,"label":"Endurance","derivee":false},"resonnance":{"actors":[]}},"compteurs":{"etat":{"value":0,"label":"Etat général"},"surenc":{"value":0,"label":"Sur-encombrement"}},"attributs":{"plusdom":{"type":"number","value":"0","label":"+dom","derivee":true},"vitesse":{"type":"string","value":"10/20","label":"Vitesse","derivee":true},"protection":{"type":"number","value":0,"label":"Protection naturelle","derivee":false}},"description":"
Le porte-poisse a l’aspect d’un grand vautour aux plumes complètement engluées d’une sorte de colle poisseuse. Bien qu’ayant la forme d’un oiseau, il ne se déplace que sur le sol, à vitesse relativement réduite. Son poids apparent est de 35 kg.
\nComme nombre d’entités de cauchemar, le porte-poisse hante les désolations et les ruines. Il combat avec son bec acéré. Outre les dommages qu’il cause (+dom +1), chaque fois qu’il porte un coup, même une simple contusion-éraflure, sa victime doit réussir un jet de points de rêve actuels ajusté négativement au niveau de l’entité, ou perdre 1 point de chance. Les points de chance ainsi perdus peuvent être regagnés selon la règle normale. Détruite, l’entité ne laisse pour tout vestige que quelques plumes ensanglantées.
","notesmj":"Notes du MJ"},"sort":100001,"flags":{"core":{"sheetClass":"foundryvtt-reve-de-dragon.RdDActorEntiteSheet","sourceId":"Actor.rRi8Tso3wzif3W2C"}},"img":"systems/foundryvtt-reve-de-dragon/icons/entites/porte-poisse.webp","token":{"flags":{},"name":"Porte-poisse","displayName":0,"img":"systems/foundryvtt-reve-de-dragon/icons/entites/porte-poisse-token.webp","tint":"#212121","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"wcHy6fiEWUnLBSUv","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"QNJH22nturvz1CnL","name":"Epée à 2 mains","type":"competence","data":{"niveau":-6,"base":-6,"categorie":"melee","xp":0,"description":"Ces compétences permettent l’utilisation des sept types d’épées de Rêve de Dragon pour attaquer ou parer.
\n\n
","defaut_carac":"melee","niveau_archetype":0,"xp_sort":0},"sort":100000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences.MLIEbxSJHkY1m3No"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_epee_2_mains.png","effects":[]},{"_id":"9rHJziIIEQlwezim","name":"Epée à 2 mains","type":"competence","data":{"niveau":-6,"base":-6,"categorie":"melee","xp":0,"description":"
Ces compétences permettent l’utilisation des sept types d’épées de Rêve de Dragon pour attaquer ou parer.
\n\n
","defaut_carac":"melee","niveau_archetype":0,"xp_sort":0},"sort":200000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences.MLIEbxSJHkY1m3No"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_epee_2_mains.png","effects":[]},{"_id":"ltZQyOyxJdWsIkpK","name":"Equitation","type":"competence","data":{"niveau":-8,"base":-8,"categorie":"particuliere","xp":0,"description":"
Monter à cheval, et, d’une manière générale, connaissance des chevaux. Peut s’appliquer aux autres montures de Rêve de Dragon : aligates, zyglutes, etc.
\n","defaut_carac":"agilite","niveau_archetype":0,"xp_sort":0},"sort":300000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences.F5iQNrZSeJsfyTnV"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_equitation.png","effects":[]},{"_id":"iwfr7ekbLFzDCayP","name":"Esquive","type":"competencecreature","data":{"niveau":1,"carac_value":13,"iscombat":false,"isparade":false,"dommages":0,"description":""},"sort":600000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-entites.0Ms9iKxqigNNpZEx"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_esquive.png","effects":[]},{"_id":"TVNAvaGEYLbdsvFa","name":"Bec","type":"competencecreature","data":{"niveau":1,"carac_value":9,"iscombat":true,"isparade":false,"dommages":1,"description":""},"sort":500000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-creatures.os88Rsp7mBkahqmh"}},"img":"systems/foundryvtt-reve-de-dragon/icons/compcreature-beak.png","effects":[]}],"effects":[]} -{"_id":"xisg9ix5YFsXizbu","name":"Quauquemaire","permission":{"default":0,"rYShh2P1DNavdoBD":3},"type":"entite","data":{"carac":{"taille":{"type":"number","value":"18","label":"Taille","xp":0,"derivee":false},"reve":{"type":"number","value":"18","label":"Rêve","xp":0,"derivee":false},"niveau":{"type":"number","value":"+4","label":"Niveau","xp":0,"derivee":false}},"sante":{"endurance":{"type":"number","max":36,"value":36,"label":"Endurance","derivee":false},"resonnance":{"actors":[]}},"compteurs":{"etat":{"value":0,"label":"Etat général"},"surenc":{"value":0,"label":"Sur-encombrement"}},"attributs":{"plusdom":{"type":"number","value":"+4","label":"+dom","derivee":true},"vitesse":{"type":"string","value":"14/32","label":"Vitesse","derivee":true},"protection":{"type":"number","value":"0","label":"Protection naturelle","derivee":false}},"description":"
Le quauquemaire est un coq géant, au plumage mité de couleur gris poussière, d’un poids apparent de 140 kg, et d’une hauteur pouvant dépasser 3 m. Ses griffes, ergots et bec, sont des armes meurtrières (+dom +2).
\nLes quauquemaires hantent les endroits lugubres et désolés, les ruines principalement. Ils chantent au coucher du soleil, et leur chant est si lugubre, prometteur d’angoisse et de cauchemar, que quiconque l’entend et manque un jet de points de rêve actuels ajusté négativement au niveau de l’entité, ne fait que des cauchemars hideux au cours de sa prochaine nuit de sommeil. En termes de règles, cela signifie : pas de souvenir de l’archétype et donc pas de jet de stress au matin ; pas de montée dans les Hautes Terres du Rêve, et donc pas de récupération de rêve pour les haut-rêvants. Le quauquemaire s’incarne à partir de quelques plumes, qui sont ses seuls vestiges une fois qu’il est détruit.
","notesmj":"Notes du MJ","competencecreature[0]":{"data":{"carac_value":"18","niveau":"+4","dommages":"+6"}},"competencecreature[1]":{"data":{"carac_value":"18","niveau":"+4","dommages":"+6"}},"competencecreature[2]":{"data":{"carac_value":"10","niveau":"+4","dommages":"+0"}}},"sort":100001,"flags":{"core":{"sheetClass":"foundryvtt-reve-de-dragon.RdDActorEntiteSheet"}},"img":"systems/foundryvtt-reve-de-dragon/icons/entites/quauquemaire.webp","token":{"flags":{},"name":"Quauquemaire","displayName":0,"img":"systems/foundryvtt-reve-de-dragon/icons/entites/quauquemaire-token.webp","tint":"","width":1,"height":1,"scale":1.9,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"xisg9ix5YFsXizbu","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"QNJH22nturvz1CnL","name":"Epée à 2 mains","type":"competence","data":{"niveau":-6,"base":-6,"categorie":"melee","xp":0,"description":"Ces compétences permettent l’utilisation des sept types d’épées de Rêve de Dragon pour attaquer ou parer.
\n\n
","defaut_carac":"melee","niveau_archetype":0,"xp_sort":0},"sort":100000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences.MLIEbxSJHkY1m3No"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_epee_2_mains.png","effects":[]},{"_id":"9rHJziIIEQlwezim","name":"Epée à 2 mains","type":"competence","data":{"niveau":-6,"base":-6,"categorie":"melee","xp":0,"description":"
Ces compétences permettent l’utilisation des sept types d’épées de Rêve de Dragon pour attaquer ou parer.
\n\n
","defaut_carac":"melee","niveau_archetype":0,"xp_sort":0},"sort":200000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences.MLIEbxSJHkY1m3No"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_epee_2_mains.png","effects":[]},{"_id":"ltZQyOyxJdWsIkpK","name":"Equitation","type":"competence","data":{"niveau":-8,"base":-8,"categorie":"particuliere","xp":0,"description":"
Monter à cheval, et, d’une manière générale, connaissance des chevaux. Peut s’appliquer aux autres montures de Rêve de Dragon : aligates, zyglutes, etc.
\n","defaut_carac":"agilite","niveau_archetype":0,"xp_sort":0},"sort":300000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences.F5iQNrZSeJsfyTnV"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_equitation.png","effects":[]},{"_id":"iwfr7ekbLFzDCayP","name":"Esquive","type":"competencecreature","data":{"niveau":4,"carac_value":10,"iscombat":false,"isparade":false,"dommages":0,"description":""},"sort":600000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-entites.0Ms9iKxqigNNpZEx"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_esquive.png","effects":[]},{"_id":"TVNAvaGEYLbdsvFa","name":"Bec","type":"competencecreature","data":{"niveau":4,"carac_value":18,"iscombat":true,"isparade":false,"dommages":6,"description":""},"sort":450000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-creatures.os88Rsp7mBkahqmh"}},"img":"systems/foundryvtt-reve-de-dragon/icons/compcreature-beak.png","effects":[]},{"_id":"UxQSfUAnkqHxiiwc","name":"Griffes","type":"competencecreature","data":{"niveau":4,"carac_value":18,"iscombat":true,"isparade":false,"dommages":6,"description":""},"sort":525000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-creatures.BjqRrGtHtTzuNpZB"}},"img":"systems/foundryvtt-reve-de-dragon/icons/compcreature-griffes.png","effects":[]}],"effects":[]} +{"_id":"6EyjidE1w0rQzZZ7","name":"Désespoir","permission":{"default":0,"rYShh2P1DNavdoBD":3},"type":"entite","data":{"carac":{"taille":{"type":"number","value":"0","label":"Taille","xp":0,"derivee":false},"reve":{"type":"number","value":"14","label":"Rêve","xp":0,"derivee":false},"niveau":{"type":"number","value":"+2","label":"Niveau","xp":0,"derivee":false}},"sante":{"endurance":{"type":"number","max":0,"value":0,"label":"Endurance","derivee":false},"resonnance":{"actors":[]}},"compteurs":{"etat":{"value":0,"label":"Etat général"},"surenc":{"value":0,"label":"Sur-encombrement"}},"attributs":{"plusdom":{"type":"number","value":"0","label":"+dom","derivee":true},"vitesse":{"type":"string","value":"6","label":"Vitesse","derivee":true},"protection":{"type":"number","value":"0","label":"Protection naturelle","derivee":false}},"description":"
Le désespoir est une ECNI présentant l’aspect d’un fantôme verdâtre, humanoïde, aux traits ravagés par le chagrin.
\nLa victime d’un désespoir présente elle-même tous les signes du plus profond désespoir, sanglotant, se frappant la poitrine et s’arrachant les cheveux. Son moral tombe directement à -3 et ne pourra pas remonter tant que durera la possession. Avant toute action requérant un jet de dés, la victime doit jouer un jet de VOLONTÉ/ moral à zéro. Si ce jet échoue, la victime n’agit pas et se contente de pleurer.
","notesmj":"Notes du MJ","competencecreature[0]":{"data":{"carac_value":"14","niveau":"+2","dommages":"+0"}}},"sort":100001,"flags":{},"img":"systems/foundryvtt-reve-de-dragon/icons/entites/desespoir.webp","token":{"flags":{},"name":"Désespoir","displayName":0,"img":"systems/foundryvtt-reve-de-dragon/icons/entites/desespoir-token.webp","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"6EyjidE1w0rQzZZ7","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"RpVquZcHhpSifkQr","name":"Possession","type":"competencecreature","data":{"categorie_parade":"","niveau":2,"default_diffLibre":0,"carac_value":14,"iscombat":true,"isparade":false,"dommages":0,"description":"L'entité tente de prendre possession du corps de sa victime.
"},"sort":100000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-entites.c0I93Q53i4ZmxpyT"}},"img":"systems/foundryvtt-reve-de-dragon/icons/entites/possession.webp","effects":[]}],"effects":[]} +{"_id":"DEk8ZXP3qP2eHYBa","name":"Esprit Thanataire","permission":{"default":0,"rYShh2P1DNavdoBD":3},"type":"entite","data":{"carac":{"taille":{"type":"number","value":"13","label":"Taille","xp":0,"derivee":false},"reve":{"type":"number","value":"19","label":"Rêve","xp":0,"derivee":false},"niveau":{"type":"number","value":"+5","label":"Niveau","xp":0,"derivee":false}},"sante":{"endurance":{"type":"number","max":32,"value":32,"label":"Endurance","derivee":false},"resonnance":{"actors":[]}},"compteurs":{"etat":{"value":0,"label":"Etat général"},"surenc":{"value":0,"label":"Sur-encombrement"}},"attributs":{"plusdom":{"type":"number","value":"+3","label":"+dom","derivee":true},"vitesse":{"type":"string","value":"14/26","label":"Vitesse","derivee":true},"protection":{"type":"number","value":"0","label":"Protection naturelle","derivee":false}},"description":"L’esprit thanataire est à coup sûr la plus fatale de toutes les entités de cauchemar. Il peut adopter physiquement n’importe quelle forme : animale, humanoïde, fantastique. Sa préférence va toutefois à la forme humaine, homme ou femme. Il se présente usuellement vêtu et armé. À première vue, rien ne le distinguerait d’un Humain véritable, si ce n’est ses yeux rouges, qu’il ne peut changer ni dissimuler : des yeux rutilant d’un sombre éclat maléfique.
\nLes esprits thanataires furent à l’origine des entités invoquées par des haut-rêvants insanes de la fin du Second Âge, dans le but de traquer des victimes désignées. Le Grand Réveil ne les a pas annihilés, pire encore, privés d’ordres précis, ils chassent maintenant, inexorablement, tous ceux qui ont le malheur de les rencontrer. Dans l’attente, l’esprit thanataire hante usuellement les lieux de son invocation, vieille tour en ruine, salle souterraine, et autre antre de prédilection d’un haut-rêvant de thanatos. Tant que personne ne vient à lui, il demeure sur place, et pourrait demeurer ainsi pendant des siècles. Mais malheur au voyageur qui vient imprudemment troubler sa sombre retraite ! L’esprit thanataire le prend pour victime désignée et n’aura de cesse qu’il ne l’ait détruit.
\nPour plus de détails, voir page 428.
","notesmj":"Notes du MJ","competencecreature[0]":{"data":{"carac_value":"16","niveau":"+5","dommages":"+4"}},"competencecreature[1]":{"data":{"carac_value":"16","niveau":"+5","dommages":"+0"}},"competencecreature[2]":{"data":{"carac_value":"13","niveau":"+5","dommages":"+0"}},"competencecreature[3]":{"data":{"carac_value":"16","niveau":"+5","dommages":"4"}},"competencecreature[4]":{"data":{"carac_value":"16","niveau":"+5","dommages":"+0"}},"competencecreature[5]":{"data":{"carac_value":"13","niveau":"+5","dommages":"+0"}}},"sort":100001,"flags":{"core":{"sheetClass":"foundryvtt-reve-de-dragon.RdDActorEntiteSheet","sourceId":"Actor.MNA4reUhAdKlkeRv"}},"img":"systems/foundryvtt-reve-de-dragon/icons/entites/esprit-thanataire.webp","token":{"flags":{},"name":"Esprit Thanataire","displayName":0,"img":"systems/foundryvtt-reve-de-dragon/icons/entites/esprit-thanataire-token.webp","tint":"","width":1,"height":1,"scale":1.5,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"DEk8ZXP3qP2eHYBa","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":true},"items":[{"_id":"QNJH22nturvz1CnL","name":"Epée à 2 mains","type":"competence","data":{"niveau":-6,"default_diffLibre":0,"base":-6,"categorie":"melee","xp":0,"description":"Ces compétences permettent l’utilisation des sept types d’épées de Rêve de Dragon pour attaquer ou parer.
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\n\n
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Monter à cheval, et, d’une manière générale, connaissance des chevaux. Peut s’appliquer aux autres montures de Rêve de Dragon : aligates, zyglutes, etc.
\n","defaut_carac":"agilite","niveau_archetype":0,"xp_sort":0},"sort":300000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences.F5iQNrZSeJsfyTnV"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_equitation.png","effects":[]},{"_id":"6G14MO5gckhbo0bX","name":"Bouclier Lourd","type":"competencecreature","data":{"categorie_parade":"boucliers","niveau":5,"default_diffLibre":0,"carac_value":16,"iscombat":true,"isparade":true,"dommages":0,"description":""},"sort":700000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-entites.QGULMUoC9JXFze0r"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_bouclier.png","effects":[]},{"_id":"qWjxtD8YUMtXORTC","name":"Epée Bâtarde","type":"competencecreature","data":{"categorie_parade":"epees-lourdes","niveau":5,"default_diffLibre":0,"carac_value":16,"iscombat":true,"isparade":true,"dommages":4,"description":""},"sort":650000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-humanoides.YTKld5ggDsHqwYoR"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_epee_1_main.png","effects":[]},{"_id":"fD0YNY1WHMI1LHKI","name":"Esquive","type":"competencecreature","data":{"categorie_parade":"","niveau":5,"default_diffLibre":0,"carac_value":13,"iscombat":false,"isparade":false,"dommages":0,"description":""},"sort":900000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-entites.0Ms9iKxqigNNpZEx"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_esquive.png","effects":[]}],"effects":[]} +{"_id":"Fl95F6S0OrCbqQbY","name":"Squelette","permission":{"default":0,"rYShh2P1DNavdoBD":3},"type":"entite","data":{"carac":{"taille":{"type":"number","value":"11","label":"Taille","xp":0,"derivee":false},"reve":{"type":"number","value":"15","label":"Rêve","xp":0,"derivee":false},"niveau":{"type":"number","value":"+3","label":"Niveau","xp":0,"derivee":false}},"sante":{"endurance":{"type":"number","max":26,"value":26,"label":"Endurance","derivee":false},"resonnance":{"actors":[]}},"compteurs":{"etat":{"value":0,"label":"Etat général"},"surenc":{"value":0,"label":"Sur-encombrement"}},"attributs":{"plusdom":{"type":"number","value":"+1","label":"+dom","derivee":true},"vitesse":{"type":"string","value":"12/24","label":"Vitesse","derivee":true},"protection":{"type":"number","value":"0","label":"Protection naturelle","derivee":false}},"description":"
Le squelette est une entité qui s’incarne à partir d’un cadavre en décomposition, la chair finit par disparaître et il ne reste que les os. Les squelettes sont généralement humanoïdes, ils se tiennent en position verticale, se déplaçant sur leurs jambes en une parodie de vie réelle. Ils utilisent leurs mains griffues pour attaquer (+dom +1).
\nLes squelettes s’incarnent généralement sur les lieux de morts violentes (champs de bataille), ainsi que dans les nécropoles, catacombes et autres lieux de sépulture. Comme les autres entités, leur raison d’être est de détruire. Le spectacle d’un squelette est d’une horreur tellement contre nature qu’il demande un jet de VOLONTÉ à -3. En cas d’échec, le personnage est frappé d’effroi. En termes de règles, il est en demi- surprise jusqu’à la fin du round suivant. Une fois détruit, les ossements constitutifs du squelette s’éparpillent sur le sol, où ils s’effritent rapidement.
","notesmj":"Notes du MJ","competencecreature[0]":{"data":{"carac_value":"13","dommages":"+1"}},"competencecreature[1]":{"data":{"carac_value":"12","dommages":"+0"}}},"sort":100001,"flags":{"core":{"sheetClass":"foundryvtt-reve-de-dragon.RdDActorEntiteSheet","sourceId":"Actor.eja4lexe6dP9jZKI"}},"img":"systems/foundryvtt-reve-de-dragon/icons/entites/squelette.webp","token":{"flags":{},"name":"Squelette","displayName":0,"img":"systems/foundryvtt-reve-de-dragon/icons/entites/squelette-token.webp","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"Fl95F6S0OrCbqQbY","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"QNJH22nturvz1CnL","name":"Epée à 2 mains","type":"competence","data":{"niveau":-6,"default_diffLibre":0,"base":-6,"categorie":"melee","xp":0,"description":"Ces compétences permettent l’utilisation des sept types d’épées de Rêve de Dragon pour attaquer ou parer.
\n\n
","defaut_carac":"melee","niveau_archetype":0,"xp_sort":0},"sort":100000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences.MLIEbxSJHkY1m3No"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_epee_2_mains.png","effects":[]},{"_id":"9rHJziIIEQlwezim","name":"Epée à 2 mains","type":"competence","data":{"niveau":-6,"default_diffLibre":0,"base":-6,"categorie":"melee","xp":0,"description":"
Ces compétences permettent l’utilisation des sept types d’épées de Rêve de Dragon pour attaquer ou parer.
\n\n
","defaut_carac":"melee","niveau_archetype":0,"xp_sort":0},"sort":200000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences.MLIEbxSJHkY1m3No"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_epee_2_mains.png","effects":[]},{"_id":"ltZQyOyxJdWsIkpK","name":"Equitation","type":"competence","data":{"niveau":-8,"default_diffLibre":0,"base":-8,"categorie":"particuliere","xp":0,"description":"
Monter à cheval, et, d’une manière générale, connaissance des chevaux. Peut s’appliquer aux autres montures de Rêve de Dragon : aligates, zyglutes, etc.
\n","defaut_carac":"agilite","niveau_archetype":0,"xp_sort":0},"sort":300000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences.F5iQNrZSeJsfyTnV"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_equitation.png","effects":[]},{"_id":"iwfr7ekbLFzDCayP","name":"Esquive","type":"competencecreature","data":{"categorie_parade":"","niveau":3,"default_diffLibre":0,"carac_value":12,"iscombat":false,"isparade":false,"dommages":0,"description":""},"sort":600000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-entites.0Ms9iKxqigNNpZEx"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_esquive.png","effects":[]},{"_id":"UxQSfUAnkqHxiiwc","name":"Griffes","type":"competencecreature","data":{"categorie_parade":"","niveau":3,"default_diffLibre":0,"carac_value":13,"iscombat":true,"isparade":false,"dommages":1,"description":""},"sort":525000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-creatures.BjqRrGtHtTzuNpZB"}},"img":"systems/foundryvtt-reve-de-dragon/icons/compcreature-griffes.png","effects":[]}],"effects":[]} +{"_id":"GzmCjyc7L50W2ZaX","name":"Darquoine","permission":{"default":0,"rYShh2P1DNavdoBD":3},"type":"entite","data":{"carac":{"taille":{"type":"number","value":"12","label":"Taille","xp":0,"derivee":false},"reve":{"type":"number","value":"16","label":"Rêve","xp":0,"derivee":false},"niveau":{"type":"number","value":"+3","label":"Niveau","xp":0,"derivee":false}},"sante":{"endurance":{"type":"number","max":28,"value":28,"label":"Endurance","derivee":false},"resonnance":{"actors":[]}},"compteurs":{"etat":{"value":0,"label":"Etat général"},"surenc":{"value":0,"label":"Sur-encombrement"}},"attributs":{"plusdom":{"type":"number","value":"+2","label":"+dom","derivee":true},"vitesse":{"type":"string","value":"12/24","label":"Vitesse","derivee":true},"protection":{"type":"number","value":"4","label":"Protection naturelle","derivee":false}},"description":"
Les darquoines, ou entités polymorphes des ténèbres, n’ont pas de forme précise. Leur corps est comme une mouvante spirale de ténèbres, s’enflant, se déformant, se distordant sans cesse. Seuls restent fixes ce qui semble être le regard de deux yeux maléfiques, et une paire de serres tranchantes, aiguisées comme de monstrueux rasoirs (+dom +2). Les darquoines se déplacent en flottant à quelques dizaines de centimètres du sol.
\nLes darquoines ne hantent que les lieux totalement enténébrés. À part leur regard et leurs serres, ils ne semblent eux-mêmes faits que de ténèbres, et sont donc extrêmement difficiles à voir dans la lumière vacillante des torches ou des lanternes.
Au premier round de leur manifestation, tous les personnages doivent tenter un jet de VUE/Vigilance ajusté négativement au niveau de l’entité. En cas d’échec, le personnage subit l’attaque du darquoine en état de complète surprise.
Les darquoines sont parmi les plus dévastatrices des entités de cauchemar. Leurs réussites particulières sont usuellement passées en rapidité. Une fois détruits, ils ne laissent pour tout vestige qu’une suffocante sensation de froid.
\n
","notesmj":"Notes du MJ","competencecreature[0]":{"data":{"carac_value":"14","niveau":"+3","dommages":"+2"}},"competencecreature[1]":{"data":{"carac_value":"12","niveau":"+3","dommages":"+0"}}},"sort":100001,"flags":{"core":{"sheetClass":"foundryvtt-reve-de-dragon.RdDActorEntiteSheet"}},"img":"systems/foundryvtt-reve-de-dragon/icons/entites/darquoine.webp","token":{"flags":{},"name":"Darquoine","displayName":0,"img":"systems/foundryvtt-reve-de-dragon/icons/entites/darquoine-token.webp","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"GzmCjyc7L50W2ZaX","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"gk20alepDXVKOP4A","name":"Griffes","type":"competencecreature","data":{"categorie_parade":"","niveau":3,"default_diffLibre":0,"carac_value":14,"iscombat":true,"isparade":false,"dommages":2,"description":""},"sort":300000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-creatures.BjqRrGtHtTzuNpZB"}},"img":"systems/foundryvtt-reve-de-dragon/icons/compcreature-griffes.png","effects":[]},{"_id":"kz4CIJgmskKw8uqn","name":"Esquive","type":"competencecreature","data":{"categorie_parade":"","niveau":3,"default_diffLibre":0,"carac_value":12,"iscombat":false,"isparade":false,"dommages":0,"description":""},"sort":400000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-entites.0Ms9iKxqigNNpZEx"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_esquive.png","effects":[]}],"effects":[]} +{"_id":"M6cQoL6oeAX5IOYa","name":"Peur","permission":{"default":0,"rYShh2P1DNavdoBD":3},"type":"entite","data":{"carac":{"taille":{"type":"number","value":"0","label":"Taille","xp":0,"derivee":false},"reve":{"type":"number","value":"14","label":"Rêve","xp":0,"derivee":false},"niveau":{"type":"number","value":"+2","label":"Niveau","xp":0,"derivee":false}},"sante":{"endurance":{"type":"number","max":0,"value":0,"label":"Endurance","derivee":false},"resonnance":{"actors":[]}},"compteurs":{"etat":{"value":0,"label":"Etat général"},"surenc":{"value":0,"label":"Sur-encombrement"}},"attributs":{"plusdom":{"type":"number","value":"0","label":"+dom","derivee":true},"vitesse":{"type":"string","value":"6","label":"Vitesse","derivee":true},"protection":{"type":"number","value":"0","label":"Protection naturelle","derivee":false}},"description":"
La peur est une ECNI présentant la forme d’un spectre bleuâtre aux traits ravagés par l’angoisse et l’effroi.
\nUne victime de la peur devient elle-même d’une couardise sans pareille. Son moral tombe directement à -3 et ne pourra pas remonter tant que durera la possession. Chaque fois qu’une action dangereuse se présente, incluant toute action de combat y compris l’esquive, la victime doit jouer un jet de VOLONTÉ/moral à zéro. Si ce jet échoue, la victime ne fait rien que trembler et claquer des dents.
","notesmj":"Notes du MJ","competencecreature[0]":{"data":{"carac_value":"14","dommages":"+0"}}},"sort":100001,"flags":{},"img":"systems/foundryvtt-reve-de-dragon/icons/entites/peur.webp","token":{"flags":{},"name":"Peur","displayName":0,"img":"systems/foundryvtt-reve-de-dragon/icons/entites/darquoine-token.webp","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"M6cQoL6oeAX5IOYa","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"RpVquZcHhpSifkQr","name":"Possession","type":"competencecreature","data":{"categorie_parade":"","niveau":2,"default_diffLibre":0,"carac_value":14,"iscombat":true,"isparade":false,"dommages":0,"description":"L'entité tente de prendre possession du corps de sa victime.
"},"sort":100000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-entites.c0I93Q53i4ZmxpyT"}},"img":"systems/foundryvtt-reve-de-dragon/icons/entites/possession.webp","effects":[]}],"effects":[]} +{"_id":"SiYuIJ4wi1JhFSDR","name":"Craque-haine","permission":{"default":0,"rYShh2P1DNavdoBD":3},"type":"entite","data":{"carac":{"taille":{"type":"number","value":"32","label":"Taille","xp":0,"derivee":false},"reve":{"type":"number","value":"20","label":"Rêve","xp":0,"derivee":false},"niveau":{"type":"number","value":"+5","label":"Niveau","xp":0,"derivee":false}},"sante":{"endurance":{"type":"number","max":52,"value":52,"label":"Endurance","derivee":false},"resonnance":{"actors":[]}},"compteurs":{"etat":{"value":0,"label":"Etat général"},"surenc":{"value":0,"label":"Sur-encombrement"}},"attributs":{"plusdom":{"type":"number","value":"+7","label":"+dom","derivee":true},"vitesse":{"type":"string","value":"12/24","label":"Vitesse","derivee":true},"protection":{"type":"number","value":"0","label":"Protection naturelle","derivee":false}},"description":"Le craque-haine est une monstrueuse entité aquatique, une pieuvre gigantesque d’un poids apparent de deux tonnes, pourvue de huit tentacules pustuleux (+dom +2).
\nLe craque-haine s’incarne le plus souvent au coeur d’un marécage ou dans la faille abyssale d’un lac, mais également en mer. Il lui arrive de sortir de sa retraite et de semer l’épouvante sur son passage. En combat, le craque-haine peut utiliser jusqu’à 4 de ses tentacules pour attaquer aussi bien que parer.
En contradiction avec la règle générale, il a donc droit à 4 actions par round, pouvant être attaque ou parade. Ses réussites particulières sont toujours passées en force. Le craquehaine n’esquive jamais. Une fois détruit, il ne laisse comme souvenir qu’une flaque d’eau nauséabonde.
\n
","notesmj":"Notes du MJ","competencecreature[0]":{"data":{"carac_value":"26","niveau":"+5","dommages":"+2"}},"competencecreature[1]":{"data":{"carac_value":"26","niveau":"+5","dommages":"9+2"}}},"sort":100001,"flags":{"core":{"sheetClass":"foundryvtt-reve-de-dragon.RdDActorEntiteSheet"}},"img":"systems/foundryvtt-reve-de-dragon/icons/entites/craque-haine.webp","token":{"flags":{},"name":"Craque-haine","displayName":0,"img":"systems/foundryvtt-reve-de-dragon/icons/entites/craque-haine-token.webp","tint":"","width":12,"height":12,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"SiYuIJ4wi1JhFSDR","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"6iDW9SQdFPq2cXnH","name":"Tentacules","type":"competencecreature","data":{"categorie_parade":"boucliers","niveau":5,"default_diffLibre":0,"carac_value":26,"iscombat":true,"isparade":true,"dommages":2,"description":"
Attaque ou parade avec un tentacule.
"},"sort":200000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-entites.D9cBJ3EJPYLnABiJ"}},"img":"systems/foundryvtt-reve-de-dragon/icons/compcreature-tentacule.webp","effects":[]}],"effects":[]} +{"_id":"TBvcGbyEzW0Eoctf","name":"Haine","permission":{"default":0,"rYShh2P1DNavdoBD":3},"type":"entite","data":{"carac":{"taille":{"type":"number","value":"0","label":"Taille","xp":0,"derivee":false},"reve":{"type":"number","value":"14","label":"Rêve","xp":0,"derivee":false},"niveau":{"type":"number","value":"+2","label":"Niveau","xp":0,"derivee":false}},"sante":{"endurance":{"type":"number","max":0,"value":0,"label":"Endurance","derivee":false},"resonnance":{"actors":[]}},"compteurs":{"etat":{"value":0,"label":"Etat général"},"surenc":{"value":0,"label":"Sur-encombrement"}},"attributs":{"plusdom":{"type":"number","value":"0","label":"+dom","derivee":true},"vitesse":{"type":"string","value":"6","label":"Vitesse","derivee":true},"protection":{"type":"number","value":0,"label":"Protection naturelle","derivee":false}},"description":"La haine est une ECNI au spectre rouge, avec des traits déformés par la haine.
\nUn possédé par la haine se met à haïr tout le monde sans exception, son moral se stabilisant à zéro. Dès qu’il se sent lésé, offensé, victime d’un tort même insignifiant, il faut qu’il se venge et que sa vengeance soit mortelle. Il peut jouer un jet de VOLONTÉ/ moral à zéro. Si le jet réussit, il peut encore laisser couver sa haine ; s’il échoue, il doit agir immédiatement. Il est conseillé que le gardien des rêves prenne alors le contrôle du personnage s’il s’agit d’un personnage de joueur.
","notesmj":"Notes du MJ"},"sort":100001,"flags":{},"img":"systems/foundryvtt-reve-de-dragon/icons/entites/haine.webp","token":{"flags":{},"name":"Haine","displayName":0,"img":"systems/foundryvtt-reve-de-dragon/icons/entites/haine-token.webp","tint":"","width":1,"height":1,"scale":1,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"TBvcGbyEzW0Eoctf","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"RpVquZcHhpSifkQr","name":"Possession","type":"competencecreature","data":{"categorie_parade":"","niveau":2,"default_diffLibre":0,"carac_value":14,"iscombat":true,"isparade":false,"dommages":0,"description":"L'entité tente de prendre possession du corps de sa victime.
"},"sort":100000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-entites.c0I93Q53i4ZmxpyT"}},"img":"systems/foundryvtt-reve-de-dragon/icons/entites/possession.webp","effects":[]}],"effects":[]} +{"_id":"TtgiaTN4qTckx0B1","name":"Noyeuse","permission":{"default":0,"rYShh2P1DNavdoBD":3},"type":"entite","data":{"carac":{"taille":{"type":"number","value":"11","label":"Taille","xp":0,"derivee":false},"reve":{"type":"number","value":"13","label":"Rêve","xp":0,"derivee":false},"niveau":{"type":"number","value":"+2","label":"Niveau","xp":0,"derivee":false}},"sante":{"endurance":{"type":"number","max":24,"value":24,"label":"Endurance","derivee":false},"resonnance":{"actors":[]}},"compteurs":{"etat":{"value":0,"label":"Etat général"},"surenc":{"value":0,"label":"Sur-encombrement"}},"attributs":{"plusdom":{"type":"number","value":"+1","label":"+dom","derivee":true},"vitesse":{"type":"string","value":"10/24","label":"Vitesse","derivee":true},"protection":{"type":"number","value":"0","label":"Protection naturelle","derivee":false}},"description":"Les noyeuses sont des entités marines, d’aspect vaguement humanoïde, formées de débris d’épaves, de bouts de coquillage, d’algues et d’arêtes de poisson. Leurs bras se terminent par des galets avec lesquels elles frappent de toute leur force (+dom +1).
\nLes noyeuses hantent les lieux où des gens ont été noyés, que ce soit des suites d’un combat ou d’un naufrage, en pleine mer ou sur un rivage, et n’ont qu’un seul but : détruire tout ce qui flotte et causer la noyade à leur tour. Elles se déplacent aussi bien dans l’eau que sur terre. Leur tactique consiste à frapper la coque du bateau en dessous de la ligne de flottaison, tandis qu’une partie d’entre elles se hissent à bord pour exterminer l’équipage. Dès qu’une noyeuse est venue à bout de son homme, elle ne se joint pas au reste de la mêlée, mais retourne à la mer en entraînant sa victime. Elle ne revient éventuellement au combat qu’une fois la noyade assurée. À l’égard du bateau, leur pouvoir de destruction est efficace mais lent. Par demi-heure de travail (60 min), une noyeuse fait directement perdre 1 point de structure (voir Navigation, p325). Si l’effort a duré moins de 60 min, les dégâts sont négligeables. Faute de bateau à couler, les noyeuses sortent parfois de l’eau pour attaquer les villages côtiers. Une fois détruites, leurs débris constitutifs, bouts d’épaves, galets, etc., s’éparpillent sur le sol.
","notesmj":"Notes du MJ","competencecreature[0]":{"data":{"carac_value":"12","niveau":"+2","dommages":"+1"}},"competencecreature[1]":{"data":{"carac_value":"11","niveau":"+2","dommages":"+0"}}},"sort":100001,"flags":{"core":{"sheetClass":"foundryvtt-reve-de-dragon.RdDActorEntiteSheet"}},"img":"systems/foundryvtt-reve-de-dragon/icons/entites/noyeuse.webp","token":{"flags":{},"name":"Noyeuse","displayName":0,"img":"systems/foundryvtt-reve-de-dragon/icons/entites/noyeuse-token.webp","tint":"","width":1,"height":1,"scale":1.4,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"TtgiaTN4qTckx0B1","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"QNJH22nturvz1CnL","name":"Epée à 2 mains","type":"competence","data":{"niveau":-6,"default_diffLibre":0,"base":-6,"categorie":"melee","xp":0,"description":"Ces compétences permettent l’utilisation des sept types d’épées de Rêve de Dragon pour attaquer ou parer.
\n\n
","defaut_carac":"melee","niveau_archetype":0,"xp_sort":0},"sort":100000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences.MLIEbxSJHkY1m3No"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_epee_2_mains.png","effects":[]},{"_id":"9rHJziIIEQlwezim","name":"Epée à 2 mains","type":"competence","data":{"niveau":-6,"default_diffLibre":0,"base":-6,"categorie":"melee","xp":0,"description":"
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\n\n
","defaut_carac":"melee","niveau_archetype":0,"xp_sort":0},"sort":200000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences.MLIEbxSJHkY1m3No"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_epee_2_mains.png","effects":[]},{"_id":"ltZQyOyxJdWsIkpK","name":"Equitation","type":"competence","data":{"niveau":-8,"default_diffLibre":0,"base":-8,"categorie":"particuliere","xp":0,"description":"
Monter à cheval, et, d’une manière générale, connaissance des chevaux. Peut s’appliquer aux autres montures de Rêve de Dragon : aligates, zyglutes, etc.
\n","defaut_carac":"agilite","niveau_archetype":0,"xp_sort":0},"sort":300000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences.F5iQNrZSeJsfyTnV"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_equitation.png","effects":[]},{"_id":"iwfr7ekbLFzDCayP","name":"Esquive","type":"competencecreature","data":{"categorie_parade":"","niveau":2,"default_diffLibre":0,"carac_value":11,"iscombat":false,"isparade":false,"dommages":0,"description":""},"sort":600000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-entites.0Ms9iKxqigNNpZEx"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_esquive.png","effects":[]},{"_id":"HGqxSsNKvCNiQviV","name":"Bras-Galet","type":"competencecreature","data":{"categorie_parade":"","niveau":2,"default_diffLibre":0,"carac_value":12,"iscombat":true,"isparade":false,"dommages":1,"description":""},"sort":500000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-entites.WsYnwR8GcOxfuCI0"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_course.png","effects":[]}],"effects":[]} +{"_id":"cmWQYuyzVsz02NMt","name":"Vaseux","permission":{"default":0,"rYShh2P1DNavdoBD":3},"type":"entite","data":{"carac":{"taille":{"type":"number","value":"18","label":"Taille","xp":0,"derivee":false},"reve":{"type":"number","value":"18","label":"Rêve","xp":0,"derivee":false},"niveau":{"type":"number","value":"+4","label":"Niveau","xp":0,"derivee":false}},"sante":{"endurance":{"type":"number","max":36,"value":36,"label":"Endurance","derivee":false},"resonnance":{"actors":[]}},"compteurs":{"etat":{"value":0,"label":"Etat général"},"surenc":{"value":0,"label":"Sur-encombrement"}},"attributs":{"plusdom":{"type":"number","value":"+4","label":"+dom","derivee":true},"vitesse":{"type":"string","value":"8/16","label":"Vitesse","derivee":true},"protection":{"type":"number","value":"0","label":"Protection naturelle","derivee":false}},"description":"
Le vaseux est une entité qui s’incarne à partir de la vase et la boue des marais, comme un grand bonhomme de vase. Son allure est vaguement humanoïde, bipède, avec deux longs tentacules en guise de membres supérieurs (+dom +2).
\nLes tentacules du vaseux ne causent pas de véritables blessures, mais uniquement des pertes d’endurance. Utiliser la table des Coups non mortels.
Toutefois, quand la proie tombe inconsciente, le vaseux la recouvre et commence à la digérer, c’est à- dire à la transformer en vase à son tour. L’équipement de la victime (armes, sacs,vêtements, etc.) est entièrement transformé en vase en 1 round. La victime, quant à elle, perd automatiquement 1 point de vie par round. Quand son seuil négatif est dépassé, elle n’est plus que vase.
Au cours d’un round de combat, le vaseux attaque avec un tentacule et peut parer toutes les armes avec le second.
Il n’esquive jamais.
Ces compétences permettent l’utilisation des sept types d’épées de Rêve de Dragon pour attaquer ou parer.
\n\n
","defaut_carac":"melee","niveau_archetype":0,"xp_sort":0},"sort":100000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences.MLIEbxSJHkY1m3No"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_epee_2_mains.png","effects":[]},{"_id":"9rHJziIIEQlwezim","name":"Epée à 2 mains","type":"competence","data":{"niveau":-6,"default_diffLibre":0,"base":-6,"categorie":"melee","xp":0,"description":"
Ces compétences permettent l’utilisation des sept types d’épées de Rêve de Dragon pour attaquer ou parer.
\n\n
","defaut_carac":"melee","niveau_archetype":0,"xp_sort":0},"sort":200000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences.MLIEbxSJHkY1m3No"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_epee_2_mains.png","effects":[]},{"_id":"ltZQyOyxJdWsIkpK","name":"Equitation","type":"competence","data":{"niveau":-8,"default_diffLibre":0,"base":-8,"categorie":"particuliere","xp":0,"description":"
Monter à cheval, et, d’une manière générale, connaissance des chevaux. Peut s’appliquer aux autres montures de Rêve de Dragon : aligates, zyglutes, etc.
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Attaque ou parade avec un tentacule.
"},"sort":400000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-entites.D9cBJ3EJPYLnABiJ"}},"img":"systems/foundryvtt-reve-de-dragon/icons/compcreature-tentacule.webp","effects":[]}],"effects":[]} +{"_id":"f5CSFCj99ObF2jY2","name":"Zombi","permission":{"default":0,"rYShh2P1DNavdoBD":3},"type":"entite","data":{"carac":{"taille":{"type":"number","value":"12","label":"Taille","xp":0,"derivee":false},"reve":{"type":"number","value":"12","label":"Rêve","xp":0,"derivee":false},"niveau":{"type":"number","value":"+1","label":"Niveau","xp":0,"derivee":false}},"sante":{"endurance":{"type":"number","max":24,"value":0,"label":"Endurance","derivee":false},"resonnance":{"actors":[]}},"compteurs":{"etat":{"value":0,"label":"Etat général"},"surenc":{"value":0,"label":"Sur-encombrement"}},"attributs":{"plusdom":{"type":"number","value":"+1","label":"+dom","derivee":true},"vitesse":{"type":"string","value":"12/24","label":"Vitesse","derivee":true},"protection":{"type":"number","value":"0","label":"Protection naturelle","derivee":false}},"description":"Les zombis sont des entités du même principe que les squelettes, sauf que les cadavres utilisés ne sombrent pas en putréfaction. Les zombis sont usuellement des entités artificielles, voulues, créées par les haut-rêvants qui utilisent la voie de thanatos (voir Animer un Zombi, p297). Leur caractéristique RÊVE ne peut jamais être supérieure à leur caractéristique TAILLE. Ils combattent avec leurs mains aux ongles étonnamment durs (+dom +1).
\nLes zombis sont usuellement aux ordres d’un haut-rêvant et n’agissent que par rapport à des ordres donnés. Ils font d’excellents gardes. Moins horribles à voir que les squelettes, ils ne demandent pas de jet de VOLONTÉ. Il arrive que des zombis échappent au contrôle de leur maître. Ils deviennent alors des zombis sauvages, parfois appelés zombars, et se comportent alors comme toute entité de cauchemar, provoquant mort et destruction. Une fois l’entité détruite, le cadavre utilisé se putréfie instantanément.
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La bêtise est une ECNI présentant l’aspect d’un fantôme jaunâtre, humanoïde, aux traits marqués par l’imbécillité la plus grande.
\nLa victime d’une bêtise présente elle-même tous les symptômes d’une rare stupidité. Pratiquement, toutes ses Connaissances, y compris les voies de Draconic, retombent au niveau -11. Pour les autres compétences, y compris les compétences de combat, la victime doit préalablement réussir un jet d’INTELLECT à -3. En cas d’échec, au lieu d’agir, elle se contente de ricaner bêtement.
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\nOn dit que les chiens de la mort sont le produit des hurlements à la mort des chiens normaux. Ils ne se matérialisent qu’à la tombée de la nuit, à partir de mi- Lyre, et disparaissent automatiquement au lever du soleil, comme effacés, ne laissant derrière eux que quelques poils de chien. Entre-temps, durant la nuit, ils se rassemblent en meutes hurlantes, cherchant à causer le plus grand dommage possible.
\n\n
","notesmj":"Notes du MJ","competencecreature[0]":{"data":{"carac_value":"12","niveau":"+2","dommages":"+1"}},"competencecreature[1]":{"data":{"carac_value":"11","niveau":"+2","dommages":"+0"}}},"sort":100001,"flags":{"core":{"sheetClass":"foundryvtt-reve-de-dragon.RdDActorEntiteSheet","sourceId":"Actor.myAXpfMDW2s4SBlZ"}},"img":"systems/foundryvtt-reve-de-dragon/icons/entites/chien-de-la-mort.webp","token":{"flags":{},"name":"Chien de la mort","displayName":0,"img":"systems/foundryvtt-reve-de-dragon/icons/entites/chien-de-la-mort-token.webp","tint":"","width":1,"height":1,"scale":1.3,"mirrorX":false,"mirrorY":false,"lockRotation":false,"rotation":0,"vision":false,"dimSight":0,"brightSight":0,"dimLight":0,"brightLight":0,"sightAngle":360,"lightAngle":360,"lightColor":"","lightAlpha":1,"lightAnimation":{"type":"","speed":5,"intensity":5},"actorId":"oFlGBCqmAAEZ3mz6","actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":""},"bar2":{"attribute":""},"randomImg":false},"items":[{"_id":"db8E8HwROw1ZcwRR","name":"Crocs","type":"competencecreature","data":{"categorie_parade":"","niveau":2,"default_diffLibre":0,"carac_value":12,"iscombat":true,"isparade":false,"dommages":1,"description":""},"sort":100000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-creatures.NctG7suzvGE7ZZzj"}},"img":"systems/foundryvtt-reve-de-dragon/icons/compcreature-brasbouche.png","effects":[]},{"_id":"0Ms9iKxqigNNpZEx","name":"Esquive","type":"competencecreature","data":{"categorie_parade":"","niveau":2,"default_diffLibre":0,"carac_value":11,"iscombat":false,"isparade":false,"dommages":0,"description":""},"sort":200000,"flags":{},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_esquive.png","effects":[]}],"effects":[]} +{"_id":"wcHy6fiEWUnLBSUv","name":"Porte-poisse","permission":{"default":0,"rYShh2P1DNavdoBD":3},"type":"entite","data":{"carac":{"taille":{"type":"number","value":"6","label":"Taille","xp":0,"derivee":false},"reve":{"type":"number","value":"12","label":"Rêve","xp":0,"derivee":false},"niveau":{"type":"number","value":"+1","label":"Niveau","xp":0,"derivee":false}},"sante":{"endurance":{"type":"number","max":18,"value":18,"label":"Endurance","derivee":false},"resonnance":{"actors":[]}},"compteurs":{"etat":{"value":0,"label":"Etat général"},"surenc":{"value":0,"label":"Sur-encombrement"}},"attributs":{"plusdom":{"type":"number","value":"0","label":"+dom","derivee":true},"vitesse":{"type":"string","value":"10/20","label":"Vitesse","derivee":true},"protection":{"type":"number","value":"0","label":"Protection naturelle","derivee":false}},"description":"
Le porte-poisse a l’aspect d’un grand vautour aux plumes complètement engluées d’une sorte de colle poisseuse. Bien qu’ayant la forme d’un oiseau, il ne se déplace que sur le sol, à vitesse relativement réduite. Son poids apparent est de 35 kg.
\nComme nombre d’entités de cauchemar, le porte-poisse hante les désolations et les ruines. Il combat avec son bec acéré. Outre les dommages qu’il cause (+dom +1), chaque fois qu’il porte un coup, même une simple contusion-éraflure, sa victime doit réussir un jet de points de rêve actuels ajusté négativement au niveau de l’entité, ou perdre 1 point de chance. Les points de chance ainsi perdus peuvent être regagnés selon la règle normale. Détruite, l’entité ne laisse pour tout vestige que quelques plumes ensanglantées.
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Le quauquemaire est un coq géant, au plumage mité de couleur gris poussière, d’un poids apparent de 140 kg, et d’une hauteur pouvant dépasser 3 m. Ses griffes, ergots et bec, sont des armes meurtrières (+dom +2).
\nLes quauquemaires hantent les endroits lugubres et désolés, les ruines principalement. Ils chantent au coucher du soleil, et leur chant est si lugubre, prometteur d’angoisse et de cauchemar, que quiconque l’entend et manque un jet de points de rêve actuels ajusté négativement au niveau de l’entité, ne fait que des cauchemars hideux au cours de sa prochaine nuit de sommeil. En termes de règles, cela signifie : pas de souvenir de l’archétype et donc pas de jet de stress au matin ; pas de montée dans les Hautes Terres du Rêve, et donc pas de récupération de rêve pour les haut-rêvants. Le quauquemaire s’incarne à partir de quelques plumes, qui sont ses seuls vestiges une fois qu’il est détruit.
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\n\n
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