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\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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\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.
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L'entité tente de prendre possession du corps de sa victime.
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\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.
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\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.
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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.
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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.
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\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
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\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.
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\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
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\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.
","race":"","notesmj":"Notes du MJ","competencecreature[0]":{"data":{"carac_value":"14","dommages":"+0"}}},"ownership":{"default":0,"rYShh2P1DNavdoBD":3},"prototypeToken":{"flags":{},"name":"Haine","displayName":0,"width":1,"height":1,"lockRotation":false,"rotation":0,"actorLink":false,"disposition":-1,"displayBars":0,"bar1":{"attribute":"sante.vie"},"bar2":{"attribute":"sante.endurance"},"randomImg":false,"alpha":1,"light":{"dim":0,"bright":0,"angle":360,"color":null,"alpha":1,"animation":{"speed":5,"intensity":5,"type":null,"reverse":false},"coloration":1,"attenuation":0.5,"luminosity":0.5,"saturation":0,"contrast":0,"shadows":0,"darkness":{"min":0,"max":1}},"texture":{"src":"systems/foundryvtt-reve-de-dragon/icons/entites/haine-token.webp","tint":null,"scaleX":1,"scaleY":1,"offsetX":0,"offsetY":0,"rotation":0},"sight":{"angle":360,"enabled":false,"range":0,"brightness":1,"visionMode":"basic","color":null,"attenuation":0.1,"saturation":0,"contrast":0},"detectionModes":[]},"_stats":{"systemId":"foundryvtt-reve-de-dragon","systemVersion":"10.0.16","coreVersion":"10.285","createdTime":1663623568340,"modifiedTime":1663624664528,"lastModifiedBy":"Hp9ImM4o9YRTSdfu"}} {"_id":"TtgiaTN4qTckx0B1","name":"Noyeuse","type":"entite","img":"systems/foundryvtt-reve-de-dragon/icons/entites/noyeuse.webp","items":[{"_id":"iwfr7ekbLFzDCayP","name":"Esquive","type":"competencecreature","sort":600000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-entites.0Ms9iKxqigNNpZEx"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_esquive.webp","effects":[],"folder":null,"system":{"categorie_parade":"","niveau":2,"default_diffLibre":0,"carac_value":11,"iscombat":false,"isparade":false,"ispossession":false,"dommages":0,"description":"","descriptionmj":""},"ownership":{"default":0},"_stats":{"systemId":null,"systemVersion":null,"coreVersion":null,"createdTime":null,"modifiedTime":null,"lastModifiedBy":null}},{"_id":"HGqxSsNKvCNiQviV","name":"Bras-Galet","type":"competencecreature","sort":500000,"flags":{"core":{"sourceId":"Compendium.foundryvtt-reve-de-dragon.competences-entites.WsYnwR8GcOxfuCI0"}},"img":"systems/foundryvtt-reve-de-dragon/icons/competence_course.webp","effects":[],"folder":null,"system":{"categorie_parade":"","niveau":2,"default_diffLibre":0,"carac_value":12,"iscombat":true,"isparade":false,"ispossession":false,"dommages":1,"description":"","descriptionmj":"","categorie":"melee","isnaturelle":true},"ownership":{"default":0},"_stats":{"systemId":"foundryvtt-reve-de-dragon","systemVersion":"10.0.16","coreVersion":"10.285","createdTime":null,"modifiedTime":1663624586817,"lastModifiedBy":"Hp9ImM4o9YRTSdfu"}}],"effects":[],"folder":null,"sort":100001,"flags":{"core":{"sheetClass":"foundryvtt-reve-de-dragon.RdDActorEntiteSheet","sourceId":"Compendium.foundryvtt-reve-de-dragon.entites.TtgiaTN4qTckx0B1"}},"system":{"definition":{"categorieentite":"cauchemar","typeentite":"incarne"},"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.
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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.
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Attaque ou parade avec un tentacule.
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\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.
L'entité tente de prendre possession du corps de sa victime.
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\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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\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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\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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