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Author SHA1 Message Date
e840b70ac9 Add UK/US translation 2024-09-10 13:17:45 +02:00
03b8779862 Add UK/US translation 2024-09-10 07:20:55 +02:00
580a2ccaba Corrections suite a migration Foundry v12 2024-05-01 09:46:37 +02:00
699dba5511 Compatibilité v11/v12 2024-04-26 11:45:58 +02:00
aac552102a Add new automations 2024-04-05 22:33:36 +02:00
4762dc33ac PNJ & Creatures 2024-03-03 08:20:30 +01:00
0a030460e4 PNJ & Creatures 2024-03-02 23:58:27 +01:00
ed2dc58680 Enhance stats 2024-02-08 12:51:30 +01:00
9c20f277ea Gestion plus fine ame+sante 2023-12-29 18:36:37 +01:00
2a8617d781 Automatisations de combats, WIP 2023-12-24 12:38:02 +01:00
91ad26730a Automatisations de combats, WIP 2023-12-22 09:30:26 +01:00
e1816b3dd7 CSS+Predilection+Niveau de competence 2023-12-21 19:21:06 +01:00
c48401a199 CSS+Predilection+Niveau de competence 2023-12-21 15:41:17 +01:00
f487908ecd Affichage des specialisations 2023-12-19 22:16:15 +01:00
e9dc31ada1 Affichage des specialisations 2023-12-19 21:46:13 +01:00
e504427dbb v10/v11 compatibility 2023-05-25 07:43:46 +02:00
6aa63f9a98 Better chat result + hide some compendiums 2023-05-09 21:18:44 +02:00
861aa19637 Update releas 2023-03-14 20:41:31 +01:00
ddb3f9dee1 Various fixes 2023-03-14 18:40:44 +01:00
da074d6ea1 Various fixes 2023-03-14 09:15:08 +01:00
1c0c722bd0 Various fixes 2023-03-14 09:14:59 +01:00
fef42b7093 Various fixes 2023-03-14 09:14:28 +01:00
a63ec19362 Better use of tokens/actors 2022-11-30 12:22:40 +01:00
a26af23c9c Try to update movement 2022-10-05 21:05:35 +02:00
983bc6a2ed Revision armes/boucliers 2022-10-01 08:47:01 +02:00
da6d6584c4 Minor fixes 2022-09-28 20:36:54 +02:00
f08ec8eaff Enable links in editor 2022-09-27 21:27:38 +02:00
c34bfbf229 Enhance welcome message 2022-09-26 16:39:36 +02:00
e7de42cf16 Mourblade : add initiative 2022-09-26 14:23:37 +02:00
0f2348fec6 Mourblade : add initiative 2022-09-26 14:01:58 +02:00
98ccd8fde1 Mourblade : add initiative 2022-09-26 13:39:19 +02:00
fcec785f00 Mourblade : add initiative 2022-09-26 13:34:07 +02:00
734945d68e v10 first release 2022-09-20 09:09:08 +02:00
33916c9ec2 v10 first release 2022-09-20 09:07:26 +02:00
dda8fee616 v10 first release 2022-09-20 08:59:21 +02:00
1730a8d390 v10 first release 2022-09-20 08:57:40 +02:00
4a0a57870c v10 dev WIP 2022-09-20 08:01:23 +02:00
8d43ae6b6e Support des runes 2022-06-26 18:52:31 +02:00
3f91a161ab Ajout images Pretre 2022-06-26 16:51:43 +02:00
1e72eaec04 Ajout images Pretre 2022-06-26 16:50:51 +02:00
09cdd1923a Ajout images Pretre 2022-06-26 16:49:28 +02:00
fce03107b5 Ajout images Pretre 2022-06-26 16:48:44 +02:00
43183d60ea Ajout images Pretre 2022-06-26 16:48:08 +02:00
55cb3ca806 Increase realeas 2022-06-10 13:20:35 +02:00
e7ed5bd02c Use new icons 2022-06-08 20:44:43 +02:00
cb74799b42 Sante et autrs 2022-06-06 22:34:18 +02:00
b985da2eca Sante et autrs 2022-06-06 22:33:54 +02:00
f23bdca66d Sante et autrs 2022-06-06 22:33:46 +02:00
d7387ac062 Sante et autrs 2022-06-06 18:51:16 +02:00
fb6463aba5 Sante et autrs 2022-06-06 18:49:39 +02:00
175 changed files with 4454 additions and 787 deletions

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# fvtt-mournblade # Système Foundry pour Mournblade (French RPG, Titam France/Sombres Projets)
FoundryVTT system for Mournblade from Sombres Projets ## EN
Unofficial system for Mournblade (French version from Titam France).
Books are mandatory to play and are available at : http://www.titam-france.fr
## FR
Système non-officiel pour le JDR Mournblade (Titam France).
Ce système a été autorisé par Le Département des Sombres Projets, merci à eux !
Les livres du jeu sont nécessaires pour jouer, et sont disponibles ici : http://www.titam-france.fr
# Credits
Mournblade, le jeu de rôle de Sword & Sorcery, is a property of Titam France/Sombres Projets.
# Developmement
LeRatierBretonnien

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{
"Adresse": "Agility",
"Clairvoyance": "Clarity",
"MNBL.abilities": "Gifts/Pacts",
"MNBL.activatedrunes": "Activated Runes",
"MNBL.addpredilection": "Add a specialization",
"MNBL.aimingbonus": "Aiming Bonus",
"MNBL.alignement": "Alignment",
"MNBL.all": "All",
"MNBL.allegiance": "Allegiance",
"MNBL.applydamage": "Apply damage/bonus/penalty",
"MNBL.aspect": "Aspect",
"MNBL.Assaut": "Smite",
"MNBL.attack": "Attack",
"MNBL.attackcapacity": "Offensive Ability",
"MNBL.attackmountbonus": "Mounted attacker vs ground defender (+5)",
"MNBL.attacks": "Attacks",
"MNBL.attribut": "Attribute",
"MNBL.attributes": "Attributes",
"MNBL.automalus": "Auto Penalty",
"MNBL.base": "Base",
"MNBL.beastslords": "Beast Lords",
"MNBL.bio": "Bio & Notes",
"MNBL.bonus": "Bonus",
"MNBL.candoublebonusskill": "Bonuses can be doubled (cf. Profession)",
"MNBL.chaos": "Chaos",
"MNBL.chaotictraits": "Chaotic Traits",
"MNBL.charge": "Charge",
"MNBL.consumed": "Consumed",
"MNBL.contain": "Contain the opponent",
"MNBL.creatureresourcecost": "Resource Cost (creatures)",
"MNBL.current": "Current",
"MNBL.currentmax": "Current Max",
"MNBL.damage": "Damage",
"MNBL.damagebonus": "Damage Bonus",
"MNBL.defense": "Defense",
"MNBL.defensebonus": "Defense Bonus",
"MNBL.defensecapacity": "Defensive Ability",
"MNBL.dice": "Dice",
"MNBL.difficulty": "Difficulty",
"MNBL.dirtyattack": "Cheap Shot",
"MNBL.disadvantagepositions": "Disadvantageous positions (Max bonus +15)",
"MNBL.disarm": "Disarm",
"MNBL.doubleD20": "Double d20 (1 Shard Point)",
"MNBL.dramaticfailure": "Dramatic Failure",
"MNBL.duration": "Duration",
"MNBL.easy": "Easy (5)",
"MNBL.eclat": "Shard",
"MNBL.elementslords": "Elemental Lords",
"MNBL.equipmentactions": "Equipment/Actions",
"MNBL.equipments": "Equipments",
"MNBL.equipped": "Equipped",
"MNBL.exp": "Experience",
"MNBL.eyes": "Eyes",
"MNBL.failure": "Failure",
"MNBL.feint": "Feint",
"MNBL.flee": "Flee",
"MNBL.formula": "Formula",
"MNBL.genre": "Gender",
"MNBL.gifts": "Gifts",
"MNBL.goodadventure": "Good Adventure",
"MNBL.hair": "Hair",
"MNBL.hard": "Hard (15)",
"MNBL.hascover": "Cover",
"MNBL.hazardous": "Tricky (20)",
"MNBL.health": "Health",
"MNBL.healthmalus": "Health Penalty",
"MNBL.heavycover": "Almost complete (-10)",
"MNBL.heroicsuccess": "Heroic Success",
"MNBL.highlanguage": "High Melnibonéan",
"MNBL.ignorearmor": "Ignore Armor",
"MNBL.ignorehealthmalus": "Ignore Health Penalty",
"MNBL.ignoresoulmalus": "Ignore Soul Penalty",
"MNBL.immobilize": "Immobilize",
"MNBL.insane": "Ridiculous (25)",
"MNBL.isdefense": "Defensive",
"MNBL.knockout": "Knock Out",
"MNBL.law": "Law",
"MNBL.legacy": "Legacy",
"MNBL.lessthanshort": "Less than short (10)",
"MNBL.lethal": "Lethal",
"MNBL.level": "Level",
"MNBL.lightcover": "Buckler or light (-2)",
"MNBL.longmore": "Long and more (25)",
"MNBL.longrange": "Long Range",
"MNBL.malus": "Penalty",
"MNBL.margin": "Margin",
"MNBL.medium": "Average (10)",
"MNBL.mediumcover": "Pavise or half (-5)",
"MNBL.mediummore": "Medium and more (20)",
"MNBL.mediumrange": "Medium Range",
"MNBL.meleethrowweapon": "Melee and Throwing Weapon",
"MNBL.meleeweapon": "Melee Weapon",
"MNBL.mode": "Mode",
"MNBL.modifier": "Modifiers",
"MNBL.modifiertype": "Modifier Type",
"MNBL.mounted": "Mounted",
"MNBL.nextactionmalus": "Penalty for next action",
"MNBL.nextattackbonus": "Bonus for next attack",
"MNBL.none": "None",
"MNBL.noneunknwon": "None/Unknown",
"MNBL.nonlethal": "Non-Lethal",
"MNBL.nonlethaldamage": "Non-Lethal Damage",
"MNBL.notarget": "No designated target",
"MNBL.origin": "Origin",
"MNBL.pacts": "Pacts",
"MNBL.points": "Points",
"MNBL.preciseattack": "Precision Attack",
"MNBL.predilections": "Specializations",
"MNBL.preferredhand": "Preferred Hand",
"MNBL.prerequisites": "Prerequisites",
"MNBL.price": "Price",
"MNBL.profession": "Profession",
"MNBL.pronounced": "Spoken",
"MNBL.pronouncedrune": "Spoken Rune",
"MNBL.pronouncerune": "Speak the rune",
"MNBL.protections": "Protections",
"MNBL.puremadness": "Insane (30)",
"MNBL.quantity": "Quantity",
"MNBL.range": "Range",
"MNBL.rarity": "Rarity",
"MNBL.registeredmodifiers": "Registered Modifiers",
"MNBL.reloadduration": "Reload Time",
"MNBL.ressources": "Resources",
"MNBL.roll": "Roll",
"MNBL.runes": "Runes",
"MNBL.runningtarget": "Running target (-5/-10 depending on range)",
"MNBL.shootmodifier": "Shooting Modifiers",
"MNBL.shootweapon": "Shoot Weapon",
"MNBL.shortmore": "Short and more (10)",
"MNBL.shortrange": "Short Range",
"MNBL.size": "Size",
"MNBL.skill": "Skill",
"MNBL.skills": "Skills",
"MNBL.smallroomtarget": "Target in confined space (+5)",
"MNBL.soul": "Soul",
"MNBL.soulmalus": "Soul Penalty",
"MNBL.soulmultiplier": "Soul Multiplier",
"MNBL.soulpoints": "Soul Points",
"MNBL.specialactions": "Special Actions",
"MNBL.specialweapon": "Special (ability/gift)",
"MNBL.speciestrait": "Species Trait",
"MNBL.speed": "Speed",
"MNBL.success": "Success",
"MNBL.target": "Target",
"MNBL.targetbelow": "Target below (+5)",
"MNBL.targetcantmove": "Target immobilized (+5)",
"MNBL.targetdefense": "Opponent's Defense",
"MNBL.targetground": "Target on the ground (+5)",
"MNBL.targetseeshoot": "Target is aware of the shot",
"MNBL.tendancies": "Tendencies",
"MNBL.throwweapon": "Throwing Weapon",
"MNBL.totalprotection": "Total Protection",
"MNBL.traced": "Written",
"MNBL.tracedrune": "Written Rune",
"MNBL.tracerune": "Write the rune",
"MNBL.treasuremoney": "Treasures and Money",
"MNBL.twohands": "Two-handed",
"MNBL.type": "Type",
"MNBL.unarmedtarget": "Unarmed target (+5)",
"MNBL.unit": "Unit",
"MNBL.use": "Use",
"MNBL.usedpredilection": "Used Predilection",
"MNBL.value": "Value",
"MNBL.weapon": "Weapon",
"MNBL.weaponbonusattack": "Handling Bonus (offensive)",
"MNBL.weaponbonusdefense": "Handling Bonus (defensive)",
"MNBL.weapons": "Weapons",
"MNBL.weaponscapacities": "Weapons/Abilities",
"MNBL.weapontype": "Weapon Type",
"MNBL.weight": "Weight",
"Présence": "Presence",
"Puissance": "Might",
"Trempe": "Mettle",
"TYPES": {
"Actor": {
"creature": "Creature",
"personnage": "Character"
},
"Item": {
"arme": "Weapon",
"bouclier": "Shield",
"capacite": "Ability",
"competence": "Skill",
"don": "Gifts",
"equipement": "Equipment",
"heritage": "Background",
"metier": "Profession",
"modifier": "Modifier",
"monnaie": "Currency",
"origine": "Origin",
"pacte": "Pacts",
"protection": "Protections",
"rune": "Rune",
"runeeffect": "Rune Effect",
"tendance": "Signs of Chaos",
"traitchaotique": "Background",
"traitespece": "Species Trait"
}
}
}

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{
"TYPES": {
"Actor": {
"personnage": "Personnage",
"creature": "Créature"
},
"Item": {
"arme": "Arme",
"competence": "Compétence",
"protection": "Protection",
"pacte": "Pacte",
"traitchaotique": "Trait Chaotique",
"monnaie": "Monnaie",
"don": "Don",
"tendance": "Tendance",
"rune": "Rune",
"equipement": "Equipement",
"capacite": "Capacité",
"origine": "Origine",
"heritage": "Héritage",
"metier": "Métier",
"runeeffect": "Effet de Rune",
"bouclier": "Bouclier",
"modifier": "Modificateur",
"traitespece": "Trait d'Espèce"
}
},
"Adresse": "Adresse",
"Puissance": "Puissance",
"Clairvoyance": "Clairvoyance",
"Présence": "Présence",
"Trempe": "Trempe",
"MNBL.assaut": "Assaut",
"MNBL.preciseattack": "Attaque Précise",
"MNBL.feint": "Feinte",
"MNBL.dirtyattack": "Coup Bas",
"MNBL.charge": "Charger",
"MNBL.contain": "Contenir l'adversaire",
"MNBL.disarm": "Désarmer",
"MNBL.none": "Aucun",
"MNBL.lightcover": "Rondache ou léger (-2)",
"MNBL.mediumcover": "Pavois ou à moitié (-5)",
"MNBL.heavycover": "Quasi complet (-10)",
"MNBL.roll": "Jet",
"MNBL.defensecapacity": "Capacité défensive",
"MNBL.attackcapacity": "Capacité offensive",
"MNBL.lessthanshort": "Moins que courte (10)",
"MNBL.shortmore": "Courte et + (10)",
"MNBL.mediummore": "Moyenne et + (20)",
"MNBL.longmore": "Longue et + (25)",
"MNBL.noneunknwon": "Aucune/Inconnue",
"MNBL.easy": "Facile (5)",
"MNBL.medium": "Moyenne (10)",
"MNBL.hard": "Ardue (15)",
"MNBL.hazardous": "Hasardeuse (20)",
"MNBL.insane": "Insensée (25)",
"MNBL.puremadness": "Pure Folie (30)",
"MNBL.pronouncerune": "Prononcer la rune",
"MNBL.tracerune": "Tracer la rune",
"MNBL.pronounced": "Prononcée",
"MNBL.traced": "Tracée",
"MNBL.meleeweapon": "Arme de contact",
"MNBL.meleethrowweapon": "Arme de contact et de Jet",
"MNBL.throwweapon": "Arme de Lancer",
"MNBL.shootweapon": "Arme de Tir",
"MNBL.specialweapon": "Spécial (capacité/don)",
"MNBL.all": "Tous",
"MNBL.beastslords": "Seigneurs des Bêtes",
"MNBL.elementslords": "Seigneurs Elementaires",
"MNBL.law": "Loi",
"MNBL.chaos": "Chaos",
"MNBL.level": "Niveau",
"MNBL.points": "Points",
"MNBL.aspect": "Aspect",
"MNBL.margin": "Marge",
"MNBL.goodadventure" : "Bonne Aventure",
"MNBL.base": "Base",
"MNBL.current": "Actuelle",
"MNBL.alignement" : "Alignement",
"MNBL.eclat": "Eclat",
"MNBL.exp": "Expérience",
"MNBL.attributes": "Attributs",
"MNBL.skills": "Compétences",
"MNBL.abilities": "Dons/Pactes",
"MNBL.equipmentactions": "Equipements/Actions",
"MNBL.bio": "Bio&Notes",
"MNBL.health": "Santé",
"MNBL.bonus": "Bonus",
"MNBL.malus": "Malus",
"MNBL.nonlethal": "Non Létaux",
"MNBL.lethal": "Létaux",
"MNBL.automalus" : "Malus Auto",
"MNBL.soul": "Ame",
"MNBL.currentmax": "Max Actuel",
"MNBL.consumed": "Consommé",
"MNBL.damagebonus": "B. Dégats",
"MNBL.speed": "Vitesse",
"MNBL.defense": "Défense",
"MNBL.totalprotection": "Protection Totale",
"MNBL.modifier": "Modificateurs",
"MNBL.type": "Type",
"MNBL.value": "Valeur",
"MNBL.gifts": "Dons",
"MNBL.allegiance": "Allégeance",
"MNBL.pacts": "Pactes",
"MNBL.runes": "Runes",
"MNBL.highlanguage": "Haut Parler",
"MNBL.difficulty": "Difficulté",
"MNBL.tendancies": "Tendances",
"MNBL.chaotictraits": "Traits Chaotique",
"MNBL.activatedrunes": "Runes actives",
"MNBL.mode": "Mode",
"MNBL.duration": "Durée",
"MNBL.treasuremoney": "Richesses et Argent",
"MNBL.quantity": "Quantité",
"MNBL.unit": "Unité",
"MNBL.specialactions": "Actions spéciales",
"MNBL.knockout": "Assomer",
"MNBL.flee": "Fuir",
"MNBL.immobilize": "Immobiliser",
"MNBL.mounted": "Monté",
"MNBL.weapons": "Armes",
"MNBL.attack": "Attaque",
"MNBL.damage": "Dégats",
"MNBL.protections": "Protections",
"MNBL.equipments": "Equipements",
"MNBL.origin": "Origine",
"MNBL.legacy": "Héritage",
"MNBL.profession": "Métier",
"MNBL.genre": "Genre",
"MNBL.size": "Taille",
"MNBL.hair": "Cheveux",
"MNBL.eyes": "Yeux",
"MNBL.preferredhand": "Main Préférée",
"MNBL.weight": "Weight",
"MNBL.soulmultiplier": "Multiplicateur d'âme",
"MNBL.ignorehealthmalus": "Ignore le malus de santé",
"MNBL.ignoresoulmalus": "Ignore le malus d'âme",
"MNBL.weapon": "Arme",
"MNBL.nextattackbonus": "Bonus pour prochaine attaque",
"MNBL.nextactionmalus": "Malus au défenseur pour prochaine action",
"MNBL.applydamage": "Appliquer les dégats/bonus/malus",
"MNBL.attribut": "Attribut",
"MNBL.skill": "Compétence",
"MNBL.target": "Cible",
"MNBL.usedpredilection": "Prédilection utilisée",
"MNBL.soulpoints": "Points d'âme",
"MNBL.formula": "Formule",
"MNBL.dice":"Dé",
"MNBL.success": "Succés",
"MNBL.failure": "Echec",
"MNBL.heroicsuccess": "Succés Héroïque",
"MNBL.dramaticfailure": "Echec Dramatique",
"MNBL.attackmountbonus": "Attaquant monté vs def. au sol (+5)",
"MNBL.targetdefense": "Défense adversaire",
"MNBL.shootmodifier": "Modificateurs de Tir",
"MNBL.aimingbonus": "Bonus de visée",
"MNBL.targetseeshoot": "La cible est consciente du tir",
"MNBL.notarget": "Pas de cible désignée",
"MNBL.runningtarget": "La cible court (-5/-10 selon portée)",
"MNBL.hascover": "Couvert",
"MNBL.range": "Portée",
"MNBL.disadvantagepositions": "Positions désavantageuses (Bonus max +15)",
"MNBL.targetground": "Cible au sol (+5)",
"MNBL.unarmedtarget": "Cible désarmée (+5)",
"MNBL.smallroomtarget": "Cible en espace restreint (+5)",
"MNBL.targetcantmove": "Cible immobilisée (+5)",
"MNBL.targetbelow": "Cible surplombée (+5)",
"MNBL.healthmalus": "Malus de santé",
"MNBL.soulmalus": "Malus d'âme",
"MNBL.registeredmodifiers": "Modificateurs enregistrés",
"MNBL.doubleD20": "Doubler le d20 (1 Point d'Eclat)",
"MNBL.pronouncedrune": "Rune prononcée",
"MNBL.tracedrune": "Rune tracée",
"MNBL.equipped": "Equipé",
"MNBL.rarity": "Rareté",
"MNBL.price": "Prix",
"MNBL.modifiertype": "Type de modificateur",
"MNBL.prerequisites": "Prérequis",
"MNBL.predilections": "Prédilections",
"MNBL.candoublebonusskill": "Les bonus de Bonne Aventure et d'Eclat peuvent être doublés (cf. Métier)",
"MNBL.addpredilection": "Ajouter une prédilection",
"MNBL.defensebonus": "Bonus de défense",
"MNBL.nonlethaldamage": "Dégâts non létaux",
"MNBL.weapontype": "Type d'arme",
"MNBL.weaponbonusattack": "Bonus de maniement (offensif)",
"MNBL.weaponbonusdefense": "Bonus de maniement (défensif)",
"MNBL.isdefense": "Défensive",
"MNBL.twohands": "A deux mains",
"MNBL.ignorearmor": "Ignore l'armure",
"MNBL.creatureresourcecost": "Cout en Ressources (créatures)",
"MNBL.shortrange": "Portée courte",
"MNBL.mediumrange":"Portée moyenne",
"MNBL.longrange":"Portée longue",
"MNBL.reloadduration": "Temps de rechargement",
"MNBL.attacks": "Attaques",
"MNBL.ressources": "Ressources",
"MNBL.weaponscapacities": "Armes/Capacités",
"MNBL.use": "Utiliser",
"MNBL.speciestrait": "Trait d'espèce"
}

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@ -12,7 +12,7 @@ export class MournbladeActorSheet extends ActorSheet {
/** @override */ /** @override */
static get defaultOptions() { static get defaultOptions() {
return mergeObject(super.defaultOptions, { return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["fvtt-mournblade", "sheet", "actor"], classes: ["fvtt-mournblade", "sheet", "actor"],
template: "systems/fvtt-mournblade/templates/actor-sheet.html", template: "systems/fvtt-mournblade/templates/actor-sheet.html",
width: 640, width: 640,
@ -25,9 +25,8 @@ export class MournbladeActorSheet extends ActorSheet {
/* -------------------------------------------- */ /* -------------------------------------------- */
async getData() { async getData() {
const objectData = MournbladeUtility.data(this.object); const objectData = foundry.utils.duplicate(this.object)
let actorData = objectData
let actorData = duplicate(MournbladeUtility.templateData(this.object))
let formData = { let formData = {
title: this.title, title: this.title,
@ -37,14 +36,34 @@ export class MournbladeActorSheet extends ActorSheet {
name: objectData.name, name: objectData.name,
editable: this.isEditable, editable: this.isEditable,
cssClass: this.isEditable ? "editable" : "locked", cssClass: this.isEditable ? "editable" : "locked",
data: actorData, data: actorData.system,
effects: this.object.effects.map(e => foundry.utils.deepClone(e.data)), effects: this.object.effects.map(e => foundry.utils.deepClone(e.data)),
limited: this.object.limited, limited: this.object.limited,
skills: duplicate(this.actor.getSkills()), skills: this.actor.getSkills(),
weapons: duplicate(this.actor.getWeapons()), armes: foundry.utils.duplicate(this.actor.getWeapons()),
armors: duplicate(this.actor.getArmors()), protections: foundry.utils.duplicate(this.actor.getArmors()),
dons: foundry.utils.duplicate(this.actor.getDons()),
pactes: foundry.utils.duplicate(this.actor.getPactes()),
alignement: this.actor.getAlignement(), alignement: this.actor.getAlignement(),
//equipments: duplicate(this.actor.getEquipments()), aspect: this.actor.getAspect(),
marge: this.actor.getMarge(),
tendances:foundry.utils.duplicate(this.actor.getTendances()),
runes:foundry.utils.duplicate(this.actor.getRunes()),
traitsChaotiques:foundry.utils.duplicate(this.actor.getTraitsChaotiques()),
traitsEspeces: foundry.utils.duplicate(this.actor.getTraitsEspeces()),
origine: foundry.utils.duplicate(this.actor.getOrigine() || {}),
heritage: foundry.utils.duplicate(this.actor.getHeritage() || {}),
metier: foundry.utils.duplicate(this.actor.getMetier() || {}),
combat: this.actor.getCombatValues(),
equipements: foundry.utils.duplicate(this.actor.getEquipments()),
modifiers: foundry.utils.duplicate(this.actor.getModifiers()),
monnaies: foundry.utils.duplicate(this.actor.getMonnaies()),
runeEffects: foundry.utils.duplicate(this.actor.getRuneEffects()),
config: game.system.mournblade.config,
protectionTotal: this.actor.getProtectionTotal(),
santeMalus: this.actor.getStatusMalus(),
ameMalus: this.actor.getAmeMalus(),
description: await TextEditor.enrichHTML(this.object.system.biodata.description, {async: true}),
options: this.options, options: this.options,
owner: this.document.isOwner, owner: this.document.isOwner,
editScore: this.options.editScore, editScore: this.options.editScore,
@ -107,28 +126,55 @@ export class MournbladeActorSheet extends ActorSheet {
let compId = li.data("item-id") let compId = li.data("item-id")
this.actor.rollCompetence(attrKey, compId) this.actor.rollCompetence(attrKey, compId)
}) })
html.find('.roll-rune').click((event) => {
const li = $(event.currentTarget).parents(".item")
let runeId = li.data("item-id")
this.actor.rollRune(runeId)
})
html.find('.roll-arme-offensif').click((event) => {
const li = $(event.currentTarget).parents(".item")
let armeId = li.data("item-id")
this.actor.rollArmeOffensif(armeId)
})
html.find('.roll-assomer').click((event) => {
this.actor.rollAssomer()
})
html.find('.roll-fuir').click((event) => {
this.actor.rollFuir()
})
html.find('.roll-immobiliser').click((event) => {
this.actor.rollImmobiliser()
})
html.find('.roll-arme-special').click((event) => {
const li = $(event.currentTarget).parents(".item")
let armeId = li.data("item-id")
this.actor.rollArmeSpecial(armeId)
})
html.find('.roll-spec').click((event) => { html.find('.roll-arme-degats').click((event) => {
const li = $(event.currentTarget).parents(".item"); const li = $(event.currentTarget).parents(".item")
const specId = li.data("item-id"); let armeId = li.data("item-id")
this.actor.rollSpec(specId); this.actor.rollArmeDegats(armeId)
}); })
html.find('.weapon-roll').click((event) => { html.find('.quantity-modify').click(event => {
const li = $(event.currentTarget).parents(".item"); const li = $(event.currentTarget).parents(".item")
const weaponId = li.data("item-id"); const value = Number($(event.currentTarget).data("quantite-value"))
this.actor.rollWeapon(weaponId); this.actor.incDecQuantity( li.data("item-id"), value );
}); })
html.find('.armor-roll').click((event) => { html.find('.item-add').click((event) => {
const li = $(event.currentTarget).parents(".item"); const itemType = $(event.currentTarget).data("type")
const armorId = li.data("item-id"); this.actor.createEmbeddedDocuments('Item', [{ name: `Nouveau ${itemType}`, type: itemType }], { renderSheet: true })
this.actor.rollArmor(armorId); })
}); html.find('.sante-modify').click((event) => {
const santeType = $(event.currentTarget).data("type")
const value = $(event.currentTarget).data("value")
this.actor.incDecSante(santeType, value, false)
})
html.find('.ame-modify').click((event) => {
const value = $(event.currentTarget).data("value")
this.actor.incDecAme(value)
})
html.find('.weapon-damage-roll').click((event) => {
const li = $(event.currentTarget).parents(".item");
const weaponId = li.data("item-id");
this.actor.rollWeapon(weaponId, true);
});
html.find('.lock-unlock-sheet').click((event) => { html.find('.lock-unlock-sheet').click((event) => {
this.options.editScore = !this.options.editScore; this.options.editScore = !this.options.editScore;
@ -153,11 +199,11 @@ export class MournbladeActorSheet extends ActorSheet {
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async _onDropItem(event, dragData) { /*async _onDropItem(event, dragData) {
let item = await MournbladeUtility.searchItem( dragData) let item = await MournbladeUtility.searchItem( dragData)
this.actor.preprocessItem( event, item, true ) this.actor.preprocessItem( event, item, true )
super._onDropItem(event, dragData) super._onDropItem(event, dragData)
} }*/
/* -------------------------------------------- */ /* -------------------------------------------- */
/** @override */ /** @override */

View File

@ -3,6 +3,9 @@ import { MournbladeUtility } from "./mournblade-utility.js";
import { MournbladeRollDialog } from "./mournblade-roll-dialog.js"; import { MournbladeRollDialog } from "./mournblade-roll-dialog.js";
/* -------------------------------------------- */ /* -------------------------------------------- */
const __degatsBonus = [-2, -2, -1, -1, 0, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 8, 8, 9, 9, 10, 10]
const __vitesseBonus = [-2, -2, -1, -1, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8]
/* -------------------------------------------- */ /* -------------------------------------------- */
/** /**
* Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system. * Extend the base Actor entity by defining a custom roll data structure which is ideal for the Simple system.
@ -28,7 +31,7 @@ export class MournbladeActor extends Actor {
if (data instanceof Array) { if (data instanceof Array) {
return super.create(data, options); return super.create(data, options);
} }
// If the created actor has items (only applicable to duplicated actors) bypass the new actor creation logic // If the created actor has items (only applicable to foundry.utils.duplicated actors) bypass the new actor creation logic
if (data.items) { if (data.items) {
let actor = super.create(data, options); let actor = super.create(data, options);
return actor; return actor;
@ -38,46 +41,216 @@ export class MournbladeActor extends Actor {
const skills = await MournbladeUtility.loadCompendium("fvtt-mournblade.skills") const skills = await MournbladeUtility.loadCompendium("fvtt-mournblade.skills")
data.items = skills.map(i => i.toObject()) data.items = skills.map(i => i.toObject())
} }
if (data.type == 'pnj') { if (data.type == 'creature') {
const skills = await MournbladeUtility.loadCompendium("fvtt-mournblade.skills-creatures")
data.items = skills.map(i => i.toObject())
data.items.push({ name: "Arme naturelle 1", type: 'arme', img: "systems/fvtt-mournblade/assets/icons/arme.webp", system: { typearme: "contact", bonusmaniementoff: 0, seuildefense: 0, degats: "0" } })
data.items.push({ name: "Arme naturelle 2", type: 'arme', img: "systems/fvtt-mournblade/assets/icons/arme.webp", system: { typearme: "contact", bonusmaniementoff: 0, seuildefense: 0, degats: "0" } })
} }
return super.create(data, options); return super.create(data, options);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getWeapons() { setModifier(name, type, value) {
return this.data.items.filter(item => item.type == "arme") this.createEmbeddedDocuments("Item", [{ type: "modifier", name: name, system: { modifiertype: type, value: value } }])
ui.notifications.info("Le modificateur " + name + " a été ajouté à " + this.name + ".")
}
/* -------------------------------------------- */
prepareArme(arme) {
arme = foundry.utils.duplicate(arme)
let combat = this.getCombatValues()
if (arme.system.typearme == "contact" || arme.system.typearme == "contactjet") {
arme.system.isMelee = true
arme.system.competence = foundry.utils.duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "mêlée"))
arme.system.attrKey = "pui"
arme.system.totalDegats = arme.system.degats + "+" + combat.bonusDegatsTotal
arme.system.totalOffensif = this.system.attributs.pui.value + arme.system.competence.system.niveau + arme.system.bonusmaniementoff + combat.attaqueModifier
if (arme.system.isdefense) {
arme.system.totalDefensif = combat.defenseTotal + arme.system.competence.system.niveau + arme.system.bonusmaniementdef
}
}
if (arme.system.typearme == "jet" || arme.system.typearme == "tir") {
arme.system.isDistance = true
arme.system.competence = foundry.utils.duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "armes à distance"))
arme.system.attrKey = "adr"
arme.system.totalOffensif = this.system.attributs.adr.value + arme.system.competence.system.niveau + arme.system.bonusmaniementoff + combat.attaqueModifier
arme.system.totalDegats = arme.system.degats
if (arme.system.isdefense) {
arme.system.totalDefensif = combat.defenseTotal + arme.system.competence.system.niveau + arme.system.bonusmaniementdef
}
}
return arme
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
prepareBouclier(bouclier) {
bouclier = foundry.utils.duplicate(bouclier)
let combat = this.getCombatValues()
bouclier.system.competence = foundry.utils.duplicate(this.items.find(item => item.type == "competence" && item.name.toLowerCase() == "mêlée"))
bouclier.system.attrKey = "pui"
bouclier.system.totalDegats = bouclier.system.degats + "+" + combat.bonusDegatsTotal
bouclier.system.totalOffensif = this.system.attributs.pui.value + bouclier.system.competence.system.niveau
bouclier.system.isdefense = true
bouclier.system.bonusmaniementoff = 0
bouclier.system.totalDefensif = combat.defenseTotal + bouclier.system.competence.system.niveau + bouclier.system.bonusdefense
return bouclier
}
/* -------------------------------------------- */
getWeapons() {
let armes = []
for (let arme of this.items) {
if (arme.type == "arme") {
armes.push(this.prepareArme(arme))
}
if (arme.type == "bouclier") {
armes.push(this.prepareBouclier(arme))
}
}
MournbladeUtility.sortArrayObjectsByName(armes)
return armes
}
/* -------------------------------------------- */
getModifiersForRoll() {
let modifiers = []
for (let mod of this.items) {
if (mod.type == "modifier" && mod.system.modifiertype == "roll") {
let modObj = mod.toObject()
modObj.system.apply = true
modifiers.push(modObj)
}
}
MournbladeUtility.sortArrayObjectsByName(modifiers)
return modifiers
}
/* -------------------------------------------- */
getItemSorted(types) {
let items = this.items.filter(item => types.includes(item.type)) || []
MournbladeUtility.sortArrayObjectsByName(items)
return items
}
getDons() {
return this.getItemSorted(["don"])
}
getPactes() {
return this.getItemSorted(["pacte"])
}
getTendances() {
return this.getItemSorted(["tendance"])
}
getRunes() {
return this.getItemSorted(["rune"])
}
getEquipments() {
return this.getItemSorted(["equipement"])
}
getModifiers() {
return this.getItemSorted(["modifier"])
}
getTraitsChaotiques() {
return this.getItemSorted(["traitchaotique"])
}
getTraitsEspeces() {
return this.getItemSorted(["traitespece"])
}
getMonnaies() {
return this.getItemSorted(["monnaie"])
}
getArmors() { getArmors() {
return this.data.items.filter(item => item.type == "protection") return this.getItemSorted(["protection"])
}
getRuneEffects() {
return this.getItemSorted(["runeeffect"])
}
getOrigine() {
return this.items.find(item => item.type == "origine")
}
getMetier() {
return this.items.find(item => item.type == "metier")
}
getHeritage() {
return this.items.find(item => item.type == "heritage")
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getSkills() { getSkills() {
let comp = [] let comp = []
for (let item of this.data.items) { for (let item of this.items) {
item = duplicate(item) item = foundry.utils.duplicate(item)
if (item.type == "competence") { if (item.type == "competence") {
item.data.attribut1total = item.data.niveau + (this.data.data.attributs[item.data.attribut1]?.value || 0) item.system.attribut1total = item.system.niveau + (this.system.attributs[item.system.attribut1]?.value || 0)
item.data.attribut2total = item.data.niveau + (this.data.data.attributs[item.data.attribut2]?.value || 0) item.system.attribut2total = item.system.niveau + (this.system.attributs[item.system.attribut2]?.value || 0)
item.data.attribut3total = item.data.niveau + (this.data.data.attributs[item.data.attribut3]?.value || 0) item.system.attribut3total = item.system.niveau + (this.system.attributs[item.system.attribut3]?.value || 0)
if (item.data.niveau == 0) { if (item.system.niveau == 0) {
item.data.attribut1total -= 3 item.system.attribut1total -= 3
item.data.attribut2total -= 3 item.system.attribut2total -= 3
item.data.attribut3total -= 3 item.system.attribut3total -= 3
} }
item.data.attribut1label = this.data.data.attributs[item.data.attribut1]?.label || "" item.system.attribut1label = this.system.attributs[item.system.attribut1]?.label || ""
item.data.attribut2label = this.data.data.attributs[item.data.attribut2]?.label || "" item.system.attribut2label = this.system.attributs[item.system.attribut2]?.label || ""
item.data.attribut3label = this.data.data.attributs[item.data.attribut3]?.label || "" item.system.attribut3label = this.system.attributs[item.system.attribut3]?.label || ""
comp.push(item) comp.push(item)
} }
} }
MournbladeUtility.sortArrayObjectsByName(comp)
return comp return comp
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getProtectionTotal() {
let protection = 0
for (let item of this.items) {
if (item.type == "protection" && item.system.equipped) {
protection += item.system.protection
}
}
return protection
}
/* -------------------------------------------- */
getAspect() {
return (this.system.balance.loi > this.system.balance.chaos) ? this.system.balance.loi : this.system.balance.chaos
}
getMarge() {
return Math.abs(this.system.balance.loi - this.system.balance.chaos)
}
getAlignement() { getAlignement() {
return (this.data.data.balance.loi > this.data.data.balance.chaos) ? "loyal" : "chaotique" return (this.system.balance.loi > this.system.balance.chaos) ? "loyal" : "chaotique"
}
/* -------------------------------------------- */
getDefenseBase() {
return this.system.attributs.tre.value + 5
}
/* -------------------------------------------- */
getVitesseBase() {
return 5 + __vitesseBonus[this.system.attributs.adr.value]
}
/* -------------------------------------------- */
getCombatValues() {
let defenserModifier = 0
this.items.filter(item => item.type == "modifier" && item.system.modifiertype == "defense").map(e => defenserModifier += e.system.value)
let attaqueModifier = 0
this.items.filter(item => item.type == "modifier" && item.system.modifiertype == "attaque").map(e => attaqueModifier += e.system.value)
let combat = {
defenserModifier,
attaqueModifier,
initBase: this.system.attributs.adr.value,
initTotal: this.system.attributs.adr.value + this.system.combat.initbonus,
bonusDegats: this.getBonusDegats(),
bonusDegatsTotal: this.getBonusDegats() + this.system.combat.bonusdegats,
vitesseBase: this.getVitesseBase(),
vitesseTotal: this.getVitesseBase() + this.system.combat.vitessebonus,
defenseBase: this.getDefenseBase(),
defenseTotal: this.getDefenseBase() + this.system.combat.defensebonus + defenserModifier
}
return combat
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -93,13 +266,13 @@ export class MournbladeActor extends Actor {
prepareDerivedData() { prepareDerivedData() {
if (this.type == 'personnage') { if (this.type == 'personnage') {
let newSante = (this.data.data.attributs.pui.value + this.data.data.attributs.tre.value)*2 + 5 let newSante = this.system.sante.bonus + (this.system.attributs.pui.value + this.system.attributs.tre.value) * 2 + 5
if (this.data.data.sante.base!=newSante ) { if (this.system.sante.base != newSante) {
this.update( {'data.sante.base': newSante} ) this.update({ 'system.sante.base': newSante })
} }
let newAme = (this.data.data.attributs.cla.value + this.data.data.attributs.tre.value)*2 + 5 let newAme = (this.system.attributs.cla.value + this.system.attributs.tre.value) * this.system.biodata.amemultiplier + 5
if (this.data.data.ame.base!=newAme ) { if (this.system.ame.fullmax != newAme) {
this.update( {'data.ame.base': newAme} ) this.update({ 'system.ame.fullmax': newAme })
} }
} }
@ -114,25 +287,62 @@ export class MournbladeActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
getItemById(id) { getItemById(id) {
let item = this.data.items.find(item => item.id == id); let item = this.items.find(item => item.id == id);
if (item) { if (item) {
item = duplicate(item) item = foundry.utils.duplicate(item)
} }
return item; return item;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async equipItem(itemId) { async equipItem(itemId) {
let item = this.data.items.find(item => item.id == itemId); let item = this.items.find(item => item.id == itemId)
if (item && item.data.data) { if (item?.system) {
let update = { _id: item.id, "data.equipped": !item.data.data.equipped }; let update = { _id: item.id, "system.equipped": !item.system.equipped }
await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
} }
} }
/* -------------------------------------------- */
getStatusMalus() {
if (this.system.biodata.ignoresantemalus) {
return 0
}
let malusL = 0
let malusNL = 0
if (this.system.sante.base - this.system.sante.letaux < 10) {
malusL = -2
}
if (this.system.sante.base - this.system.sante.letaux < 5) {
malusL = -5
}
if (this.system.sante.base - this.system.sante.nonletaux < 10) {
malusNL = -2
}
if (this.system.sante.base - this.system.sante.nonletaux < 5) {
malusNL = -5
}
return Math.min(malusL, malusNL)
}
/* -------------------------------------------- */
getAmeMalus() {
if (this.system.biodata.ignoreamemalus) {
return 0
}
let malusA = 0
if (this.system.ame.currentmax - this.system.ame.value < 10) {
malusA = -2
}
if (this.system.ame.currentmax - this.system.ame.value < 5) {
malusA = -5
}
return malusA
}
/* -------------------------------------------- */ /* -------------------------------------------- */
editItemField(itemId, itemType, itemField, dataType, value) { editItemField(itemId, itemType, itemField, dataType, value) {
let item = this.data.items.find(item => item.id == itemId) let item = this.items.find(item => item.id == itemId)
if (item) { if (item) {
console.log("Item ", item, itemField, dataType, value) console.log("Item ", item, itemField, dataType, value)
if (dataType.toLowerCase() == "number") { if (dataType.toLowerCase() == "number") {
@ -140,38 +350,86 @@ export class MournbladeActor extends Actor {
} else { } else {
value = String(value) value = String(value)
} }
let update = { _id: item.id, [`data.${itemField}`]: value }; let update = { _id: item.id, [`system.${itemField}`]: value };
this.updateEmbeddedDocuments("Item", [update]) this.updateEmbeddedDocuments("Item", [update])
} }
} }
/* -------------------------------------------- */
incDecSante(type, value, applyArmure = true) {
value = Number(value)
if (value && applyArmure) {
let protection = this.getProtectionTotal()
value -= protection
value = Math.max(0, Number(value))
}
if (value) {
let newSante = foundry.utils.duplicate(this.system.sante)
newSante[type] += Number(value)
newSante[type] = Math.max(0, newSante[type])
if (newSante[type] > this.system.sante.base) {
value -= this.system.sante.base - newSante[type]
newSante[type] = this.system.sante.base
} else {
value = 0
}
newSante[type] = Math.min(newSante[type], newSante.base)
if (value && type == "nonletaux") {
newSante["letaux"] += value
}
this.update({ 'system.sante': newSante })
}
}
/* -------------------------------------------- */
incDecAme(value) {
value = Number(value)
if (value) {
let newAme = foundry.utils.duplicate(this.system.ame)
newAme.value += Number(value)
newAme.value = Math.max(0, newAme.value)
newAme.value = Math.min(newAme.value, newAme.currentmax)
this.update({ 'system.ame': newAme })
}
}
/* -------------------------------------------- */ /* -------------------------------------------- */
getBonneAventure() { getBonneAventure() {
return this.data.data.bonneaventure.actuelle return this.system.bonneaventure.actuelle
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
changeBonneAventure(value) { changeBonneAventure(value) {
let newBA = this.data.data.bonneaventure.actuelle let newBA = this.system.bonneaventure.actuelle
newBA += value newBA += value
this.update({ 'data.bonneaventure.actuelle': newBA }) this.update({ 'system.bonneaventure.actuelle': newBA })
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getEclat() { getEclat() {
return this.data.data.eclat.value return this.system.eclat.value
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
changeEclat(value) { changeEclat(value) {
let newE = this.data.data.eclat.value let newE = this.system.eclat.value
newE += value newE += value
this.update({ 'data.eclat.value': newE }) this.update({ 'system.eclat.value': newE })
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
canEclatDoubleD20() { canEclatDoubleD20() {
return (this.getAlignement() == "loyal" && this.data.data.eclat.value > 0) return (this.getAlignement() == "loyal" && this.system.eclat.value > 0)
}
/* -------------------------------------------- */
subPointsAme(runeMode, value) {
let ame = foundry.utils.duplicate(this.system.ame)
if (runeMode == "prononcer") {
ame.value += value
} else {
ame.currentmax -= value
}
this.update({ 'system.ame': ame })
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -187,14 +445,22 @@ export class MournbladeActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
getAttribute(attrKey) { getAttribute(attrKey) {
return this.data.data.attributes[attrKey] return this.system.attributes[attrKey]
}
/* -------------------------------------------- */
getBonusDegats() {
if (this.type == "creature") {
return 0
}
return __degatsBonus[this.system.attributs.pui.value]
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async equipGear(equipmentId) { async equipGear(equipmentId) {
let item = this.data.items.find(item => item.id == equipmentId); let item = this.items.find(item => item.id == equipmentId);
if (item && item.data.data) { if (item && item.system.data) {
let update = { _id: item.id, "data.equipped": !item.data.data.equipped }; let update = { _id: item.id, "system.equipped": !item.system.equipped };
await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity await this.updateEmbeddedDocuments('Item', [update]); // Updates one EmbeddedEntity
} }
} }
@ -202,71 +468,129 @@ export class MournbladeActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
getSubActors() { getSubActors() {
let subActors = []; let subActors = [];
for (let id of this.data.data.subactors) { for (let id of this.system.subactors) {
subActors.push(duplicate(game.actors.get(id))); subActors.push(foundry.utils.duplicate(game.actors.get(id)));
} }
return subActors; return subActors;
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async addSubActor(subActorId) { async addSubActor(subActorId) {
let subActors = duplicate(this.data.data.subactors); let subActors = foundry.utils.duplicate(this.system.subactors);
subActors.push(subActorId); subActors.push(subActorId);
await this.update({ 'data.subactors': subActors }); await this.update({ 'system.subactors': subActors });
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async delSubActor(subActorId) { async delSubActor(subActorId) {
let newArray = []; let newArray = [];
for (let id of this.data.data.subactors) { for (let id of this.system.subactors) {
if (id != subActorId) { if (id != subActorId) {
newArray.push(id); newArray.push(id);
} }
} }
await this.update({ 'data.subactors': newArray }); await this.update({ 'system.subactors': newArray });
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
async incDecQuantity(objetId, incDec = 0) { async incDecQuantity(objetId, incDec = 0) {
let objetQ = this.data.items.get(objetId) let objetQ = this.items.get(objetId)
if (objetQ) { if (objetQ) {
let newQ = objetQ.data.data.quantity + incDec; let newQ = objetQ.system.quantite + incDec;
const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'data.quantity': newQ }]); // pdates one EmbeddedEntity const updated = await this.updateEmbeddedDocuments('Item', [{ _id: objetQ.id, 'system.quantite': newQ }]); // pdates one EmbeddedEntity
}
}
/* -------------------------------------------- */
getCompetence(compId) {
return this.items.get(compId)
}
/* -------------------------------------------- */
async setPredilectionUsed(compId, predIdx) {
let comp = this.items.get(compId)
let pred = foundry.utils.duplicate(comp.system.predilections)
pred[predIdx].used = true
await this.updateEmbeddedDocuments('Item', [{ _id: compId, 'system.predilections': pred }])
}
/* -------------------------------------------- */
getInitiativeScore() {
return Number(this.system.attributs.adr.value) + Number(this.system.combat.initbonus)
}
/* -------------------------------------------- */
getBestDefenseValue() {
let defenseList = this.items.filter(item => (item.type == "arme" || item.type == "bouclier") && item.system.equipped)
let maxDef = 0
let bestArme
for (let arme of defenseList) {
if (arme.type == "arme" && arme.system.isdefense) {
arme = this.prepareArme(arme)
}
if (arme.type == "bouclier") {
arme = this.prepareBouclier(arme)
}
if (arme.system.totalDefensif > maxDef) {
maxDef = arme.system.totalDefensif
bestArme = foundry.utils.duplicate(arme)
}
}
return bestArme
}
/* -------------------------------------------- */
depenseRessources(arme) {
if (arme.system.nbressources && Number(arme.system.nbressources) > 0) {
if (this.type == "creature") {
let ressources = foundry.utils.duplicate(this.system.ressources)
if (Number(ressources.value) >= Number(arme.system.nbressources)) {
ressources.value -= arme.system.nbressources
this.update({ 'system.ressources': ressources })
ChatMessage.create({
content: "L'utilisation de la capacité/arme a dépensé " + arme.system.nbressources + " ressources.",
whisper: game.user._id,
user: game.user._id
});
} else {
ui.notifications.warn("Points de ressources insuffisants.")
}
} else {
ui.notifications.warn("Les ressources ne sont pas disponibles pour les personnages.")
}
} }
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
getCompetence( compId ) { getCommonRollData(attrKey = undefined, compId = undefined, compName = undefined) {
return this.data.items.get(compId)
}
/* -------------------------------------------- */
async setPredilectionUsed( compId, predIdx) {
let comp = this.data.items.get(compId)
let pred = duplicate(comp.data.data.predilections)
pred[predIdx].used = true
await this.updateEmbeddedDocuments('Item', [ {_id: compId, 'data.predilections': pred}])
}
/* -------------------------------------------- */
getCommonRollData(attrKey = undefined, compId = undefined) {
let rollData = MournbladeUtility.getBasicRollData() let rollData = MournbladeUtility.getBasicRollData()
rollData.alias = this.name rollData.alias = this.name
rollData.actorImg = this.img rollData.actorImg = this.img
rollData.actorId = this.id rollData.actorId = this.id
rollData.tokenId = this.token?.id
rollData.img = this.img rollData.img = this.img
rollData.canEclatDoubleD20 = this.canEclatDoubleD20() rollData.canEclatDoubleD20 = this.canEclatDoubleD20()
rollData.doubleD20 = false rollData.doubleD20 = false
rollData.attributs = MournbladeUtility.getAttributs() rollData.attributs = MournbladeUtility.getAttributs()
rollData.selectDifficulte = true
rollData.malusSante = this.getStatusMalus() + this.system.sante.malusmanuel
rollData.malusAme = this.getAmeMalus()
rollData.modifiers = this.getModifiersForRoll()
rollData.desavantages = {}
rollData.isMonte = this.system.combat.monte
if (rollData.isMonte) {
rollData.config.attaques["chargecavalerie"] = "Charge de cavalerie"
}
if (attrKey) { if (attrKey) {
rollData.attrKey = attrKey rollData.attrKey = attrKey
if (attrKey != "tochoose") { if (attrKey != "tochoose") {
rollData.actionImg = "systems/fvtt-mournblade/assets/icons/" + this.data.data.attributs[attrKey].labelnorm + ".webp" rollData.actionImg = "systems/fvtt-mournblade/assets/icons/" + this.system.attributs[attrKey].labelnorm + ".webp"
rollData.attr = duplicate(this.data.data.attributs[attrKey]) rollData.attr = foundry.utils.duplicate(this.system.attributs[attrKey])
} }
} }
if (compId) { if (compId) {
rollData.competence = duplicate(this.data.items.get(compId) || {}) rollData.competence = foundry.utils.duplicate(this.items.get(compId) || {})
rollData.actionImg = rollData.competence.img rollData.actionImg = rollData.competence?.img
}
if (compName) {
rollData.competence = foundry.utils.duplicate(this.items.find(item => item.name.toLowerCase() == compName.toLowerCase()) || {})
rollData.actionImg = rollData.competence?.img
} }
return rollData return rollData
} }
@ -274,7 +598,6 @@ export class MournbladeActor extends Actor {
/* -------------------------------------------- */ /* -------------------------------------------- */
async rollAttribut(attrKey) { async rollAttribut(attrKey) {
let rollData = this.getCommonRollData(attrKey) let rollData = this.getCommonRollData(attrKey)
console.log("RollDatra", rollData)
let rollDialog = await MournbladeRollDialog.create(this, rollData) let rollDialog = await MournbladeRollDialog.create(this, rollData)
rollDialog.render(true) rollDialog.render(true)
} }
@ -287,4 +610,128 @@ export class MournbladeActor extends Actor {
rollDialog.render(true) rollDialog.render(true)
} }
/* -------------------------------------------- */
async rollRune(runeId) {
let comp = this.items.find(comp => comp.type == "competence" && comp.name.toLowerCase() == "savoir : runes")
if (!comp) {
ui.notifications.warn("La compétence Savoirs : Runes n'a pas été trouvée, abandon.")
return
}
let rollData = this.getCommonRollData("cla", undefined, "Savoir : Runes")
rollData.rune = foundry.utils.duplicate(this.items.get(runeId) || {})
rollData.difficulte = rollData.rune?.system?.seuil || 0
rollData.runemode = "prononcer"
rollData.runeame = 1
console.log("runeData", rollData)
let rollDialog = await MournbladeRollDialog.create(this, rollData)
rollDialog.render(true)
}
/* -------------------------------------------- */
async rollArmeOffensif(armeId) {
let arme = this.items.get(armeId)
if (arme.type == "arme") {
arme = this.prepareArme(arme)
}
if (arme.type == "bouclier") {
arme = this.prepareBouclier(arme)
}
let rollData = this.getCommonRollData(arme.system.attrKey, arme.system.competence._id)
rollData.arme = arme
rollData.typeAttaque = "assaut"
rollData.typeCouvert = "aucun"
rollData.hasDesavantageBonus = true
rollData.visee = false
rollData.ciblecourt = false
rollData.cibleconsciente = false
// Do not display difficulte if defense weapon or distance
if (rollData.armeDefense || rollData.arme.system.isDistance) {
rollData.selectDifficulte = false
rollData.difficulte = (rollData.arme.system.isDistance) ? 0 : rollData.difficulte
}
console.log("ARME!", rollData)
this.depenseRessources(arme)
let rollDialog = await MournbladeRollDialog.create(this, rollData)
rollDialog.render(true)
}
/* -------------------------------------------- */
async rollAssomer() {
let rollData = this.getCommonRollData("adr", undefined, "Filouterie")
rollData.typeAttaque = "assomer"
rollData.typeCouvert = "aucun"
rollData.hasDesavantageBonus = true
if (rollData.defender) {
rollData.selectDifficulte = false
rollData.difficulte = rollData.defender.system.attributs.tre.value * 2
}
console.log("Assomer!", rollData)
let rollDialog = await MournbladeRollDialog.create(this, rollData)
rollDialog.render(true)
}
/* -------------------------------------------- */
async rollFuir() {
let rollData = this.getCommonRollData("adr", undefined, "Mouvements")
rollData.typeAttaque = "fuir"
rollData.typeCouvert = "aucun"
rollData.hasDesavantageBonus = true
if (rollData.defender) {
rollData.selectDifficulte = false
let comp = rollData.defender.items.find(it => it.type == "competence" && it.name.toLowerCase() == "mouvements")
rollData.difficulte = rollData.defender.system.attributs.adr.value + ((comp) ? comp.system.niveau : rollData.defender.system.attributs.adr.value)
}
console.log("Fuir!", rollData)
let rollDialog = await MournbladeRollDialog.create(this, rollData)
rollDialog.render(true)
}
/* -------------------------------------------- */
async rollImmobiliser() {
let rollData = this.getCommonRollData("pui", undefined, "Mêlée")
rollData.typeAttaque = "immobiliser"
rollData.typeCouvert = "aucun"
rollData.hasDesavantageBonus = true
if (rollData.defender) {
rollData.selectDifficulte = false
rollData.difficulte = rollData.defenderCombatValues.defenseTotal
}
console.log("Immobiliser!", rollData)
let rollDialog = await MournbladeRollDialog.create(this, rollData)
rollDialog.render(true)
}
/* -------------------------------------------- */
async rollArmeSpecial(armeId) {
let arme = this.items.get(armeId)
if (arme) {
MournbladeUtility.createChatWithRollMode("GM", {
content: await renderTemplate(`systems/fvtt-mournblade/templates/chat-display-description.html`, arme)
}, arme)
this.depenseRessources(arme)
}
}
/* -------------------------------------------- */
async rollArmeDegats(armeId) {
let arme = this.items.get(armeId)
if (arme.type == "arme") {
arme = this.prepareArme(arme)
}
if (arme.type == "bouclier") {
arme = this.prepareBouclier(arme)
}
rollData.degatsFormula = arme.system.totalDegats
let roll = new Roll(arme.system.totalDegats).roll({ async: false })
await MournbladeUtility.showDiceSoNice(roll, game.settings.get("core", "rollMode"));
let rollData = {
arme: arme,
finalResult: roll.total,
alias: this.name,
actorImg: this.img,
actorId: this.id,
actionImg: arme.img,
}
MournbladeUtility.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-mournblade/templates/chat-degats-result.html`, rollData)
})
}
} }

View File

@ -9,8 +9,11 @@ export class MournbladeCombat extends Combat {
for (let cId = 0; cId < ids.length; cId++) { for (let cId = 0; cId < ids.length; cId++) {
const c = this.combatants.get(ids[cId]); const c = this.combatants.get(ids[cId]);
let id = c._id || c.id; let id = c._id || c.id;
let initBonus = c.actor ? c.actor.getInitiativeScore( this.id, id ) : -1; let initBonus = c.actor ? c.actor.getInitiativeScore() : 0
await this.updateEmbeddedDocuments("Combatant", [ { _id: id, initiative: initBonus } ]); let roll = new Roll("1d10 + "+initBonus).roll({ async: false})
await MournbladeUtility.showDiceSoNice(roll, game.settings.get("core", "rollMode"))
//console.log("Init bonus", initBonus, roll.total)
await this.updateEmbeddedDocuments("Combatant", [ { _id: id, initiative: roll.total } ]);
} }
return this; return this;

View File

@ -0,0 +1,81 @@
export class MournbladeConfig {
static getConfig() {
let MOURNBLADE_CONFIG = {
attaques: {
assaut: game.i18n.localize("MNBL.assaut"),
precise: game.i18n.localize("MNBL.preciseattack"),
feinte: game.i18n.localize("MNBL.feint"),
coupbas: game.i18n.localize("MNBL.dirtyattack"),
charger: game.i18n.localize("MNBL.charge"),
contenir: game.i18n.localize("MNBL.contain"),
desarmer: game.i18n.localize("MNBL.disarm")
},
couverts: {
aucun: { name: game.i18n.localize("MNBL.none"), value: 0 },
rondache: { name: game.i18n.localize("MNBL.lightcover"), value: -2 },
pavois: { name: game.i18n.localize("MNBL.mediumcover"), value: -5 },
complet: { name: game.i18n.localize("MNBL.heavycover"), value: -10 },
},
modifierTypes: {
aucun: { name: game.i18n.localize("MNBL.none"), value: 0 },
roll: { name: game.i18n.localize("MNBL.roll"), value: 0 },
degats: { name: game.i18n.localize("MNBL.damage"), value: 0 },
defense: { name: game.i18n.localize("MNBL.defensecapacity"), value: 0 },
attaque: { name: game.i18n.localize("MNBL.attackcapacity"), value: 0 },
},
listeNiveau: {
},
listeNiveauCreature: {
},
listePortees: {
"10": game.i18n.localize("MNBL.lessthanshort"),
"15": game.i18n.localize("MNBL.shortmore"),
"20": game.i18n.localize("MNBL.mediummore"),
"25": game.i18n.localize("MNBL.longmore")
},
modificateurOptions: {},
pointsAmeOptions: {},
difficulteOptions: {
"0": game.i18n.localize("MNBL.noneunknwon"),
"5": game.i18n.localize("MNBL.easy"),
"10": game.i18n.localize("MNBL.medium"),
"15": game.i18n.localize("MNBL.hard"),
"20": game.i18n.localize("MNBL.hazardous"),
"25": game.i18n.localize("MNBL.insane"),
"30": game.i18n.localize("MNBL.puremadness")
},
attributs: {
adr: game.i18n.localize("Adresse"), pui: game.i18n.localize("Puissance"),
cla: game.i18n.localize("Clairvoyance"), pre: game.i18n.localize("Présence"), tre: game.i18n.localize("Trempe")
},
lancementRuneOptions: {
prononcer: game.i18n.localize("MNBL.pronouncerune"),
inscrire: game.i18n.localize("MNBL.tracerune")
},
effetRuneOptions: {
prononcee: game.i18n.localize("MNBL.pronounced"),
inscrite: game.i18n.localize("MNBL.traced")
},
typeArmeOptions: {
contact: game.i18n.localize("MNBL.meleeweapon"),
contactjet: game.i18n.localize("MNBL.meleethrowweapon"),
jet: game.i18n.localize("MNBL.throwweapon"),
tir: game.i18n.localize("MNBL.shootweapon"),
special: game.i18n.localize("MNBL.specialweapon")
},
allegeanceOptions: {
tous: game.i18n.localize("MNBL.all"),
chaos: game.i18n.localize("MNBL.chaos"),
loi: game.i18n.localize("MNBL.law"),
betes: game.i18n.localize("MNBL.beastslords"),
elementaires: game.i18n.localize("MNBL.elementslords")
}
}
return MOURNBLADE_CONFIG;
}
};

View File

@ -0,0 +1,25 @@
/**
* Extend the basic ActorSheet with some very simple modifications
* @extends {ActorSheet}
*/
import { MournbladeActorSheet } from "./mournblade-actor-sheet.js";
import { MournbladeUtility } from "./mournblade-utility.js";
/* -------------------------------------------- */
export class MournbladeCreatureSheet extends MournbladeActorSheet {
/** @override */
static get defaultOptions() {
return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["fvtt-mournblade", "sheet", "actor"],
template: "systems/fvtt-mournblade/templates/creature-sheet.html",
width: 640,
height: 720,
tabs: [{ navSelector: ".sheet-tabs", contentSelector: ".sheet-body", initial: "stats" }],
dragDrop: [{ dragSelector: ".item-list .item", dropSelector: null }],
editScore: false
})
}
}

View File

@ -9,7 +9,7 @@ export class MournbladeItemSheet extends ItemSheet {
/** @override */ /** @override */
static get defaultOptions() { static get defaultOptions() {
return mergeObject(super.defaultOptions, { return foundry.utils.mergeObject(super.defaultOptions, {
classes: ["fvtt-mournblade", "sheet", "item"], classes: ["fvtt-mournblade", "sheet", "item"],
template: "systems/fvtt-mournblade/templates/item-sheet.html", template: "systems/fvtt-mournblade/templates/item-sheet.html",
dragDrop: [{ dragSelector: null, dropSelector: null }], dragDrop: [{ dragSelector: null, dropSelector: null }],
@ -48,9 +48,8 @@ export class MournbladeItemSheet extends ItemSheet {
/* -------------------------------------------- */ /* -------------------------------------------- */
async getData() { async getData() {
const objectData = MournbladeUtility.data(this.object); const objectData = foundry.utils.duplicate(this.object)
let itemData = objectData
let itemData = foundry.utils.deepClone(MournbladeUtility.templateData(this.object));
let formData = { let formData = {
title: this.title, title: this.title,
id: this.id, id: this.id,
@ -60,15 +59,20 @@ export class MournbladeItemSheet extends ItemSheet {
editable: this.isEditable, editable: this.isEditable,
cssClass: this.isEditable ? "editable" : "locked", cssClass: this.isEditable ? "editable" : "locked",
attributs: MournbladeUtility.getAttributs(), attributs: MournbladeUtility.getAttributs(),
data: itemData, data: itemData.system,
limited: this.object.limited, limited: this.object.limited,
options: this.options, options: this.options,
owner: this.document.isOwner, owner: this.document.isOwner,
description: await TextEditor.enrichHTML(this.object.system.description, {async: true}),
config: game.system.mournblade.config,
mr: (this.object.type == 'specialisation'), mr: (this.object.type == 'specialisation'),
isGM: game.user.isGM isGM: game.user.isGM
} }
this.options.editable = !(this.object.data.origin == "embeddedItem"); if ( objectData.type == "don") {
formData.sacrifice = await TextEditor.enrichHTML(this.object.system.sacrifice, {async: true})
}
//this.options.editable = !(this.object.origin == "embeddedItem");
console.log("ITEM DATA", formData, this); console.log("ITEM DATA", formData, this);
return formData; return formData;
} }
@ -87,7 +91,7 @@ export class MournbladeItemSheet extends ItemSheet {
/* -------------------------------------------- */ /* -------------------------------------------- */
postItem() { postItem() {
let chatData = duplicate(MournbladeUtility.data(this.item)); let chatData = foundry.utils.duplicate(MournbladeUtility.data(this.item));
if (this.actor) { if (this.actor) {
chatData.actor = { id: this.actor.id }; chatData.actor = { id: this.actor.id };
} }
@ -130,28 +134,28 @@ export class MournbladeItemSheet extends ItemSheet {
html.find('.edit-prediction').change(ev => { html.find('.edit-prediction').change(ev => {
const li = $(ev.currentTarget).parents(".prediction-item") const li = $(ev.currentTarget).parents(".prediction-item")
let index = li.data("prediction-index") let index = li.data("prediction-index")
let pred = duplicate(this.object.data.data.predilections) let pred = foundry.utils.duplicate(this.object.system.predilections)
pred[index].name = ev.currentTarget.value pred[index].name = ev.currentTarget.value
this.object.update( { 'data.predilections': pred }) this.object.update( { 'system.predilections': pred })
}) })
html.find('.delete-prediction').click(ev => { html.find('.delete-prediction').click(ev => {
const li = $(ev.currentTarget).parents(".prediction-item") const li = $(ev.currentTarget).parents(".prediction-item")
let index = li.data("prediction-index") let index = li.data("prediction-index")
let pred = duplicate(this.object.data.data.predilections) let pred = foundry.utils.duplicate(this.object.system.predilections)
pred.splice(index,1) pred.splice(index,1)
this.object.update( { 'data.predilections': pred }) this.object.update( { 'system.predilections': pred })
}) })
html.find('.use-prediction').change(ev => { html.find('.use-prediction').change(ev => {
const li = $(ev.currentTarget).parents(".prediction-item") const li = $(ev.currentTarget).parents(".prediction-item")
let index = li.data("prediction-index") let index = li.data("prediction-index")
let pred = duplicate(this.object.data.data.predilections) let pred = foundry.utils.duplicate(this.object.system.predilections)
pred[index].used = ev.currentTarget.checked pred[index].used = ev.currentTarget.checked
this.object.update( { 'data.predilections': pred }) this.object.update( { 'system.predilections': pred })
}) })
html.find('#add-predilection').click(ev => { html.find('#add-predilection').click(ev => {
let pred = duplicate(this.object.data.data.predilections) let pred = foundry.utils.duplicate(this.object.system.predilections)
pred.push( { name: "Nouvelle prédilection", used: false }) pred.push( { name: "Nouvelle prédilection", id: randomID(), used: false })
this.object.update( { 'data.predilections': pred }) this.object.update( { 'system.predilections': pred })
}) })
// Update Inventory Item // Update Inventory Item
html.find('.item-delete').click(ev => { html.find('.item-delete').click(ev => {

View File

@ -11,8 +11,10 @@ export const defaultItemImg = {
predilection: "systems/fvtt-mournblade/assets/icons/predilection.webp", predilection: "systems/fvtt-mournblade/assets/icons/predilection.webp",
protection: "systems/fvtt-mournblade/assets/icons/protection.webp", protection: "systems/fvtt-mournblade/assets/icons/protection.webp",
rune: "systems/fvtt-mournblade/assets/icons/rune.webp", rune: "systems/fvtt-mournblade/assets/icons/rune.webp",
runeeffect: "systems/fvtt-mournblade/assets/icons/rune.webp",
tendance: "systems/fvtt-mournblade/assets/icons/tendance.webp", tendance: "systems/fvtt-mournblade/assets/icons/tendance.webp",
traitchaotique: "systems/fvtt-mournblade/assets/icons/traitchaotique.webp", traitchaotique: "systems/fvtt-mournblade/assets/icons/traitchaotique.webp",
traitespece: "systems/fvtt-mournblade/assets/icons/capacite.webp"
} }
/** /**

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@ -11,10 +11,11 @@
import { MournbladeActor } from "./mournblade-actor.js"; import { MournbladeActor } from "./mournblade-actor.js";
import { MournbladeItemSheet } from "./mournblade-item-sheet.js"; import { MournbladeItemSheet } from "./mournblade-item-sheet.js";
import { MournbladeActorSheet } from "./mournblade-actor-sheet.js"; import { MournbladeActorSheet } from "./mournblade-actor-sheet.js";
//import { MournbladeNPCSheet } from "./mournblade-npc-sheet.js"; import { MournbladeCreatureSheet } from "./mournblade-creature-sheet.js";
import { MournbladeUtility } from "./mournblade-utility.js"; import { MournbladeUtility } from "./mournblade-utility.js";
import { MournbladeCombat } from "./mournblade-combat.js"; import { MournbladeCombat } from "./mournblade-combat.js";
import { MournbladeItem } from "./mournblade-item.js"; import { MournbladeItem } from "./mournblade-item.js";
import { MournbladeConfig } from "./mournblade-config.js";
/* -------------------------------------------- */ /* -------------------------------------------- */
/* Foundry VTT Initialization */ /* Foundry VTT Initialization */
@ -45,13 +46,15 @@ Hooks.once("init", async function () {
CONFIG.Combat.documentClass = MournbladeCombat CONFIG.Combat.documentClass = MournbladeCombat
CONFIG.Actor.documentClass = MournbladeActor CONFIG.Actor.documentClass = MournbladeActor
CONFIG.Item.documentClass = MournbladeItem CONFIG.Item.documentClass = MournbladeItem
game.system.mournblade = { } game.system.mournblade = {
config : MournbladeConfig.getConfig(),
}
/* -------------------------------------------- */ /* -------------------------------------------- */
// Register sheet application classes // Register sheet application classes
Actors.unregisterSheet("core", ActorSheet); Actors.unregisterSheet("core", ActorSheet);
Actors.registerSheet("fvtt-mournblade", MournbladeActorSheet, { types: ["personnage"], makeDefault: true }) Actors.registerSheet("fvtt-mournblade", MournbladeActorSheet, { types: ["personnage"], makeDefault: true })
//Actors.registerSheet("fvtt-mournblade", MournbladeNPCSheet, { types: ["npc"], makeDefault: false }); Actors.registerSheet("fvtt-mournblade", MournbladeCreatureSheet, { types: ["creature"], makeDefault: true })
Items.unregisterSheet("core", ItemSheet); Items.unregisterSheet("core", ItemSheet);
Items.registerSheet("fvtt-mournblade", MournbladeItemSheet, { makeDefault: true }) Items.registerSheet("fvtt-mournblade", MournbladeItemSheet, { makeDefault: true })
@ -67,14 +70,32 @@ function welcomeMessage() {
whisper: [game.user.id], whisper: [game.user.id],
content: `<div id="welcome-message-Mournblade"><span class="rdd-roll-part"> content: `<div id="welcome-message-Mournblade"><span class="rdd-roll-part">
<strong>Bienvenue dans les Jeunes Royaumes de Mournblade !</strong> <strong>Bienvenue dans les Jeunes Royaumes de Mournblade !</strong>
<p>Les livres de Mournblade sont nécessaires pour jouer : https://www.titam-france.fr</p>
<p>Mournblade est jeu de rôle publié par Titam France/Sombres projets, tout les droits leur appartiennent.</p>
<p>Système développé par LeRatierBretonnien, support sur le <a href="https://discord.gg/pPSDNJk">Discord FR de Foundry</a>.</p>
` }); ` });
} }
/* -------------------------------------------- */
async function importDefaultScene() {
let exists = game.scenes.find(j => j.name == "Accueil");
if (!exists) {
const scenes = await MournbladeUtility.loadCompendium("fvtt-mournblade.scenes")
let newDocuments = scenes.filter(i => i.name == "Accueil");
await game.scenes.documentClass.create(newDocuments);
game.scenes.find(i => i.name == "Accueil").activate();
}
}
/* -------------------------------------------- */ /* -------------------------------------------- */
/* Foundry VTT Initialization */ /* Foundry VTT Initialization */
/* -------------------------------------------- */ /* -------------------------------------------- */
Hooks.once("ready", function () { Hooks.once("ready", function () {
game.system.mournblade = {
config : MournbladeConfig.getConfig(),
}
MournbladeUtility.ready(); MournbladeUtility.ready();
// User warning // User warning
if (!game.user.isGM && game.user.character == undefined) { if (!game.user.isGM && game.user.character == undefined) {
@ -84,13 +105,22 @@ Hooks.once("ready", function () {
user: game.user._id user: game.user._id
}); });
} }
if (!game.user.isGM && game.user.character && !game.user.character.prototypeToken.actorLink) {
// CSS patch for v9 ui.notifications.info("Le token de du joueur n'est pas connecté à l'acteur !");
if (game.version) { ChatMessage.create({
let sidebar = document.getElementById("sidebar"); content: "<b>ATTENTION</b> Le token du joueur " + game.user.name + " n'est pas connecté à l'acteur !",
sidebar.style.width = "min-content"; user: game.user._id
});
} }
import("https://www.uberwald.me/fvtt_appcount/count-class-ready.js").then(moduleCounter=>{
console.log("ClassCounter loaded", moduleCounter)
moduleCounter.ClassCounter.registerUsageCount()
}).catch(err=>
console.log("No stats available, giving up.")
)
importDefaultScene();
welcomeMessage(); welcomeMessage();
}); });

View File

@ -5,7 +5,7 @@ export class MournbladeRollDialog extends Dialog {
/* -------------------------------------------- */ /* -------------------------------------------- */
static async create(actor, rollData ) { static async create(actor, rollData ) {
let options = { classes: ["MournbladeDialog"], width: 620, height: 380, 'z-index': 99999 }; let options = { classes: ["MournbladeDialog"], width: 340, height: 'fit-content', 'z-index': 99999 };
let html = await renderTemplate('systems/fvtt-mournblade/templates/roll-dialog-generic.html', rollData); let html = await renderTemplate('systems/fvtt-mournblade/templates/roll-dialog-generic.html', rollData);
return new MournbladeRollDialog(actor, rollData, html, options ); return new MournbladeRollDialog(actor, rollData, html, options );
@ -52,22 +52,69 @@ export class MournbladeRollDialog extends Dialog {
activateListeners(html) { activateListeners(html) {
super.activateListeners(html); super.activateListeners(html);
var dialog = this;
function onLoad() { function onLoad() {
} }
$(function () { onLoad(); }); $(function () { onLoad(); });
html.find('.apply-modifier').change(async (event) => {
let modifierIdx = $(event.currentTarget).data("modifier-idx")
let modifier = this.rollData.modifiers[modifierIdx]
modifier.system.apply = event.currentTarget.checked
})
html.find('#modificateur').change(async (event) => { html.find('#modificateur').change(async (event) => {
this.rollData.modificateur = Number(event.currentTarget.value) this.rollData.modificateur = Number(event.currentTarget.value)
}) })
html.find('#typeAttaque').change(async (event) => {
this.rollData.typeAttaque = String(event.currentTarget.value)
})
html.find('#difficulte').change(async (event) => { html.find('#difficulte').change(async (event) => {
this.rollData.difficulte = Number(event.currentTarget.value) this.rollData.difficulte = Number(event.currentTarget.value)
}) })
html.find('#attrKey').change(async (event) => { html.find('#attrKey').change(async (event) => {
this.rollData.attrKey = String(event.currentTarget.value) this.rollData.attrKey = String(event.currentTarget.value)
}) })
html.find('#runemode').change(async (event) => {
this.rollData.runemode = String(event.currentTarget.value)
})
html.find('#runeame').change(async (event) => {
this.rollData.runeame = Number(event.currentTarget.value)
})
html.find('#isMonte').change(async (event) => {
this.rollData.desavantages.isMonte = event.currentTarget.checked
})
html.find('#cibleausol').change(async (event) => {
this.rollData.desavantages.cibleausol = event.currentTarget.checked
})
html.find('#cibledesarmee').change(async (event) => {
this.rollData.desavantages.cibledesarmee = event.currentTarget.checked
})
html.find('#ciblerestreint').change(async (event) => {
this.rollData.desavantages.ciblerestreint = event.currentTarget.checked
})
html.find('#cibleimmobilisée').change(async (event) => {
this.rollData.desavantages.cibleimmobilisée = event.currentTarget.checked
})
html.find('#ciblesurplomb').change(async (event) => {
this.rollData.desavantages.ciblesurplomb = event.currentTarget.checked
})
html.find('#doubleD20').change(async (event) => { html.find('#doubleD20').change(async (event) => {
this.rollData.doubleD20 = event.currentTarget.checked this.rollData.doubleD20 = event.currentTarget.checked
}) })
html.find('#visee').change(async (event) => {
this.rollData.visee = event.currentTarget.checked
})
html.find('#cibleconsciente').change(async (event) => {
this.rollData.cibleconsciente = event.currentTarget.checked
})
html.find('#ciblecourt').change(async (event) => {
this.rollData.ciblecourt = event.currentTarget.checked
})
html.find('#typeCouvert').change(async (event) => {
this.rollData.typeCouvert = String(event.currentTarget.value)
})
} }
} }

View File

@ -10,13 +10,11 @@ export class MournbladeUtility {
static async init() { static async init() {
Hooks.on('renderChatLog', (log, html, data) => MournbladeUtility.chatListeners(html)) Hooks.on('renderChatLog', (log, html, data) => MournbladeUtility.chatListeners(html))
Hooks.on("getChatLogEntryContext", (html, options) => MournbladeUtility.chatRollMenu(html, options)) Hooks.on("getChatLogEntryContext", (html, options) => MournbladeUtility.chatRollMenu(html, options))
Hooks.on('renderChatMessage', (message, html, data) => MournbladeUtility.chatMessageHandler(message, html, data))
Hooks.on("getCombatTrackerEntryContext", (html, options) => { Hooks.on("getCombatTrackerEntryContext", (html, options) => {
MournbladeUtility.pushInitiativeOptions(html, options); MournbladeUtility.pushInitiativeOptions(html, options);
}) })
Hooks.on("dropCanvasData", (canvas, data) => {
MournbladeUtility.dropItemOnToken(canvas, data)
});
this.rollDataStore = {} this.rollDataStore = {}
this.defenderStore = {} this.defenderStore = {}
@ -46,19 +44,28 @@ export class MournbladeUtility {
}) })
} }
/* -------------------------------------------- */
static getActorFromRollData(rollData) {
let actor = game.actors.get(rollData.actorId)
if (rollData.tokenId) {
let token = canvas.tokens.placeables.find(t => t.id == rollData.tokenId)
if (token) {
actor = token.actor
}
}
return actor
}
/* -------------------------------------------- */ /* -------------------------------------------- */
static getModificateurOptions() { static sortArrayObjectsByName(myArray) {
let opt = [] myArray.sort((a, b) => {
for (let i = -15; i <= 15; i++) { return a.name.localeCompare(b.name);
opt.push(`<option value="${i}">${i}</option>`) })
}
return opt.concat("\n")
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static getAttributs() { static getAttributs() {
return { adr: "Adresse", pui: "Puissance", cla: "Clairvoyance", pre: "Présence", tre: "Trempe" } return game.system.mournblade.config.attributs
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static pushInitiativeOptions(html, options) { static pushInitiativeOptions(html, options) {
@ -73,6 +80,11 @@ export class MournbladeUtility {
static async ready() { static async ready() {
const skills = await MournbladeUtility.loadCompendium("fvtt-mournblade.skills") const skills = await MournbladeUtility.loadCompendium("fvtt-mournblade.skills")
this.skills = skills.map(i => i.toObject()) this.skills = skills.map(i => i.toObject())
game.system.mournblade.config.listeNiveauSkill = MournbladeUtility.createDirectOptionList(0, 10)
game.system.mournblade.config.listeNiveauCreature = MournbladeUtility.createDirectOptionList(0, 35)
game.system.mournblade.config.modificateurOptions = MournbladeUtility.createArrayOptionList(-15, 15)
game.system.mournblade.config.pointsAmeOptions = MournbladeUtility.createDirectOptionList(0, 20)
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
@ -91,18 +103,59 @@ export class MournbladeUtility {
static getOptionsStatusList() { static getOptionsStatusList() {
return this.optionsStatusList; return this.optionsStatusList;
} }
/* -------------------------------------------- */
static getPredilection(comp, predIdx) {
let pred = foundry.utils.duplicate(comp.system.predilections)
return foundry.utils.duplicate(pred[predIdx] || { name: "Error!" })
}
/* -------------------------------------------- */
static async chatMessageHandler(message, html, data) {
const chatCard = html.find('.action-section')
if (chatCard.length > 0) {
// If the user is the message author or the actor owner, proceed
const actor = game.actors.get(data.message.speaker.actor)
// DEBUG : console.log("FOUND 1!!! ", actor, data.message)
if (actor?.isOwner || game.user.isGM) {
return
}
chatCard.hide()
}
}
/* -------------------------------------------- */ /* -------------------------------------------- */
static async chatListeners(html) { static async chatListeners(html) {
html.on("click", '.predilection-reroll', async event => { html.on("click", '.predilection-reroll', async event => {
let predIdx = $(event.currentTarget).data("predilection-index") let predIdx = $(event.currentTarget).data("predilection-index")
let messageId = MournbladeUtility.findChatMessageId(event.currentTarget) let messageId = MournbladeUtility.findChatMessageId(event.currentTarget)
let message = game.messages.get(messageId) let message = game.messages.get(messageId)
let rollData = message.getFlag("world", "mournblade-roll") let rollData = message.getFlag("world", "mournblade-roll")
let actor = game.actors.get(rollData.actorId) let actor = MournbladeUtility.getActorFromRollData(rollData)
await actor.setPredilectionUsed( rollData.competence._id, predIdx) await actor.setPredilectionUsed(rollData.competence._id, predIdx)
rollData.competence = duplicate( actor.getCompetence(rollData.competence._id) ) rollData.competence = foundry.utils.duplicate(actor.getCompetence(rollData.competence._id))
MournbladeUtility.rollMournblade(rollData) rollData.predilectionUsed = MournbladeUtility.getPredilection(rollData.competence, predIdx)
await MournbladeUtility.rollMournblade(rollData)
})
html.on("click", '.arme-roll-degats', async event => {
let messageId = MournbladeUtility.findChatMessageId(event.currentTarget)
let message = game.messages.get(messageId)
let rollData = message.getFlag("world", "mournblade-roll")
MournbladeUtility.rollDegatsFromAttaque(rollData)
})
html.on("click", '.arme-apply-degats', async event => {
let messageId = MournbladeUtility.findChatMessageId(event.currentTarget)
let message = game.messages.get(messageId)
let rollData = message.getFlag("world", "mournblade-roll")
if (game.user.isGM) {
MournbladeUtility.applyDegatsFromAttaque(rollData)
} else {
game.socket.emit("system.fvtt-mournblade", { name: "msg_apply_damage", data: { rolLData: rollData } })
}
}) })
} }
@ -111,8 +164,7 @@ export class MournbladeUtility {
const templatePaths = [ const templatePaths = [
'systems/fvtt-mournblade/templates/editor-notes-gm.html', 'systems/fvtt-mournblade/templates/editor-notes-gm.html',
'systems/fvtt-mournblade/templates/partial-item-description.html', 'systems/fvtt-mournblade/templates/partial-item-description.html'
'systems/fvtt-mournblade/templates/partial-list-niveau.html'
] ]
return loadTemplates(templatePaths); return loadTemplates(templatePaths);
} }
@ -146,19 +198,6 @@ export class MournbladeUtility {
return undefined; return undefined;
} }
/* -------------------------------------------- */
static templateData(it) {
return MournbladeUtility.data(it)?.data ?? {}
}
/* -------------------------------------------- */
static data(it) {
if (it instanceof Actor || it instanceof Item || it instanceof Combatant) {
return it.data;
}
return it;
}
/* -------------------------------------------- */ /* -------------------------------------------- */
static createDirectOptionList(min, max) { static createDirectOptionList(min, max) {
let options = {}; let options = {};
@ -167,12 +206,10 @@ export class MournbladeUtility {
} }
return options; return options;
} }
static createArrayOptionList(min, max) {
/* -------------------------------------------- */ let options = [];
static buildListOptions(min, max) {
let options = ""
for (let i = min; i <= max; i++) { for (let i = min; i <= max; i++) {
options += `<option value="${i}">${i}</option>` options.push({key:`${i}`, label:`${i}`});
} }
return options; return options;
} }
@ -187,27 +224,6 @@ export class MournbladeUtility {
return undefined; return undefined;
} }
/* -------------------------------------------- */
static getDefenseState(actorId) {
return this.defenderStore[actorId];
}
/* -------------------------------------------- */
static updateRollData(rollData) {
let id = rollData.rollId;
let oldRollData = this.rollDataStore[id] || {};
let newRollData = mergeObject(oldRollData, rollData);
this.rollDataStore[id] = newRollData;
}
/* -------------------------------------------- */
static saveRollData(rollData) {
game.socket.emit("system.fvtt-mournblade", {
name: "msg_update_roll", data: rollData
}); // Notify all other clients of the roll
this.updateRollData(rollData);
}
/* -------------------------------------------- */ /* -------------------------------------------- */
static getRollData(id) { static getRollData(id) {
return this.rollDataStore[id]; return this.rollDataStore[id];
@ -215,12 +231,10 @@ export class MournbladeUtility {
/* -------------------------------------------- */ /* -------------------------------------------- */
static onSocketMesssage(msg) { static onSocketMesssage(msg) {
//console.log("SOCKET MESSAGE", msg.name, game.user.character.id, msg.data.defenderId); if (msg.name == "msg_apply_damage") {
if (msg.name == "msg_update_defense_state") { if (game.user.isGM) {
this.updateDefenseState(msg.data.defenderId, msg.data.rollId); this.applyDegatsFromAttaque(msg.data.rollData);
} }
if (msg.name == "msg_update_roll") {
this.updateRollData(msg.data);
} }
} }
@ -285,65 +299,274 @@ export class MournbladeUtility {
} }
} }
//console.log("Result : ", rollData)
if (rollData.difficulte > 0 && !rollData.isDramatique) { if (rollData.difficulte > 0 && !rollData.isDramatique) {
rollData.isSuccess = (rollData.roll.finalResult >= rollData.difficulte) rollData.isSuccess = (rollData.finalResult >= rollData.difficulte)
rollData.isHeroique = ((rollData.roll.finalResult - rollData.difficulte) >= 10) rollData.isHeroique = ((rollData.finalResult - rollData.difficulte) >= 10)
rollData.isDramatique = ((rollData.roll.finalResult - rollData.difficulte) <= -10) rollData.isDramatique = ((rollData.finalResult - rollData.difficulte) <= -10)
rollData.isPureSuccess = (rollData.isSuccess && !rollData.isHeroique)
} }
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static async rollMournblade(rollData) { static async rollMournblade(rollData) {
let actor = game.actors.get(rollData.actorId) let actor = MournbladeUtility.getActorFromRollData(rollData)
if (rollData.attrKey == "tochoose") { // No attr selected, force address if (rollData.attrKey == "tochoose") { // No attr selected, force address
rollData.attrKey = "adr" rollData.attrKey = "adr"
} }
if ( !rollData.attr) { if (!rollData.attr) {
rollData.actionImg = "systems/fvtt-mournblade/assets/icons/" + actor.data.data.attributs[rollData.attrKey].labelnorm + ".webp" rollData.actionImg = "systems/fvtt-mournblade/assets/icons/" + actor.system.attributs[rollData.attrKey].labelnorm + ".webp"
rollData.attr = duplicate(actor.data.data.attributs[rollData.attrKey]) rollData.attr = foundry.utils.duplicate(actor.system.attributs[rollData.attrKey])
} }
rollData.diceFormula = rollData.mainDice rollData.diceFormula = rollData.mainDice
if ( rollData.doubleD20) { // Multiply result ! if (rollData.doubleD20) { // Multiply result !
rollData.diceFormula += "*2" rollData.diceFormula += "*2"
if (!rollData.isReroll) { if (!rollData.isReroll) {
actor.changeEclat(-1) actor.changeEclat(-1)
} }
} }
//console.log("BEFORE COMP", rollData)
if (rollData.competence) { if (rollData.competence) {
rollData.predilections = duplicate( rollData.competence.data.predilections.filter( pred => !pred.used) || [] ) rollData.predilections = foundry.utils.duplicate(rollData.competence.system.predilections)
let compmod = (rollData.competence.data.niveau == 0) ? -3 : 0 let compmod = (rollData.competence.system.niveau == 0) ? -3 : 0
rollData.diceFormula += `+${rollData.attr.value}+${rollData.competence.data.niveau}+${rollData.modificateur}+${compmod}` rollData.diceFormula += `+${rollData.attr.value}+${rollData.competence.system.niveau}+${rollData.modificateur}+${compmod}`
} else { } else {
rollData.diceFormula += `+${rollData.attr.value}*2+${rollData.modificateur}` rollData.diceFormula += `+${rollData.attr.value}*2+${rollData.modificateur}`
} }
rollData.diceFormula += `+${rollData.malusSante}+${rollData.malusAme}`
let myRoll = new Roll(rollData.diceFormula).roll({ async: false }) if (rollData.arme?.type == "arme") {
await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode")); rollData.diceFormula += `+${rollData.arme.system.bonusmaniementoff}`
rollData.roll = myRoll }
// Apply modifiers
for (let modifier of rollData.modifiers) {
if (modifier.system.modifiertype == "roll" && modifier.system.apply) {
rollData.diceFormula += `+${modifier.system.value}`
}
}
// Apply desavantages
let desavantagesBonus = 0
for (let desavantage in rollData.desavantages) {
if (rollData.desavantages[desavantage]) {
desavantagesBonus += 5
}
}
desavantagesBonus = Math.min(15, desavantagesBonus)
rollData.diceFormula += `+${desavantagesBonus}`
// Monté ?
if (rollData.isMonte) {
rollData.diceFormula += "+5"
}
// Specific modifier for distance
if (rollData.arme?.system?.isDistance) {
if (rollData.visee) {
rollData.diceFormula += "+5"
}
if (rollData.cibleconsciente) {
rollData.diceFormula += `-${rollData.defender.system.attributs.adr.value}`
}
if (rollData.ciblecourt) {
if (rollData.difficulte <= 15) { // Portée courte ou moins
rollData.diceFormula += `-5`
} else {
rollData.diceFormula += `-10`
}
}
if (rollData.typeCouvert != "aucun") {
rollData.diceFormula += `+${rollData.config.couverts[rollData.typeCouvert].value}`
}
}
if (rollData.rune) {
rollData.runeduree = Math.ceil((rollData.runeame + 3) / 3)
if (rollData.runemode == "inscrire") {
rollData.runeduree *= 2
}
if (rollData.runemode == "prononcer") {
rollData.runeduree = 1
}
}
let myRoll = await new Roll(rollData.diceFormula).evaluate();
await this.showDiceSoNice(myRoll, game.settings.get("core", "rollMode"))
rollData.roll = foundry.utils.duplicate(myRoll)
rollData.diceResult = myRoll.terms[0].results[0].result
console.log(">>>> ", myRoll) console.log(">>>> ", myRoll)
rollData.finalResult = myRoll.total rollData.finalResult = myRoll.total
this.computeResult( rollData) this.computeResult(rollData)
// Application immédiate selon type de jet
if (rollData.rune) {
let subAme = rollData.runeame
if (rollData.isEchec && !rollData.isDramatique) {
subAme = Math.ceil((subAme + 1) / 2)
}
actor.subPointsAme(rollData.runemode, subAme)
}
if (rollData.typeAttaque == "assomer" && rollData.defenderTokenId && rollData.isPureSuccess) {
let defender = game.canvas.tokens.get(rollData?.defenderTokenId)?.actor
defender.setModifier("Assomer : Prochaine action", "roll", -5)
}
if (rollData.typeAttaque == "fuir" && rollData.difficulte > 0 && !rollData.isSuccess) {
actor.setModifier("Fuite échouée : -5 en défense ce round et suivant", "defense", -5)
}
if (rollData.typeAttaque == "immobiliser" && rollData.difficulte > 0 && rollData.isPureSuccess) {
actor.setModifier("Immobilisation en cours : -5 pour prochaine action", "roll", -5)
}
if (rollData.typeAttaque == "chargecavalerie") {
actor.setModifier("Charge de Cavalerie : -5 défense pour le tour", "defense", -5)
}
this.createChatWithRollMode(rollData.alias, { this.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-mournblade/templates/chat-generic-result.html`, rollData) content: await renderTemplate(`systems/fvtt-mournblade/templates/chat-generic-result.html`, rollData)
}, rollData) }, rollData)
} }
/* -------------------------------------------- */
static async rollDegatsFromAttaque(rollData) {
let maximize = false
let degatsMessage = "Degats normaux"
if (rollData.arme?.system?.isMelee) {
rollData.degatsFormula = rollData.arme.system.totalDegats
if (rollData.isHeroique) { // Deux fois les dés de dégats
degatsMessage = "Dégats doublés"
}
if (rollData.typeAttaque == "assomer") {
rollData.degatsFormula = false
}
if (rollData.typeAttaque == "charger") {
rollData.degatsFormula += "+2"
}
if (rollData.typeAttaque == "chargecavalerie") {
rollData.degatsFormula += "+5"
}
if (rollData.typeAttaque == "precise") {
degatsMessage = "Degats normaux"
if (rollData.isHeroique) { // Degats max
maximize = true
degatsMessage = "Dégats maximaux, ignore l'armure du défenseur";
rollData.ignoreDefenseArmor = true
}
}
if (rollData.typeAttaque == "feinte") {
degatsMessage = "Pas de dégats, mais bonus pour prochaine attaque"
rollData.degatsFormula = false
rollData.nextBonus = 5
if (rollData.isHeroique) { // Bonus pour prochaine action
rollData.nextBonus = 10
rollData.nextBonusDegats = 10
}
}
if (rollData.typeAttaque == "coupbas") {
degatsMessage = "Pas de dégats, mais malus pour prochaine action complexe du défenseur"
rollData.degatsFormula = false
rollData.nextMalus = 5
if (rollData.isHeroique) { // Malus pour prochaine action
rollData.nextMalus = 15
}
}
if (rollData.typeAttaque == "contenir") {
degatsMessage = "Pas de dégats, mais l'adversaire ne peut pas vous attaquer pour le reste du tour"
rollData.degatsFormula = false
if (rollData.isHeroique) { // Malus pour prochaine action
degatsMessage = "Pas de dégats, mais tout les adversaires avec une défense inférieure ou égale à " + rollData.finalResult - 10 +
" ne peuvent pas vous attaquer pour le reste du tour"
}
}
if (rollData.typeAttaque == "desarmer") {
degatsMessage = "Pas de dégats, mais l'adversaire reçoit un malus de -5 pour sa prochaine action"
rollData.degatsFormula = false
if (rollData.isHeroique) { // Malus pour prochaine action
rollData.defenderDesarme = true
degatsMessage = "Pas de dégats, mais l'arme de votre adversaire est arrachée de ses mains"
}
}
} else { // Armes à distance
rollData.degatsFormula = rollData.arme.system.totalDegats
}
// Perform the roll, show the dice
rollData.finalResult = 0
rollData.degatsMessage = degatsMessage
if (rollData.degatsFormula) {
console.log("Degats formula", rollData.degatsFormula)
// Twice!maximize
if (rollData.isHeroique && !maximize) {
rollData.degatsFormula += "+" + rollData.degatsFormula
}
// Latest modifiers
for (let mod of rollData.modifiers) {
if (mod.system.modifiertype == "degats") {
rollData.degatsFormula += `+${mod.system.value}`
}
}
let degatsRoll = await new Roll(rollData.degatsFormula).evaluate({ maximize: maximize })
await this.showDiceSoNice(degatsRoll, game.settings.get("core", "rollMode"))
rollData.degatsRoll = foundry.utils.duplicate(degatsRoll)
rollData.finalResult = degatsRoll.total
}
this.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-mournblade/templates/chat-degats-result.html`, rollData)
}, rollData)
}
/* -------------------------------------------- */
static applyDegatsFromAttaque(rollData) {
let defender = game.canvas.tokens.get(rollData?.defenderTokenId)?.actor
if (defender && rollData.arme) {
let actor = MournbladeUtility.getActorFromRollData(rollData)
if (rollData.typeAttaque == "desarmer" && !rollData.isHeroique) {
defender.setModifier("Malus suite à désarmement", "roll", -5)
}
if (rollData.typeAttaque == "charger") {
actor.setModifier("Défense suite à charge", "roll", -5)
}
if (rollData.nextBonus) {
actor.setModifier("Prochaine attaque", "roll", rollData.nextBonus)
if (rollData.nextDegatsBonus) {
actor.setModifier("Prochaine attaque", "degats", rollData.nextDegatsBonus)
}
}
if (rollData.nextMalus) {
defender.setModifier("Prochaine action complexe", "roll", -rollData.nextMalus)
}
if (rollData.defenderDesarme) {
ui.notifications.info("L'arme de " + defender.name + " est arrachée de ses mains (à gérer manuellement)")
}
let degats = rollData.finalResult
let type = (rollData.arme.system.nonletaux) ? "nonletaux" : "letaux"
if (rollData.arme.system.ignorearmure) {
rollData.ignoreDefenseArmor = true
}
defender.incDecSante(type, +degats, rollData.ignoreDefenseArmor)
ui.notifications.info(defender.name + "a subi " + degats + " points de santé " + type + ".")
}
}
/* -------------------------------------------- */ /* -------------------------------------------- */
static async bonusRollMournblade(rollData) { static async bonusRollMournblade(rollData) {
rollData.bonusFormula = rollData.addedBonus rollData.bonusFormula = rollData.addedBonus
let bonusRoll = new Roll(rollData.bonusFormula).roll({async: false}) let bonusRoll = await new Roll(rollData.bonusFormula).evaluate()
await this.showDiceSoNice(bonusRoll, game.settings.get("core", "rollMode")); await this.showDiceSoNice(bonusRoll, game.settings.get("core", "rollMode"));
rollData.bonusRoll = bonusRoll rollData.bonusRoll = foundry.utils.duplicate(bonusRoll)
rollData.finalResult += rollData.bonusRoll.total rollData.finalResult += rollData.bonusRoll.total
this.computeResult( rollData) this.computeResult(rollData)
this.createChatWithRollMode(rollData.alias, { this.createChatWithRollMode(rollData.alias, {
content: await renderTemplate(`systems/fvtt-mournblade/templates/chat-generic-result.html`, rollData) content: await renderTemplate(`systems/fvtt-mournblade/templates/chat-generic-result.html`, rollData)
@ -355,6 +578,7 @@ export class MournbladeUtility {
static getUsers(filter) { static getUsers(filter) {
return game.users.filter(filter).map(user => user.data._id); return game.users.filter(filter).map(user => user.data._id);
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static getWhisperRecipients(rollMode, name) { static getWhisperRecipients(rollMode, name) {
switch (rollMode) { switch (rollMode) {
@ -372,7 +596,7 @@ export class MournbladeUtility {
/* -------------------------------------------- */ /* -------------------------------------------- */
static blindMessageToGM(chatOptions) { static blindMessageToGM(chatOptions) {
let chatGM = duplicate(chatOptions); let chatGM = foundry.utils.duplicate(chatOptions);
chatGM.whisper = this.getUsers(user => user.isGM); chatGM.whisper = this.getUsers(user => user.isGM);
chatGM.content = "Blinde message of " + game.user.name + "<br>" + chatOptions.content; chatGM.content = "Blinde message of " + game.user.name + "<br>" + chatOptions.content;
console.log("blindMessageToGM", chatGM); console.log("blindMessageToGM", chatGM);
@ -425,7 +649,8 @@ export class MournbladeUtility {
chatOptions.whisper = this.getWhisperRecipients(rollMode, name); chatOptions.whisper = this.getWhisperRecipients(rollMode, name);
break; break;
} }
chatOptions.alias = chatOptions.alias || name chatOptions.alias = chatOptions.alias || name;
chatOptions.speaker = ChatMessage.getSpeaker();
let msg = await ChatMessage.create(chatOptions) let msg = await ChatMessage.create(chatOptions)
console.log("=======>", rollData) console.log("=======>", rollData)
msg.setFlag("world", "mournblade-roll", rollData) msg.setFlag("world", "mournblade-roll", rollData)
@ -434,11 +659,11 @@ export class MournbladeUtility {
/* -------------------------------------------- */ /* -------------------------------------------- */
static getBasicRollData() { static getBasicRollData() {
let rollData = { let rollData = {
rollId: randomID(16), rollId: foundry.utils.randomID(16),
rollMode: game.settings.get("core", "rollMode"), rollMode: game.settings.get("core", "rollMode"),
modificateursOptions: this.getModificateurOptions(),
difficulte: 0, difficulte: 0,
modificateur: 0, modificateur: 0,
config: foundry.utils.duplicate(game.system.mournblade.config),
} }
MournbladeUtility.updateWithTarget(rollData) MournbladeUtility.updateWithTarget(rollData)
return rollData return rollData
@ -446,15 +671,19 @@ export class MournbladeUtility {
/* -------------------------------------------- */ /* -------------------------------------------- */
static updateWithTarget(rollData) { static updateWithTarget(rollData) {
let objectDefender let target = MournbladeUtility.getTarget()
let target = MournbladeUtility.getTarget();
if (target) { if (target) {
let defenderActor = game.actors.get(target.data.actorId) rollData.defenderTokenId = target.id
objectDefender = MournbladeUtility.data(defenderActor) let defender = game.canvas.tokens.get(rollData.defenderTokenId).actor
objectDefender = mergeObject(objectDefender, target.data.actorData) rollData.defenderCombatValues = defender.getCombatValues()
rollData.defender = objectDefender rollData.defender = defender.toObject() // Simpler
rollData.attackerId = this.id rollData.defenderDefense = defender.getBestDefenseValue()
rollData.defenderId = objectDefender._id rollData.armeDefense = defender.getBestDefenseValue()
if (rollData.armeDefense) {
rollData.difficulte = rollData.armeDefense.system.totalDefensif
} else {
ui.notifications.warn("Aucune arme de défense équipée, difficulté manuelle à positionner.")
}
} }
} }
@ -469,9 +698,9 @@ export class MournbladeUtility {
let msg = game.messages.get(msgId) let msg = game.messages.get(msgId)
if (msg) { if (msg) {
let rollData = msg.getFlag("world", "mournblade-roll") let rollData = msg.getFlag("world", "mournblade-roll")
let actor = game.actors.get(rollData.actorId) let actor = MournbladeUtility.getActorFromRollData(rollData)
actor.changeBonneAventure( changed ) actor.changeBonneAventure(changed)
rollData.isReroll = true rollData.isReroll = true
rollData.textBonus = "Bonus de Points d'Aventure" rollData.textBonus = "Bonus de Points d'Aventure"
if (addedBonus == "reroll") { if (addedBonus == "reroll") {
MournbladeUtility.rollMournblade(rollData) MournbladeUtility.rollMournblade(rollData)
@ -482,20 +711,20 @@ export class MournbladeUtility {
} }
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static applyEclatRoll(li, changed, addedBonus) { static applyEclatRoll(li, changed, addedBonus) {
let msgId = li.data("message-id") let msgId = li.data("message-id")
let msg = game.messages.get(msgId) let msg = game.messages.get(msgId)
if (msg) { if (msg) {
let rollData = msg.getFlag("world", "mournblade-roll") let rollData = msg.getFlag("world", "mournblade-roll")
let actor = game.actors.get(rollData.actorId) let actor = MournbladeUtility.getActorFromRollData(rollData)
actor.changeEclat( changed ) actor.changeEclat(changed)
rollData.isReroll = true rollData.isReroll = true
rollData.textBonus = "Bonus d'Eclat" rollData.textBonus = "Bonus d'Eclat"
rollData.addedBonus = addedBonus rollData.addedBonus = addedBonus
MournbladeUtility.bonusRollMournblade(rollData) MournbladeUtility.bonusRollMournblade(rollData)
}
} }
}
/* -------------------------------------------- */ /* -------------------------------------------- */
static chatRollMenu(html, options) { static chatRollMenu(html, options) {
@ -503,44 +732,52 @@ export class MournbladeUtility {
let canApplyBALoyal = function (li) { let canApplyBALoyal = function (li) {
let message = game.messages.get(li.attr("data-message-id")) let message = game.messages.get(li.attr("data-message-id"))
let rollData = message.getFlag("world", "mournblade-roll") let rollData = message.getFlag("world", "mournblade-roll")
let actor = game.actors.get(rollData.actorId) let actor = MournbladeUtility.getActorFromRollData(rollData)
return ( !rollData.isReroll && actor.getBonneAventure() > 0 && actor.getAlignement() == "loyal") return (!rollData.isReroll && actor.getBonneAventure() > 0 && actor.getAlignement() == "loyal")
} }
let canApplyPELoyal = function (li) { let canApplyPELoyal = function (li) {
let message = game.messages.get(li.attr("data-message-id")) let message = game.messages.get(li.attr("data-message-id"))
let rollData = message.getFlag("world", "mournblade-roll") let rollData = message.getFlag("world", "mournblade-roll")
let actor = game.actors.get(rollData.actorId) let actor = MournbladeUtility.getActorFromRollData(rollData)
return ( !rollData.isReroll && actor.getEclat() > 0 && actor.getAlignement() == "loyal") return (!rollData.isReroll && actor.getEclat() > 0 && actor.getAlignement() == "loyal")
} }
let canApplyBAChaotique = function (li) { let canApplyBAChaotique = function (li) {
let message = game.messages.get(li.attr("data-message-id")) let message = game.messages.get(li.attr("data-message-id"))
let rollData = message.getFlag("world", "mournblade-roll") let rollData = message.getFlag("world", "mournblade-roll")
let actor = game.actors.get(rollData.actorId) let actor = MournbladeUtility.getActorFromRollData(rollData)
return ( !rollData.isReroll && actor.getBonneAventure() > 0 && actor.getAlignement() == "chaotique") return (!rollData.isReroll && actor.getBonneAventure() > 0 && actor.getAlignement() == "chaotique")
} }
let canApplyBAChaotique3 = function (li) { let canApplyBAChaotique3 = function (li) {
let message = game.messages.get(li.attr("data-message-id")) let message = game.messages.get(li.attr("data-message-id"))
let rollData = message.getFlag("world", "mournblade-roll") let rollData = message.getFlag("world", "mournblade-roll")
let actor = game.actors.get(rollData.actorId) let actor = MournbladeUtility.getActorFromRollData(rollData)
return ( !rollData.isReroll && actor.getBonneAventure() > 2 && actor.getAlignement() == "chaotique") return (!rollData.isReroll && actor.getBonneAventure() > 2 && actor.getAlignement() == "chaotique")
} }
let canApplyPEChaotique = function (li) { let canApplyPEChaotique = function (li) {
let message = game.messages.get(li.attr("data-message-id")) let message = game.messages.get(li.attr("data-message-id"))
let rollData = message.getFlag("world", "mournblade-roll") let rollData = message.getFlag("world", "mournblade-roll")
let actor = game.actors.get(rollData.actorId) let actor = MournbladeUtility.getActorFromRollData(rollData)
return ( !rollData.isReroll && actor.getEclat() > 0 && actor.getAlignement() == "chaotique") return (!rollData.isReroll && actor.getEclat() > 0 && actor.getAlignement() == "chaotique")
} }
let hasPredilection = function (li) { let hasPredilection = function (li) {
let message = game.messages.get(li.attr("data-message-id")) let message = game.messages.get(li.attr("data-message-id"))
let rollData = message.getFlag("world", "mournblade-roll") let rollData = message.getFlag("world", "mournblade-roll")
let actor = game.actors.get(rollData.actorId) let actor = MournbladeUtility.getActorFromRollData(rollData)
if ( rollData.competence) { if (rollData.competence) {
let nbPred = rollData.competence.data.predilections.filter( pred => !pred.used).length let nbPred = rollData.competence.data.predilections.filter(pred => !pred.used).length
return ( !rollData.isReroll && rollData.competence && nbPred > 0 ) return (!rollData.isReroll && rollData.competence && nbPred > 0)
}
return false
}
let canCompetenceDouble = function (li) {
let message = game.messages.get(li.attr("data-message-id"))
let rollData = message.getFlag("world", "mournblade-roll")
let actor = MournbladeUtility.getActorFromRollData(rollData)
if (rollData.competence) {
return rollData.competence.data.doublebonus
} }
return false return false
} }
options.push( options.push(
{ {
name: "Ajouer +3 (1 point de Bonne Aventure)", name: "Ajouer +3 (1 point de Bonne Aventure)",
@ -549,6 +786,14 @@ export class MournbladeUtility {
callback: li => MournbladeUtility.applyBonneAventureRoll(li, -1, "+3") callback: li => MournbladeUtility.applyBonneAventureRoll(li, -1, "+3")
} }
) )
options.push(
{
name: "Ajouer +6 (1 point de Bonne Aventure)",
icon: "<i class='fas fa-user-plus'></i>",
condition: canApply && canApplyBALoyal && canCompetenceDouble,
callback: li => MournbladeUtility.applyBonneAventureRoll(li, -1, "+6")
}
)
options.push( options.push(
{ {
name: "Ajouer +1d6 (1 point de Bonne Aventure)", name: "Ajouer +1d6 (1 point de Bonne Aventure)",
@ -557,6 +802,14 @@ export class MournbladeUtility {
callback: li => MournbladeUtility.applyBonneAventureRoll(li, -1, "+1d6") callback: li => MournbladeUtility.applyBonneAventureRoll(li, -1, "+1d6")
} }
) )
options.push(
{
name: "Ajouer +2d6 (1 point de Bonne Aventure)",
icon: "<i class='fas fa-user-plus'></i>",
condition: canApply && canApplyBAChaotique && canCompetenceDouble,
callback: li => MournbladeUtility.applyBonneAventureRoll(li, -1, "+2d6")
}
)
options.push( options.push(
{ {
name: "Relancer le dé (3 points de Bonne Aventure)", name: "Relancer le dé (3 points de Bonne Aventure)",
@ -573,17 +826,25 @@ export class MournbladeUtility {
callback: li => MournbladeUtility.applyEclatRoll(li, -1, "+10") callback: li => MournbladeUtility.applyEclatRoll(li, -1, "+10")
} }
) )
options.push(
{
name: "Ajouter +20 (1 Point d'Eclat)",
icon: "<i class='fas fa-user-plus'></i>",
condition: canApply && canApplyPELoyal && canCompetenceDouble,
callback: li => MournbladeUtility.applyEclatRoll(li, -1, "+20")
}
)
return options return options
} }
/* -------------------------------------------- */ /* -------------------------------------------- */
static async confirmDelete(actorSheet, li) { static async confirmDelete(actorSheet, li) {
let itemId = li.data("item-id"); let itemId = li.data("item-id");
let msgTxt = "<p>Are you sure to remove this Item ?"; let msgTxt = "<p>Voulez vous supprimer cet item ?";
let buttons = { let buttons = {
delete: { delete: {
icon: '<i class="fas fa-check"></i>', icon: '<i class="fas fa-check"></i>',
label: "Yes, remove it", label: "Oui !",
callback: () => { callback: () => {
actorSheet.actor.deleteEmbeddedDocuments("Item", [itemId]); actorSheet.actor.deleteEmbeddedDocuments("Item", [itemId]);
li.slideUp(200, () => actorSheet.render(false)); li.slideUp(200, () => actorSheet.render(false));
@ -591,12 +852,12 @@ export class MournbladeUtility {
}, },
cancel: { cancel: {
icon: '<i class="fas fa-times"></i>', icon: '<i class="fas fa-times"></i>',
label: "Cancel" label: "Non !"
} }
} }
msgTxt += "</p>"; msgTxt += "</p>";
let d = new Dialog({ let d = new Dialog({
title: "Confirm removal", title: "Confirmer la suppression",
content: msgTxt, content: msgTxt,
buttons: buttons, buttons: buttons,
default: "cancel" default: "cancel"

View File

@ -1,42 +1,46 @@
{"name":"Fouet","type":"arme","img":"systems/fvtt-mournblade/assets/icons/arme.webp","data":{"description":"","typearme":"contactjet","bonusmaniementoff":0,"bonusmaniementdef":0,"degats":"1d4 + 1","deuxmains":false,"courte":3,"moyenne":0,"longue":0,"tr":0,"rarete":4,"prix":40},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.Qb1h25U88mTM4h72"}},"_id":"0swiE8k5zfUIqmXu"} {"name":"Fouet","type":"arme","img":"systems/fvtt-mournblade/assets/icons/arme.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Item.Qb1h25U88mTM4h72"}},"_id":"0swiE8k5zfUIqmXu","system":{"description":"","typearme":"contactjet","isdefense":false,"bonusmaniementoff":0,"bonusmaniementdef":0,"degats":"1d4 + 1","nonletaux":true,"deuxmains":false,"courte":3,"moyenne":0,"longue":0,"tr":0,"rarete":4,"prix":40,"equipped":false},"ownership":{"default":0,"RiMAsQHaUMojde7N":3},"_stats":{"systemId":"fvtt-mournblade","systemVersion":"10.0.9","coreVersion":"10.286","createdTime":1664572964292,"modifiedTime":1664573659387,"lastModifiedBy":"1Hr6ON03ooIXzvIm"}}
{"name":"Hache des mers","type":"arme","img":"systems/fvtt-mournblade/assets/icons/arme.webp","data":{"description":"","typearme":"contact","bonusmaniementoff":2,"bonusmaniementdef":0,"degats":"2d6","deuxmains":true,"courte":0,"moyenne":0,"longue":0,"tr":0,"rarete":7,"prix":150},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.mGYFgteaWBDo10Xb"}},"_id":"2BSVJXr0FGZZJ9fh"} {"_id":"2BSVJXr0FGZZJ9fh","name":"Hache des mers","type":"arme","img":"systems/fvtt-mournblade/assets/icons/arme.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Item.mGYFgteaWBDo10Xb"}},"system":{"description":"","typearme":"contact","isdefense":true,"bonusmaniementoff":2,"bonusmaniementdef":0,"degats":"2d6","nonletaux":false,"deuxmains":true,"courte":0,"moyenne":0,"longue":0,"tr":0,"rarete":7,"prix":150,"equipped":false},"ownership":{"default":0,"RiMAsQHaUMojde7N":3},"_stats":{"systemId":"fvtt-mournblade","systemVersion":"10.0.9","coreVersion":"10.286","createdTime":1664572964293,"modifiedTime":1664573659388,"lastModifiedBy":"1Hr6ON03ooIXzvIm"}}
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{"_id":"wv5EiePmPTpqFutt","name":"Épée longue","type":"arme","img":"systems/fvtt-mournblade/assets/icons/arme.webp","effects":[],"folder":null,"sort":0,"flags":{"core":{"sourceId":"Item.yiYtZ0sCUpMihvzz"}},"system":{"description":"","typearme":"contact","isdefense":true,"bonusmaniementoff":2,"bonusmaniementdef":0,"degats":"2d6 + 1","nonletaux":false,"deuxmains":true,"courte":0,"moyenne":0,"longue":0,"tr":0,"rarete":8,"prix":250,"equipped":false},"ownership":{"default":0,"RiMAsQHaUMojde7N":3},"_stats":{"systemId":"fvtt-mournblade","systemVersion":"10.0.9","coreVersion":"10.286","createdTime":1664572964301,"modifiedTime":1664573659386,"lastModifiedBy":"1Hr6ON03ooIXzvIm"}}

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2024/09/10-07:14:44.885743 7f7ed4e006c0 Recovering log #215
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{"name":"Protection du Sorcier","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>L&rsquo;&Eacute;lu est prot&eacute;g&eacute; contre les attaques des cr&eacute;atures n&eacute;es ou invoqu&eacute;es par la sorcellerie (un type d&rsquo;&Eacute;l&eacute;mentaire, les D&eacute;mons, les Automata&hellip;). La protection dont il b&eacute;n&eacute;ficie d&eacute;pend du nombre de points d&rsquo;&Acirc;me sacrifi&eacute;s.</p>","allegeance":"chaos","prerequis":"6 ou plus en Trempe.","sacrifice":"<ul>\n<li>1 point d&rsquo;&Acirc;me pour 1 point de protection. Acc&egrave;s r&eacute;serv&eacute; aux Novices et aux Adeptes.</li>\n<li>2 points d&rsquo;&Acirc;me pour 2 points de protection. Acc&egrave;s r&eacute;serv&eacute; aux Chevaliers et aux H&eacute;rauts.</li>\n<li>3 points d&rsquo;&Acirc;me pour un 3 points de protection. Acc&egrave;s r&eacute;serv&eacute; aux Champions.</li>\n</ul>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.WUPne9oDFTcdLtW9"}},"_id":"5dGXNiL3WN4cAk7X"}
{"name":"Conscience extraplanaire","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>L&rsquo;&Eacute;lu a conscience du tissu de la r&eacute;alit&eacute;. Il peut percevoir les passages et les portails menant vers d&rsquo;autres plans dans une zone de 10 m&egrave;tres par point d&rsquo;Aspect chaotique gr&acirc;ce &agrave; un simple test de Clairvoyance + Perception / 15. S&rsquo;il ignore l&rsquo;existence de ce passage et qu&rsquo;il passe devant, le MJ peut faire un test de Clairvoyance + Perception / 25 pour l&rsquo;&Eacute;lu derri&egrave;re son &eacute;cran.</p>","allegeance":"chaos","prerequis":"6 ou plus en Clairvoyance.","sacrifice":"<p>1 point d&rsquo;&Acirc;me.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.1nIGWsNtx1NKxjPn"}},"_id":"5v0Y35LzqfAd0KnX"}
{"name":"Santé renforcée (Loi)","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>Les points de Sant&eacute; de l&rsquo;&Eacute;lu sont recalcul&eacute;s en ajoutant &agrave; [(Puissance + Trempe) x 2]+ 5 le nombre de points d&rsquo;&Acirc;me sacrifi&eacute;s. Ce Don ne peut &ecirc;tre pris qu&rsquo;une seule fois m&ecirc;me si l&rsquo;&Eacute;lu conclut plusieurs Pactes.</p>","allegeance":"loi","prerequis":"6 ou plus en Trempe.","sacrifice":"<p>1 point d&rsquo;&Acirc;me par point de Sant&eacute; suppl&eacute;mentaire, pour un maximum &eacute;gal &agrave; l&rsquo;Aspect du personnage.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.4ow7N6kdAWXbTApf"}},"_id":"6IS4zstVwJxG2lwy"}
{"name":"Repos de lÂme","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>L&rsquo;&Eacute;lu r&eacute;cup&egrave;re deux fois plus vite ses points d&rsquo;&Acirc;me, soit 2 par heure et 4 en cas de repos.</p>","allegeance":"chaos","prerequis":"6 ou plus en Présence.","sacrifice":"<p>3 points d&rsquo;&Acirc;me.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.KXciI0xwd6gSOLcZ"}},"_id":"8WLUjxBJtd33mZFp"}
{"name":"Trait chaotique","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>L&rsquo;&Eacute;lu gagne un trait du Chaos qu&rsquo;il tire au hasard dans le tableau de la page 185 avec un d20. Il peut prendre ce Don trois fois. S&rsquo;il tire un trait qu&rsquo;il poss&egrave;de d&eacute;j&agrave;, il doit relancer le d20. Ces traits sont permanents et d&eacute;finitifs, &agrave; moins que les Seigneurs du Chaos n&rsquo;en d&eacute;cident autrement, notamment si l&rsquo;&Eacute;lu les dissimule trop &agrave; leur go&ucirc;t alors qu&rsquo;il n&rsquo;y est pas absolument contraint par des imp&eacute;ratifs de survie imm&eacute;diats.</p>","allegeance":"chaos","prerequis":"aucun","sacrifice":"<p>2 points d&rsquo;&Acirc;me par Trait chaotique. L&rsquo;&Eacute;lu ne peut en avoir plus que sa Marge.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.BKzeOjGA13wQgO0S"}},"_id":"BuZM5BnSaPIGEiEq"}
{"name":"Guérison","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>L&rsquo;&Eacute;lu r&eacute;g&eacute;n&egrave;re rapidement. Chaque jour de repos, il regagne un nombre de points de Sant&eacute; &eacute;gal &agrave; sa Trempe /2 + son Aspect.</p>","allegeance":"loi","prerequis":"6 ou plus en Trempe.","sacrifice":"<p>3 point d&rsquo;&Acirc;me.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.yvY0G3PffZWEl92R"}},"_id":"Eme2iVAF670LCeIH"}
{"name":"Aide Élémentaire","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>Ce Don permet d&rsquo;appeler un &Eacute;l&eacute;mentaire &agrave; son secours une fois par sc&eacute;nario. La Puissance de l&rsquo;&Eacute;l&eacute;mentaire est fi x&eacute;e lors de l&rsquo;octroi du Don. La nature de l&rsquo;&Eacute;l&eacute;mentaire correspond &agrave; celle du Seigneur &Eacute;l&eacute;mentaire avec lequel le Pacte a &eacute;t&eacute; pass&eacute;. Ce Don ne peut &ecirc;tre pris qu&rsquo;une fois par Seigneur &Eacute;l&eacute;mentaire v&eacute;n&eacute;r&eacute;.</p>","allegeance":"elementaires","prerequis":"","sacrifice":"<ul>\n<li>1 point d&rsquo;&Acirc;me pour un &Eacute;l&eacute;mentaire mineur disposant de 5 points d&rsquo;&Acirc;me. Acc&egrave;s r&eacute;serv&eacute; aux Novices et aux Adeptes.</li>\n<li>3 points d&rsquo;&Acirc;me pour un &Eacute;l&eacute;mentaire m&eacute;dian disposant de 10 points d&rsquo;&Acirc;me. Acc&egrave;s r&eacute;serv&eacute; aux Chevaliers et aux H&eacute;rauts.</li>\n<li>5 points d&rsquo;&Acirc;me pour un &Eacute;l&eacute;mentaire majeur disposant de 15 points d&rsquo;&Acirc;me. Acc&egrave;s r&eacute;serv&eacute; aux Champions.</li>\n</ul>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.Wo42z8L33wLerUM8"}},"_id":"JAkSopwrh4QmKrPY"}
{"name":"Augmentation du modificateur de dégâts","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>Les d&eacute;g&acirc;ts caus&eacute;s par l&rsquo;&Eacute;lu b&eacute;n&eacute;ficient d&rsquo;un bonus pour <em>un type d&rsquo;armes donn&eacute;</em>. Le bonus d&eacute;pend du nombre de points d&rsquo;&Acirc;me sacrifi&eacute;s.</p>","allegeance":"loi","prerequis":"6 ou plus en Puissance.","sacrifice":"<ul>\n<li>1 point d&rsquo;&Acirc;me pour un bonus de + 1. Acc&egrave;s r&eacute;serv&eacute; aux Novices et aux Adeptes.</li>\n<li>3 points d&rsquo;&Acirc;me pour un bonus de + 2. Acc&egrave;s r&eacute;serv&eacute; aux Chevaliers et aux H&eacute;rauts.</li>\n<li>5 points d&rsquo;&Acirc;me pour un bonus de + 3. Acc&egrave;s r&eacute;serv&eacute; aux Champions.</li>\n</ul>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.bqdkbOf7EsdsCRqu"}},"_id":"K4H2VC0jTCy7pYj7"}
{"name":"Lexemple du Juste","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>L&rsquo;&Eacute;lu est un exemple rayonnant pour ses camarades. Une fois par sc&eacute;nario, si l&rsquo;&Eacute;lu adresse pendant un tour de jeu une pri&egrave;re &agrave; une divinit&eacute; de la Loi, lui et ses camarades (une dizaine tout au plus) seront b&eacute;nis et recevront jusqu&rsquo;&agrave; la fin de la sc&egrave;ne un bonus &agrave; toutes leurs actions.</p>","allegeance":"loi","prerequis":"6 ou plus en Trempe.","sacrifice":"<ul>\n<li>1 point d&rsquo;&Acirc;me pour un bonus de + 1. Acc&egrave;s r&eacute;serv&eacute; aux Novices et aux Adeptes.</li>\n<li>2 points d&rsquo;&Acirc;me pour un bonus de + 2. Acc&egrave;s r&eacute;serv&eacute; aux Chevaliers et aux H&eacute;rauts.</li>\n<li>3 points d&rsquo;&Acirc;me pour un bonus de + 3. Acc&egrave;s r&eacute;serv&eacute; aux Champions.&nbsp;</li>\n</ul>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.C5ofSFNXoXZFo8ak"}},"_id":"KlfScJjqvlPtkcdZ"}
{"name":"Abstinence","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>L&rsquo;&Eacute;lu peut survivre en se privant d&rsquo;un &eacute;l&eacute;ment vital (nourriture, eau, sommeil, mais pas air) pendant un certain temps. La dur&eacute;e de ce pouvoir d&eacute;pend du nombre de points d&rsquo;&Acirc;me sacrifi&eacute;s.</p>","allegeance":"tous","prerequis":"6 ou plus en Trempe","sacrifice":"<ul>\n<li>2 points d&rsquo;&Acirc;me pour un jour. Acc&egrave;s r&eacute;serv&eacute; aux Novices et aux Adeptes.</li>\n<li>6 points d&rsquo;&Acirc;me pour une semaine. Acc&egrave;s r&eacute;serv&eacute; aux Che\u0002valiers et aux H&eacute;rauts.</li>\n<li>10 points d&rsquo;&Acirc;me pour un mois. Acc&egrave;s r&eacute;serv&eacute; aux Cham\u0002pions.</li>\n</ul>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.Q4Sy7vOGgU7Zgi9p"}},"_id":"OJKMNtFsuVgkV3gh"}
{"name":"Rupture Chaotique","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>Lorsque l&rsquo;&Eacute;lu manie un certain type d&rsquo;armes, il peut ajouter un bonus &agrave; son initiative ou b&eacute;n&eacute;ficier d&rsquo;un bonus aux d&eacute;g&acirc;ts lors d&rsquo;un combat, une fois par s&eacute;ance de jeu.</p>","allegeance":"chaos","prerequis":"6 ou plus en Puissance.","sacrifice":"<ul>\n<li>1 point d&rsquo;&Acirc;me pour un bonus de + 1 aux d&eacute;g&acirc;ts ou + 5 en initiative. Acc&egrave;s r&eacute;serv&eacute; aux Novices et aux Adeptes.</li>\n<li>3 points d&rsquo;&Acirc;me pour un bonus de + 2 aux d&eacute;g&acirc;ts ou + 7 en initiative. Acc&egrave;s r&eacute;serv&eacute; aux Chevaliers et aux H&eacute;rauts.</li>\n<li>5 points d&rsquo;&Acirc;me pour un bonus de + 3 aux d&eacute;g&acirc;ts ou + 10 en initiative. Acc&egrave;s r&eacute;serv&eacute; aux Champions.</li>\n</ul>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.gMI6F4qY5Fi6okZ7"}},"_id":"Q1xDyjQy59lr5wAG"}
{"name":"Sens du Pur","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>L&rsquo;&Eacute;lu a imm&eacute;diatement conscience de la pr&eacute;sence pass&eacute;e ou actuelle du Chaos (sortil&egrave;ge &agrave; l&rsquo;&oelig;uvre, puissant serviteur&hellip;). Le personnage est tr&egrave;s sensible aux &eacute;manations chaotiques, elles lui soul&egrave;vent le c&oelig;ur. La distance de d&eacute;tection peut aug\u0002menter en sacrifiant davantage de points d&rsquo;&Acirc;me</p>","allegeance":"loi","prerequis":"6 ou plus en Adresse ou Clairvoyance.","sacrifice":"<ul>\n<li>1 point d&rsquo;&Acirc;me pour d&eacute;tecter les ennemis dans un rayon de 10 m&egrave;tres. Acc&egrave;s r&eacute;serv&eacute; aux Novices et aux Adeptes.</li>\n<li>2 points d&rsquo;&Acirc;me pour d&eacute;tecter les ennemis dans un rayon de 100 m&egrave;tres. Acc&egrave;s r&eacute;serv&eacute; aux Chevaliers et aux H&eacute;rauts.</li>\n<li>3 points d&rsquo;&Acirc;me pour d&eacute;tecter les ennemis dans un rayon de 1000 m&egrave;tres. Acc&egrave;s r&eacute;serv&eacute; aux Champions.</li>\n</ul>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.tp2435vHrj63GeAK"}},"_id":"RYgdBIikcBfN8xAp"}
{"name":"Gardien des Millions de Sphères","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>L&rsquo;&Eacute;lu a conscience du tissu de la r&eacute;alit&eacute;. Il peut sceller, par de longues pri&egrave;res psalmodi&eacute;es, les passages et les portails donnant sur d&rsquo;autres plans du Multivers. Cette action lui co&ucirc;te le sacrifice d&rsquo;un point d&rsquo;&Eacute;clat. Tant que sa concentration reste tourn&eacute;e vers ce passage, le portail demeure scell&eacute;, comme si Donblas lui-m&ecirc;me le gardait. Mais d&egrave;s que le personnage s&rsquo;endort, la porte, bien que ferm&eacute;e, n&rsquo;est plus scell&eacute;e. Certains plans tr&egrave;s importants poss&egrave;dent plusieurs passages menant vers les Jeunes Royaumes.</p>","allegeance":"loi","prerequis":"6 ou plus en Clairvoyance.","sacrifice":"<p>5 points d&rsquo;&Acirc;me.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.tm1fjaETqhMAldqJ"}},"_id":"TKCaHLHccYw7JvFy"}
{"name":"Vivacité","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>Lors d&rsquo;un test de Capacit&eacute; Offensive, l&rsquo;&Eacute;lu voit la marge n&eacute;cessaire &agrave; l&rsquo;obtention d&rsquo;une r&eacute;ussite h&eacute;ro&iuml;que diminuer de 1 (9 ou plus), de 2 (8 ou plus) ou de 3 (7 ou plus).&nbsp;</p>","allegeance":"tous","prerequis":"6 ou plus en Adresse ou Clairvoyance.","sacrifice":"<ul>\n<li>3 points d&rsquo;&Acirc;me pour diminuer la marge de 1 (r&eacute;ussite h&eacute;ro&iuml;que sur 9 ou plus). Acc&egrave;s r&eacute;serv&eacute; aux Novices et aux Adeptes.</li>\n<li>5 points d&rsquo;&Acirc;me pour diminuer la marge de 2 (r&eacute;ussite h&eacute;ro&iuml;que sur 8 ou plus). Acc&egrave;s r&eacute;serv&eacute; aux Chevaliers et aux H&eacute;rauts.</li>\n<li>7 points d&rsquo;&Acirc;me pour diminuer la marge de 3 (r&eacute;ussite h&eacute;ro&iuml;que sur 7 ou plus). Acc&egrave;s r&eacute;serv&eacute; aux Champions.</li>\n</ul>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.GlhqSASDW0XdR243"}},"_id":"XaJAo8otOXmgtjzA"}
{"name":"Augmentation de compétence (Chaos)","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>Ce Don permet d&rsquo;augmenter une comp&eacute;tence importante pour la voie spirituelle choisie. Le bonus octroy&eacute; d&eacute;pend du nombre de points d&rsquo;&Acirc;me sacrifi &eacute;s. Ce Don peut &ecirc;tre choisi plusieurs fois, mais il ne peut s&rsquo;appliquer qu&rsquo;une fois par comp&eacute;tence.&nbsp;</p>","allegeance":"chaos","prerequis":"6 ou plus en Clairvoyance.","sacrifice":"<ul>\n<li>1 point d&rsquo;&Acirc;me pour un + 1 &agrave; une comp&eacute;tence. Acc&egrave;s r&eacute;serv&eacute; aux Novices et aux Adeptes.</li>\n<li>2 points d&rsquo;&Acirc;me pour un + 2 &agrave; une comp&eacute;tence. Acc&egrave;s r&eacute;serv&eacute; aux Chevaliers et aux H&eacute;rauts.</li>\n<li>3 points d&rsquo;&Acirc;me pour un + 3 &agrave; une comp&eacute;tence. Acc&egrave;s r&eacute;serv&eacute; aux Champions.</li>\n</ul>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.75OYBq5iGgdXVQcA"}},"_id":"aP4vSk6WOL4wXyyb"}
{"name":"Dur à cuire","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>L&rsquo;&Eacute;lu r&eacute;siste aux effets li&eacute;s &agrave; la fatigue et &agrave; la maladie. Le b&eacute;n&eacute;\u0002fi ciaire de ce Don a droit &agrave; un bonus de + 1 lors de ses tests de Trempe pour r&eacute;sister &agrave; la fatigue et &agrave; la maladie. Ce bonus peut augmenter en sacrifi ant davantage de points d&rsquo;&Acirc;me.</p>","allegeance":"tous","prerequis":"6 ou plus en Trempe.","sacrifice":"<ul>\n<li>1 point d&rsquo;&Acirc;me pour un bonus de + 2. Acc&egrave;s r&eacute;serv&eacute; aux Novices et aux Adeptes.</li>\n<li>2 points d&rsquo;&Acirc;me pour un bonus de + 3. Acc&egrave;s r&eacute;serv&eacute; aux Chevaliers et aux H&eacute;rauts.</li>\n<li>3 points d&rsquo;&Acirc;me pour un bonus de + 4. Acc&egrave;s r&eacute;serv&eacute; aux Champions.</li>\n</ul>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.jNeLj9DyylUj7LAl"}},"_id":"gK3glTgKTKRw9ref"}
{"name":"Animal apprivoisé","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>Le croyant se voit confier un animal normal (c&rsquo;est-&agrave;-dire non surnaturel). L&rsquo;animal apprivois&eacute; est un membre standard de son esp&egrave;ce et ob&eacute;it &agrave; des ordres simples, mais sans jamais aller contre sa nature. Le co&ucirc;t de ce Don d&eacute;pend de la Puissance de la cr&eacute;ature qui est fix&eacute;e lors de son octroi. Si 1 point d&rsquo;&Acirc;me suppl&eacute;mentaire est investi, la cr&eacute;ature peut communiquer t&eacute;l&eacute;\u0002pathiquement avec son ma&icirc;tre (et uniquement avec lui).</p>","allegeance":"betes","prerequis":"6 ou plus en Présence.","sacrifice":"<ul>\n<li>1 point d&rsquo;&Acirc;me pour une cr&eacute;ature d&rsquo;une Puissance de 0 &agrave; 4. Acc&egrave;s r&eacute;serv&eacute; aux Novices et aux Adeptes.</li>\n<li>3 points d&rsquo;&Acirc;me pour une cr&eacute;ature d&rsquo;une Puissance de 5 &agrave; 7. Acc&egrave;s r&eacute;serv&eacute; aux Chevaliers et aux H&eacute;rauts.</li>\n<li>5 points d&rsquo;&Acirc;me pour une cr&eacute;ature d&rsquo;une Puissance de 8 &agrave; 10. Acc&egrave;s r&eacute;serv&eacute; aux Champions.</li>\n</ul>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.qDUei4wRjpRYi9Ps"}},"_id":"gN7DtvMJPASpPpQl"}
{"name":"Protection du Mage","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>L&rsquo;&Eacute;lu est prot&eacute;g&eacute; contre les attaques des cr&eacute;atures engendr&eacute;es ou invoqu&eacute;es par la Sorcellerie (les &Eacute;l&eacute;mentaires, les D&eacute;mons, les Automata&hellip;). La protection dont il b&eacute;n&eacute;ficie d&eacute;pend du nombre de points d&rsquo;&Acirc;me sacrifi&eacute;s.</p>","allegeance":"loi","prerequis":"6 ou plus en Trempe.","sacrifice":"<ul>\n<li>1 point d&rsquo;&Acirc;me pour 1 point de protection. Acc&egrave;s r&eacute;serv&eacute; aux Novices et aux Adeptes.</li>\n<li>2 points d&rsquo;&Acirc;me pour 2 points de protection. Acc&egrave;s r&eacute;serv&eacute; aux Chevaliers et aux H&eacute;rauts.</li>\n<li>3 points d&rsquo;&Acirc;me pour un 3 points de protection. Acc&egrave;s r&eacute;serv&eacute; aux Champions.</li>\n</ul>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.NVIG52HOiWGm6JcW"}},"_id":"j7iTQOFdiJUviTC9"}
{"name":"Sang-Froid","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>L&rsquo;&Eacute;lu peut supporter n&rsquo;importe quel type de souffrance psy\u0002chique. Il ne subit pas les p&eacute;nalit&eacute;s dues &agrave; l&rsquo;&eacute;tat D&eacute;stabilis&eacute; (&ndash; 2) et Choqu&eacute; (&ndash; 5). Il est immunis&eacute; &agrave; la torture mentale.</p>","allegeance":"chaos","prerequis":"6 ou plus en Trempe.","sacrifice":"<p>1 point d&rsquo;&Acirc;me.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.KvdQLDhSpfAd2Iig"}},"_id":"lWXxInM05EiBu6uX"}
{"name":"Dur à cuire (Chaos)","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>L&rsquo;&Eacute;lu r&eacute;siste aux effets li&eacute;s &agrave; la fatigue et &agrave; la maladie. Le b&eacute;n&eacute;fi ciaire de ce Don a droit &agrave; un bonus de + 1 lors de ses tests de Trempe pour r&eacute;sister &agrave; la fatigue et &agrave; la maladie. Ce bonus peut augmenter en sacrifi ant davantage de points d&rsquo;&Acirc;me.</p>","allegeance":"chaos","prerequis":"6 ou plus en Trempe.","sacrifice":"<ul>\n<li>1 point d&rsquo;&Acirc;me pour un bonus de + 1. Acc&egrave;s r&eacute;serv&eacute; aux Novices et aux Adeptes.</li>\n<li>2 points d&rsquo;&Acirc;me pour un bonus de + 2. Acc&egrave;s r&eacute;serv&eacute; aux Chevaliers et aux H&eacute;rauts.</li>\n<li>3 points d&rsquo;&Acirc;me pour un bonus de + 3.Acc&egrave;s r&eacute;serv&eacute; aux Champions.</li>\n</ul>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.E0kyJQ5gqCEcm0Aj"}},"_id":"oAKqbsLVd8cX4tjN"}
{"name":"Augmentation de compétence","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>Ce Don permet d&rsquo;augmenter une comp&eacute;tence relative &agrave; la voie spirituelle choisie. Le bonus octroy&eacute; d&eacute;pend du nombre de points d&rsquo;&Acirc;me sacrifi &eacute;s. Ce Don peut &ecirc;tre choisi plusieurs fois, mais il ne peut s&rsquo;appliquer qu&rsquo;une fois par comp&eacute;tence.&nbsp;</p>","allegeance":"tous","prerequis":"6 ou plus en Clairvoyance.","sacrifice":"<ul>\n<li>1 point d&rsquo;&Acirc;me pour un + 1 &agrave; une comp&eacute;tence. Acc&egrave;s r&eacute;serv&eacute; aux Novices et aux Adeptes.</li>\n<li>2 points d&rsquo;&Acirc;me pour un + 2 &agrave; une comp&eacute;tence. Acc&egrave;s r&eacute;serv&eacute; aux Chevaliers et aux H&eacute;rauts.</li>\n<li>3 points d&rsquo;&Acirc;me pour un + 3 &agrave; une comp&eacute;tence. Acc&egrave;s r&eacute;serv&eacute; aux Champions.</li>\n</ul>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.djDFklKJaW1oVTds"}},"_id":"pPNKneH7scfaEmGq"}
{"name":"Augmentation de compétence (Loi)","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>Ce Don permet d&rsquo;augmenter une comp&eacute;tence importante pour la voie spirituelle choisie. Le bonus octroy&eacute; d&eacute;pend du nombre de points d&rsquo;&Acirc;me sacrifi&eacute;s. Ce Don peut &ecirc;tre choisi plusieurs fois mais il ne peut s&rsquo;appliquer qu&rsquo;une fois par comp&eacute;tence.</p>","allegeance":"loi","prerequis":"6 ou plus en Clairvoyance.","sacrifice":"<ul>\n<li>1 point d&rsquo;&Acirc;me pour un + 1 &agrave; une comp&eacute;tence. Acc&egrave;s r&eacute;serv&eacute; aux Novices et aux Adeptes.</li>\n<li>2 points d&rsquo;&Acirc;me pour un + 2 &agrave; une comp&eacute;tence. Acc&egrave;s r&eacute;serv&eacute; aux Chevaliers et aux H&eacute;rauts.</li>\n<li>3 points d&rsquo;&Acirc;me pour un + 3 &agrave; une comp&eacute;tence. Acc&egrave;s r&eacute;serv&eacute; aux Champions.</li>\n</ul>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.gNL9lD7hofK32H7D"}},"_id":"qhOE8OTe5hNNgDtt"}
{"name":"Santé renforcée","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>Les points de Sant&eacute; de l&rsquo;&Eacute;lu sont recalcul&eacute;s en ajoutant &agrave; [(Puissance + Trempe) x 2]+ 5 le nombre de points d&rsquo;&Acirc;me sacrifi&eacute;s. Ce Don ne peut &ecirc;tre pris qu&rsquo;une seule fois m&ecirc;me si l&rsquo;&Eacute;lu conclut plusieurs Pactes.</p>","allegeance":"tous","prerequis":"6 ou plus en Trempe.","sacrifice":"<p>1 point d&rsquo;&Acirc;me par point de Sant&eacute; suppl&eacute;mentaire.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.dJnYsDcETkidd2s5"}},"_id":"sLgGn6zhkDdbpQlH"}
{"name":"Rectitude","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>L&rsquo;&Eacute;lu peut supporter n&rsquo;importe quel type de souffrance. Il ne subit pas les p&eacute;nalit&eacute;s dues &agrave; l&rsquo;&eacute;tat Bless&eacute; (-2) et Gravement Bless&eacute; (-5). Il est immunis&eacute; contre la torture.</p>","allegeance":"loi","prerequis":"6 ou plus en Trempe.","sacrifice":"<p>1 point d&rsquo;&Acirc;me.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.HpoTP9idEKi1NQGL"}},"_id":"t7Ez0rzqYOf48GfY"}
{"name":"La voie du milieu","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>Lors d&rsquo;un combat, l&rsquo;&Eacute;lu ne subit plus les effets d&rsquo;une r&eacute;ussite h&eacute;ro&iuml;que contre lui lors des tests de Capacit&eacute; offensive. Il n&rsquo;en profite plus non plus. &Agrave; un haut niveau, il ne peut plus &ecirc;tre affect&eacute; par les &eacute;checs dramatiques.</p>","allegeance":"loi","prerequis":"6 ou plus en Adresse ou Clairvoyance.","sacrifice":"<ul>\n<li>3 points d&rsquo;&Acirc;me pour ne plus &ecirc;tre affect&eacute; par les r&eacute;ussite h&eacute;ro&iuml;ques.</li>\n<li>7 points d&rsquo;&Acirc;me pour ne plus &ecirc;tre affect&eacute; ni par les r&eacute;us\u0002sites h&eacute;ro&iuml;ques ni par les &eacute;checs dramatiques. Acc&egrave;s r&eacute;ser\u0002v&eacute; aux Champions</li>\n</ul>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.rOXDZ2020snvhtR2"}},"_id":"taXCPXiPEuOIKaUO"}
{"name":"Perfection","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>L&rsquo;un des attributs de l&rsquo;&Eacute;lu est augment&eacute;, gr&acirc;ce &agrave; la bienveil\u0002lance de la divinit&eacute;. Il ne peut d&eacute;passer le maximum impos&eacute; par l&rsquo;esp&egrave;ce. Ce Don peut &ecirc;tre choisi plusieurs fois, mais il ne peut s&rsquo;appliquer qu&rsquo;une fois par attribut.</p>","allegeance":"tous","prerequis":"6 ou plus dans lattribut modifié.","sacrifice":"<ul>\n<li>3 points d&rsquo;&Acirc;me pour un bonus de + 1. Acc&egrave;s r&eacute;serv&eacute; aux Novices et aux Adeptes.</li>\n<li>6 points d&rsquo;&Acirc;me pour un bonus de + 2. Acc&egrave;s r&eacute;serv&eacute; aux Chevaliers et aux H&eacute;rauts.</li>\n<li>9 points d&rsquo;&Acirc;me pour un bonus de + 3. Acc&egrave;s r&eacute;serv&eacute; aux Champions.</li>\n</ul>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.nSlFw6q7TCqxZ6tH"}},"_id":"vZBNRTeGGU5hsXtT"}
{"name":"Sixième sens","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>L&rsquo;&Eacute;lu sait o&ugrave; se trouvent des ennemis dont il a conscience et qui cherchent &agrave; lui nuire directement dans un rayon de 10 m&egrave;tres. Attention, cette d&eacute;tection ne fonctionnera pas pour deviner que quelqu&rsquo;un est simplement hostile &agrave; l&rsquo;&Eacute;lu ou le hait visc&eacute;ralement. Il s&rsquo;agit d&rsquo;un pouvoir de localisation et de vigilance. La distance de d&eacute;tection peut augmenter en sacrifiant davantage de points d&rsquo;&Acirc;me.</p>","allegeance":"chaos","prerequis":"6 ou plus en Adresse ou Clairvoyance.","sacrifice":"<ul>\n<li>1 point d&rsquo;&Acirc;me pour d&eacute;tecter les ennemis dans un rayon de 10 m&egrave;tres. Acc&egrave;s r&eacute;serv&eacute; aux Novices et aux Adeptes.</li>\n<li>2 points d&rsquo;&Acirc;me pour d&eacute;tecter les ennemis dans un rayon de 100 m&egrave;tres. Acc&egrave;s r&eacute;serv&eacute; aux Chevaliers et aux H&eacute;rauts.</li>\n<li>3 points d&rsquo;&Acirc;me pour d&eacute;tecter les ennemis dans un rayon de 1000 m&egrave;tres. Acc&egrave;s r&eacute;serv&eacute; aux Champions.</li>\n</ul>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.6CIPAVjSVsOqZBYc"}},"_id":"wsbGuOoFjHO6aQEm"}
{"name":"Endurance","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>L&rsquo;&Eacute;lu peut supporter n&rsquo;importe quel type de souffrance. Il ne subit pas les p&eacute;nalit&eacute;s dues &agrave; l&rsquo;&eacute;tat Bless&eacute; (-2) et Gravement Bless&eacute; (-5). Il est immunis&eacute; &agrave; la torture si elle est infl ig&eacute;e &agrave; partir d&rsquo;un des &eacute;l&eacute;ments tut&eacute;laires du personnage.</p>","allegeance":"elementaires","prerequis":"6 ou plus en Trempe.","sacrifice":"<p>3 points d&rsquo;&Acirc;me.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.on94N7pylXJ8gtdF"}},"_id":"yJ6K9dYrdNxr5uWj"}
{"name":"Le pilier de la Loi","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>Une fois par sc&eacute;nario, l&rsquo;&Eacute;lu peut r&eacute;sister &agrave; une menace ou agres\u0002sion, physique ou mentale, sans jeter les d&eacute;s. Il est toutefois n&eacute;ces\u0002saire que l&rsquo;&Eacute;lu ait conscience du danger. L&rsquo;&Eacute;lu pourra par exemple r&eacute;sister &agrave; la terreur provoqu&eacute;e par une cr&eacute;ature du Chaos parti\u0002culi&egrave;rement abominable ou l&eacute;gendaire, mais ne pourra pas &eacute;viter d&rsquo;&ecirc;tre assomm&eacute; par un habile voleur de Bakshaan qu&rsquo;il n&rsquo;avait pas vu. Cette r&eacute;sistance peut m&ecirc;me &ecirc;tre &laquo; extraordinaire &raquo; si l&rsquo;Aspect de l&rsquo;&Eacute;lu est tr&egrave;s haut.</p>\n<p>S&rsquo;il est un Adepte ou un Novice, l&rsquo;&Eacute;lu peut r&eacute;sister &agrave; l&rsquo;ivresse lors d&rsquo;une nuit de beuverie chez un Prince-Marchand de Bakshaan.</p>\n<p>S&rsquo;il est un Chevalier ou un H&eacute;raut, l&rsquo;&Eacute;lu peut r&eacute;sister &agrave; un coup surpuissant (celui-ci est annul&eacute;) ou &agrave; l&rsquo;apparition gla\u0002&ccedil;ante d&rsquo;un D&eacute;mon. S&rsquo;il est un Champion, il peut par exemple soutenir l&rsquo;arche d&rsquo;un temple qui s&rsquo;&eacute;croule pendant quelques pr&eacute;cieuses secondes afi n de laisser le temps &agrave; ses camarades de se mettre &agrave; l&rsquo;abri (songez &agrave; Maciste, &agrave; Samson, ou tout simplement &agrave; Conan). Bref, n&rsquo;h&eacute;sitez pas &agrave; faire dans l&rsquo;extraordinaire, mais ne bas\u0002culez pas dans le grosbillisme sans limite (ou alors ne nous le dites pas). Il revient au MJ de doser avec justesse ce Don.</p>","allegeance":"loi","prerequis":"7 ou plus en Trempe","sacrifice":"<p>3 points d&rsquo;&Acirc;me.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.yZ84qzrGeIDfZXr1"}},"_id":"zef3VQat06Ronc5W"}
{"name":"Œil exercé","type":"don","img":"systems/fvtt-mournblade/assets/icons/don.webp","data":{"description":"<p>L&rsquo;&Eacute;lu re&ccedil;oit de la divinit&eacute; qu&rsquo;il v&eacute;n&egrave;re l&rsquo;&eacute;quivalent d&rsquo;une Pr&eacute;dilection dans la Capacit&eacute; sp&eacute;ciale &OElig;il du sorcier (voir p. 199). Une fois par s&eacute;ance, il peut donc relancer le test de Clairvoyance + Perception.</p>","allegeance":"chaos","prerequis":"6 ou plus en Clairvoyance.","sacrifice":"<p>2 points d&rsquo;&Acirc;me.</p>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.9Xrm1cfrCmkRtOBc"}},"_id":"zzz9JrtWjELdoAfK"}

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2024/09/10-07:14:45.086238 7f7ecf4006c0 Recovering log #214
2024/09/10-07:14:45.144857 7f7ecf4006c0 Delete type=3 #212
2024/09/10-07:14:45.145056 7f7ecf4006c0 Delete type=0 #214
2024/09/10-07:20:33.607105 7f7ecd6006c0 Level-0 table #219: started
2024/09/10-07:20:33.607143 7f7ecd6006c0 Level-0 table #219: 0 bytes OK
2024/09/10-07:20:33.638955 7f7ecd6006c0 Delete type=0 #217
2024/09/10-07:20:33.678483 7f7ecd6006c0 Manual compaction at level-0 from '!items!5dGXNiL3WN4cAk7X' @ 72057594037927935 : 1 .. '!items!zzz9JrtWjELdoAfK' @ 0 : 0; will stop at (end)
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2024/09/09-21:51:17.180244 7f7ecea006c0 Recovering log #209
2024/09/09-21:51:17.191008 7f7ecea006c0 Delete type=3 #207
2024/09/09-21:51:17.191115 7f7ecea006c0 Delete type=0 #209
2024/09/09-21:52:48.625325 7f7ecd6006c0 Level-0 table #215: started
2024/09/09-21:52:48.625386 7f7ecd6006c0 Level-0 table #215: 0 bytes OK
2024/09/09-21:52:48.631864 7f7ecd6006c0 Delete type=0 #213
2024/09/09-21:52:48.638978 7f7ecd6006c0 Manual compaction at level-0 from '!items!5dGXNiL3WN4cAk7X' @ 72057594037927935 : 1 .. '!items!zzz9JrtWjELdoAfK' @ 0 : 0; will stop at (end)
2024/09/09-21:52:48.639033 7f7ecd6006c0 Manual compaction at level-1 from '!items!5dGXNiL3WN4cAk7X' @ 72057594037927935 : 1 .. '!items!zzz9JrtWjELdoAfK' @ 0 : 0; will stop at (end)

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2024/09/10-07:14:45.020069 7f7ecfe006c0 Recovering log #214
2024/09/10-07:14:45.082360 7f7ecfe006c0 Delete type=3 #212
2024/09/10-07:14:45.082521 7f7ecfe006c0 Delete type=0 #214
2024/09/10-07:20:33.576805 7f7ecd6006c0 Level-0 table #219: started
2024/09/10-07:20:33.576855 7f7ecd6006c0 Level-0 table #219: 0 bytes OK
2024/09/10-07:20:33.606927 7f7ecd6006c0 Delete type=0 #217
2024/09/10-07:20:33.678460 7f7ecd6006c0 Manual compaction at level-0 from '!items!1cZd2hlTV9tykDED' @ 72057594037927935 : 1 .. '!items!y47dBO3Mf5Pn7tOd' @ 0 : 0; will stop at (end)
2024/09/10-07:20:33.678542 7f7ecd6006c0 Manual compaction at level-1 from '!items!1cZd2hlTV9tykDED' @ 72057594037927935 : 1 .. '!items!y47dBO3Mf5Pn7tOd' @ 0 : 0; will stop at (end)

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2024/09/09-21:51:17.166142 7f7ecfe006c0 Recovering log #209
2024/09/09-21:51:17.176865 7f7ecfe006c0 Delete type=3 #207
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{"name":"Abomination","type":"heritage","img":"systems/fvtt-mournblade/assets/icons/heritage.webp","data":{"description":"<div class=\"page\" title=\"Page 120\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantage : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">avec l&rsquo;accord du MJ, le personnage choisit un bonus de + 1 dans un attribut (ou un bonus de + 2 dans une Compétence, ou tout autre avantage équivalent).<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Défaut : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">avec l&rsquo;accord du MJ, le personnage choisit un malus de &ndash; 1 dans un attribut (ou tout autre désavantage équivalent). Il souffre par ailleurs du désavantage &laquo; Répulsion &raquo;. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Effets </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">:<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-style: italic; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Répulsion : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">si la nature abominable du personnage est découverte, il subit un malus de &ndash; 3 à tous ses tests de Présence devant quelqu&rsquo;un qui a des préjugés défavorables contre de tels personnages (ce qui veut dire pratiquement tout le monde dans les Jeunes Royaumes). </span></p>\n</div>\n</div>\n</div>\n</div>\n<div class=\"page\" title=\"Page 120\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Exemples de mutations : </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-style: italic; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Longues jambes : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">le personnage a + 2 en Vitesse et &ndash; 1 en Présence.<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-style: italic; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Froideur reptilienne : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">le personnage a + 1 en Trempe et &ndash; 3 à tous ses tests de Persuasion. Son impassibilité met facilement ses interlocuteurs mal à l&rsquo;aise. </span></p>\n</div>\n</div>\n</div>\n</div>\n<div class=\"page\" title=\"Page 121\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-style: italic; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Régénération : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">le sang du personnage est d&rsquo;une couleur étrange, mais à chaque fois qu&rsquo;il regagne de la Santé, le nombre de points récupérés est doublé.<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-style: italic; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Résistance à la corruption : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">le personnage est naturellement résistant aux poisons et aux maladies courantes, mais sa peau ressemble par endroits à celle d&rsquo;un grand brûlé. Il est immunisé contre ces dernières mais subit un malus de &ndash; 1 en Présence. </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.OxYgUbhQ92N44GLs"}},"_id":"2GaJZsqr2c2mcDRv"}
{"name":"Isolationniste","type":"heritage","img":"systems/fvtt-mournblade/assets/icons/heritage.webp","data":{"description":"<div class=\"page\" title=\"Page 120\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantage : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">le personnage bénéficie du trait &laquo; J&rsquo;ai mieux à la maison &raquo;.<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Défaut : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">vous subissez un malus permanent de &ndash; 2 à tous vos tests de Savoir : Jeunes Royaumes. C&rsquo;est un sujet qui ne vous intéresse pas et il se peut même que certaines choses que vous sachiez soient fausses (et probablement le fruit d&rsquo;un bon bourrage de crâne). </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Effets </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">:<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-style: italic; color: rgb(29.700000%, 0.600000%, 13.200000%);\">J&rsquo;ai mieux à la maison : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">vous tirez un grand réconfort moral de la supériorité évidente de vos origines. Vous gagnez + 2 en Âme. </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.hYd6nv1QDp0EkFQY"}},"_id":"9bao8syTKYQDLjpR"}
{"name":"Noble","type":"heritage","img":"systems/fvtt-mournblade/assets/icons/heritage.webp","data":{"description":"<div class=\"page\" title=\"Page 121\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantages </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">le personnage possède la Prédilection Comman- dement (Coercition) et commence la partie avec une arme, une armure et un cheval.<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Défaut : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">peu habitué à faire profil bas, le personnage subit un malus de &ndash; 2 aux tests de Discrétion. </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.S7GzdRLOlRHqyRcb"}},"_id":"Hl7o7HTX5OYoOLWV"}
{"name":"Paria","type":"heritage","img":"systems/fvtt-mournblade/assets/icons/heritage.webp","data":{"description":"<div class=\"page\" title=\"Page 119\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantage : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">le personnage bénéficie d&rsquo;un bonus de + 1 en Trempe.<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Défaut : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">&laquo; Persécuté &raquo;.<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Effets </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-style: italic; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Persécuté : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">le personnage a tendance à se croire l&rsquo;objet de moqueries ou de regards méprisants... et il se trompe souvent sur le compte de ses interlocuteurs. Il souffre d&rsquo;un malus de &ndash; 2 à tous ses tests de Perception lorsqu&rsquo;ils concernent le domaine de l&rsquo;empathie. </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.w24oZ4LobhR9KXt3"}},"_id":"JChFEYx3dueDB3i0"}
{"name":"Colosse","type":"heritage","img":"systems/fvtt-mournblade/assets/icons/heritage.webp","data":{"description":"<div class=\"page\" title=\"Page 120\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantage : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">votre taille est augmentée de 20 cm et vous avez + 1 en Puissance.<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Défaut : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">&ndash; 1 en Adresse. </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.L8Jijr1R3uKveuum"}},"_id":"LsQhqznKS70nzLtB"}
{"name":"Commun","type":"heritage","img":"systems/fvtt-mournblade/assets/icons/heritage.webp","data":{"description":"<div class=\"page\" title=\"Page 120\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantage : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">aucun<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Défaut : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">aucun </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.O8laCAr0z6FSdd4t"}},"_id":"OZpha6BHfwq1siGM"}
{"name":"Crapule","type":"heritage","img":"systems/fvtt-mournblade/assets/icons/heritage.webp","data":{"description":"<div class=\"page\" title=\"Page 121\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantage : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">le personnage bénéficie d&rsquo;un bonus de + 2 en Filouterie. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Défaut : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">&laquo; Sales manières &raquo; </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Effets </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-style: italic; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Sales manières : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">&ndash; 2 aux tests de Présence devant des person- nages d&rsquo;une classe sociale supérieure. </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.hZDnJDQsTP0Q34vt"}},"_id":"WfM40Irs2ZybFPz6"}
{"name":"Érudit","type":"heritage","img":"systems/fvtt-mournblade/assets/icons/heritage.webp","data":{"description":"<div class=\"page\" title=\"Page 121\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantage : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 3, + 2, + 2 dans trois compétences de Savoir au choix, dont Lire &amp; Écrire. </span></p>\n</div>\n</div>\n</div>\n</div>\n<div class=\"page\" title=\"Page 121\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Défaut : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">&ndash; 3 en Santé. </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.85lFszp9ztGHJ2Gh"}},"_id":"g1XSpX4Khnedpz4I"}
{"name":"Voyageur","type":"heritage","img":"systems/fvtt-mournblade/assets/icons/heritage.webp","data":{"description":"<div class=\"page\" title=\"Page 121\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantage : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">le personnage bénéficie d&rsquo;un bonus de + 2 dans la compétence Savoir : Jeunes Royaumes et il dispose de la Prédilection Routes (Commerce). </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Défaut : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">&laquo; Le feu aux trousses &raquo;. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Effets : </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-style: italic; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Le feu aux trousses : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">vous avez du mal à rester longtemps au même endroit. Cela vous rend nerveux. Vous subissez un malus de &ndash; 1 en Trempe chaque fois que vous restez plus d&rsquo;une semaine dans la même communauté (ville, village, navire). </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.sIwut35hb96eQwdi"}},"_id":"i1RCQ66Lep3UfHr7"}
{"name":"Sang-mêlé","type":"heritage","img":"systems/fvtt-mournblade/assets/icons/heritage.webp","data":{"description":"<div class=\"page\" title=\"Page 120\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantages </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">vous partagez avec vos ancêtres melnibonéens des ressources mentales insoupçonnées. Votre réserve d&rsquo;Âme est égale à (Trempe + Clairvoyance) x 3 + 5. </span></p>\n</div>\n</div>\n</div>\n</div>\n<div class=\"page\" title=\"Page 120\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Défauts : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">vous êtes l&rsquo;objet de toutes les haines et de tous les préjugés. Vous subissez en permanence un malus de &ndash; 2 à tout test lors d&rsquo;une interaction sociale avec une personne n&rsquo;appar- tenant pas à votre cercle proche. Ce malus ne s&rsquo;applique évi- demment pas à la Sorcellerie. </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.rFZS2h1BHUa6vk3l"}},"_id":"ui4JGsGwHNlSXVK3"}

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2024/09/10-07:14:45.210943 7f7ecea006c0 Recovering log #214
2024/09/10-07:14:45.265940 7f7ecea006c0 Delete type=3 #212
2024/09/10-07:14:45.266060 7f7ecea006c0 Delete type=0 #214
2024/09/10-07:20:33.678752 7f7ecd6006c0 Level-0 table #219: started
2024/09/10-07:20:33.678827 7f7ecd6006c0 Level-0 table #219: 0 bytes OK
2024/09/10-07:20:33.713480 7f7ecd6006c0 Delete type=0 #217
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2024/09/10-07:20:33.816952 7f7ecd6006c0 Manual compaction at level-1 from '!items!2GaJZsqr2c2mcDRv' @ 72057594037927935 : 1 .. '!items!ui4JGsGwHNlSXVK3' @ 0 : 0; will stop at (end)

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2024/09/09-21:51:17.208104 7f7ed4e006c0 Recovering log #209
2024/09/09-21:51:17.219088 7f7ed4e006c0 Delete type=3 #207
2024/09/09-21:51:17.219197 7f7ed4e006c0 Delete type=0 #209
2024/09/09-21:52:48.639145 7f7ecd6006c0 Level-0 table #215: started
2024/09/09-21:52:48.639185 7f7ecd6006c0 Level-0 table #215: 0 bytes OK
2024/09/09-21:52:48.646533 7f7ecd6006c0 Delete type=0 #213
2024/09/09-21:52:48.668071 7f7ecd6006c0 Manual compaction at level-0 from '!items!2GaJZsqr2c2mcDRv' @ 72057594037927935 : 1 .. '!items!ui4JGsGwHNlSXVK3' @ 0 : 0; will stop at (end)
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{"name":"Esclave en fuite","type":"metier","img":"systems/fvtt-mournblade/assets/icons/profession.webp","data":{"description":"<div class=\"page\" title=\"Page 131\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Capacité spéciale : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">lorsqu&rsquo;un esclave dépense un point de Bonne Aventure ou un point d&rsquo;Éclat pour obtenir un bonus à un test de Trempe, ce bonus est doublé.<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Bonus d&rsquo;attributs : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 2 en Trempe, + 1 en Puissance. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Compétences exercées : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Discrétion, Filouterie, Mêlée, Mouvements, Perception, Savoir : un artisanat au choix, Survie. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Équipement de départ : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">la marque de son ancien propriétaire et une arme de fortune. </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.3ERM97vfdcd0YwHi"}},"_id":"09s33sFuju8zjPqI"}
{"name":"Marin","type":"metier","img":"systems/fvtt-mournblade/assets/icons/profession.webp","data":{"description":"<div class=\"page\" title=\"Page 132\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Capacité spéciale : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">tant que le marin se trouve sur une embarcation, chaque point de Bonne Aventure qu&rsquo;il dépense double le bonus aux tests de Capacité.<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Bonus d&rsquo;attributs : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 en Adresse, + 2 en Trempe. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Compétences exercées : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Commerce, Mêlée, Mouvements, Nage, Navigation, Savoir : Bas-fonds, Savoir : Jeunes Royaumes, Savoir : Jeux. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Équipement de départ : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">une arme de son choix, une veste et des bottes de mer. </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.6j1tKkyPuwo5uaPL"}},"_id":"35f1mCziUKfGWgTu"}
{"name":"Racaille","type":"metier","img":"systems/fvtt-mournblade/assets/icons/profession.webp","data":{"description":"<div class=\"page\" title=\"Page 132\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Capacité spéciale : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">lorsqu&rsquo;une racaille dépense un point de Bonne Aventure ou un point d&rsquo;Éclat pour obtenir un bonus à un test de Discrétion ou Savoir : Bas-fonds, ce bonus est doublé. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Bonus d&rsquo;attributs : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 en Adresse, + 1 en Clairvoyance, + 1 en Présence. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Compétences exercées : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Coercition, Discrétion, Filouterie, Mêlée, Mouvements, Perception, Persuasion, Savoir : Bas-fonds, Savoir : Jeux.<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Équipement de départ : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">une arme de son choix et un jeu de carte ou une paire de dés truqués. </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.mKsk20fOPrcDNgMW"}},"_id":"4vOELIgz6PlyEBXz"}
{"name":"Chasseur de primes","type":"metier","img":"systems/fvtt-mournblade/assets/icons/profession.webp","data":{"description":"<div class=\"page\" title=\"Page 126\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Capacité spéciale : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">lorsqu&rsquo;un chasseur de prime fait un test de Per- ception ou de Savoir : Bas-fonds pour trouver une personne dont il connaît le nom (collecte d&rsquo;information auprès de ses proches, piste à suivre dans la nature, vigilance devant un déguisement qu&rsquo;il pourrait revêtir, etc.), et qu&rsquo;il dépense un point de Bonne Aventure ou un point d&rsquo;Éclat le bonus octroyé est doublé. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Bonus d&rsquo;attributs : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 2 en Trempe, + 1 en Clairvoyance. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Compétences exercées : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Coercition, Discrétion, Filoute- rie, Mêlée, Perception, Savoir : Bas-fonds, Savoir : Jeunes Royaumes.<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Équipement de départ : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">une arme de son choix, une descrip- tion de la personne ou de l&rsquo;objet recherché et une lettre de recommandation émanant d&rsquo;un client satisfait. </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.7srRNPIWcpvbvqho"}},"_id":"DuHrBepvID2T5iiG"}
{"name":"Assassin","type":"metier","img":"systems/fvtt-mournblade/assets/icons/profession.webp","data":{"description":"<div class=\"page\" title=\"Page 126\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Capacité spéciale : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">en dépensant 3 points de Bonne Aven- ture, un assassin peut lancer 1d8 points de dégâts supplémen- taires. Cette capacité ne peut être utilisée qu&rsquo;une seule fois par attaque. En dépensant un point d&rsquo;Éclat, l&rsquo;assassin peut, à la place, choisir le résultat de ce dé. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Bonus d&rsquo;attributs : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 en Adresse, + 1 en Clairvoyance, + 1 en Puissance.<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Compétences exercées : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Armes à Distance, Discrétion, Filou- terie, Mêlée, Mouvements, Perception, Savoir : Alchimie, Savoir : Bas-fonds. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Équipement de départ : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">une arme de son choix, une dague et une grande pélerine à capuche. </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.lNQwoZdyMOgwIdlL"}},"_id":"ENN5Hbnhh9FurhNg"}
{"name":"Dresseur","type":"metier","img":"systems/fvtt-mournblade/assets/icons/profession.webp","data":{"description":"<div class=\"page\" title=\"Page 127\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Capacité spéciale : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">lorsqu&rsquo;un dresseur dépense un point de Bonne Aventure ou un point d&rsquo;Éclat pour obtenir un bonus à un test de Coercition ou de Monte impliquant un animal, ce bonus est doublé. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Bonus d&rsquo;attributs : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 en Adresse, + 1 en Présence, + 1 en Trempe.<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Compétences exercées : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Coercition, Monte, Mouvements, Nage, Perception, Savoir : Plantes &amp; Animaux, Soins, Survie. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold;\">Compagnon animal : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">choisissez votre compagnon animal avec l&rsquo;accord du Maître. Ce dernier est un membre standard de son espèce. Il connaît un nombre de tours simples égal à votre score en Coercition. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Équipement de départ : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">un compagnon animal au choix, un bâton de marche et des vêtements de voyage </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.guXczFFiJxwvXqy5"}},"_id":"Kbfmr5bdBKKX1HPG"}
{"name":"Courtisan","type":"metier","img":"systems/fvtt-mournblade/assets/icons/profession.webp","data":{"description":"<div class=\"page\" title=\"Page 127\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Capacité spéciale : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">lorsqu&rsquo;un courtisan dépense un point de Bonne Aventure ou un point d&rsquo;Éclat pour obtenir un bonus à un test de Savoir : Courtisan ou de Persuasion, ce bonus est doublé. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Bonus d&rsquo;attributs : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 en Clairvoyance, + 2 en Présence. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Compétences exercées : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Discrétion, Mêlée, Perception, Per- suasion, Savoir : Courtisan, Savoir : Droit, Savoir : Jeunes Royaumes, Savoir : Lire &amp; Écrire, Savoir : Bas-Parler. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Équipement de départ : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">une arme d&rsquo;apparat et un élégant habit de cour. </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.7dwahKzRakMU36N3"}},"_id":"Mmbet07iWYFBXdkM"}
{"name":"Capitaine","type":"metier","img":"systems/fvtt-mournblade/assets/icons/profession.webp","data":{"description":"<div class=\"page\" title=\"Page 126\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Capacité spéciale : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">le capitaine peut coordonner ses alliés afin d&rsquo;améliorer leur efficacité au combat. En dépensant 3 points de Bonne Aventure lors d&rsquo;un combat, il fait bénéficier ses alliés d&rsquo;un + 1 à leur Capacité offensive et à leur Défense jusqu&rsquo;à la fin de l&rsquo;affrontement. En dépensant à la place 1 point d&rsquo;Éclat, ce bonus est porté à + 3. </span></p>\n</div>\n</div>\n</div>\n</div>\n<div class=\"page\" title=\"Page 126\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Bonus d&rsquo;attributs : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 en Présence, + 1 en Puissance, + 1 en Trempe.<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Compétences exercées : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Coercition, Mêlée, Monte, Mouve- ments, Persuasion, Savoir : Art de la guerre, Savoir : Courti- san, Savoir : Jeunes Royaumes, Savoir : Lire &amp; Écrire. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Équipement de départ : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">une arme de son choix, un cheval fatigué et un habit d&rsquo;apparat démodé. </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.iihYwC2uJXsa1Goz"}},"_id":"NToYuFMXJgu88HCz"}
{"name":"Ecclésiaste","type":"metier","img":"systems/fvtt-mournblade/assets/icons/profession.webp","data":{"description":"<div class=\"page\" title=\"Page 129\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Capacités spéciales : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">lorsqu&rsquo;un ecclésiaste dépense un point de Bonne Aventure ou un point d&rsquo;Éclat pour obte- nir un bonus à un test de Savoir ou de Persuasion lié à son culte ou à sa propagation, ce bonus est doublé. L&rsquo;ecclésiaste maîtrise l&rsquo;&OElig;il d&rsquo;Arkyn ou l&rsquo;&OElig;il du Sorcier&nbsp;</span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Pacte obligatoire : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">vous devez lier un pacte avec votre divinité. Pour ce faire, vous devez respecter les prérequis. Vous gagnez un niveau en Loi si votre divinité fait partie des Seigneurs de la Loi ou un niveau en Chaos si votre divinité fait partie des Seigneurs du Chaos et un niveau dans l&rsquo;Alignement que vous souhaitez si votre divinité est un Seigneur Élémentaire ou des Bêtes. Vous êtes limité à un pacte de base lors de la création de votre Élu mais vous pouvez choisir un deuxième Don en rapport avec votre divinité. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Bonus d&rsquo;attributs : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 2 en Présence, + 1 en Trempe. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Compétences exercées : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Persuasion, Savoir : Alchimie, Savoir : Jeunes Royaumes, Savoir : Bas-Parler, Savoir : Lire &amp; Écrire, Savoir : Haut-Parler, Savoir : Loi &amp; Chaos, Savoir : Seigneurs Élémentaires, Savoir : Seigneurs des Bêtes, Savoir : Runes, Soins. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Équipement de départ : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">un vêtement ecclésiastique, un livre de prière ou son équivalent, le symbole de son culte. </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.utPrwKXVt7Ry1rJC"}},"_id":"QX7Nx1jfkOd5rzmP"}
{"name":"Sorcier","type":"metier","img":"systems/fvtt-mournblade/assets/icons/profession.webp","data":{"description":"<div class=\"page\" title=\"Page 134\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Capacités spéciales : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">lorsqu&rsquo;un sorcier dépense un point de Bonne Aventure ou un point d&rsquo;Éclat pour obtenir un bonus à un test de Terreur ou d&rsquo;Extase, ce bonus est doublé.<br />Le sorcier maîtrise l&rsquo;&OElig;il du Sorcier ou l&rsquo;&OElig;il d&rsquo;Arkyn. </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold;\">De plus, contrairement aux autres personnages, le sorcier maîtrise à la création un nombre de Runes égal à deux fois son score en Savoir : Runes. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Bonus d&rsquo;attributs : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 2 en Clairvoyance, + 1 en Trempe. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Compétences exercées : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Coercition, Persuasion, Savoir : Alchi- mie, Savoir : Jeunes Royaumes, Savoir : Bas-Parler, Savoir : Lire &amp; Écrire, Savoir : Haut-Parler, Savoir : Loi &amp; Chaos, Savoir : Runes, Savoir : Seigneurs Élémentaires, Savoir : Sei- gneurs des Bêtes. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Équipement de départ : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">un couteau sacrificiel, un bol, un pinceau et une robe de cérémonie. </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.o1FzLjXoOx8n3vpH"}},"_id":"UOITxMrVdITBe0W7"}
{"name":"Artiste","type":"metier","img":"systems/fvtt-mournblade/assets/icons/profession.webp","data":{"description":"<div class=\"page\" title=\"Page 124\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Capacité spéciale : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">lorsque l&rsquo;artiste pratique son art et dépense un point de Bonne Aventure ou un point d&rsquo;Éclat pour obtenir un bonus à son test de compétence, ce bonus est doublé. De surcroît, si l&rsquo;artiste a dépensé un point d&rsquo;Éclat et obtenu à son test une réussite héroïque, il crée un véritable chef-d&rsquo;&oelig;uvre ou produit une performance hors du commun qui est à même d&rsquo;augmenter sa renommée, de lui obtenir un nouveau patron ou de faire d&rsquo;un ou de plusieurs spectateurs des admirateurs prêts à presque tout pour satisfaire l&rsquo;artiste. Enfin, tous les spectateurs ou personnes qui voient pour la première fois ce chef-d&rsquo;&oelig;uvre doivent faire un test d&rsquo;Extase </span></p>\n</div>\n</div>\n</div>\n</div>\n<div class=\"page\" title=\"Page 124\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Bonus d&rsquo;attributs : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 2 en Présence, + 1 en Adresse. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Compétences exercées : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Mouvements, Persuasion, Percep- tion, Savoir : Chant &amp; Musique, Savoir : Courtisan, Savoir : Jeunes Royaumes, Savoir : Lire &amp; Écrire, Savoir : Bas-Parler, Savoir : Peinture &amp; Sculpture, Savoir : Théâtre &amp; Poésie. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Équipement de départ : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">l&rsquo;équipement et les accessoires néces- saires à son art, des vêtements de voyage et un vieil habit de cour défraîchi. </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.DowptUubMeGDEdC3"}},"_id":"XCkrH4ZihwM9l4HF"}
{"name":"Soldat de fortune","type":"metier","img":"systems/fvtt-mournblade/assets/icons/profession.webp","data":{"description":"<div class=\"page\" title=\"Page 135\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Capacité spéciale : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">en dépensant 2 points de Bonne Aven- ture lors d&rsquo;un combat, le soldat de fortune perd dorénavant 1 point de Santé de moins à chaque blessure et ce jusqu&rsquo;à la fin du combat. En dépensant à la place 1 point d&rsquo;Éclat, le soldat de fortune perd 3 points de Santé de moins à chaque blessure jusqu&rsquo;à la fin du combat. Toutefois, dans ce dernier cas, sa réserve de points de Santé tombe à 1 une fois le combat achevé. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Bonus d&rsquo;attributs : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 2 en Puissance, + 1 en Trempe. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Compétences exercées : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Armes à distance, Coercition, Mêlée, Monte, Mouvements, Savoir : Art de la guerre, Savoir : Jeunes Royaumes, Savoir : Jeux, Soins.<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Équipement de départ : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">une arme de son choix, une armure de son choix et une cicatrice impressionnante et reconnaissable. </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.JsYaRLD7xkXq8qV4"}},"_id":"ZhMLA8SYagTCZAPu"}
{"name":"Artisan","type":"metier","img":"systems/fvtt-mournblade/assets/icons/profession.webp","data":{"description":"<div class=\"page\" title=\"Page 122\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Capacité spéciale : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">lorsque l&rsquo;artisan dépense un point de Bonne Aventure ou un point d&rsquo;Éclat pour obtenir un bonus à un test d&rsquo;artisanat, ce bonus est doublé. De surcroît, si l&rsquo;artisan a dépensé un point d&rsquo;Éclat et obtenu à son test une réussite héroïque, il crée un véritable chef-d&rsquo;&oelig;uvre (doué d&rsquo;une propriété spéciale définie par le MJ, par exemple un bonus à une arme comme + 1 aux dégâts, + 1 au BM, ou + 1 en protection pour une armure etc.) </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Bonus d&rsquo;attributs : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 en Clairvoyance, + 2 en Adresse. </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Compétences exercées : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Commerce, Perception, Persuasion, Savoir : Architecture, Savoir : un artisanat au choix, Savoir : un deuxième artisanat au choix, Savoir : Jeunes Royaumes, Savoir : Lire &amp; Écrire. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Équipement de départ : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">les outils nécessaires à son art, un carnet de note et un matériel d&rsquo;écriture si le personnage pos- sède un niveau en Savoir : Lire &amp; Écrire ou de solides bottes et un bâton de marche dans le cas contraire. </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.kEGlsQqhdtPfqg6d"}},"_id":"agSi2gNfXcBDD0A6"}
{"name":"Érudit","type":"metier","img":"systems/fvtt-mournblade/assets/icons/profession.webp","data":{"description":"<div class=\"page\" title=\"Page 130\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Capacité spéciale : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">lorsqu&rsquo;un érudit dépense un point de Bonne Aventure ou un point d&rsquo;Éclat pour obtenir un bonus à un test de Savoir, ce bonus est doublé.<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Bonus d&rsquo;attributs : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 2 en Clairvoyance, + 1 en Présence. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Compétences exercées : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">tous les savoirs sauf Bas-fonds, Courtisan et Runes. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Équipement de départ : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">un carnet de croquis, une plume et un ouvrage savant. </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.Y3F5yjwrlKhKaRDP"}},"_id":"nMkFZvawdalFjlKW"}
{"name":"Éclaireur","type":"metier","img":"systems/fvtt-mournblade/assets/icons/profession.webp","data":{"description":"<div class=\"page\" title=\"Page 130\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Capacité spéciale : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">lorsqu&rsquo;un éclaireur dépense un point de Bonne Aventure ou un point d&rsquo;Éclat pour obtenir un bonus à un test de Savoir : Jeunes Royaumes ou de Survie, ce bonus est doublé. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Bonus d&rsquo;attributs : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 en Adresse, + 1 en Clairvoyance, + 1 en Trempe.<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Compétences exercées : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Armes à distance, Discrétion, Monte, Mouvements, Nage, Navigation, Perception, Savoir : Jeunes Royaumes, Savoir : Plantes &amp; Animaux, Survie. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Équipement de départ : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">une arme à distance, un couteau et une tenue adaptée à l&rsquo;environnement du lieu de départ. </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.TW3TxALpjCwsYM3o"}},"_id":"tqspjN18J3I11XMW"}
{"name":"Spadassin","type":"metier","img":"systems/fvtt-mournblade/assets/icons/profession.webp","data":{"description":"<div class=\"page\" title=\"Page 135\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Capacité spéciale : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">lorsqu&rsquo;un spadassin veut assommer quelqu&rsquo;un et dépense un point de Bonne Aventure ou un point d&rsquo;Éclat pour obtenir un bonus à son test de Filouterie, ce bonus est doublé. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Bonus d&rsquo;attributs : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 en Adresse, + 1 en Puissance, + 1 en Trempe.<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Compétences exercées : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Armes à Distance, Coercition, Com- merce, Discrétion, Filouterie, Mêlée, Mouvements, Survie. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Équipement de départ : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">un assommoir, une arme de son choix, un grand chapeau et de quoi masquer son visage. </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.kwUJsy2uCziq4Tdo"}},"_id":"xDZsB5dza1cgurXe"}
{"name":"Marchand","type":"metier","img":"systems/fvtt-mournblade/assets/icons/profession.webp","data":{"description":"<div class=\"page\" title=\"Page 131\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Capacité spéciale : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">lorsqu&rsquo;un marchand dépense un point de Bonne Aventure ou un point d&rsquo;Éclat pour obtenir un bonus à un test de Commerce, ce bonus est doublé.<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Bonus d&rsquo;attributs : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 en Présence, + 1 en Clairvoyance et + 1 en Trempe. </span></p>\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Compétences exercées : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Commerce, Monte, Navigation, Persuasion, Savoir : Courtisan, Savoir : Droit, Savoir : Lire &amp; Écrire, Savoir : Jeunes Royaumes, Survie.<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Équipement de départ : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">un attelage ou un bateau, et quelques marchandises à vendre. </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.XSL2MnXd6Q642JFO"}},"_id":"xlyFCQClBZ1N3O1B"}

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{"name":"Les Terres Silencieuses","type":"origine","img":"systems/fvtt-mournblade/assets/icons/origine.webp","data":{"description":"<div class=\"page\" title=\"Page 118\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Région : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">les Terres de l&rsquo;Ouest<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Divinités principales </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">aucune<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantages </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 Savoir : Logique &amp; Mécanique ou + 1 en Survie </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.oh4K1mgUrcUc4zdl"}},"_id":"2t1KmBeQNuKK5qlN"}
{"name":"Le Dorel","type":"origine","img":"systems/fvtt-mournblade/assets/icons/origine.webp","data":{"description":"<div class=\"page\" title=\"Page 114\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Région : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">les Terres du Sud<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Divinités principales </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Lassa (Élémentaire), Grome (Élémentaire), Kakatal (Élémentaire)<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantages </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 en Savoir : Théâtre &amp; Poésie ou Prédilection : Arme à une Main (Mêlée) ou Prédilection : Attelage (Monte) </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.9zbcuoRfiWVEMTmF"}},"_id":"8cStkkGtsnEqyMMV"}
{"name":"Le Dharijor","type":"origine","img":"systems/fvtt-mournblade/assets/icons/origine.webp","data":{"description":"<div class=\"page\" title=\"Page 117\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Région : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">les Terres de l&rsquo;Ouest<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Divinités principales </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Chardros (Chaos), Pyaray (Chaos), Hionhurn (Chaos)<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantages </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 en Savoir : Art de la Guerre ou + 1 en Mêlée </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.eqh8NilLhxKsHPzY"}},"_id":"8ytKK10eQ9KWomUx"}
{"name":"Le Lormyr","type":"origine","img":"systems/fvtt-mournblade/assets/icons/origine.webp","data":{"description":"<div class=\"page\" title=\"Page 116\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Région : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">les Terres du Sud<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Divinités principales </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Arkyn (Loi), Donblas (Loi), Shalod (Loi) </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantages </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 en Savoir : Courtisan ou Prédilection : Arme à deux mains (Mêlée) ou Prédilection : Chevaucher (Monte) </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.uEO1bupVGqZtwGoV"}},"_id":"BMjZUFdt23TcZolr"}
{"name":"Le Vilmir","type":"origine","img":"systems/fvtt-mournblade/assets/icons/origine.webp","data":{"description":"<div class=\"page\" title=\"Page 113\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Région : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">les Terres du Nord<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Divinités principales </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Arkyn (Loi), Miggea (Loi), Tovik (Loi)<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantages </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 en Savoir : Loi &amp; Chaos ou Prédilection : Intimidation (Coercition) ou Prédilection : Se Cacher (Discrétion) </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.gdu6A7llcbDAu55D"}},"_id":"CJAC49IJOYwSn27K"}
{"name":"Oin & Yu","type":"origine","img":"systems/fvtt-mournblade/assets/icons/origine.webp","data":{"description":"<div class=\"page\" title=\"Page 116\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Région : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">les Terres du Sud<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Divinités principales </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Straasha (Élémentaire), Ap-yss-Alara (Bête), Teer (Chaos)<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantages </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 en Navigation ou Prédilection : Pêche (Sur- vie) ou Prédilection : Arme de Jet (Armes à Distance) </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.0AkiZr4ZbIH8Mk3i"}},"_id":"HPgTW8rEMwKXaV3y"}
{"name":"Désert des Larmes","type":"origine","img":"systems/fvtt-mournblade/assets/icons/origine.webp","data":{"description":"<div class=\"page\" title=\"Page 111\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Région : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">les Terres du Nord<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Divinités principales </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Lassa (Élémentaire), Straasha (Élémentaire), Grome (Élémentaire)<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantages </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 en Monte ou Prédilection : Arme à Projectile (Armes à Distance) ou Prédilection : Steppe (Survie) </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.u1PZyAQpywvcf5nl"}},"_id":"JhhvvGRFo2vW8hao"}
{"name":"Nadsokor","type":"origine","img":"systems/fvtt-mournblade/assets/icons/origine.webp","data":{"description":"<div class=\"page\" title=\"Page 111\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Région : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">les Terres du Nord<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Divinités principales : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Mashabak (Chaos), Balo (Chaos), Checkalakh (Chaos)<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantages </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 en Filouterie ou Prédilection : Escamoter (Filouterie) ou Prédilection : Baratin (Persuasion) </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.FE1qvvd0k4SYZoGn"}},"_id":"JsG2lEiGLLr5mKaX"}
{"name":"Org","type":"origine","img":"systems/fvtt-mournblade/assets/icons/origine.webp","data":{"description":"<div class=\"page\" title=\"Page 113\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Région : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">les Terres du Nord<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Divinités principales </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Teer (Chaos), Hionhurn (Chaos), Balaan (Chaos)<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantages </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 en Survie ou Prédilection : Forêt (Survie) ou Prédilection : Mains Nues (Mêlée) </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.jPYHmcP6BxDRH0KU"}},"_id":"Pt2RP047qe8sj8MA"}
{"name":"LArgimiliar","type":"origine","img":"systems/fvtt-mournblade/assets/icons/origine.webp","data":{"description":"<div class=\"page\" title=\"Page 113\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Région : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">les Terres du Sud<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Divinités principales </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Arkyn (Loi), Donblas (Loi), Shalod (Loi)<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantages </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 en Monte ou + 1 en Savoir : une Connaissance au choix </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.CcUF5rrbuiFCdpTv"}},"_id":"b12em5uYSh5Fegrs"}
{"name":"Le Pikarayd","type":"origine","img":"systems/fvtt-mournblade/assets/icons/origine.webp","data":{"description":"<div class=\"page\" title=\"Page 117\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Région : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">les Terres du Sud<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Divinités principales </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Lassa (Élémentaire), Chardros (Cha- os), Hionhurn (Chaos)<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantages </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 en Mêlée ou Prédilection : Arme à une Main (Mêlée) ou Prédilection : Mains Nues (Mêlée) </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.ftXOOnpHGyMRADCu"}},"_id":"bQ7Kh9ydUDzl3p82"}
{"name":"Le Jharkor","type":"origine","img":"systems/fvtt-mournblade/assets/icons/origine.webp","data":{"description":"<div class=\"page\" title=\"Page 117\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Région : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">les Terres de l&rsquo;Ouest<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Divinités principales </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Arkyn (Loi), Donblas (Loi), Grome (Élémentaire)<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantages </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 Savoir : Chant &amp; Musique ou + 1 Savoir : Agriculture </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.5HT5Pz9FZ6zQe9dF"}},"_id":"bV5olFnvZUja7eKV"}
{"name":"Séred Öma","type":"origine","img":"systems/fvtt-mournblade/assets/icons/origine.webp","data":{"description":"<div class=\"page\" title=\"Page 111\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Région : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">les Terres du Nord<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Divinités principales </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Arkyn (Loi), Arioch (Chaos), Shalod (Loi)<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantages </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 en Savoir : Art (au choix) ou + 1 en Commerce </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.jI24OzfnMcmvECtC"}},"_id":"iCy3p5teOoBZ5zG6"}
{"name":"Le Shazaar (ou Shazar)","type":"origine","img":"systems/fvtt-mournblade/assets/icons/origine.webp","data":{"description":"<div class=\"page\" title=\"Page 117\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Région : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">les Terres de l&rsquo;Ouest<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Divinités principales </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Arkyn (Loi), Donblas (Loi), Aponaä, Seigneur des Chevaux (Bête)<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantages </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 en Monte ou Prédilection : Soins aux Animaux (Monte) ou Prédilection : Combat Monté (Mêlée) </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.YY1bH6U8s8xvG3p5"}},"_id":"jXCdgNNIOAOEjGDt"}
{"name":"Le Tarkesh","type":"origine","img":"systems/fvtt-mournblade/assets/icons/origine.webp","data":{"description":"<div class=\"page\" title=\"Page 118\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Région : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">les Terres de l&rsquo;Ouest<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Divinités principales </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Donblas (Loi), Straasha (Élémentaire), Roofdrak (Bête)<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantages </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 Savoir : Travail du Bois ou + 1 en Navigation </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.CKkvlezivsKCgb7q"}},"_id":"kk9ysBFuqedZqJ1U"}
{"name":"Pan Tang","type":"origine","img":"systems/fvtt-mournblade/assets/icons/origine.webp","data":{"description":"<div class=\"page\" title=\"Page 119\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Région : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">les Îles des Jeunes Royaumes<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Divinités principales </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Chardros (Chaos), Balaan (Chaos), Maluk (Chaos)<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantages </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 en Savoir : Loi &amp; Chaos ou Prédilection : Arme à une Main (Mêlée) ou Prédilection : Éloquence (Persuasion) </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.rc82LHSc7a9925uY"}},"_id":"lHUMxB4peDFfhvod"}
{"name":"Quarzhasaat","type":"origine","img":"systems/fvtt-mournblade/assets/icons/origine.webp","data":{"description":"<div class=\"page\" title=\"Page 113\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Région : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">les Terres du Nord<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Divinités principales </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Mabelode (Chaos), Eequor (Chaos), Maluk (Chaos)<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantages </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 en Savoir : Courtisan ou Prédilection : Charme (Persuasion) ou Prédilection : Désert (Survie) </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.izSuvh9fVBvgtmG6"}},"_id":"tGD2uoQgNEoSqHnj"}
{"name":"Le Filkhar","type":"origine","img":"systems/fvtt-mournblade/assets/icons/origine.webp","data":{"description":"<div class=\"page\" title=\"Page 116\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Région : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">les Terres du Sud<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Divinités principales </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Arkyn (Loi), Donblas (Loi), Shalod (Loi) </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantages </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 en Persuasion ou + 1 en Savoir : Artisanat (Cuisine) </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.dUJk3mrziQM5Rnbd"}},"_id":"wmI6blFpV0BIYHtE"}
{"name":"LIlmiora","type":"origine","img":"systems/fvtt-mournblade/assets/icons/origine.webp","data":{"description":"<div class=\"page\" title=\"Page 110\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Région : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">les Terres du Nord<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Divinités principales </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Arkyn (Loi), Donblas (Loi), Shalod (Loi)<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantages : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 en Savoir : Artisanat (au choix) ou + 1 en Savoir : Courtisan </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.8GzEvygEWuX3QNZ9"}},"_id":"xBXKDFKKxua8RGoy"}
{"name":"Les Îles des Cités Pourpres","type":"origine","img":"systems/fvtt-mournblade/assets/icons/origine.webp","data":{"description":"<div class=\"page\" title=\"Page 119\">\n<div class=\"section\">\n<div class=\"layoutArea\">\n<div class=\"column\">\n<p><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Région : </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">les Îles des Jeunes Royaumes<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Divinités principales </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">: </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">Donblas (Loi), Slortar (Chaos), Straasha (Élémentaire)<br /></span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; font-weight: bold; color: rgb(29.700000%, 0.600000%, 13.200000%);\">Avantages </span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT'; color: rgb(29.700000%, 0.600000%, 13.200000%);\">:</span><span style=\"font-size: 11.000000pt; font-family: 'CentaurMT';\">+ 1 en Commerce ou + 1 en Navigation </span></p>\n</div>\n</div>\n</div>\n</div>"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"xLCohqWYqWL3nwTN":3},"flags":{"core":{"sourceId":"Item.3s6ixAvW5lPVoRg9"}},"_id":"yBvkQb9S64s908sR"}

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2024/09/10-07:14:45.148885 7f7ed4e006c0 Recovering log #214
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2024/09/10-07:14:45.205146 7f7ed4e006c0 Delete type=0 #214
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2024/09/09-21:51:17.194403 7f7ecf4006c0 Recovering log #209
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2024/09/09-21:51:17.205104 7f7ecf4006c0 Delete type=0 #209
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2024/09/10-07:14:44.657561 7f7ecf4006c0 Recovering log #110
2024/09/10-07:14:44.756808 7f7ecf4006c0 Delete type=3 #108
2024/09/10-07:14:44.756963 7f7ecf4006c0 Delete type=0 #110
2024/09/10-07:20:33.399722 7f7ecd6006c0 Level-0 table #115: started
2024/09/10-07:20:33.399823 7f7ecd6006c0 Level-0 table #115: 0 bytes OK
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2024/09/09-21:51:17.088284 7f7ecea006c0 Recovering log #105
2024/09/09-21:51:17.099095 7f7ecea006c0 Delete type=3 #103
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{"name":"Armure de plaques melnibonéenne","type":"protection","img":"systems/fvtt-mournblade/assets/icons/protection.webp","data":{"description":"<p>Cette armure orn&eacute;e et fi nement grav&eacute;e est ajust&eacute;e aux mensurations de celui qui la porte. On ne peut en trouver en dehors d&rsquo;Imrryr avant sa chute. L&rsquo;armure couvre tout le corps des pieds &agrave; la t&ecirc;te. Le casque est toujours surmont&eacute; d&rsquo;une sculpture en forme de dragon ou de serpent de mer. Des motifs complexes et imbriqu&eacute;s recouvrent la surface de tous les &eacute;l&eacute;ments de l&rsquo;armure. Apr&egrave;s la chute d&rsquo;Imrryr, quelques pi&egrave;ces d&rsquo;armure melnibon&eacute;ennes apparaissent de temps en temps sur les march&eacute;s mais les armures enti&egrave;res restent rarissimes. Si elle a &eacute;t&eacute; sp&eacute;cialement con&ccedil;ue pour son porteur, une armure de plaques melnibon&eacute;enne n&rsquo;impose pas de p&eacute;nalit&eacute; d&rsquo;encombrement &agrave; ce dernier.</p>","typeprotection":"armure","protection":6,"degats":"","rarete":10,"prix":1000},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.09OukepQ8Oep0642"}},"_id":"FFX0dFDZoVXFzyXk"}
{"name":"Armure de plates, harnois","type":"protection","img":"systems/fvtt-mournblade/assets/icons/protection.webp","data":{"description":"","typeprotection":"armure","protection":5,"degats":"","rarete":10,"prix":500},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.7JErvrlTYaFbCvoR"}},"_id":"so7x8hK8qEc5QqnQ"}
{"name":"Armure du Désert des Larmes","type":"protection","img":"systems/fvtt-mournblade/assets/icons/protection.webp","data":{"description":"<p>Les barbares et les nomades du D&eacute;sert des Larmes ont cr&eacute;&eacute; des armures de bois prot&eacute;geant l&rsquo;abdomen, la poitrine et les bras. Ces armures sont faites &agrave; partir du bois de l&rsquo;arbre Fal, originaire de plateaux pluvieux situ&eacute;s au-del&agrave; du d&eacute;sert. Les barbares d&eacute;corent souvent leurs armures de symboles tribaux et en prot&egrave;gent la surface avec de la laque. Con&ccedil;ue en bois, cette armure a la particularit&eacute; de pouvoir flotter quoiqu&rsquo;un s&eacute;jour prolong&eacute; dans l&rsquo;eau risque de la d&eacute;t&eacute;riorer tr&egrave;s rapidement. Elle n&rsquo;en reste pas moins une protection tr&egrave;s recherch&eacute;e par ceux qui ont &agrave; s&rsquo;aventurer sur les flots.</p>","typeprotection":"armure","protection":2,"degats":"","rarete":8,"prix":200},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.b1JGc5OlrIzlQbTO"}},"_id":"ZzzXZUn5PU1lnP0X"}
{"name":"Bouclier dinfanterie","type":"protection","img":"systems/fvtt-mournblade/assets/icons/protection.webp","data":{"description":"","typeprotection":"armure","protection":2,"degats":"1D6","rarete":5,"prix":50},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.Xn1tVJgKinG0hc10"}},"_id":"I2X36O7hkpigZmJo"}
{"name":"Broigne, cotte de maille","type":"protection","img":"systems/fvtt-mournblade/assets/icons/protection.webp","data":{"description":"","typeprotection":"armure","protection":3,"degats":"","rarete":7,"prix":150},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.th6blCtgBmsWSYdY"}},"_id":"veoS6Gtzj6Dq087V"}
{"name":"Cuir bouilli, cuir clouté","type":"protection","img":"systems/fvtt-mournblade/assets/icons/protection.webp","data":{"description":"","typeprotection":"armure","protection":2,"degats":"","rarete":5,"prix":50},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.T9RAyLXDPSHlvoDR"}},"_id":"kis2lI7oEtdWzJbQ"}
{"name":"Cuirasse, armure de demi-plaques","type":"protection","img":"systems/fvtt-mournblade/assets/icons/protection.webp","data":{"description":"","typeprotection":"armure","protection":4,"degats":"","rarete":8,"prix":200},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.FvufSkzJOSftZhYt"}},"_id":"2hD1DQVeCIQIXFU7"} {"name":"Cuirasse, armure de demi-plaques","type":"protection","img":"systems/fvtt-mournblade/assets/icons/protection.webp","data":{"description":"","typeprotection":"armure","protection":4,"degats":"","rarete":8,"prix":200},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.FvufSkzJOSftZhYt"}},"_id":"2hD1DQVeCIQIXFU7"}
{"name":"Écu dacier","type":"protection","img":"systems/fvtt-mournblade/assets/icons/protection.webp","data":{"description":"","typeprotection":"armure","protection":3,"degats":"1D8","rarete":9,"prix":100},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.TAA8qb6POO0HyhU5"}},"_id":"zqKOtmrDNrDYBu2z"} {"name":"Armure de plaques melnibonéenne","type":"protection","img":"systems/fvtt-mournblade/assets/icons/protection.webp","data":{"description":"<p>Cette armure orn&eacute;e et fi nement grav&eacute;e est ajust&eacute;e aux mensurations de celui qui la porte. On ne peut en trouver en dehors d&rsquo;Imrryr avant sa chute. L&rsquo;armure couvre tout le corps des pieds &agrave; la t&ecirc;te. Le casque est toujours surmont&eacute; d&rsquo;une sculpture en forme de dragon ou de serpent de mer. Des motifs complexes et imbriqu&eacute;s recouvrent la surface de tous les &eacute;l&eacute;ments de l&rsquo;armure. Apr&egrave;s la chute d&rsquo;Imrryr, quelques pi&egrave;ces d&rsquo;armure melnibon&eacute;ennes apparaissent de temps en temps sur les march&eacute;s mais les armures enti&egrave;res restent rarissimes. Si elle a &eacute;t&eacute; sp&eacute;cialement con&ccedil;ue pour son porteur, une armure de plaques melnibon&eacute;enne n&rsquo;impose pas de p&eacute;nalit&eacute; d&rsquo;encombrement &agrave; ce dernier.</p>","typeprotection":"armure","protection":6,"degats":"","rarete":10,"prix":1000},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.09OukepQ8Oep0642"}},"_id":"FFX0dFDZoVXFzyXk"}
{"name":"Pavois","type":"protection","img":"systems/fvtt-mournblade/assets/icons/protection.webp","data":{"description":"<p>Le pavois se plante dans le sol au d&eacute;but du combat et ne peut normalement plus &ecirc;tre d&eacute;plac&eacute; jusqu&rsquo;&agrave; son issue.</p>","typeprotection":"armure","protection":3,"degats":"","rarete":7,"prix":50},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.y1kNQJYRCEol83IA"}},"_id":"2uqB1doLYK4S2EN2"}
{"name":"Targe","type":"protection","img":"systems/fvtt-mournblade/assets/icons/protection.webp","data":{"description":"","typeprotection":"armure","protection":1,"degats":"1D4","rarete":4,"prix":20},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.dyTeMFfvg5mAKT2n"}},"_id":"WH1m35jgm7ilTTuG"}
{"name":"Tenues rembourrées, cuir souple, fourrures","type":"protection","img":"systems/fvtt-mournblade/assets/icons/protection.webp","data":{"description":"","typeprotection":"armure","protection":1,"degats":"","rarete":2,"prix":10},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.5dV4DORRrNdAd2Z5"}},"_id":"SqyKvR1GJMJvgHCJ"} {"name":"Tenues rembourrées, cuir souple, fourrures","type":"protection","img":"systems/fvtt-mournblade/assets/icons/protection.webp","data":{"description":"","typeprotection":"armure","protection":1,"degats":"","rarete":2,"prix":10},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.5dV4DORRrNdAd2Z5"}},"_id":"SqyKvR1GJMJvgHCJ"}
{"name":"Armure du Désert des Larmes","type":"protection","img":"systems/fvtt-mournblade/assets/icons/protection.webp","data":{"description":"<p>Les barbares et les nomades du D&eacute;sert des Larmes ont cr&eacute;&eacute; des armures de bois prot&eacute;geant l&rsquo;abdomen, la poitrine et les bras. Ces armures sont faites &agrave; partir du bois de l&rsquo;arbre Fal, originaire de plateaux pluvieux situ&eacute;s au-del&agrave; du d&eacute;sert. Les barbares d&eacute;corent souvent leurs armures de symboles tribaux et en prot&egrave;gent la surface avec de la laque. Con&ccedil;ue en bois, cette armure a la particularit&eacute; de pouvoir flotter quoiqu&rsquo;un s&eacute;jour prolong&eacute; dans l&rsquo;eau risque de la d&eacute;t&eacute;riorer tr&egrave;s rapidement. Elle n&rsquo;en reste pas moins une protection tr&egrave;s recherch&eacute;e par ceux qui ont &agrave; s&rsquo;aventurer sur les flots.</p>","typeprotection":"armure","protection":2,"degats":"","rarete":8,"prix":200},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.b1JGc5OlrIzlQbTO"}},"_id":"ZzzXZUn5PU1lnP0X"}
{"name":"Cuir bouilli, cuir clouté","type":"protection","img":"systems/fvtt-mournblade/assets/icons/protection.webp","data":{"description":"","typeprotection":"armure","protection":2,"degats":"","rarete":5,"prix":50},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.T9RAyLXDPSHlvoDR"}},"_id":"kis2lI7oEtdWzJbQ"}
{"name":"Armure de plates, harnois","type":"protection","img":"systems/fvtt-mournblade/assets/icons/protection.webp","data":{"description":"","typeprotection":"armure","protection":5,"degats":"","rarete":10,"prix":500},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.7JErvrlTYaFbCvoR"}},"_id":"so7x8hK8qEc5QqnQ"}
{"name":"Broigne, cotte de maille","type":"protection","img":"systems/fvtt-mournblade/assets/icons/protection.webp","data":{"description":"","typeprotection":"armure","protection":3,"degats":"","rarete":7,"prix":150},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.th6blCtgBmsWSYdY"}},"_id":"veoS6Gtzj6Dq087V"}

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{"name":"Garde","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>La Rune de Garde dissipe les effets des Runes employ&eacute;es contre le sorcier, <strong>m&ecirc;me celles qu&rsquo;il ne conna&icirc;t pas.</strong> Chaque point d&rsquo;&Acirc;me utilis&eacute; annule un point d&rsquo;effet magique de la Rune contr&eacute;e. La Rune de Garde ne bloque pas l&rsquo;effet d&rsquo;une Rune que le sorcier active sur lui-m&ecirc;me.</p>","formule":"Kest","seuil":20,"prononcee":"effet normal","tracee":"effet normal"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.1qARybMHY7tyvRCN"}},"_id":"1JqWbEkHUoKXbsgn"}
{"name":"Vérité","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>La Rune de V&eacute;rit&eacute; oblige sa cible &agrave; r&eacute;pondre avec une totale sin\u0002c&eacute;rit&eacute; &agrave; une question. Pour chaque tranche de 3 points d&rsquo;&Acirc;me, le sorcier peut poser une question ferm&eacute;e, c&rsquo;est-&agrave;-dire une question dont la r&eacute;ponse est obligatoirement oui ou non. Un test en oppo\u0002sition Clairvoyance + Trempe / Clairvoyance + Savoir : Runes du sorcier peut &ecirc;tre tent&eacute;, mais seule une r&eacute;ussite h&eacute;ro&iuml;que permet de mentir avec succ&egrave;s. Une r&eacute;ussite simple permet simplement de ne pas r&eacute;pondre &agrave; la question pos&eacute;e. La Rune de V&eacute;rit&eacute; est usuellement activ&eacute;e en pronon&ccedil;ant son nom bien qu&rsquo;elle puisse &eacute;galement &ecirc;tre int&eacute;gr&eacute;e par un enchantement dans une potion que l&rsquo;on donne &agrave; boire. La victime est consciente qu&rsquo;une force magique la pousse &agrave; r&eacute;v&eacute;ler ses secrets.</p>","formule":"Léth Yyr","seuil":10,"prononcee":"effet normal","tracee":"tracée sur un onguent ou, par exemple, dans les remous dune potion bouillonnante, elle confère son pouvoir à la potion qui peut ensuite être donnée à boire. Elle a pour particularité de retirer la saveur de tout aliment avec lequel elle est mélangée."},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.wqTA4HN4c0mW0ctT"}},"_id":"1gjuH4gFroHLx4yX"}
{"name":"Passage","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>La Rune du Passage contre les effets de la Rune de Barrage et de la Rune d&rsquo;Emprisonnement. Elle permet &eacute;galement d&rsquo;ou\u0002vrir n&rsquo;importe quel m&eacute;canisme de fermeture (comme un cade\u0002nas ou un verrou) m&ecirc;me si ce m&eacute;canisme n&rsquo;est pas apparent (comme un verrou pos&eacute; de l&rsquo;autre c&ocirc;t&eacute; d&rsquo;une porte). Comptez 1 point pour une simple serrure, 10 points pour un pont\u0002levis. Pour activer cette Rune, le sorcier peut prononcer son nom ou l&rsquo;inscrire sur l&rsquo;objet selon ce qui est le plus appropri&eacute;.</p>","formule":"NeHel Fikhorn","seuil":15,"prononcee":"effet normal","tracee":"effet normal"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.n2tV6CX4qcHdxCQf"}},"_id":"4mgRvTPQR2JP6VAE"}
{"name":"Emprisonnement","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>La Rune d&rsquo;Emprisonnement ne peut pas &ecirc;tre activ&eacute;e en pro\u0002non&ccedil;ant son nom : elle doit &ecirc;tre inscrite. La Rune est la plu\u0002part du temps utilis&eacute;e pour d&eacute;finir une zone dans laquelle il est possible d&rsquo;entrer mais non de sortir tant que son pouvoir dure. La Rune d&rsquo;Emprisonnement est tr&egrave;s similaire &agrave; la Rune de Barrage ; reportez-vous &agrave; cette Rune. Le sorcier doit tou\u0002jours d&eacute;finir pr&eacute;cis&eacute;ment la zone sous l&rsquo;emprise de l&rsquo;effet. Quiconque est emprisonn&eacute; par la Rune ne souffre d&rsquo;aucune affliction, sauf celles &eacute;ventuellement caus&eacute;es par l&rsquo;environne\u0002ment. Il ne subit aucun dommage s&rsquo;il tente de sortir de la zone d&rsquo;Emprisonnement. La victime sait qu&rsquo;elle est prisonni&egrave;re et se doute qu&rsquo;elle est sans doute victime de Sorcellerie, mais elle ne peut sortir de la zone dans laquelle elle est retenue. Il n&rsquo;y a pas de barri&egrave;re invisible qui s&rsquo;&eacute;l&egrave;ve ou de mains de pierre qui lui saisissent les pieds. Elle ne peut simplement plus sortir de cette zone, comme si une part de son esprit s&rsquo;y refusait, m&ecirc;me si un compagnon tente de la porter ou de l&rsquo;en faire sortir de force. Et il y a de fortes chances que ledit compagnon ne puisse plus en sortir non plus.&nbsp;</p>","formule":"ÂnTan mahau","seuil":15,"prononcee":"sans effet","tracee":"effet normal"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.eAcWKxN0AAyCTSUp"}},"_id":"5JgGBHAz9aZQTGIR"}
{"name":"Bêtes","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>Chaque b&ecirc;te &ndash; insecte, poisson, reptile, mammif&egrave;re ou oiseau &ndash; poss&egrave;de sa propre Rune. Il faut d&eacute;penser 1 point d&rsquo;&Acirc;me pour les activer. Les Runes des B&ecirc;tes ne font rien de plus qu&rsquo;indi\u0002quer la nature de la b&ecirc;te. Quand une autre Rune est assembl&eacute;e avec Rune des B&ecirc;tes, leurs pouvoirs n&rsquo;affectent que la cr&eacute;ature associ&eacute;e &agrave; la Rune. Ainsi, combiner la Rune de Garde avec la Rune de l&rsquo;Insecte permet de tenir les insectes, et seulement les insectes, &agrave; distance.</p>","formule":"Galab","seuil":5,"prononcee":"effet normal","tracee":"effet normal"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.56G3xBhwVK9k3jVA"}},"_id":"87qaL20n9DqU6b9B"}
{"name":"Miroir","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>La Rune du Miroir renvoie toute attaque physique port&eacute;e sur le sorcier vers l&rsquo;attaquant. L&rsquo;attaquant s&rsquo;attaque en r&eacute;alit&eacute; lui\u0002-m&ecirc;me. Le nombre total d&rsquo;attaques contr&eacute;es d&eacute;pend du nombre de points d&rsquo;&Acirc;me utilis&eacute;s pour activer la Rune. Chaque attaque entame la r&eacute;serve de la Rune de 3 points d&rsquo;&Acirc;me. Lorsque cette r&eacute;serve est vide, la Rune est &eacute;puis&eacute;e et cesse de faire effet.</p>\n<p>Pour que l&rsquo;effet se produise, il faut que le magicien sache qu&rsquo;il fait l&rsquo;objet d&rsquo;une attaque.</p>","formule":"AéKholôn","seuil":15,"prononcee":"effet normal","tracee":"effet normal mais la Rune doit être tracée sur un bouclier, une armure ou un corps."},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.UR8FXYlqxp5Vi3jr"}},"_id":"8dSf90NE4cpByZxu"}
{"name":"Air","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>La Rune de l&rsquo;Air permet au sorcier de contr&ocirc;ler l&rsquo;air, de l&rsquo;ani\u0002mer et dans une certaine mesure d&rsquo;en cr&eacute;er quand il fait d&eacute;faut, comme lorsque le sorcier se trouve sous l&rsquo;eau. Le contr&ocirc;le de l&rsquo;air permet d&rsquo;influencer la force et la direction du vent. Le sor\u0002cier peut &eacute;galement, gr&acirc;ce &agrave; la force de l&rsquo;air, soulever &agrave; distance des objets et leur faire effectuer des mouvements simples. Un point d&rsquo;&Acirc;me permet de r&eacute;aliser l&rsquo;un des effets suivants :</p>\n<ul>\n<li>augmenter ou diminuer la vitesse du vent de 15 m&egrave;tres par seconde ;</li>\n<li>dissiper un gaz empoisonn&eacute; ou naus&eacute;abond contenu dans un verre (1 point) dans une jarre (2 points), dans une petite pi&egrave;ce (5 points), dans une salle (8 points), etc. ;</li>\n<li>soulever et d&eacute;placer &agrave; toute petite vitesse un objet de 500 grammes environ.</li>\n</ul>\n<p>La connaissance de la Rune de l&rsquo;Air est n&eacute;cessaire pour invo\u0002quer et contr&ocirc;ler un &Eacute;l&eacute;mentaire d&rsquo;Air</p>","formule":"Aïlé","seuil":10,"prononcee":"effet normal","tracee":"effet normal"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.v6eXdl7ZxbB1qC6s"}},"_id":"AUAoyxiocnxSPxyq"}
{"name":"Hybride","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>Cette Rune fut d&eacute;couverte au temps des Guerres Dharzi, mais fut peu employ&eacute;e par les Dharzi qui pr&eacute;f&eacute;raient user de sa Rune jumelle : Chim&egrave;re.</p>\n<p>La Rune peut &ecirc;tre employ&eacute;e sur des cadavres ou des corps bien vivants, ou un immonde m&eacute;lange des deux.</p>\n<p>La Rune Hybride permet de fusionner deux ou plusieurs corps humains (ou humano&iuml;des) afin de cr&eacute;er un nouvel homme ou une nouvelle femme. Le nombre de points d&rsquo;&Acirc;me utili\u0002s&eacute;s pour l&rsquo;activer doit &ecirc;tre &eacute;gal au nombre total de points de Trempe combin&eacute;s de l&rsquo;ensemble des cr&eacute;atures affect&eacute;es. Le sorcier peut interchanger les parties du corps comme il le sou\u0002haite. Il est possible &agrave; un &ecirc;tre vivant cibl&eacute; par cette Rune d&rsquo;y r&eacute;sister en r&eacute;ussissant un test en opposition de Clairvoyance + Trempe / Clairvoyance + Savoir : Runes du sorcier. Quand la Rune est d&eacute;sactiv&eacute;e, la cr&eacute;ature hybride se disloque et ses parties vivantes subissent [[/roll 1d10 + 3]] points de d&eacute;g&acirc;ts l&eacute;taux.</p>","formule":"AnAn","seuil":25,"prononcee":"effet normal","tracee":"si la Rune est tracée, les conséquences de léchec dramatique du Sort ne peuvent être que la perte des points dÂme."},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.JUczeoZCX72Y2eil"}},"_id":"AYeUGdCvSSwdKEky"}
{"name":"Homme","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>En tant que telle, la Rune de l&rsquo;Homme est une indication de genre. Quand elle est combin&eacute;e avec une autre Rune, elle restreint les effets de cette Rune aux seuls &ecirc;tres masculins. Il faut d&eacute;penser 1 point d&rsquo;&Acirc;me pour l&rsquo;activer.</p>","formule":"An Haer","seuil":5,"prononcee":"effet normal","tracee":"effet normal"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.YQYed3IAkTFmF1Mj"}},"_id":"Asg637gk3ciMb8nG"}
{"name":"Vision","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>Pour activer la Rune de Vision, le sorcier peut prononcer son nom ou l&rsquo;inscrire.</p>","formule":"Katz Hyyr","seuil":10,"prononcee":"quand il prononce le nom de cette Rune, la compétence Perception du sorcier est augmentée de 1 point pour 2 points dÂme dépensés, uniquement dans le cas de tests de perception visuelle.","tracee":"si la Rune est inscrite sur un objet, un mur ou un arbre, le sorcier peut voir comme sil se trouvait là où elle est tracée, aussi longtemps que la Rune est maintenue (coût : 5 points dÂme)."},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.6JaFdIj3DloGOs7Z"}},"_id":"Dx1aqAbGPjlYcGKm"}
{"name":"Chimère","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>Cette Rune fut d&eacute;couverte au temps des Guerres Dharzi. Elle permet de fusionner deux ou plusieurs cr&eacute;atures ensemble pour en cr&eacute;er une nouvelle. Le nombre de points d&rsquo;&Acirc;me utilis&eacute;s pour l&rsquo;activer doit &ecirc;tre &eacute;gal au nombre total de points de Puis\u0002sance combin&eacute;s de l&rsquo;ensemble des cr&eacute;atures affect&eacute;es. Le sorcier peut d&eacute;cider de quel attribut et de quelle partie du corps de chaque cr&eacute;ature dispose la chim&egrave;re ainsi constitu&eacute;e. Cette Rune doit &ecirc;tre assembl&eacute;e avec les Runes des B&ecirc;tes appropri&eacute;es pour chaque type de cr&eacute;ature touch&eacute;. Quand la Rune est d&eacute;sactiv&eacute;e, la chim&egrave;re se disloque en un r&eacute;pugnant amas de chairs mortes.</p>","formule":"An Galab","seuil":20,"prononcee":"effet normal","tracee":"si la Rune est tracée, les conséquences de léchec dramatique du Sort ne peuvent être que la perte des points dÂme."},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.I9hHQiphvR5K0Rlh"}},"_id":"EEjjKvuPrVGuF5kp"}
{"name":"Parfum","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>Pour activer la Rune du Parfum, le sorcier peut prononcer son nom ou l&rsquo;inscrire. Il convient de noter que la Rune du Parfum ne supprime pas les effets du poison ou de la maladie ; elle ne fait qu&rsquo;en masquer l&rsquo;odeur ou le go&ucirc;t.&nbsp;</p>","formule":"O Khaïm","seuil":10,"prononcee":"quand le sorcier prononce le nom de la Rune, sa compétence Perception est augmentée de 1 point pour 2 points dÂme dépensés, uniquement dans le cas de tests de perception olfactive ou gustative.","tracee":"si la Rune est inscrite sur un objet approprié (comme un bol, une assiette ou un gobelet), son contenu, quel quil soit et quel que soit son état, devient pour celui qui lingère incroyablement savoureux."},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.YAFRcdM6nAIiQTRD"}},"_id":"FEMjhQ3csQXkVvIn"}
{"name":"Chaos","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>La Rune du Chaos est une &eacute;toile compos&eacute;e de huit fl&egrave;ches provenant toutes d&rsquo;un m&ecirc;me point central. Il faut d&eacute;penser 1 point d&rsquo;&Acirc;me pour l&rsquo;activer. Elle n&rsquo;a en fait aucun pouvoir intrins&egrave;que. Elle sert simplement &agrave; marquer l&rsquo;influence du Chaos sur un endroit ou l&rsquo;all&eacute;geance d&rsquo;un sorcier. Assembl&eacute;e avec une autre Rune, elle focalise l&rsquo;effet de celle-ci sur qui\u0002conque est affi li&eacute; d&rsquo;une mani&egrave;re ou d&rsquo;une autre au Chaos. <strong>La connaissance de la Rune du Chaos est n&eacute;cessaire pour pou\u0002voir invoquer et contr&ocirc;ler des D&eacute;mons.</strong></p>","formule":"FaHi ou KaHe","seuil":10,"prononcee":"effet normal","tracee":"si la Rune du Chaos est tracée sur une arme, larme bénéfi cie dun bonus de + 1 aux dégâts (par tranche de 5 points dÂmes investis) lorsquelle frappe un Automaton ou un être ayant conclu un Pacte avec la Loi."},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.YDQgSU1dJZWqtb9G"}},"_id":"GYNL8PAjFzH6HBfh"}
{"name":"Amélioration","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>Chaque Rune d&rsquo;Am&eacute;lioration augmente un unique attribut d&rsquo;un point pour cinq points d&rsquo;&Acirc;me d&eacute;pens&eacute;s. L&rsquo;am&eacute;lioration de la Clairvoyance ou de la Trempe par ce biais n&rsquo;a aucun effet sur le nombre de points d&rsquo;&Acirc;me. Le sorcier doit conna&icirc;tre la Rune correspondant &agrave; l&rsquo;attribut qu&rsquo;il souhaite am&eacute;liorer. Tous les attributs secondaires, &agrave; l&rsquo;exception de l&rsquo;&Acirc;me, sont recal\u0002cul&eacute;s en fonction de l&rsquo;am&eacute;lioration pendant toute la dur&eacute;e d&rsquo;activit&eacute; de la Rune. Les cinq Runes d&rsquo;Am&eacute;lioration sont : la Rune d&rsquo;Adresse, la Rune de Clairvoyance, la Rune de Pr&eacute;\u0002sence, la Rune de Puissance et la Rune de Trempe.</p>\n<p>Cette Rune ne peut qu&rsquo;&ecirc;tre trac&eacute;e sur le corps de la cible.</p>","formule":"Ach Serem","seuil":10,"prononcee":"sans effet","tracee":"effet normal"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.mAvirNh3g3q4t2fe"}},"_id":"Hqi40av8JOGqNQ1S"}
{"name":"Influence","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>Le sorcier peut infl uencer la cible qu&rsquo;il touche de mani&egrave;re &agrave; obtenir ses faveurs. Par tranche de 3 points d&rsquo;&Acirc;me d&eacute;pens&eacute;s, il obtient un bonus de + 1 &agrave; tous ses tests de Persuasion ou de Coercition. La cible peut y r&eacute;sister en r&eacute;ussissant un test en opposition Clairvoyance + Trempe / Clairvoyance + Savoir : Runes du sorcier.</p>","formule":"AkhAHaïme","seuil":15,"prononcee":"effet normal","tracee":"les conséquences de léchec dramatique du Sort ne peuvent être que la perte de points dÂme."},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.fxq2glX79V7Wv0xY"}},"_id":"KGK11U6UJbtv4CHH"}
{"name":"Silence","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>Pour activer la Rune de Silence, le sorcier peut murmurer son nom ou l&rsquo;inscrire. La Rune de Silence ne rend pas invisible : elle est inutile lorsqu&rsquo;il s&rsquo;agit de ne pas &ecirc;tre vu.</p>","formule":"Hess lan","seuil":10,"prononcee":"si le sorcier murmure le nom de la Rune, sa compétence Discrétion augmente dun point pour 2 points dÂme dépensés.","tracee":"si la Rune est inscrite sur un objet, tous les sons dans un rayon de 1 mètre par point dÂme dépensé sont étouffés, ce qui a également pour effet daugmenter la discré\u0002tion du porteur de lobjet et de ceux qui lentourent. Il faut alors dépenser 3 points dÂme pour 1 point supplémentaire en Discrétion."},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.y9tz2MnBJSn34tcL"}},"_id":"LF2NIr48WTpGJF2a"}
{"name":"Sommeil","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>La Rune de Sommeil plonge la cible dans un sommeil r&eacute;pa\u0002rateur et sans r&ecirc;ve. Pour l&rsquo;activer, il faut d&eacute;penser un nombre de points d&rsquo;&Acirc;me &eacute;gal au niveau de Trempe de la cible. Il est impossible de r&eacute;veiller le dormeur tant que l&rsquo;effet de la Rune est actif. Si la cible de la Rune n&rsquo;est pas consentante, elle peut y r&eacute;sister en r&eacute;ussissant un test en opposition de Clairvoyance + Trempe / Clairvoyance + Savoir : Runes du sorcier. Pour activer la Rune de Sommeil, le sorcier peut prononcer son nom ou l&rsquo;inscrire. La Rune de Sommeil prot&egrave;ge &eacute;galement le dormeur contre toute attaque des Voleurs de R&ecirc;ves (qui seront trait&eacute;s dans un suppl&eacute;ment &agrave; venir).</p>","formule":"SykMyyr","seuil":15,"prononcee":"si le sorcier prononce le nom de la Rune, il doit également toucher la cible pour que la Rune fasse effet.","tracee":"si la Rune est inscrite, lobjet qui la porte doit être en contact avec la cible."},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.L1SaKkFkFF7Of8j6"}},"_id":"N8c4UlQacW1nBeVx"}
{"name":"Lien de lâme","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>Cette Rune autorise le sorcier &agrave; transf&eacute;rer temporairement son &acirc;me, ou celle d&rsquo;une personne consentante qu&rsquo;il touche, hors de son corps vers un autre r&eacute;ceptacle. Le nombre de points d&rsquo;&Acirc;me utilis&eacute;s pour l&rsquo;activer doit &ecirc;tre &eacute;gal au niveau de Clair\u0002voyance de la cible. Un &ecirc;tre affect&eacute; par cet effet ne souffre pas du transfert et n&rsquo;est pas rep&eacute;rable par l&rsquo;&OElig;il du Sorcier. Une &acirc;me introduite dans le corps d&rsquo;une autre cr&eacute;ature continue &agrave; vivre si son corps originel vient &agrave; mourir. Elle peut &agrave; nouveau changer de corps si la Rune est une nouvelle fois activ&eacute;e. Si l&rsquo;&acirc;me est introduite dans un objet et que son corps originel est tu&eacute;, l&rsquo;&acirc;me reste li&eacute;e &agrave; l&rsquo;objet jusqu&rsquo;&agrave; ce que quelqu&rsquo;un la d&eacute;livre ou que la Rune soit d&eacute;sactiv&eacute;e. Dans ce second cas, l&rsquo;&acirc;me captive meurt sur-le-champ.</p>","formule":"KhÂnTan mahau","seuil":30,"prononcee":"effet normal","tracee":"effet normal"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.Y6H0d6itYEKRSk29"}},"_id":"Q7ErQMozGsQRjakA"}
{"name":"Froid","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>La Rune du Froid rend le sorcier, ou l&rsquo;objet sur lequel elle est inscrite, froid au toucher. Un seul point d&rsquo;&Acirc;me investi rend la cible aussi froide qu&rsquo;une source d&rsquo;eau fra&icirc;che (ou qu&rsquo;un cadavre). Les points suppl&eacute;mentaires d&eacute;pens&eacute;s causent des d&eacute;g&acirc;ts l&eacute;taux dus au froid &agrave; quiconque touche la cible : les d&eacute;g&acirc;ts sont de 1 point pour 2 points d&rsquo;&Acirc;me d&eacute;pens&eacute;s. Les d&eacute;g&acirc;ts continuent &agrave; chaque tour de jeu tant que la victime est en contact avec la cible du sort. Pour geler de l&rsquo;eau ou de la nourriture, le sorcier doit prononcer le nom de la Rune, d&eacute;penser 2 points d&rsquo;&Acirc;me et toucher l&rsquo;objet ou le liquide qu&rsquo;il souhaite geler. Il peut geler pour 1 point d&rsquo;&Acirc;me 1 litre de liquide, pour 2 points l&rsquo;auge des chevaux dans une &eacute;curie, pour 5 points un agneau, 8 points une mare ou un puits, 50 points un petit lac, etc.&nbsp;</p>","formule":"Kalda","seuil":10,"prononcee":"effet normal","tracee":"si la Rune est tracée, elle ne cause pas de dom\u0002mage au support sur lequel elle est inscrite"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.4NDeb8AQrKteJacI"}},"_id":"SF4NMsUpaoOYBWUJ"}
{"name":"Domination","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>Cette Rune permet d&rsquo;obtenir une ob&eacute;issance totale de l&rsquo;&ecirc;tre sur lequel elle est activ&eacute;e. Le nombre de points d&rsquo;&Acirc;me uti\u0002lis&eacute;s pour la Rune doit &ecirc;tre &eacute;gal &agrave; la Trempe de la cible. Si la Rune est utilis&eacute;e contre un &ecirc;tre pensant, celui-ci peut y r&eacute;sister en r&eacute;ussissant un test d&rsquo;opposition Clairvoyance + Trempe / Clairvoyance + Savoir : Runes du sorcier. Il lui est possible de refaire ce test chaque fois qu&rsquo;il re&ccedil;oit un ordre mettant sa vie en p&eacute;ril direct (par exemple, l&rsquo;ordre de se jeter dans le vide).</p>","formule":"Saë Tar","seuil":20,"prononcee":"effet normal","tracee":"si la Rune est tracée sur le corps de la victime, effet normal."},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.0KyAUGiKJlSADYBD"}},"_id":"XDpno2OGwpRx082M"}
{"name":"Vitesse","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>Cette augmente d&rsquo;1 niveau la Vitesse de la cible par point d&rsquo;&Acirc;me d&eacute;pens&eacute;. Elle octroie &eacute;galement un bonus de + 1 point d&rsquo;initiative pour 2 points d&rsquo;&Acirc;me d&eacute;pens&eacute;s.</p>","formule":"AéLéon","seuil":10,"prononcee":"effet normal","tracee":"la Rune doit être tracée sur la cible."},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.xfEG6nj0R2eblfYM"}},"_id":"XkaQxMd65Pt5Le5A"}
{"name":"Feu","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>La Rune du Feu permet au sorcier de contr&ocirc;ler, mais pas de cr&eacute;er, le feu. La Rune peut &ecirc;tre utilis&eacute;e pour &eacute;teindre des flammes ou pour contr&ocirc;ler leur direction.</p>\n<p>Un point d&rsquo;&Acirc;me permet d&rsquo;&eacute;teindre une flamme, 2 points le petit feu d&rsquo;un bivouac, 5 points un grand feu de joie, 8 points un feu qui embrase une chambre, 50 points un feu de for&ecirc;t, etc. La connaissance de la Rune du Feu est n&eacute;cessaire pour invo\u0002quer et contr&ocirc;ler un &Eacute;l&eacute;mentaire de Feu.</p>","formule":"Atra","seuil":10,"prononcee":"effet normal","tracee":"effet normal"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.1dkIsj4ZTIi8e4Zj"}},"_id":"XvFeI7mbRNcu1Ara"}
{"name":"Animation des morts","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>Cette Rune tr&egrave;s dangereuse permet de restituer aux morts un semblant de vie. Pour r&eacute;animer un mort, le sorcier doit d&eacute;pen\u0002ser autant de points d&rsquo;&Acirc;me que le corps avait de Puissance. Lorsqu&rsquo;un mort est ramen&eacute; dans le monde des vivants, le sor\u0002cier doit accomplir un test de Capacit&eacute; de Pr&eacute;sence + Coer\u0002cition / 15. En cas d&rsquo;&eacute;chec, la cr&eacute;ature devient incontr&ocirc;lable. En cas de r&eacute;ussite, elle ob&eacute;ira &agrave; des ordres simples.</p>\n<p>Les cr&eacute;atures ainsi r&eacute;anim&eacute;es utilisent les attributs &ndash; &agrave; l&rsquo;excep\u0002tion de la Clairvoyance et des points d&rsquo;&Acirc;me &ndash; et comp&eacute;tences physiques qu&rsquo;elles poss&eacute;daient de leur vivant. Si elles tombent &agrave; 0 point de Sant&eacute;, elles sont d&eacute;truites. Le corps reste dans l&rsquo;&eacute;tat dans lequel il a &eacute;t&eacute; trouv&eacute;. Si le corps n&rsquo;a plus de forme, s&rsquo;il est &agrave; l&rsquo;&eacute;tat de poussi&egrave;re ou de squelette &eacute;pars, la Rune d&rsquo;Animation ne fonctionne pas. Un squelette intact, portant encore ses armes et son armure, pourra &ecirc;tre r&eacute;anim&eacute;, mais deux f&eacute;murs, quelques c&ocirc;tes et un cr&acirc;ne ne serviront &agrave; rien.&nbsp;</p>","formule":"LiNokhaïm","seuil":25,"prononcee":"effet normal","tracee":"si la Rune est tracée, les conséquences de léchec dramatique du Sort ne peuvent être que la perte des points dÂme."},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.lGm46q8kB1hZ3JFL"}},"_id":"aSlGu6bN9EBWr66s"}
{"name":"Santé","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>La Rune de Sant&eacute; peut &ecirc;tre inscrite ou prononc&eacute;e. Elle est la composition de base des Sortil&egrave;ges et des potions de soin. Elle poss&egrave;de les effets suivants :</p>\n<ul>\n<li>elle soigne les blessures et referme les plaies &agrave; raison de 1 point de d&eacute;g&acirc;t l&eacute;tal pour 2 points d&rsquo;&Acirc;me d&eacute;pens&eacute;s ;</li>\n<li>elle soigne une maladie d&rsquo;une Virulence &eacute;gale au nombre de points d&rsquo;&Acirc;me investis multipli&eacute; par deux, &agrave; condition que le sorcier ait pu identifier la maladie. Le patient recouvre norma\u0002lement ses points de Sant&eacute;.</li>\n</ul>","formule":"Oû Kheïa","seuil":15,"prononcee":"si la Rune est prononcée, elle doit lêtre à nouveau chaque jour jusquà la guérison complète du malade.","tracee":"si la Rune est inscrite, elle doit lêtre sur tout le corps, et le malade doit la garder tout au long du processus."},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.9skcG3NV0xqxZjMk"}},"_id":"df0XfMeNhaP6RPQ8"}
{"name":"Barrage, Interdiction ou Excommunication","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>Les cr&eacute;atures prises dans l&rsquo;aire d&rsquo;effet de la Rune peuvent s&rsquo;en &eacute;chapper mais elles ne peuvent pas y retourner tant que l&rsquo;effet n&rsquo;est pas dissip&eacute;. Toute tentative pour abattre les murs, bri\u0002ser les fen&ecirc;tres ou creuser un tunnel dans la zone d&rsquo;effet de la Rune est vou&eacute;e &agrave; l&rsquo;&eacute;chec. Le seul moyen de contrer l&rsquo;effet d&rsquo;une Rune de Barrage est d&rsquo;utiliser une Rune de Passage, pour laquelle le sorcier doit d&eacute;penser au moins autant de points d&rsquo;&Acirc;me que le pouvoir de la Rune.</p>","formule":"NaKhalRlye Na","seuil":10,"prononcee":"effet normal","tracee":"si la Rune est tracée, les conséquences de léchec dramatique du Sort ne peuvent être que la perte des points dÂme."},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.UD13BGbUPdOJsBBL"}},"_id":"elc9fGa5mmssw8GT"}
{"name":"Toucher","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>La Rune de Caresse permet de toucher virtuellement un objet ou un &ecirc;tre vivant sans &ecirc;tre en contact avec lui. Les sorciers ont l&rsquo;habitude de prononcer son nom plut&ocirc;t que de l&rsquo;inscrire. Pour chaque point d&rsquo;&Acirc;me investi, le sorcier peut toucher et ressentir le contact d&rsquo;un objet distant de 10 m&egrave;tres. Il convient de noter que la Rune de Caresse ne permet en aucune fa&ccedil;on de faire bouger l&rsquo;objet. Si la cible est un &ecirc;tre vivant, elle peut faire un test d&rsquo;opposition de Clairvoyance + Trempe / Clairvoyance + Savoir : Runes du sorcier. Si le test est r&eacute;ussi, la cible est consciente de l&rsquo;effet de la Rune comme si les mains du sorcier &eacute;taient r&eacute;ellement en contact avec elle, bien que l&rsquo;origine de la sensation puisse ne pas &ecirc;tre visible. Cette Rune est surtout utile en combinaison avec d&rsquo;autres Runes, afin d&rsquo;appliquer leur effet sur une cible hors de port&eacute;e de la main du sorcier.</p>","formule":"Bliss Bissaët","seuil":10,"prononcee":"effet normal","tracee":"effet normal"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.nIz4B2jKV0Eo32ta"}},"_id":"f3HcCBLRhM5qC1pN"}
{"name":"Lumière","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>Cette Rune cr&eacute;e de la lumi&egrave;re autour du sorcier, s&rsquo;il prononce son nom, ou de l&rsquo;objet, si la Rune est inscrite. La zone est consid&eacute;r&eacute;e comme &eacute;clair&eacute;e. Il convient de noter que seule la zone indiqu&eacute;e est &eacute;clair&eacute;e, tout ce qui se trouve en dehors de l&rsquo;aire d&rsquo;effet reste dans l&rsquo;ombre. La Rune de la Lumi&egrave;re cr&eacute;e de la lumi&egrave;re, pas une fl amme, dans une zone allant de la taille d&rsquo;une main pour 1 point d&rsquo;&Acirc;me d&eacute;pens&eacute;, &agrave; une maison pour 10 points d&rsquo;&Acirc;me, et ainsi de suite.</p>","formule":"Khos","seuil":10,"prononcee":"effet normal","tracee":"effet normal"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.gT44LzC7XJKlIwOh"}},"_id":"hDfxyYJvN5jOt3b9"}
{"name":"Transfert","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>Cette puissante Rune est toujours cr&eacute;&eacute;e en deux parties. Elle per\u0002met le transfert d&rsquo;un objet entre ces deux parties. On peut inscrire la premi&egrave;re moiti&eacute; dans un lieu, sur un objet ou un &ecirc;tre vivant, en d&eacute;pensant un seul point d&rsquo;&Acirc;me pour s&rsquo;assurer de la dur&eacute;e de l&rsquo;effet. L&rsquo;effet de la Rune est d&eacute;clench&eacute; quand la deuxi&egrave;me moiti&eacute; est ins\u0002crite ou que son nom est prononc&eacute;. Le sorcier peut alors transf&eacute;rer la cible de la deuxi&egrave;me moiti&eacute; vers la premi&egrave;re ou vice-versa. Si l&rsquo;une des deux moiti&eacute;s est li&eacute;e &agrave; un lieu, l&rsquo;autre moiti&eacute;, &ecirc;tre vivant ou objet, est alors imm&eacute;diatement transf&eacute;r&eacute;e vers ce lieu. Le sorcier peut ainsi d&eacute;placer un point de Puissance par point d&rsquo;&Acirc;me d&eacute;pens&eacute; dans la seconde partie de la Rune. Si la cible du Transfert n&rsquo;est pas consentante, elle peut y r&eacute;sister en r&eacute;ussissant un test en opposition de Clairvoyance + Trempe / Clairvoyance + Savoir : Runes du sorcier. La port&eacute;e du Transfert est illimit&eacute;e, que ce soit dans notre monde ou dans l&rsquo;ensemble des plans d&rsquo;existence.</p>\n<p>Une fois que les deux moiti&eacute;s de la Rune sont r&eacute;unies, le pou\u0002voir de la Rune de Transfert se dissipe.</p>","formule":"Laef Eren","seuil":25,"prononcee":"sans effet","tracee":"effet normal"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.WgQ2pbdqhjswvtuS"}},"_id":"hG2yf6gcEgl54gvt"}
{"name":"Alarme","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>Quand elle est inscrite sur une personne ou un objet, le sorcier est imm&eacute;diatement inform&eacute; de ses d&eacute;placements et de tout contact ext&eacute;rieur. La Rune d&rsquo;Alarme ne peut pas &ecirc;tre activ&eacute;e verbalement. Sa port&eacute;e est de 1 kilom&egrave;tre par point d&rsquo;&Acirc;me investi.</p>","formule":"Haer Gan","seuil":10,"prononcee":"sans effet","tracee":"effet normal"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.YSyh6AX3tHrDWfja"}},"_id":"iiltK3LhCxfXwGbB"}
{"name":"Ténèbres","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>Cette Rune cr&eacute;e un manteau de t&eacute;n&egrave;bres. Au sein de la zone affect&eacute;e, les sources de lumi&egrave;re n&rsquo;apportent aucun &eacute;clairage et nul ne peut voir quoi que ce soit, pas m&ecirc;me le sorcier. Les autres sens, comme le sonar d&rsquo;une chauve-souris, fonc\u0002tionnent normalement. L&rsquo;&OElig;il n&rsquo;est pas affect&eacute; par le pouvoir de la Rune. Celle-ci affecte une zone de la taille d&rsquo;une main pour 1 point d&rsquo;&Acirc;me d&eacute;pens&eacute;, d&rsquo;une maison pour 10 points d&rsquo;&Acirc;me, et ainsi de suite.&nbsp;</p>","formule":"MelKoôRos","seuil":10,"prononcee":"le manteau de ténèbres se tisse autour du sorcier.","tracee":"le manteau de ténèbres se tisse autour de lobjet sur lequel la Rune est inscrite."},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.a7MD1ZIKAYMJ8uvZ"}},"_id":"jr7YHR7SJp9fWTk7"}
{"name":"Végétaux","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>Chaque v&eacute;g&eacute;tal &ndash; arbre, buisson, fleur ou mousse &ndash; poss&egrave;de sa propre Rune. Il faut d&eacute;penser 1 point d&rsquo;&Acirc;me pour l&rsquo;ac\u0002tiver. Les Runes des V&eacute;g&eacute;taux ne font ne font rien de plus qu&rsquo;indiquer la nature du v&eacute;g&eacute;tal. Quand une autre Rune est assembl&eacute;e avec l&rsquo;une des Runes des V&eacute;g&eacute;taux, ses pouvoirs n&rsquo;affectent que le v&eacute;g&eacute;tal associ&eacute;.</p>","formule":"Dhen Drôn","seuil":5,"prononcee":"effet normal","tracee":"effet normal"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.n32BpC0hhiEQeQNp"}},"_id":"jymqWk93AuF9piFA"}
{"name":"Loi","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>La Rune de la Loi est une simple fl &egrave;che tourn&eacute;e vers le haut. Elle n&rsquo;a en fait aucun pouvoir intrins&egrave;que. Il faut d&eacute;penser 1 point d&rsquo;&Acirc;me pour l&rsquo;activer. Elle sert juste &agrave; marquer l&rsquo;influence de la Loi sur un endroit ou &agrave; indiquer l&rsquo;all&eacute;geance de l&rsquo;eccl&eacute;siaste por\u0002tant ce symbole. Quand elle est assembl&eacute;e avec une autre Rune, elle focalise l&rsquo;effet de celle-ci sur les &ecirc;tres affi li&eacute;s d&rsquo;une mani&egrave;re ou d&rsquo;une autre &agrave; la Loi. <strong>La connaissance de la Rune de la Loi est n&eacute;cessaire pour invoquer et contr&ocirc;ler des cr&eacute;ations de la Loi.</strong></p>","formule":"AerkHyn","seuil":10,"prononcee":"effet normal","tracee":"si la Rune de la Loi est tracée sur une arme, larme bénéfi cie dun bonus de + 1 aux dégâts (par tranche de 5 points dÂmes investis) lorsquelle frappe un Démon ou un être ayant conclu un Pacte avec le Chaos."},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.uDEeZsq3sUvVEFOl"}},"_id":"kWwx24Zw4tmkrTrq"}
{"name":"Purification","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>La Rune de Purification poss&egrave;de plusieurs pouvoirs. Elle peut en premier lieu st&eacute;riliser un liquide ou de la nourriture pour 1 point d&rsquo;&Acirc;me. Elle est &eacute;galement capable de r&eacute;duire de 5 points la Virulence d&rsquo;un poison (y compris un poison magique) pour chaque point d&rsquo;&Acirc;me investi. Enfin, chaque point d&rsquo;&Acirc;me investi offre 1 point suppl&eacute;mentaire sur les tests de r&eacute;sistance &agrave; la maladie.</p>","formule":"Anakh Sis","seuil":10,"prononcee":"effet normal","tracee":"effet normal"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.gKWHe4cgM72aGjfv"}},"_id":"mP50AhMJJbjT3sWG"}
{"name":"Dégradation","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>Chaque Rune de D&eacute;gradation abaisse un seul attribut de 1 point pour 5 points d&rsquo;&Acirc;me d&eacute;pens&eacute;s. La d&eacute;gradation de la Clairvoyance ou de la Trempe par ce biais n&rsquo;a aucun effet sur le nombre de points d&rsquo;&Acirc;me. Le sorcier doit conna&icirc;tre la Rune correspondant &agrave; l&rsquo;attribut qu&rsquo;il souhaite d&eacute;t&eacute;riorer. Tous les attributs secondaires, &agrave; l&rsquo;exception de l&rsquo;&Acirc;me, sont recalcul&eacute;s en fonction de la d&eacute;gradation pendant toute la dur&eacute;e d&rsquo;acti\u0002vit&eacute; de la Rune. Les cinq Runes de D&eacute;gradation sont : la Rune de Maladresse, la Rune d&rsquo;Imb&eacute;cilit&eacute;, la Rune d&rsquo;Insignifiance, la Rune de Faiblesse et la Rune de Couardise.</p>","formule":"Kha Nekhaim Assat","seuil":25,"prononcee":"effet normal","tracee":"si la Rune est tracée sur le corps de la victime, effet normal."},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.vOdAOu2d81xY9cnm"}},"_id":"mcdSaXloOXRB6S31"}
{"name":"Eau","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>La Rune de l&rsquo;Eau permet au sorcier de contr&ocirc;ler l&rsquo;eau mais pas de la cr&eacute;er. La Rune peut &ecirc;tre utilis&eacute;e pour mettre en mouvement une masse liquide inerte ou pour contr&ocirc;ler la direction d&rsquo;un torrent ou de vagues.</p>\n<p>L&rsquo;efficacit&eacute; de la Rune varie en fonction du nombre de points d&rsquo;&Acirc;mes d&eacute;pens&eacute;s. Elle permet de manipuler une masse de liquide &eacute;gale &agrave; :</p>\n<ul>\n<li>un verre (1 point) ;</li>\n<li>une bouteille (2 points) ;</li>\n<li>un tonneau (4 points) ;</li>\n<li>une cuve (10 points) ;</li>\n<li>une fontaine ou un puits (20 points) ;</li>\n<li>un petit &eacute;tang, un ruisseau ou une vague (40 points) ;</li>\n<li>un lac, un torrent ou une lame de pleine mer (50 points) ;</li>\n<li>un grand lac, une rivi&egrave;re ou un petit raz de mar&eacute;e (200 points).</li>\n</ul>\n<p>La connaissance de la Rune de l&rsquo;Eau est n&eacute;cessaire pour invo\u0002quer et contr&ocirc;ler un &Eacute;l&eacute;mentaire d&rsquo;Eau.</p>","formule":"NéhKhan","seuil":10,"prononcee":"effet normal","tracee":"effet normal"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.ILxlXoCYq4Db8wOr"}},"_id":"nGgoDFnZPS6uYGcD"}
{"name":"Protection","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>La surface prot&eacute;g&eacute;e par la Rune semble durcir l&eacute;g&egrave;rement et pourtant conserve sa souplesse initiale. Frapp&eacute;e, la surface prot&eacute;g&eacute;e produit un son plus mat ou assourdi que la normale. Sur une armure, des reflets &eacute;tranges apparaissent parfois, comme si elle luisait d&rsquo;une lueur irr&eacute;elle. Le sorcier ajoute des points de Protection temporaire &agrave; sa cible : 1 point pour 1 point d&rsquo;&Acirc;me investi dans la Rune, 2 pour 2 points d&rsquo;&Acirc;me, 3 pour 6 points d&rsquo;&Acirc;me et 4 pour 11 points. Ces points se cumulent avec la Protection existante.</p>\n<p>La Rune peut &ecirc;tre activ&eacute;e en pronon&ccedil;ant son nom ou en l&rsquo;inscrivant.</p>","formule":"Kha Maé Mellôn","seuil":15,"prononcee":"effet normal","tracee":"effet normal mais la Rune doit être tracée sur un bouclier, une armure ou un corps."},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.kSaiqifyg6eq02vj"}},"_id":"nymd8UI4AWnE74fk"}
{"name":"Écoute","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>Pour activer la Rune d&rsquo;&Eacute;coute, le sorcier peut prononcer son nom ou l&rsquo;inscrire.&nbsp;</p>","formule":"Hénak","seuil":10,"prononcee":"quand il prononce le nom de la Rune, la compétence Perception du sorcier est augmentée de 1 point pour 2 points dÂme dépensés. Cette augmentation nest effective que dans le cas de tests de perception auditive.","tracee":"si la Rune est inscrite sur un objet, sur un mur, ou un arbre, le sorcier peut entendre comme sil se trouvait près du lieu où elle est tracée aussi longtemps que la Rune est maintenue."},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.6RJicyLNG50WfnJ7"}},"_id":"olzDZforp9LsxUEJ"}
{"name":"Contre-Sort","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p><strong>Seuil de difficult&eacute; :</strong> &eacute;gal &agrave; celui de la Rune &agrave; contrer, ou de la Rune la plus puissante dans le cas d&rsquo;un Sortil&egrave;ge &agrave; contrer.</p>\n<p>La Rune de Contre-Sort affaiblit ou annihile le pouvoir des autres Runes. Quand elle draine le pouvoir d&rsquo;une Rune, elle absorbe autant de points d&rsquo;effet que le nombre de points attri\u0002bu&eacute;s &agrave; sa cr&eacute;ation. Si ce nombre de points d&eacute;passe celui de la Rune vampiris&eacute;e, cette derni&egrave;re est d&eacute;truite. Le sorcier ne peut pas contrer une Rune qu&rsquo;il ne ma&icirc;trise pas. Pour absorber une Rune, la Rune de Contre-Sort doit &ecirc;tre inscrite ou prononc&eacute;e &agrave; une distance maximum de l&rsquo;endroit o&ugrave; se manifeste la Rune contr&eacute;e d&rsquo;un m&egrave;tre par point d&rsquo;&Acirc;me d&eacute;pens&eacute;.</p>\n<p>NB : pour contrer un Sortil&egrave;ge &agrave; l&rsquo;effet ind&eacute;sirable, il suffit parfois de contrer une seule de ses Runes, les autres se mani\u0002festent normalement.</p>","formule":"Thâ Ereb","seuil":0,"prononcee":"effet normal","tracee":"effet normal"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.45YcQxfXYYzSaZ15"}},"_id":"q3ypyD55RBR220l7"}
{"name":"Terre","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>En utilisant la Rune de la Terre, le sorcier peut affecter une brouette de terre ou de pierre pour chaque point d&rsquo;&Acirc;me d&eacute;pens&eacute;. Consid&eacute;rez qu&rsquo;&agrave; 10 points d&rsquo;&Acirc;me, un muret est affect&eacute;, et qu&rsquo;&agrave; 100 points, le sorcier peut manipuler un bout de rempart.</p>\n<p>Un point d&rsquo;&Acirc;me permet de r&eacute;aliser l&rsquo;un des effets suivants :</p>\n<ul>\n<li>d&eacute;placer un m&egrave;tre cube de terre ou de pierre &agrave; la vitesse d&rsquo;un homme qui marche pour chaque point d&rsquo;&Acirc;me d&eacute;pens&eacute; ;</li>\n<li>ramollir ou fissurer une pierre, en infl igeant 2 points de d&eacute;g&acirc;ts par point d&rsquo;&Acirc;me utilis&eacute; (rappel : une pierre mince poss&egrave;de une r&eacute;sistance de 15, une pierre &eacute;paisse de 20) ;</li>\n<li>renforcer ou solidifier de la terre ou de la pierre. Chaque point d&rsquo;&Acirc;me d&eacute;pens&eacute; augmente de 2 points le facteur de r&eacute;sistance de la pierre ou de la masse de terre cibl&eacute;e.</li>\n</ul>\n<p>Pour l&rsquo;utiliser, le sorcier peut prononcer son nom ou l&rsquo;inscrire, selon les circonstances ou son humeur. La connaissance de la Rune de la Terre est n&eacute;cessaire pour invoquer et contr&ocirc;ler un &Eacute;l&eacute;mentaire de Terre.</p>","formule":"TulRah","seuil":10,"prononcee":"effet normal","tracee":"effet normal"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.YSbkTWYOCH5chkpv"}},"_id":"q6spSOEdcr1hsoF2"}
{"name":"Contact","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>Tant que la Rune de Contact est maintenue, elle permet de cr&eacute;er un lien mental avec une personne &agrave; longue distance. La Rune doit &ecirc;tre inscrite sur un objet ou un v&ecirc;tement port&eacute; par la personne que le sorcier souhaite contacter. Pour chaque tranche de 3 points d&rsquo;&Acirc;me d&eacute;pens&eacute;s, le contact inclut un nou\u0002veau canal : la vision, les paroles, le go&ucirc;t, les sensations tactiles ou encore les &eacute;motions. Il est possible d&rsquo;inclure une personne suppl&eacute;mentaire dans le lien mental par la d&eacute;pense d&rsquo;un point suppl&eacute;mentaire par cible. La port&eacute;e de la Rune de Contact est illimit&eacute;e, que ce soit dans les Jeunes Royaumes ou dans l&rsquo;ensemble des plans d&rsquo;existence.</p>","formule":"Elam AnsHa","seuil":15,"prononcee":"sans effet","tracee":"effet normal"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.wmQ1EbWCuIwwY85F"}},"_id":"rVmgDzp6LcXEILvS"}
{"name":"Incandescence","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>La Rune d&rsquo;Incandescence rend le sorcier ou l&rsquo;objet sur lequel elle est inscrite chaud au toucher. Un seul point d&rsquo;&Acirc;me investi rend la cible agr&eacute;ablement chaude (comme si elle &eacute;tait enve\u0002lopp&eacute;e dans une couverture au coin du feu) et elle ne subit aucun d&eacute;sagr&eacute;ment d&ucirc; &agrave; un environnement froid tant que la Rune est active. Les points suppl&eacute;mentaires d&eacute;pens&eacute;s causent des d&eacute;g&acirc;ts l&eacute;taux dus &agrave; la chaleur &agrave; quiconque touche la cible : les d&eacute;g&acirc;ts sont de 1 point pour 2 points d&rsquo;&Acirc;me d&eacute;pens&eacute;s. Les d&eacute;g&acirc;ts continuent &agrave; chaque tour de jeu tant que la victime est en contact avec la cible du sort.&nbsp;</p>","formule":"Néhan Hira","seuil":10,"prononcee":"effet normal","tracee":"si la Rune est tracée, elle ne cause pas de dom\u0002mage au support sur lequel elle est inscrite."},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.Swlx5c5xQ0PmOT9M"}},"_id":"tpXavlZ4WBurbY8X"}
{"name":"Secret des morts","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>La Rune de Secret des morts redonne temporairement vie &agrave; un mort, permettant au sorcier de lui poser des questions durant une courte p&eacute;riode. Tous les sorciers savent que les morts ne peuvent pas r&eacute;pondre directement aux questions. Ils peuvent r&eacute;pondre par un po&egrave;me, par une sorte de proph&eacute;tie ou, plus sim\u0002plement, de mani&egrave;re alambiqu&eacute;e. Le mort est cependant tenu de dire la v&eacute;rit&eacute; ou, du moins, ce qu&rsquo;il croit sinc&egrave;rement &ecirc;tre vrai. Le mort se rem&eacute;more ses souvenirs sur une p&eacute;riode pr&eacute;c&eacute;dant sa mort qui d&eacute;pend du nombre de points d&rsquo;&Acirc;me investis : 1 jour pour 1 point d&rsquo;&Acirc;me, 2 jours pour 3 points d&rsquo;&Acirc;me, 3 jours pour 6 points d&rsquo;&Acirc;me et jusqu&rsquo;&agrave; 4 jours pour 11 points d&rsquo;&Acirc;me. La magie n&eacute;cessaire pour rappeler l&rsquo;&acirc;me de la cr&eacute;ature d&rsquo;au-del&agrave; du Multivers est telle que la Rune ne dure qu&rsquo;une minute. La Rune ne ram&egrave;ne pas le mort d&eacute;finitivement et il ne peut pas mouvoir son corps. Il peut seulement r&eacute;pondre aux questions. En fonction de sa personnalit&eacute; et de son existence dans l&rsquo;au-del&agrave;, la fiabilit&eacute; de ses r&eacute;ponses peut &ecirc;tre tr&egrave;s variable.</p>\n<p>Si le mort avait conclu un Pacte avec une puissance, l&rsquo;utilisation de la Rune de Secret des morts attire immanquablement la col&egrave;re du Seigneur concern&eacute;. Lui seul dispose l&eacute;gitimement du droit de vie et de mort sur ses serviteurs. Le MJ d&eacute;cide de la forme que prend sa vengeance contre le sorcier : il peut s&rsquo;agir de la mise en &eacute;chec de ses projet de mani&egrave;re vicieuse, syst&eacute;matique et particuli&egrave;rement efficace ou d&rsquo;une malchance subtile mais insidieuse.</p>","formule":"NadMelnë","seuil":30,"prononcee":"effet normal","tracee":"effet normal"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.uqwvF7B9Lk0EkNf6"}},"_id":"uIg9xU0wI5jRLyED"}
{"name":"Confusion","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>Cette Rune suscite la confusion et le trouble. Il convient de noter que la Rune de Confusion ne rend pas invisible ; elle alt&egrave;re simplement les perceptions du spectateur, en masquant la v&eacute;ritable nature du sujet. L&rsquo;&OElig;il peut percer le voile d&rsquo;une Rune de Confusion (Clairvoyance + Perception / Seuil de difficult&eacute; de la Rune). Ceux qui ne pratiquent pas la Sorcelle\u0002rie doivent obtenir une r&eacute;ussite h&eacute;ro&iuml;que &agrave; un test de Percep\u0002tion pour comprendre que quelque chose ne va pas, mais ils ne pourront pas, m&ecirc;me dans ce cas, percevoir la r&eacute;alit&eacute; telle qu&rsquo;elle est.</p>","formule":"Aës Thir NHab","seuil":15,"prononcee":"quand le sorcier prononce le nom de la Rune, il brouille la vue et les souvenirs des gens qui le ren\u0002contrent. Il devient impossible de se souvenir avec précision des actions, du visage, des mots du sorcier ou encore de ses vêtements. Chaque point utilisé pour activer la Rune permet de rendre indistinct lun de ces éléments.","tracee":"quand la Rune est inscrite sur un objet, son apparence est modifi ée de la même manière (coût : 2 points dÂme)."},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.CFlDvIIQBP1hAtWG"}},"_id":"vI9EoswpPCJoUV1L"}
{"name":"Femme","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>En tant que telle, la Rune de la Femme est une indication de genre. Quand elle est combin&eacute;e avec une autre Rune, elle res\u0002treint les effets de cette Rune aux seuls &ecirc;tres f&eacute;minins. Il faut d&eacute;penser 1 point d&rsquo;&Acirc;me pour l&rsquo;activer.</p>","formule":"NoHos","seuil":5,"prononcee":"effet normal","tracee":"effet normal"},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.DwfdRyBDNi7A7bQe"}},"_id":"vV6BZHznNdJ0f4IR"}
{"name":"Dissolution","type":"rune","img":"systems/fvtt-mournblade/assets/icons/rune.webp","data":{"description":"<p>La Rune de Dissolution dissout, ou d&eacute;sint&egrave;gre, une substance particuli&egrave;re. Cette Rune doit &ecirc;tre assembl&eacute;e avec une autre pour affecter le mat&eacute;riau cibl&eacute;. Par exemple, pour d&eacute;sint&eacute;grer une pierre de fondation, le magicien doit assembler une Rune de Dissolution avec une Rune de Terre. L&rsquo;aire d&rsquo;effet de la Rune varie en fonction du nombre de points d&rsquo;&Acirc;mes d&eacute;pen\u0002s&eacute;s. Elle peut d&eacute;sint&eacute;grer un objet ou une surface :</p>\n<ul>\n<li>de la taille d&rsquo;un poing (1 point) ;</li>\n<li>de la taille d&rsquo;un bras (2 points) ;</li>\n<li>de la taille d&rsquo;un loup (4 points) ;</li>\n<li>de la taille d&rsquo;un homme (10 points) ;</li>\n<li>de la taille d&rsquo;un arbre ordinaire (20 points) ;</li>\n<li>de la taille d&rsquo;une pi&egrave;ce (40 points) ;</li>\n<li>de la taille d&rsquo;une maison (50 points) ;</li>\n<li>de la taille d&rsquo;un navire (200 points).</li>\n</ul>\n<p>Si la Rune est utilis&eacute;e contre un &ecirc;tre vivant, celui-ci peut y r&eacute;sis\u0002ter en r&eacute;ussissant un test de Clairvoyance + Trempe / Clair\u0002voyance + Savoir : Runes du sorcier. Quand la Rune est utilis&eacute;e contre un &ecirc;tre vivant, chaque point d&rsquo;&Acirc;me utilis&eacute; inflige un point de dommage l&eacute;tal mais la Rune doit &ecirc;tre assembl&eacute;e avec la Rune appropri&eacute;e en fonction de l&rsquo;adversaire (Rune de l&rsquo;Homme, Rune de la Femme, Runes des V&eacute;g&eacute;taux, Runes des B&ecirc;tes).</p>","formule":"Kha Aërgôn","seuil":15,"prononcee":"effet normal","tracee":"si la Rune est tracée, les conséquences de léchec dramatique du Sort ne peuvent être que la perte des points dÂme."},"effects":[],"folder":null,"sort":0,"permission":{"default":0,"RiMAsQHaUMojde7N":3},"flags":{"core":{"sourceId":"Item.XBMARAPavdX7yq1c"}},"_id":"xnCf2xIPzdsUoBTy"}

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2024/09/10-07:14:45.464393 7f7ecea006c0 Recovering log #214
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2024/09/10-07:14:45.568192 7f7ecea006c0 Delete type=0 #214
2024/09/10-07:20:33.817119 7f7ecd6006c0 Level-0 table #219: started
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2024/09/10-07:20:33.853842 7f7ecd6006c0 Delete type=0 #217
2024/09/10-07:20:33.990487 7f7ecd6006c0 Manual compaction at level-0 from '!items!1JqWbEkHUoKXbsgn' @ 72057594037927935 : 1 .. '!items!xnCf2xIPzdsUoBTy' @ 0 : 0; will stop at (end)
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2024/09/09-21:51:17.266111 7f7ed4e006c0 Recovering log #209
2024/09/09-21:51:17.276764 7f7ed4e006c0 Delete type=3 #207
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2024/09/09-21:52:48.668305 7f7ecd6006c0 Level-0 table #215: started
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