swade-fr-content/module/compendiums/swade-core-rules.swade-rules.json

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{
"label": "SWADE Règles",
"entries": [
{
"id": "Action Cards (Initiative)",
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"name": "Cartes d'action (Initiative)",
"description": "<div class=\"swade-core\">\n<h2>Cartes d'action (Initiative)</h2>\n<p>Dans <cite>Savage Worlds</cite>, le rythme doit rester soutenu ! Pour aider le MJ à se souvenir de lordre du combat et ajouter un peu de piment, on utilise un paquet de cartes à jouer (incluant deux jokers) pour déterminer lordre dinitiative. Cest ce quon appelle les &ldquo;cartes d'action.&rdquo;</p>\n<p>Le MJ peut distribuer les cartes face visible ou non en fonction de sa préférence. Il peut également distribuer les cartes des personnages face visible et celles de leurs ennemis face cachée pour augmenter la tension chez les joueurs et apporter un peu dincertitude. </p>\n<p>Au début de chaque round :</p>\n<ul>\n<li>Chaque @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} reçoit une carte d'action (plus déventuelles cartes supplémentaires liées aux @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}). Tous les Alliés sous le contrôle du joueur agiront également à cette carte d'action.</li>\n<li>Les @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} (tous les zombies, tous les loups, etc.) reçoivent en général une seule carte d'action par groupe et agissent tous en même temps, ce qui les rend plus simple à gérer. Le MJ peut également choisir de grouper un Joker avec ses sbires sil le souhaite. Le but au final reste de rendre le combat le plus simple et rapide possible.</li>\n</ul>\n<p><strong>Battre les cartes : </strong> les cartes d'action sont mélangées à la fin dun round où un joker a été tiré.</p>\n<p><strong>Grands groupes : </strong> pour des parties comportant de nombreux joueurs, ou celles en temps limité, le meneur de jeu peut décider de ne distribuer que deux cartes : une pour les gentils, et une pour les méchants. Durant le tour des joueurs, le MJ fait agir les joueurs chacun leur tour dans un ordre défini. Cela accélèrera les choses si cest plus important que de varier lordre dinitiative. Si lun des personnages dispose dAtouts comme @Compendium[swade-core-rules.swade-edges.Level Headed]{Sang-froid} ou @Compendium[swade-core-rules.swade-edges.Quick]{Vif}, celui-ci sapplique à la carte du groupe (mais une seule fois).</p>\n<h3>Le décompte</h3>\n<p>Les cartes distribuées, le MJ procède ensuite au décompte dAs à 2. Chaque groupe résout ses actions lorsque sa carte est appelée.</p>\n<p><strong>Égalités : </strong>les égalités entre cartes de la même valeur sont résolues dans lordre des suites : pique &spades;, cœur <span class=\"red-text\">&hearts;</span>, carreau <span class=\"red-text\">&diams;</span>, et trèfle &clubs;.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>JOKERS : </strong>les personnages (ou les groupes) ayant un joker en tant que carte d'action peuvent agir quand ils le souhaitent dans le round, et peuvent même interrompre laction de quelquun dautre. En outre, tous leurs jets de @Compendium[swade-core-rules.swade-rules.Traits]{Traits} et de @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} se font avec un bonus de +2 pour le round !</li>\n</ul>\n</div>"
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},
{
"id": "Actions",
"name": "Actions",
"description": "<div class=\"swade-core\">\n<h2>Actions</h2>\n<p>Les personnages font des &ldquo;actions&rdquo; lorsque vient le tour de leur @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} à chaque round. Un personnage peut se déplacer (voir <strong>@Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}</strong>) p. 92) et effectuer une action à nimporte quel point de son déplacement sans malus (quil sagisse dune attaque, dun sort, etc.).</p>\n<p>Les personnages ont le choix parmi une multitude dactions possibles durant leur tour. @Compendium[swade-core-rules.swade-rules.Support]{Soutenir} des alliées, imposer des @Compendium[swade-core-rules.swade-rules.Test]{Épreuves} à des adversaires, utiliser un @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir}, attaquer au @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} ou @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}. Un personnage peut effectuer plusieurs actions au cours de son tour (voir <strong>@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}</strong> p. 97).</p>\n<p>Pour des actions plus complexes comme allumer une torche ou chercher un objet dans son sac à dos, plusieurs rounds peuvent être nécessaires. Dans ce cas, le MJ reste seul juge et peut décider que le temps nécessaire est fixe ou aléatoire ([[/r 1d6]] rounds par exemple).</p>\n<h3>Actions gratuites</h3>\n<p>Déclamer une phrase ou deux, déplacer un personnage dun nombre de cases inférieur ou égal à son mouvement, se jeter @Compendium[swade-core-rules.swade-rules.Prone]{à terre}, ou encore lâcher un objet sont des exemples dactions gratuites. Un héros peut en général effectuer plusieurs actions gratuites simultanées durant son tour (parler et lâcher un objet tout en marchant, par exemple). Là encore, le MJ reste seul juge de ce qui reste acceptable, mais le bon sens devrait rester le guide principal.</p>\n<p>Certaines actions gratuites adviennent de manière automatique et une seule fois au début du tour dun personnage, comme les jets pour récupérer des états @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} ou @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.</p>\n<p>Les actions gratuites qui sont des réactions — comme les jets opposés pour résister à des actions adverses ou à des pouvoirs — ne sont pas limitées et adviennent à chaque fois que la situation lexige.</p>\n</div>"
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},
{
"id": "Activation",
"name": "Activation",
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"description": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Activation</h1>\n</div>\n<div>\n<p>Pour activer un @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir}, le personnage choisit une cible à sa @Compendium[swade-core-rules.swade-rules.Range]{Portée} e et fait un jet d@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} (en utilisant sa Compétence darcanes). Un jet inférieur à 4 signifie que le pouvoir ne sactive pas. Larcaniste dépense 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} sans considération d@Compendium[swade-core-rules.swade-rules.Edges]{Atout} telque @Compendium[swade-core-rules.swade-edges.Channeling]{Canalisation} sauf Capacité disant spécifiquement que le coût est réduit à 0.</p>\n<p>Un jet de 4 ou plus signifie que le pouvoir sactive et consomme tous les @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} nécessaires même sil rate sa cible (comme avec <em>éclair</em>), oou si celle-ci résiste.</p>\n<p>En cas de Succès le héros dépense les @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} et applique les effets du pouvoir. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} certains pouvoirs ont un effet additionnel indiqué dans leur description.</p>\n<p><strong>Contrecoup :</strong> un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} lors de lactivation dun pouvoir est appelé Contrecoup. Il inflige un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} et la fin immédiate de tous les pouvoirs actuellement actifs.</p>\n<p><strong>Jets de groupe :</strong> le MJ peut opter pour un <strong>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Jet de groupe}</strong> (voir p. 89) quand des PNJ sont affectés par un pouvoir. Par exemple il peut être pratique de lancer les dégâts contre chaque groupe de cibles semblables dans une @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone} mais de déterminer séparément leffet pour ceux tentant déchapper à enchevêtrement ou un pouvoir similaire.</p>\n<h3>Prérequis d'activation</h3>\n<p>Un personnage doit être capable de voir sa cible et ne peut pas être <strong>@Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Immobilisé}</strong> (voir p. 104).</p>\n<h3>Pouvoirs maintenus</h3>\n<p>Prolonger la durée dun pouvoir de sa durée de base coûte 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}. Par exemple si la @Compendium[swade-core-rules.swade-rules.Powers]{Durée} dun pouvoir est de 5 tours, il peut être maintenu pour 5 nouveaux @Compendium[swade-core-rules.swade-rules.Combat]{tours} pour 1 PP.</p>\n<p>Le coût de maintien sapplique pour chaque cible mais ignore le coût des autres @Compendium[swade-core-rules.swade-rules.Power Modifiers]{Modificateurs de pouvoir}. Renouveler une @<em>Compendium[swade-core-rules.swade-powers.Boost/Lower Trait]{{Augmentation de Trait}}</em> sur trois alliés coûte 3 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} pour 5 nouveaux tours.</p>\n<p>Sauf mention contraire dans la description du pouvoir, larcaniste peut y mettre fin avec une action gratuite.</p>\n<h3>Recharge</h3>\n<p>Un personnage recharge 5 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} par heure de repos, de méditation, etc. Le MJ détermine ce qui est du repos mais il ny a pas de recharge tant que des pouvoirs sont maintenus, lors defforts physiques modérés ou plus, de stress ou dactivité mentale.</p>\n<p>Par exemple un héros peut se reposer à cheval à moins que lanimal ne soit agité, la route accidentée, que la circulation réclame de lattention, etc. Un héros peut également recharger des @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} en marchant tranquillement dans des conditions favorables.</p>\n<h3>Pouvoirs et actions multiples</h3>\n<p>Chaque activation compte pour une @Compendium[swade-core-rules
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},
{
"id": "Advancement",
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"name": "Progression",
"description": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Progression</h1>\n</div>\n<div>\n<p>Un des plus grands attraits du jeu de rôle est de faire progresser votre personnage, de le voir évoluer de novice plein de rêves à héros légendaire.</p>\n<p>La Progression dans <cite>Savage Worlds</cite> dépend de la longueur prévue de votre campagne. Pour les campagnes courtes dune dizaine de sessions, nous vous recommandons de faire Progresser les personnages une fois par session de jeu. Pour les parties en oneshot, comme en convention par exemple, vous pouvez même envisager dautoriser une Progression en <em>milieu</em> de session, en particulier sil y a un temps mort ou que la narration sy prête.</p>\n<p>Vous pouvez ralentir les choses, en autorisant une Progression toutes les deux sessions, voire toutes les trois pour une campagne au long cours. Vous pouvez opter pour des Progressions lorsque certains objectifs sont atteints. La décision reste dans les mains du MJ.</p>\n<p>Une Progression permet à un personnage de saméliorer de lune des manières suivantes. Gardez à lesprit quaucun @Compendium[swade-core-rules.swade-rules.Traits]{Trait} ne peut être augmenté au delà du maximum lié à lespèce ou à la culture (en général d12).</p>\n<ul>\n<li>Choisir un nouvel @Compendium[swade-core-rules.swade-rules.Edges]{Atout}.</li>\n<li>Augmenter dun cran une @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} dont la valeur est déjà égale ou supérieure à son Attribut lié.</li>\n<li>Augmenter dun cran deux Compétences dont les valeurs sont inférieures à leur Attribut lié (y compris prendre à d4 de nouvelles Compétences dont ne dispose pas encore le personnage).</li>\n<li>Augmenter dun cran un Attribut. Vous ne pouvez choisir cette option quune fois par Rang (voir <strong>Rang</strong>, ci-dessous). Un personnage Légendaire peut augmenter un Attribut une Progression sur deux jusquau maximum lié à lespèce ou à la culture.</li>\n<li>Supprimer définitivement un @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} Mineur ou passer un Handicap Majeur en Mineur si cela est possible. Avec laccord du MJ et si cela fait sens, vous pouvez économiser deux Progressions pour pouvoir supprimer un Handicap Majeur. Le joueur et le MJ doivent se mettre daccord sur la façon dont cela se produit. Peut-être quun événement traumatisant aura déclenché un changement dattitude chez le personnage, que ce dernier aura décidé de faire des efforts pour changer voire même quil cherchera laide dun professionnel entre ses missions.</li>\n</ul>\n<h2>Rang</h2>\n<p>Au fur et à mesure quun personnage obtient des Progressions, son Rang augmente. Cest une mesure grossière de la puissance dun héros. Chaque Rang donne accès à des @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} et des capacités plus puissantes, comme des @Compendium[swade-core-rules.swade-rules.Powers]{pouvoirs}) par exemple.</p>\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Rang</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Progressions</th>\n<th class=\"table-column-header\" scope=\"col\">Rang</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>0-3</td>\n<td>Novice</td>\n</tr>\n<tr>\n<td>4-7</td>\n<td>Aguerri</td>\n</tr>\n<tr>\n<td>8-11</td>\n<td>Vétéran</td>\n</tr>\n<tr>\n<td>12-15</td>\n<td>Héroïque</td>\n</tr>\n<tr>\n<td>16+</td>\n<td>Légendaire</td>\n</tr>\n</tbody>\n</table>\n<h3>Débuter avec des personnages expérimentés</h3>\n<p>Si le MJ souhaite commencer le jeu avec des personnages plus expérimentés, créez simplement ceuxci au Rang Novice puis faites les Progresser normalement. Vous vous assurez ainsi quils seront équilibrés comme sils avaient évolué en cours de jeu.</p>\n<p>La possession de biens supplémentaires ou déquipements particuliers reste à la discrétion du MJ selon lunivers. De m
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},
{
"id": "Adventure Toolkit",
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"name": "Outils pour l'aventure",
"description": "<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Outils pour l'aventure</p>\n</div>\n</div>\n<p>Ce chapitre contient les outils permettant au @Compendium[swade-core-rules.swade-rules.Game Mastering]{Meneur de Jeu}&nbsp;de gérer toutes ces situations spéciales qui arrivent souvent en jeu.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>@Compendium[swade-core-rules.swade-rules.Allies]{Alliés}:</strong> gestion des Extras contrôlés par les PJ.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Mass Battles]{Combats de masse}:</strong> ultimes batailles désespérées entre armées.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Social Conflict]{Conflits sociaux}:</strong> organiser un procès, plaider une cause ou convaincre une foule.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Hazards]{Périls}:</strong> effets dune chaleur accablante, dun froid mordant, de radiations, etc.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Interludes]{Interludes}:</strong> raconter des bribes de lhistoire des PJ au cours de longs voyages.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Poursuites}:</strong> poursuites dynamiques et palpitantes à pied, en voiture, à moto, duels aériens ou spatiaux entre flottes gigantesques.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Setting Rules]{Règles d'univers}:</strong> plein de règles spéciales pour personnaliser vos propres univers.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Quick Encounters]{Rencontres rapides}:</strong> façon simple et rapide de résoudre des combats, des braquages ou des cascades quand le temps vient à manquer.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Networking]{Réseautage}:</strong> collecte dinformation ou demande de faveurs.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Wealth]{Richesse}:</strong> système optionnel pour ceux ne voulant pas sencombrer avec la gestion des finances.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Dramatic Tasks]{Scènes dramatiques}:</strong> plus de tension ou de drame pour des situations comme désamorcer une bombe ou pirater un serveur.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Fear]{Terreur}:</strong> effets dune terreur insoutenable.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Travel]{Voyages}:</strong> calcul du temps de parcours du groupe à travers votre monde sauvage.</li>\n</ul>\n</div>"
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},
{
"id": "Aim",
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"name": "Viser",
"description": "<div class=\"swade-core\">\n<h2>Viser</h2>\n<p>Les jets de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} partent du principe que le personnage se déplace, quil esquive les attaques adverses et quil garde un œil attentif sur le chaos qui lentoure. Toutefois, sil se concentre sur sa cible, il peut faire un tir bien plus précis.</p>\n<p>Un personnage qui passe son tour complet à Viser avec une arme à distance une cible précise, sans aucune autre action, peut ignorer <em>lors de son prochain tour</em> jusquà 4 points de malus de @Compendium[swade-core-rules.swade-rules.Range]{Portée}, de @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, d@Compendium[swade-core-rules.swade-rules.Called Shots]{Attaque ciblée}, d@Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle}, ou de @Compendium[swade-core-rules.swade-rules.Speed]{Vitesse}, ou bénéficier dun bonus de +2 à son prochain jet. Son attaque doit être la première action de son tour suivant sous peine de perdre le bonus.</p>\n<p>Le tireur doit être &ldquo;stationnaire&rdquo; pour Viser. Il ne peut pas se déplacer, courir, chevaucher ou de manière générale se déplacer de son propre fait. Il peut viser à bord dun véhicule se déplaçant sur une surface lisse ou utilisant la manœuvre <strong>@Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Stabiliser}</strong> lors dune Poursuite (voir p. 125).</p>\n</div>"
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},
{
"id": "Aircraft Table",
"name": "Table des Véhicules aériens",
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"description": "<div class=\"swade-core\">\n<p><em>Utilisez les règles d'<strong>@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armes Jumelées}</strong> pour répartir vos armes par lots, de manière ce que chaque lot soit le plus important possible. Faites feu avec les armes d'un @Compendium[swade-core-rules.swade-vehicles.P-51 Mustang]{Mustang} avec par exemple trois lots de deux armes, et d'un @Compendium[swade-core-rules.swade-vehicles.Spitfire Mk IIA]{Spitfire} avec deux lots de quatre armes.</em></p>\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Véhicules aériens</h2>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Véhicule</th>\n<th class=\"table-column-header\" scope=\"col\">Taille</th>\n<th class=\"table-column-header\" scope=\"col\">Manœuvrabilité</th>\n<th class=\"table-column-header\" scope=\"col\">Vitesse Max.</th>\n<th class=\"table-column-header\" scope=\"col\">Rés.</th>\n<th class=\"table-column-header\" scope=\"col\">Pass.</th>\n<th class=\"table-column-header\" scope=\"col\">Prix</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Véhicules civils</span> </span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Biplane]{Biplan}</td>\n<td>4 (Grand)</td>\n<td>+1</td>\n<td>190</td>\n<td>12 (1)</td>\n<td>1</td>\n<td>150K+</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Cessna Skyhawk]{Cessna Skyhawk}</td>\n<td>5 (Grand)</td>\n<td>+1</td>\n<td>210</td>\n<td>12 (2)</td>\n<td>1+3</td>\n<td>150K+</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Helicopter]{Hélicoptère}</td>\n<td>7 (Grand)</td>\n<td>0</td>\n<td>200</td>\n<td>12 (2)</td>\n<td>1+3</td>\n<td>500K+</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Learjet]{Jet}</td>\n<td>8 (Énorme)</td>\n<td>+2</td>\n<td>800</td>\n<td>16 (2)</td>\n<td>2+10</td>\n<td>20M+</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Space Shuttle]{Navette spatiale}</td>\n<td>13 (Gigantesque)</td>\n<td>-1</td>\n<td>25K</td>\n<td>20 (4)</td>\n<td>1+40</td>\n<td>250M+</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Véhicules militaires de la seconde guerre mondiale</span></span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.B-17 Flying Fortress]{B-17, Forteresse volante}</td>\n<td>10 (Énorme)</td>\n<td>-2</td>\n<td>170</td>\n<td>19 (2)</td>\n<td>10</td>\n<td>250K</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Armes:</em></strong> 2&times; @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{jumelées} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers lavant}), 2&times; @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{jumelées} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tourelle supérieure}), 2&times; @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{jumelées} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Tourelle inférieure}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixe vers la droite}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixe vers la gauche}), @Compendium[swade-core-rules.swade-equipment.Bombs]{Bombes}.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;<
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},
{
"id": "Allies",
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"name": "Alliés",
"description": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Allies</h1>\n</div>\n<div>\n<p>Les Alliés ont une place non négligeable dans divers univers <cite>Savage Worlds</cite>. Ils servent de troupes placées sous le commandement des héros dans les <cite>Weird Wars</cite> de loyaux serviteurs dans des univers de fantasy, de compagnons darme pour résister à loppresseur.</p>\n<p><strong>Quand utiliser ces règles :</strong> utiliser ces règles pour gérer les partisans du groupe mais également pour leur donner un peu plus de personnalité.</p>\n<p><strong>La base : </strong>les joueurs créent, contrôlent et gèrent leurs propres partisans et PNJ alliés.</p>\n<h2>Utilisation des alliés</h2>\n<p>Gérer ses alliés est simple dans <cite>Savage Worlds</cite>. Il suffit dutiliser la fiche dAlliés et den remplir les blancs.</p>\n<p>Les joueurs se répartissent le contrôle des @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} alliés. Cest un aspect non négligeable de <cite>Savage Worlds</cite> : nos univers comportent souvent des mercenaires compétents, des trouffions bourrus ou de loyaux serviteurs. Le jeu est conçu pour les contrôler rapidement et facilement, mais aussi pour que ce soit les joueurs qui les gèrent et non le meneur de jeu.</p>\n<p>Peu importe que les alliés soient ou non sous le contrôle des <em>personnages</em>, ce sont les joueurs qui les incarnent. Cela permet aux joueurs de rester impliqués dans un combat même quand leurs héros n'y participe pas et de rendre les grandes batailles épiques plus simples et plus funs à mettre en scène. Bien sûr, le MJ peut reprendre le contrôle dun Allié au besoin mais avec des joueurs expérimentés, cela devrait rarement être nécessaire.</p>\n<h3>Personnalité d'un Allié</h3>\n<p>Vous pouvez donner un peu de saveur à vos alliés en tirant sur la table de <strong>Personnalité d'un Allié</strong>. Notez leur mot-clef sur la fiche dAlliés afin que vous et le MJ ayez un petit aperçu du caractère de chacun.</p>\n<p>Considérez que ces impressions générales nont pas deffet particulier en jeu. Elles aideront les joueurs et le MJ à décider comment réagit tel Allié à une situation donnée. Par exemple, dans <cite>Weird War Two</cite>, un joueur incarnant un jeune lieutenant peut parcourir la liste pour désigner le PNJ « observateur » pour monter la garde. Sil se trouve obligé de choisir un soldat « paresseux », il y a de bonnes chances que le MJ décide que cet Allié sendorme durant sa garde.</p>\n<table class=\"table list-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Personnalité d'un Allié</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">D20</th>\n<th class=\"table-column-header\" scope=\"col\">Personnalité</th>\n<th class=\"table-column-header\" scope=\"col\">D20</th>\n<th class=\"table-column-header\" scope=\"col\">Personnalité</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>1</td>\n<td>Déloyal</td>\n<td>11</td>\n<td>Grossier</td>\n</tr>\n<tr>\n<td>2</td>\n<td>Cruel</td>\n<td>12</td>\n<td>Agile</td>\n</tr>\n<tr>\n<td>3</td>\n<td>Vieux</td>\n<td>13</td>\n<td>Observateur</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Joyeux</td>\n<td>14</td>\n<td>Ignorant</td>\n</tr>\n<tr>\n<td>5</td>\n<td>Expérimenté</td>\n<td>15</td>\n<td>Mystérieux</td>\n</tr>\n<tr>\n<td>6</td>\n<td>Impétueux</td>\n<td>16</td>\n<td>Créatif</td>\n</tr>\n<tr>\n<td>7</td>\n<td>Paresseux</td>\n<td>17</td>\n<td>Artiste</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Sournois</td>\n<td>18</td>\n<td>Intrépide</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Brillant</td>\n<td>19</td>\n<td>Couard</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Jeune</td>\n<td>20</td>\n<td>Heroïque</td>\n</tr>\n</tbody>\n</table>\n<br /><img src=\"modules/swade-core-rules/assets/art/pg112_quote_allies.webp\" alt=\"Comment se fait-il que je reçoive toujours ceux qui ne savent rien ? &mdash; Red\" /> <br />\n<h3>Alliés et progression</h3>\n<p>Les Alliés aussi peuvent
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},
{
"id": "Ammo Table",
"name": "Table des Munitions",
"description": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Munitions</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Munition</th>\n<th class=\"table-column-header\" scope=\"col\">Prix</th>\n<th class=\"table-column-header\" scope=\"col\">Poids</th>\n<th class=\"table-column-header\" scope=\"col\">Notes</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Arrows/Bolts]{Flèches / carreaux}</td>\n<td>1/2</td>\n<td>0.1</td>\n<td>Flèches pour arc, carreaux pour arbalète</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bullets, Small]{Balles - Petites}</td>\n<td>10</td>\n<td>0.5</td>\n<td>(Boîte de 50) @Compendium[swade-core-rules.swade-rules.Caliber]{calibre} .22 à .32</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bullets, Medium]{Balles - Moyennes}</td>\n<td>20</td>\n<td>1</td>\n<td>(Boîte de 50) 9mm au @Compendium[swade-core-rules.swade-rules.Caliber]{calibre} .45 </td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bullets, Large]{Balles - Grosses}</td>\n<td>50</td>\n<td>7.5</td>\n<td>(Boîte de 50) @Compendium[swade-core-rules.swade-rules.Caliber]{calibre} .50 and plus</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Laser Battery, Pistol]{Batteries pour laser - Pistolet}</td>\n<td>20</td>\n<td>0.1</td>\n<td>(Chargeur complet)</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Laser Battery, Rifle / SMG]{Batteries pour laser - Fusil}</td>\n<td>20</td>\n<td>0.2</td>\n<td>(Chargeur complet)</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Laser Battery, Gatling]{Batteries pour laser - Gatling}</td>\n<td>50</td>\n<td>2</td>\n<td>(Chargeur complet)</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Shot (w/ powder)]{Plombs ×10}</td>\n<td>1</td>\n<td>0.2</td>\n<td>(Avec poudre) Pour les armes à poudre noire</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Shotgun Shells]{Fusil de chasse - Chevrotine}</td>\n<td>15</td>\n<td>0.7</td>\n<td>(Boîte de 25) Plombs standards</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Shotgun Slugs]{Fusil de chasse - Balles slug}</td>\n<td>20</td>\n<td>0.7</td>\n<td>(Boîte de 25) Voir @Compendium[swade-core-rules.swade-rules.Shotguns]{Fusils de chasse} p. 101.</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Sling stones]{Pierres de fronde}</td>\n<td>1</td>\n<td>0.2</td>\n<td>(Par 20)</td>\n</tr>\n</tbody>\n</table>\n</div>"
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},
{
"id": "Android",
"name": "Androïdes",
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"description": "<div class=\"swade-core\">\n<h2>Androïdes</h2>\n<p>Un androïde est un être semi-organique créé par une technologie avancée. Nous présentons ici une version classique calquée sur les humains et pouvant généralement se faire passer pour lun deux, du moins tant quun examen médical approfondi nest pas réalisé. Son réseau neuronal lui fournit une intelligence artificielle complète, incluant traits de personnalité, émotions et travers comme nimporte quel être vivant. Le modèle présenté ici est générique. Pour des versions plus spécialisées, utilisez les @Compendium[swade-core-rules.swade-rules.Making Races]{Capacités innées} (voir p. 18).</p>\n<ul class=\"red-bullet-list\">\n<li><strong>Créature artificielle :</strong> un androïde bénéficie dun bonus de +2 pour annuler un état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore 1 point de malus de @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}, ne respire pas et est immunisé aux poisons et aux maladies. Ses @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} doivent être gérées en utilisant la Compétence @Compendium[swade-core-rules.swade-skills.Repair]{Réparation}. Chaque tentative dure une heure par niveau actuel de Blessure, et ne tient pas compte de <strong>@Compendium[swade-core-rules.swade-rules.Healing]{\"Lheure dor\"}</strong>.</li>\n<li><strong>Étranger (Majeur) :</strong> un androïde subit un malus de -2 à ses jets de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lors déchanges avec dautres espèces et na en général aucun droit (quand il est considéré comme une propriété).</li>\n<li><strong>Pacifiste (Majeur) :</strong> à moins quun androïde ne soit spécifiquement conçu pour le combat, la plupart des sociétés avancées imposent la présence de circuits dédiés forçant lapplication des &ldquo; Lois de la Robotique&rdquo;, basées sur Les Robots dIsaac Asimov : un être artificiel ne saurait nuire à un être sentient, ou par son action ou son inaction blesser un tel être dune quelconque manière. Le personnage reçoit le Handicap @Compendium[swade-core-rules.swade-hindrances.Pacifist]{Pacifiste} (Majeur).</li>\n<li><strong>Serment (Majeur) :</strong> un androïde est généralement programmé pour remplir un rôle précis. Un tel personnage a des directives assez souples, comme servir telle corporation ou tel groupe politique. Ces obligations sont considérées comme le Handicap @Compendium[swade-core-rules.swade-hindrances.Vow]{ Serment (Majeur)}. En cas de directives contradictoires, le joueur et le MJ devront se mettre daccord sur la décision logique définie par la programmation de landroïde.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Android.webp\" alt=\"Image d'un Androïde avec une citation 'Modifiez à l'envie pour des androïdes soldats, mineurs ou autres.'\" /></div>"
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},
{
"id": "Aquarian",
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"name": "Aquariens",
"description": "<div class=\"swade-core\">\n<h2>Aquariens</h2>\n<p>Le peuple des aquariens vient des profondeurs insondables de locéan. Résistants et puissants sous les flots, ils sont bien plus vulnérables à lair libre ou simplement à la chaleur.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>Aquatique </strong>: un aquarien ne peut pas se noyer dans leau et sy déplace à son Allure (voir <strong>@Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}</strong> p. 92 pour le déplacement normal à la nage).</li>\n<li><strong>Dépendance </strong>: un aquarien doit simmerger dans leau au moins une heure toutes les 24 heures sous peine de subir un niveau de Fatigue jusquà @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}. Un jour après lavoir atteint, il succombe. Chaque heure passée dans leau lui permet dannuler un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.</li>\n<li><strong>Résistant </strong>: la vie des profondeurs a rendu la peau de laquarien épaisse et résistante. Ajoutez +1 à sa @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}.</li>\n<li><strong>Vision nocturne</strong>: un aquarien est habitué aux ténèbres des profondeurs. Il ignore les malus de Pénombre et dObscurité. Voir @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Aquarian.webp\" alt=\"Une image d'un Aquarien\" /></div>"
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},
{
"id": "Arcane Background (Gifted)",
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"name": "Arcanes (Don)",
"description": "<div class=\"swade-core\">\n<h2>Arcanes (Don)</h2>\n<div>\n<ul class=\"red-bullet-list\">\n<li><strong>Compétences d'arcanes : </strong>@Compendium[swade-core-rules.swade-skills.Focus]{Focus} (@Compendium[swade-core-rules.swade-rules.Traits]{Âme})</li>\n<li><strong>Pouvoir de départ : </strong>1</li>\n<li><strong>Points de pouvoir : </strong>15</li>\n</ul>\n<p>Le personnage dispose de capacités innées ne correspondant pas aux tropes habituels de la magie, des miracles ou des psioniques. Il peut sagir de super-pouvoirs de bas niveau, de dons divins ou même de talents extraterrestres. Ils sont souvent inhabituels ou uniques dans leur univers.</p>\n</div>\n</div>"
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},
{
"id": "Arcane Background (Magic)",
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"name": "Arcanes (Magie)",
"description": "<div class=\"swade-core\">\n<h2>Arcanes (Magie)</h2>\n<div>\n<ul class=\"red-bullet-list\">\n<li><strong>Compétences d'arcanes : </strong>@Compendium[swade-core-rules.swade-skills.Spellcasting]{Magie} (@Compendium[swade-core-rules.swade-rules.Traits]{Intellect})</li>\n<li><strong>Pouvoir de départ : </strong>3</li>\n<li><strong>Points de pouvoir : </strong>10</li>\n</ul>\n<p>Les magiciens vont des puissants sorciers jusquaux vils sectateurs. Ils puisent dans lénergie surnaturelle brute pour alimenter leurs feux anciens. Ce flux imprègne les mondes dans lesquels ils vivent et est canalisé par des gestes, des mots de puissance ou danciennes runes.</p>\n</div>\n</div>"
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},
{
"id": "Arcane Background (Miracles)",
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"name": "Arcanes (Miracles)",
"description": "<div class=\"swade-core\">\n<h2>Arcanes (Miracles)</h2>\n<div>\n<ul>\n<li><strong>Compétences d'arcanes : </strong>@Compendium[swade-core-rules.swade-skills.Faith]{Foi} (@Compendium[swade-core-rules.swade-rules.Traits]{Âme})</li>\n<li><strong>Pouvoir de départ : </strong>3</li>\n<li><strong>Points de pouvoir : </strong>10</li>\n</ul>\n<p>Ceux qui invoquent les miracles tirent leur puissance dune présence supérieure comme les dieux, la nature ou les esprits. Leurs pouvoirs sont généralement invoqués par quelques mots de prière ou par des rituels bien établis.</p>\n<p>Les faiseurs de miracles sont les champions de leurs croyances. Ils ont généralement des @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} en rapport avec leur sacerdoce, comme @Compendium[swade-core-rules.swade-hindrances.Vow]{Serment} ou @Compendium[swade-core-rules.swade-hindrances.Obligation]{Obligation}. Ils peuvent aussi avoir pour @Compendium[swade-core-rules.swade-edges.Connections]{Contacts} dautres personnes de leur religion pouvant les aider quand leur énergie divine vient à manquer.</p>\n</div>\n</div>"
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},
{
"id": "Arcane Background (Psionics)",
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"name": "Arcanes (Psionique)",
"description": "<div class=\"swade-core\">\n<h2>Arcanes (Psionique)</h2>\n<div>\n<ul class=\"red-bullet-list\">\n<li><strong>Compétences d'arcanes : </strong>@Compendium[swade-core-rules.swade-skills.Psionics]{Psionique} (@Compendium[swade-core-rules.swade-rules.Traits]{Intellect})</li>\n<li><strong>Pouvoir de départ : </strong>3</li>\n<li><strong>Points de pouvoir : </strong>10</li>\n</ul>\n<p>Les psioniques puisent dans leur propre énergie mentale pour manipuler la matière, lire les esprits, et bien dautres choses. Certains sont employés par de grandes agences gouvernementales alors que dautres cherchent souvent à leur échapper ! Certains ont des années dentraînement alors que dautres ont développé leurs incroyables pouvoirs de façon isolée. </p>\n</div>\n</div>"
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},
{
"id": "Arcane Background (Weird Science)",
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"name": "Arcanes (Science étrange)",
"description": "<div class=\"swade-core\">\n<h2>Arcanes (Science étrange)</h2>\n<div>\n<ul class=\"red-bullet-list\">\n<li><strong>Compétences d'arcanes : </strong>@Compendium[swade-core-rules.swade-rules.Weird Science]{Science étrange} (@Compendium[swade-core-rules.swade-rules.Traits]{Intellect})</li>\n<li><strong>Pouvoir de départ : </strong>2</li>\n<li><strong>Points de pouvoir : </strong>15</li>\n</ul>\n<p>Les scientifiques étranges utilisent des inventions singulières et plus puissantes que le niveau technologique normal de lunivers. De telles créations peuvent devenir possibles grâce à des super-carburants, à des découvertes extraterrestres ou à la pure intelligence de rares super-génies repoussant les limites de la science.<br /></span></p>\n<p><span class=\"fontstyle0\">Un </span><strong><span class=\"fontstyle2\">@Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}</span></strong><span class=\"fontstyle0\">(voir p. 150) de Science étrange doit toujours inclure lappareil auquel il est associé. Par exemple, le pouvoir </span><span class=\"fontstyle3\"><em>@Compendium[swade-core-rules.swade-powers.Burst]{rafale} </em></span><span class=\"fontstyle0\"> pourrait se manifester à travers un lance-flammes magique dans <em>Deadlands: Weird West</em></span><span class=\"fontstyle0\"><em>&nbsp;</em>, tandis que « le Fabuleux Élixir Revitalisant du Dr Gabriel »!&rdquo; serait une potion </span><em><span class=\"fontstyle3\">@Compendium[swade-core-rules.swade-powers.Healing]{Guérison} </span></em><span class=\"fontstyle0\">.<br /></span></p>\n<p><span class=\"fontstyle0\">Lappareil doit être tenu en main afin dactiver ses pouvoirs de Science étrange (sauf<strong> </strong></span><strong><span class=\"fontstyle2\">Bricolage de fortune</span></strong><span class=\"fontstyle0\">, voir p. 149).<br /></span></p>\n<p><span class=\"fontstyle0\">O</span><span class=\"fontstyle0\">Les autres personnages ne peuvent pas activer une création de linventeur. Ils nen comprennent pas les étranges mécanismes nécessaires à son fonctionnement, lappareil nest pas calibré pour dautres utilisateurs ou il est simplement hors tension pour nimporte qui sauf son créateur. Bien que cela puisse sembler un peu étrange du point de vue narratif, la « magie » — et les PP — viennent de linventeur et cest donc à lui dactiver son appareil.<br /></span></p>\n<p><span class=\"fontstyle0\">Créer des appareils pour autrui est possible avec un </span><span class=\"fontstyle2\"><strong>@Compendium[swade-core-rules.swade-rules.Arcane Devices]{Objet arcanique}</strong></span><span class=\"fontstyle0\"> (voir p. 153) et lAtout </span><strong><span class=\"fontstyle2\">@Compendium[swade-core-rules.swade-edges.Artificer]{Artificier} </span></strong><span class=\"fontstyle0\">(voir p. 46).</span></p>\n<p><span class=\"fontstyle0\">Bien sûr, linventeur peut </span><span class=\"fontstyle2\">utiliser </span><span class=\"fontstyle0\">ses appareils sur autrui. Cela inclut lingestion de potion à base délixir magique ou linjection de quelque super-sérum miraculeux de sa création. Si le Dr Gabriel administre son élixir, par exemple, il teste normalement lactivation du pouvoir. S'il </span><span class=\"fontstyle2\">donne </span><span class=\"fontstyle0\">la bouteille à quelquun pour un usage futur, il savérera quelle aura perdu ses propriétés actives.<br /></span></p>\n<p><span class=\"fontstyle3\"><strong>Bricolage de fortune</strong>: </span><span class=\"fontstyle0\">les inventeurs doivent normalement activer leurs pouvoirs en utilisant lappareil associé. Si nécessaire, ils peuvent improviser dautres moyens avec un malus de -2, une justification en accord avec lunivers et lautorisation du MJ.</p>\n<p class=\"embedded-example\"><strong>Exemple :</strong> Gabe est capturé par de vils aliens et tout son équipement est confisqué. Il est confiné dans une cellule et décide quil va utiliser les lampes du plafonnier et ce qui y tient lie
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},
{
"id": "Arcane Backgrounds",
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"name": "Arcanes",
"description": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Arcanes</h1>\n</div>\n<div>\n<p>Commencez par choisir lun des Atouts Arcanes disponibles dans votre campagne. Cinq types différents sont présents dans ce livre : @Compendium[swade-core-rules.swade-rules.Arcane Background (Gifted)]{Don}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Magic)]{Magie}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{Miracles}, @Compendium[swade-core-rules.swade-rules.Arcane Background (Psionics)]{Psionique}, et @Compendium[swade-core-rules.swade-rules.Arcane Background (Weird Science)]{Science étrange}.</p>\n<p>Chacun comporte les rubriques suivantes : </p>\n<ul class=\"red-bullet-list\">\n<li><strong>Compétences d'arcanes : </strong>chaque type de pouvoir utilise une @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} darcanes particulière listée dans sa description. Prenez cette Compétence en la payant comme toute autre Compétence du jeu. Son Attribut lié est indiqué entre parenthèses derrière son nom.</li>\n<li><strong>Pouvoir de départ : </strong>le nombre de pouvoirs dont dispose un héros lors de sa @Compendium[swade-core-rules.swade-rules.Character Creation Summary]{création}. De nouvelles capacités peuvent être apprises avec l&nbsp;<strong>@Compendium[swade-core-rules.swade-rules.Edges]{Atout}@Compendium[swade-core-rules.swade-edges.New Powers]{Nouveaux pouvoirs}</strong> (voir p. 47). Le joueur et le MJ peuvent décider sil y a une raison narrative à cela (par exemple un croyant ayant une révélation, un sorcier trouvant un ancien grimoire) ou si cest une simple évolution de ses aptitudes.</li>\n<li><strong>Points de pouvoir (PP) : </strong>le nombre de PP obtenus en choisissant ces Arcanes. Un héros augmente ses PP en prenant l<strong>@Compendium[swade-core-rules.swade-rules.Edges]{Atout}</strong><strong>@Compendium[swade-core-rules.swade-edges.Power Points]{Points de pouvoir}</strong> (voir p. 47).</li>\n</ul>\n<aside class=\"gray-slate\">\n<h2>Versatilité</h2>\n<p>La versatilité du système de pouvoirs de <cite>Savage Worlds</cite> vous permet démuler nimporte quel genre que vous puissiez imaginer en utilisant de diverses façons les mêmes pouvoirs de telle sorte quils en deviennent familiers.</p>\n<p>Émilie adore jouer un paladin dans les jeux de fantasy. Elle utilise <em>@Compendium[swade-core-rules.swade-powers.Smite]{frappe}</em> sur son épée avec un @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect} &ldquo;lumière&rdquo;. Celle-ci est nimbée du pouvoir sacré de lordre auquel elle appartient. Dans un monde de science-fiction, elle deviendrait un sabre laser.</p>\n<p>Dans un univers fantastique, le sorcier de Nate utilise la magie de glace pour lancer des <em>@Compendium[swade-core-rules.swade-powers.Bolt]{éclairs}</em>&nbsp;dénergie givrante dévastatrice de sa main. Dans un jeu de science-fiction, il pourrait être un bricoleur utilisant un pistolet à givre avec le même pouvoir.</p>\n<p>Au fur et à mesure que vous apprendrez à connaître les pouvoirs et leurs capacités, vous pourrez changer leur nom et leur description afin de les renouveler sans en changer les mécanismes fondamentaux. Cette polyvalence est extrêmement puissante, rapide et amusante.</p>\n</aside>\n<img src=\"modules/swade-core-rules/assets/art/pg148_quote_arcane_backgrounds.webp\" alt=\"I cast smite on my long-sword. Now it's a FLAMING longsword. It goes better with my hair. &mdash; Red\" /></div>\n<aside class=\"parchment-torn\">\n<h2>Plusieurs arcanes</h2>\n<p>Bien que cela doive rester rare, le MJ peut permettre à un personnage de prendre plusieurs @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} dans son univers. Dans ce cas chaque Atout Arcanes est traité séparément au niveau des pouvoirs, des PP et de la @Compendium[swade-core-rules.swade-rules.Traits]{Compétence}.</p>\n<h3>Super</h3>\n<p>Les véritables super-héros &ldquo;quatre couleurs&rdquo; sont au-delà de ces p
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},
{
"id": "Arcane Devices",
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"name": "Objets arcaniques",
"description": "<div class=\"swade-core\">\n<h2>Objets arcaniques</h2>\n<p>Un personnage ayant l@Compendium[swade-core-rules.swade-rules.Edges]{Atout}@Compendium[swade-core-rules.swade-edges.Artificer]{Artificier} peut fabriquer des objets pour lui ou pour les autres. Lavantage est quils peuvent être confiés à des alliés qui pourront les utiliser. En contrepartie cela demande un peu de préparation pour les créer et ils peuvent être perdus ou détruits.</p>\n<p>Ces objets peuvent être technologiques, sacrés, enchantés ou psychiquement imprégnés selon les @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} de leur créateur.</p>\n<p><strong>Note :</strong> les Objets arcaniques sont des créations relativement temporaires que les PJ peuvent produire à partir de leurs pouvoirs. De véritables objets &ldquo;magiques&rdquo; permanents sont spécifiques à certains univers. Ils nutilisent pas de @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}et sont lœuvre du MJ selon ses besoins (tels ceux du <cite>Savage Worlds Fantasy Companion</cite>).</p>\n<p>La @Compendium[swade-core-rules.swade-rules.Setting Rules]{règle dunivers} <strong>@Compendium[swade-core-rules.swade-rules.No Power Points]{Pas de points de pouvoirs}</strong> (voir p. 135) nest pas compatible avec les Objets arcaniques</p>\n<h3>Création</h3>\n<p>Créer un objet prend une heure par @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir} pouvoir qui peut être activé par son biais. Le joueur doit lister ces pouvoirs puis allouer des @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} à lensemble. Lobjet ne peut utiliser que ces pouvoirs et ces PP.</p>\n<p>Les @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} investis sont perdus pour linventeur tant quils ne sont pas utilisés ou rechargés par <strong>Révision</strong> (voir ci-contre). Lobjet ne recharge pas de PP.</p>\n<p><strong>Modificateurs de pouvoir :</strong> un utilisateur peut dépenser les @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} comme bon lui semble, y compris en activant des @Compendium[swade-core-rules.swade-rules.Power Modifiers]{Modificateurs de pouvoir} applicables.</p>\n<p>Les Objets arcaniques ne peuvent pas <strong>@Compendium[swade-core-rules.swade-rules.Activation]{Lésiner sur les PP}</strong> (voir p. 151).</p>\n<p><strong>Limitations :</strong> les Objets arcaniques peuvent bénéficier des <strong>@Compendium[swade-core-rules.swade-rules.Trappings]{Limitations}</strong> (voir p. 150).</p>\n<p><strong>Activation :</strong> le créateur utilise sa Compétence darcanes comme à son habitude. Les autres personnes utilisent la Compétence semblant la plus adaptée à lobjet. Les armes à feu sont utilisées avec @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, grenades avec @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (lancer), et ainsi de suite. Si aucune Compétence ne semble évidente, comme pour une potion ou un vêtement, le personnage utilise alors la Compétence darcanes du créateur mais il <em>ne bénéficie pas</em> des @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} et autres Capacités de ce dernier.</p>\n<p>Un Échec lors de lactivation coûte 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} comme dhabitude, un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} inflige 1 niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} à lutilisateur.</p>\n<p><strong>Révision :</strong> un créateur peut redistribuer librement jusquà 5 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} par action entre un Objet arcanique et sa propre réserve. Il doit être en contact physique avec lobjet. Les inventeurs devraient prêter leurs appareils avec précaution !</p>\n<p class=\"embedded-example\"><strong>Exemple: </strong>Gabe est alchimiste. Il prépare une &ldquo;huile daffûtage&rdquo; afin que Red puisse en enduire
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},
{
"id": "Area Effect Attacks",
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"name": "Attaque de zone",
"description": "<div class=\"swade-core\">\n<h2>Attaque de zone</h2>\n<p>Les grenades, les effets de certains sorts, les souffles de dragon et toutes les attaques qui affectent une &ldquo;large zone&rdquo; entrent dans cette catégorie. Pour simplifier, la plupart de ces attaques utilisent des Gabarits dexplosion de taille standard : @Compendium[swade-core-rules.swade-rules.Blast Templates]{Petit, Moyen et Grand pour les zones circulaires, ainsi quun Gabarit de cône}. Vous les trouverez p. 206-208 et sur notre site Internet.</p>\n<p>Les attaques de zone ciblent un endroit plutôt que des individus et ignorent donc les bonus défensifs pour les cibles spécifiquement couvertes par le gabarit, comme l'Atout @Compendium[swade-core-rules.swade-edges.Dodge]{Esquive} ou les malus de @Compendium[swade-core-rules.swade-rules.Speed]{Vitesse}.</p>\n<p>Pour une attaque utilisant un Gabarit de cône, le personnage place le gabarit en contact avec sa figurine, puis fait un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} ou d@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} pour les armes lancées ou les attaques naturelles. En cas de Succès, tous ceux sous le gabarit sont touchés. En cas dÉchec, lattaque échoue pour une raison quelconque — la créature ne parvient pas à expirer suffisamment de gaz toxique, le lance-flammes crachote, etc.</p>\n<p>Pour une attaque utilisant un Gabarit dexplosion, le personnage place le gabarit sur la table (ou décrit où il veut le voir atterrir), puis fait un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} ou @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} pour les armes lancées ou les Souffles. En cas dÉchec, sil y a une chance que lattaque dévie et touche quelqu'un d'autre, voir <strong>Déviation</strong> ci-dessous.</p>\n<p>En cas de Succès, tout personnage se trouvant sous le gabarit, même partiellement, est affecté par lattaque, sans tenir compte de malus pour le toucher tel l'Atout @Compendium[swade-core-rules.swade-edges.Dodge]{Esquive}. Si leffet inflige des @Compendium[swade-core-rules.swade-rules.Damage]{dégâts}, jetez les dés pour chaque victime séparément. Une attaque qui obtient une Prouesse fait des @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} supplémentaires comme dhabitude.</p>\n<h3>Déviation</h3>\n<p>Si une attaque utilisant un Gabarit de cône échoue, elle passe au-dessus des cibles, heurte le sol ou échoue pour une raison quelconque. Le MJ peut toutefois décider que lattaque affecte une zone proche&mdash;un lance-flammes pourra emplir une pièce de flammes ou un gaz toxique pourra être relâché par lattaque&mdash;mais <em>sans effet</em> pour les personnages ou déventuelles cibles.</p>\n<p>Si une attaque utilisant un Gabarit dexplosion échoue, elle dévie de 1d6&Prime; pour les armes lancées (comme les grenades) et de 2d6&Prime; pour les armes de tir. Multipliez la déviation par 2 pour une attaque à @Compendium[swade-core-rules.swade-rules.Range]{Portée} Moyenne, par 3 pour une Attaque à Portée Longue et par 4 pour une attaque à Portée Extrême.</p>\n<aside class=\"template-without-miniatures\">\n<h2>Gabarits sans figurines</h2>\n<p>Utilisez la table ci-dessous lorsque vous jouez sans figurines ou de manière narrative et souhaitez déterminer rapidement le nombre de cibles affectées par un gabarit. Modifiez le résultat en fonction de léparpillement ou la concentration des cibles.</p>\n<table class=\"table\"><caption class=\"table-caption\">&nbsp;</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Gabarit</th>\n<th class=\"table-column-header\" scope=\"col\">Diamètre</th>\n<th class=\"table-column-header\" scope=\"col\">Cibles affectées</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>Petit</td>\n<td>4 m (2 cases)</td>\n<td>2</td>\n</tr>\n<tr>\n<td>Moyen</td>\n<td>8 m (4 cases)</td>\n<td>3</td>\n</tr>\n<tr>\n<td>Grans</td>\n<td>12 m (6 cases)</td>\n<td>4</td>\n</
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},
{
"id": "Armor",
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"name": "Armure",
"description": "<div class=\"swade-core\">\n<h3>Armure</h3>\n<p>Il sagit de la protection dArmure accordée à son porteur. Elle est affichée entre parenthèses et ajoutée au score de @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}. À moins quil ne spécifie le contraire, un attaquant dirige toujours ses coups vers le torse de son adversaire.</p>\n<p>LArmure portée se cumule entièrement avec lArmure naturelle (comme une peau écailleuse).</p>\n<p>On peut porter jusquà deux armures. La plus faible najoute que la moitié de sa valeur arrondie à linférieur, la @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum} est celle de larmure la plus lourde augmentée dun cran. Exemple : porter une cotte de maille (+3) en dessous dune armure de plates (+4) confère un bonus de +1 à lArmure pour un total de +5, et augmente la Force minimum à d12.</p>\n</div>"
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},
{
"id": "Armor Notes",
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"name": "Notes sur les armures",
"description": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Armure</h1>\n</div>\n<div>\n<p>L@Compendium[swade-core-rules.swade-rules.Armor]{Armure} est notée entre parenthèses après la Résistance dun personnage de la manière suivante : 11 (2). Cela signifie que le personnage en question a une Résistance de 11 incluant deux point venant dune armure ou dune protection similaire. Une attaque dotée de la capacité @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Pénétration darmure (PA)} peut ignorer ces 2 points, mais pas les 9 autres.</p>\n<p>Notez que les Jambières (jambes) et les Brassards (bras) sont listés par paire. Divisez par deux le poids et le coût si un personnage ne porte que la moitié de l'ensemble (la @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimale} ne change pas).</p>\n<h2>Mots clés</h2>\n<div>\n<h3>@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Protection balistique}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Energy Skin]{Pellicule énergétique}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Shields]{Boucliers}</h3>\n</div>\n<h2>Tables</h2>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Common Gear Table]{Équipement commun}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Medieval and Ancient Armor Table]{Arumes anciennes et médiévales}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Modern Armor Table]{Armures contemporaines}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Futuristic Armor Table]{Armures futuristes}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Shields Table]{Boucliers}</h3>\n</div>\n</div>\n<img src=\"modules/swade-core-rules/assets/art/pg69_quote_armor.webp\" alt=\"Souvenez vous que le prix de l'équipement est lié à la période de l'histoire, et non pour n'importe quelle époque. Il y a toutes les chances qu'ils varient lorsque Gabe et Red passent d'une dimension à l'autre. &mdash; The GM\" /></div>"
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},
{
"id": "Armor Piercing (+1 to +3)",
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"name": "Pénétration darmure (+1 à +3)",
"description": "<div class=\"swade-core\">\n<h3>Pénétration darmure (+1 à +3)</h3>\n<p>Lattaque se concentre sur un point faible de larmure ou sur une zone exposée. Chaque @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} dépensé accorde @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{PA 2} (voir p. 66) jusquà un maximum de @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{PA 6}.</p>\n</div>"
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},
{
"id": "Armor Piercing (AP)",
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"name": "Pénétration darmure (PA)",
"description": "<div class=\"swade-core\">\n<h3>Pénétration darmure (PA)</h3>\n<p>Larme ou le projectile ignore les points d@Compendium[swade-core-rules.swade-rules.Armor]{Armure} indiqués. Une arme avec la capacité PA 4 ignore 4 points dArmure. Les points de PA dépassant lArmure de la cible sont ignorés.</p>\n</div>"
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},
{
"id": "Attacks",
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"name": "Attaque",
"description": "<div class=\"swade-core\">\n<h2>Attaque</h2>\n<p>Le cœur de Savage Worlds est un système de combat rapide et fluide décrit ci-dessous. De nombreuses options supplémentaires et situationnelles sont disponibles au chapitre <strong>@Compendium[swade-core-rules.swade-rules.Rules]{Règles de situation}</strong> (voir p. 97).</p>\n<h3>Attaque au corps-à-corps</h3>\n<p>La Difficulté pour toucher un adversaire est égale à la @Compendium[swade-core-rules.swade-rules.Parry]{Parade} de ladversaire (2 + la moitié de sa Compétence @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, 2 sil na pas la Compétence).</p>\n<h3>Attaque à distance</h3>\n<p>La Compétence @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} représente tout ce qui va des pistolets aux lance-roquettes en passant par les arcs. Pour lancer des grenades, des couteaux, des lances ou nimporte quel projectile, on utilise la Compétence @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}.</p>\n<p> Toutes les armes à distance ont une caractéristique @Compendium[swade-core-rules.swade-rules.Range]{Portée} notée en cases sous la forme 5/10/20, ou encore Portée Courte/Moyenne/Longue.</p>\n<p>La Difficulté pour toucher quelquun à Portée Courte est de 4. Tirer sur une cible plus éloignée inflige un malus comme indiqué dans la table ci-dessous.</p>\n<table class=\"table list-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Malus de portée</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Portée</th>\n<th class=\"table-column-header\" scope=\"col\">Modificateur</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>Courte</td>\n<td>&mdash;</td>\n</tr>\n<tr>\n<td>Moyenne</td>\n<td>-2</td>\n</tr>\n<tr>\n<td>Longue</td>\n<td>-4</td>\n</tr>\n<tr>\n<td>Extrême (voir notes)</td>\n<td>-8</td>\n</tr>\n</tbody>\n</table>\n<p><strong>Portée Extrême : </strong>cette Portée est équivalente à 4&times; la Portée Longue dune arme. Tirer à une telle distance nécessite lutilisation de laction <strong>@Compendium[swade-core-rules.swade-rules.Aim]{Viser}</strong> (voir p. 109), qui, contrairement à son utilisation normale, noctroie pas un bonus de +2 mais permet juste au personnage de tirer à une telle distance. Le malus par défaut est de &minus;8 ou &minus;6 avec une @Compendium[swade-core-rules.swade-rules.Common Gear Table]{lunette} (voir p. 68). Il nest pas possible dutiliser une arme de lancer à Portée Extrême.</p>\n<p><strong>Cadence de tir (CdT) : </strong>La Cadence de tir représente le nombre de coups (dés de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}) auquel un personnage a droit par action avec larme en question. Un pistolet avec une CdT de 1, par exemple, permet à un personnage de faire un coup par action. Une mitraillette avec une CdT de 3 permet de faire trois coups en une action (ce qui utilisera 10 balles, voir ci-dessous).</p>\n<p>Pour les armes avec une Cadence de tir supérieure à 1, déclarez le nombre de coups que vous souhaitez effectuer sur chaque cible, puis lancer tous les dés de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} et affectez-les dans lordre de votre choix sur les cibles.</p>\n<p>Un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} lance ses dés de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} et son dé Joker, lequel peut remplacer nimporte lequel des dés de Compétence après le jet. Le nombre de coups reste limité par la Cadence de tir quoi quil arrive.</p>\n<p>Une Cadence de tir supérieure à 1 est une valeur abstraite où chaque &ldquo;coup&rdquo; correspond à un nombre de balles. Si vous tenez un compte des munitions, utilisez la table ci-dessous pour déterminer le nombre de balles quun personnage va utiliser en une action.</p>\n<table class=\"table list-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Balles utilisées</h2>\n</caption>\n<tbody>\n<tr
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},
{
"id": "Avion",
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"name": "Aviens",
"description": "<div class=\"swade-core\">\n<h2>Aviens</h2>\n<p>Un avien est un humanoïde ailé. Il tend à être très fin et à avoir les os creux, ce qui accentue davantage sa fragilité. Ses ailes peuvent être faites de plumes comme de cuir ou même décailles.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>Allure réduite </strong>: sa dépendance au vol et ses ailes imposantes font quun avien est assez pataud lorsquil est au sol. Son @Compendium[swade-core-rules.swade-rules.Movement]{Allure} à pied est réduite de 1 et son dé de course diminue dun cran.</li>\n<li><strong>Frêle </strong>: un avien a &minus;1 en @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} à cause de ses os creux.</li>\n<li><strong>Mauvais nageur </strong>: les ailes dun avien constituent un sérieux handicap dans leau. Il subit un malus de -2 à ses jets d@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (natation) et chaque case de déplacement lui en coûte 3&Prime;.</li>\n<li><strong>Sens aigusées </strong>: un avien dispose de sens aiguisés. Il débute avec d6 en @Compendium[swade-core-rules.swade-skills.Notice]{Perception} au lieu de d4, avec d12 + 1 pour limite.</li>\n<li><strong>Vol </strong>: un avien peut voler à une @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 12. Il utilise @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} pour déventuelles manœuvres.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Avion.webp\" alt=\"Une image d'Avien\" /></div>"
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},
{
"id": "Back of Book",
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"name": "Quatrième de couverture",
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"description": ""
},
{
"id": "Ballistic Protection",
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"name": "Protection balistique",
"description": "<div class=\"swade-core\">\n<h3>Protection balistique</h3>\n<p>les armures avec une astérisque après la valeur réduisent de 4 points les dégâts des balles (tout &ldquo;projectile&rdquo; physique tiré par une arme à feu). La Pénétration darmure ne sapplique quà la valeur dArmure totale.</p>\n</div>"
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},
{
"id": "Bennies",
2021-03-24 01:30:35 +01:00
"name": "Jetons",
"description": "<div class=\"swade-core\">\n<h2>Jetons</h2>\n<p>De temps en temps, il arrive que les dés vous trahissent. Cest pourquoi dans<cite> <cite>Savage Worlds</cite></cite> vous disposez dun moyen offrant aux joueurs et MJ un peu de contrôle sur les caprices du destin.</p>\n<h3>Jetons des joueurs</h3>\n<p>Chaque joueur commence ainsi une session de jeu avec trois &ldquo;Jetons&rdquo;, matérialisés par des marqueurs ou des pions quelconques, qui représentent le petit coup de chance des héros ou tout simplement le destin.</p>\n<p>Les Jetons sont perdus à la fin de chaque session de jeu, alors utilisez-les !</p>\n<p>Il est possible de récupérer des Jetons supplémentaires de deux manières :</p>\n<ul class=\"red-bullet-list\">\n<li><strong>Récompense : </strong>le meneur de jeu peut octroyer des Jetons à un joueur pour une idée brillante, une bonne interprétation (en particulier liée à ses @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps}), avoir surmonté des obstacles ou simplement avoir amusé la tablée par une action improbable et déjantée, une vanne bien sentie ou tout autre acte mémorable.</li>\n<li><strong>Un Joker c'est fou : </strong>lorsquun joueur tire une carte joker lors dun combat, <em>tous</em> les joueurs reçoivent un Jeton.</li>\n</ul>\n<h3>Jetons du MJ</h3>\n<p>Les MJ aussi ont des Jetons. En début de session, le MJ récupère un Jeton par PJ. Il peut les utiliser pour nimporte quel PNJ sous son contrôle (y compris ceux qui ne sont pas des @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker}).</p>\n<p>En outre, chaque PNJ @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} dispose de deux Jetons (plus tous ceux octroyés par des @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} comme @Compendium[swade-core-rules.swade-edges.Luck]{Chanceux}) lorsquil intervient dans lhistoire. Il peut utiliser ces derniers ou ceux du pot commun du MJ, mais ne peut pas partager les premiers avec dautres sil ne dispose pas dun Atout ou dune Capacité approprié.</p>\n<p>Les héros obtiennent des Jetons lorsquils font des actions héroïques, intelligentes, ou jouent leurs @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} au cours dune scène. &ldquo;Ce nest pas&rdquo; le cas pour le MJ, mais les Jokers sous son contrôle bénéficient des tirages de carte joker en combat :</p>\n<ul class=\"red-bullet-list\">\n<li><strong>Un Joker c'est fou : </strong>lorsquun PNJ contrôlé par le MJ tire une carte joker lors dun combat, ajoutez un Jeton au pot commun du MJ et à chacun des @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} quil contrôle.</li>\n</ul>\n<h3>Utiliser des jetons</h3>\n<p>Vous trouverez ci-après toutes les manières dutiliser un Jeton au moment approprié.</p>\n<p>Il ne peut être utilisé que pour votre personnage.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>Relancer un jet de trait : </strong>un Jeton permet de Relancer <em>nimporte quel</em> jet de @Compendium[swade-core-rules.swade-rules.Traits]{Trait}, y compris un jet déjà Relancé, et de conserver le <em>meilleur</em> de tous les jets. Mais un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} ne peut jamais être Relancé et compte comme résultat final. Tel est le prix à payer pour tenter le destin.</li>\n<li><strong>Annuler un état @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} : </strong>cette utilisation est instantanée et peut être effectuée à tout moment, y compris en interrompant laction de quelquun dautre.</li>\n<li><strong>Jet d'Encaissement : </strong>les Jetons peuvent également être utilisés pour sauver votre peau dattaques mortelles. Référez-vous à la section sur les <strong>@Compendium[swade-core-rules.swade-rules.Soak Rolls]{Jets dEncaissement}</strong> p. 96.</li>\n<li><strong>Piocher une nouvelle Carte d'action : </strong>lorsque le jeu est cadencé en rounds, un personnage peut utilise
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},
{
"id": "Bestiary",
2021-03-24 01:30:35 +01:00
"name": "Bestiaire",
"description": "<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Bestiaire</p>\n</div>\n</div>\n<div>\n<p>Les plus grands héros sont souvent définis par leurs adversaires ou encore les monstres et les horreurs quils affrontent. Dans ce chapitre, vous trouverez des menaces classiques communes à un grand nombre dunivers.</p>\n<h3>Créer des menaces</h3>\n<p>Un conseil avant daller plus loin. <em>Ne construisez pas</em> vos monstres et méchants comme vous le feriez pour un personnage-joueur. Attribuez-leur les Capacités, @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} (dont ils devraient cependant avoir les pré-requis pour être complets) et @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} que vous jugez utiles et consacrez plutôt votre temps et votre imagination à travailler sur lintrigue de votre scénario ou sur la meilleure façon dintéresser et damuser vos joueurs.</p>\n<h3>Bestiaire</h3>\n<p>Vous trouverez ci-dessous une petite compilation des animaux et des monstres que lon retrouve dans plusieurs <cite>univers Savage Worlds</cite>. L@Compendium[swade-core-rules.swade-rules.Traits]{Intellect} de certaines créatures est en rapport avec le monde animal et signalé par un (A) pour vous rappeler quil sagit plus dune notion dinstinct que dintelligence pure. Ne vous attendez donc pas à ce quun chien senfuie au volant de votre tank pour la simple raison quil sagit dun animal relativement intelligent.</p>\n<h2>Capacités spéciales</h2>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Aquatic)]{Capacité spéciale (Aquatique)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Armor)]{Capacité spéciale (Armure)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Bite)]{Capacité spéciale (Morsure)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Breath Weapons)]{Capacité spéciale (Souffle)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Burrow)]{Capacité spéciale (Burrow)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Claws)]{Capacité spéciale (Griffes)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Construct)]{Capacité spéciale (Construct)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Elemental)]{Capacité spéciale (Elemental)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Environmental Resistance)]{Capacité spéciale (Environmental Resistance)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Environmental Weakness)]{Capacité spéciale (Environmental Weakness)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Ethereal)]{Capacité spéciale (Ethereal)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Fear)]{Capacité spéciale (Fear)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Fearless)]{Capacité spéciale (Fearless)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Flight)]{Capacité spéciale (Flight)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Gargantuan)]{Capacité spéciale (Gargantuan)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Hardy)]{Capacité spéciale (Hardy)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Horns)]{Capacité spéciale (Horns)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Immunity)]{Capacité spéciale (Immunity)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Infection)]{Capacité spéciale (Infection)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Infravision)]{Capacité spéciale (Infravision)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Capacité spéciale (Invulnerability)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Special Ability (Low Light Vision)]{Capacité spéciale
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},
{
"id": "Black Powder Weapons Table",
"name": "Table des Armes à poudre noire",
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"description": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Armes à poudre </h2>\n<div class=\"table-summary\">\n<p>Les armes à poudre ont la capacité @Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 3.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Portée</th>\n<th class=\"table-column-header\" scope=\"col\">Dégâts</th>\n<th class=\"table-column-header\" scope=\"col\">PA</th>\n<th class=\"table-column-header\" scope=\"col\">CDT</th>\n<th class=\"table-column-header\" scope=\"col\">Coups</th>\n<th class=\"table-column-header\" scope=\"col\">FOR. MIN.</th>\n<th class=\"table-column-header\" scope=\"col\">Poids</th>\n<th class=\"table-column-header\" scope=\"col\">Prix</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Pistolet</span> </span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Flintlock Pistol]{Pistolet à silex}</td>\n<td>5/10/20</td>\n<td>2d6+1</td>\n<td>&mdash;</td>\n<td>1</td>\n<td>&mdash;</td>\n<td>d4</td>\n<td>3</td>\n<td>150</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Mousquets</span> </span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Brown Bess or Similar Muskets]{Brown Bess} <br />ou mousquet équivalent</td>\n<td>10/20/40</td>\n<td>2d8</td>\n<td>&mdash;</td>\n<td>1</td>\n<td>&mdash;</td>\n<td>d6</td>\n<td>15</td>\n<td>300</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Blunderbuss]{Tromblon}</td>\n<td>10/20/40</td>\n<td>1-3d6</td>\n<td>&mdash;</td>\n<td>1</td>\n<td>&mdash;</td>\n<td>d6</td>\n<td>15</td>\n<td>300</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Fusils</span> </span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Kentucky Rifle]{Carabine Kentucky}</td>\n<td>15/30/60</td>\n<td>2d8</td>\n<td>2</td>\n<td>1</td>\n<td>&mdash;</td>\n<td>d6</td>\n<td>8</td>\n<td>300</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>@Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 4. Le rainurage serré nécessite 4 @Compendium[swade-core-rules.swade-rules.Actions]{actions} de Rechargement au lieu des 3 habituelles.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Springfield Model 1861]{Springfield Model 1861}</td>\n<td>15/30/60</td>\n<td>2d8</td>\n<td>&mdash;</td>\n<td>1</td>\n<td>&mdash;</td>\n<td>d6</td>\n<td>11</td>\n<td>250</td>\n</tr>\n</tbody>\n</table>\n<img src=\"modules/swade-core-rules/assets/art/SmoothboreMusket.webp\" alt=\"Mousquet\" /></div>"
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},
{
"id": "Blast Templates",
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"name": "Gabarits",
"description": "<div class=\"swade-core\">\n<h2>Gabarits</h2>\n<p> Voici les tailles des gabarits d'explosion en pouces à utiliser sur une grille. Si vous utilisez une grille autre que 1 pouce, veillez à mettre à l'échelle vos modèles de manière appropriée.</p>\n<p><em>Veuillez consulter la documentation <cite>Savage Worlds</cite> pour votre VTT préféré pour savoir comment les appliquer automatiquement à la table.</em></p>\n<ul>\n<li>Les modèles de cône mesurent 9 pouces de long et 3pouces de large à leur point le plus large</li>\n<li>Les grands gabarits mesurent 6 pouces de diamètre.</li>\n<li>Les gabarits moyens mesurent 4 pouces de diamètre</li>\n<li>Les petits gabarits mesurent 2 pouces de diamètre.</li>\n<li>Le gabarit de rotation à un angle de 45 degrés.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/burst-templates.webp\" alt=\"Petit, moyen, et grand gabarits\" /> <img src=\"modules/swade-core-rules/assets/art/cone-templates.webp\" alt=\"Cone Template measurement\" /></div>"
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},
{
"id": "Born A Hero",
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"name": "Naissance d'un héros",
"description": "<div class=\"swade-core\">\n<h2>Born A Hero</h2>\n<p>Le héros peut ignorer le prérequis de @Compendium[swade-core-rules.swade-rules.Advancement]{Rang} en choisissant ses @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} à la @Compendium[swade-core-rules.swade-rules.Character Creation Summary]{création de PJ}. Il doit par contre respecter les autres prérequis. La règle du prérequis de Rang sapplique normalement par la suite.</p>\n</div>"
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},
{
"id": "Bound and Entangled",
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"name": "Entravé et immobilisé",
"description": "<div class=\"swade-core\">\n<h2>Entravé et immobilisé</h2>\n<p>@Compendium[swade-core-rules.swade-rules.Grappling]{Empoignade} et les pouvoirs comme @Compendium[swade-core-rules.swade-powers.enchevêtrement]{enchevêtrement} peuvent provoquer des états Entravé ou Immobilisé. Voici leur signification et comment sen débarrasser : </p>\n<ul class=\"red-bullet-list\">\n<li><strong>ENTRAVÉ: </strong> la victime ne peut pas se déplacer et est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distraite}tant quelle est dans cet état.</li>\n<li><strong>IMMOBILISÉ: </strong> la victime ne peut pas se déplacer, est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distraite et Vulnérable} tant quelle est dans cet état, et ne peut effectuer aucune action physique autre que tenter de se libérer.</li>\n</ul>\n<p>Se libérer est une @Compendium[swade-core-rules.swade-rules.Actions]{Action}. En cas de Succès, le personnage parvient à se défaire dune source dimmobilisation ou dentrave. Un personnage Immobilisé devient Entravé et se libère complètement avec une Prouesse.:</p>\n<p><strong>Se libérer dun adversaire : </strong>utilisez les règles d<strong>@Compendium[swade-core-rules.swade-rules.Grappling]{Empoignade}</strong> (voir ci-contre) inversées pour vous libérer dun adversaire : la victime initie un jet d@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} opposé (ou de @Compendium[swade-core-rules.swade-rules.Traits]{Force} à -2 au choix de chaque protagoniste).En cas de Succès, létat de la vic-time saméliore dun cran, ou de deux avec une Prouesse. Un personnage @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} maintient sa prise. Il la perd néanmoins sil est @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}. <strong>Se libérer dun objet inanimé : </strong> séchapper dune toile daraignée, dun filet ou du pouvoir <em>@Compendium[swade-core-rules.swade-powers.enchevêtrement]{enchevêtrement}</em> se fait grâce à un jet de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Force} -2 ou @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (au choix de la victime) au choix de la victime, auquel on applique déventuels malus propres à leffet combattu. Une toile particulièrement collante dune espèce spécifique d'araignée géante, par exemple, pourrait infliger un malus de -2 à tous les jets pour sen libérer. Quoi quil en soit, se libérer est une action et les résultats sont les mêmes que face à un adversaire.</p>\n<p>Des personnages et leurs alliés peuvent également détruire la source dune immobilisation (voir <strong>@Compendium[swade-core-rules.swade-rules.Casser des trucs]{Casser des trucs}</strong>). Les toiles, cordes et autres filets ont généralement une Solidité de 4 et doivent être coupés avec une arme tranchante.</p>\n</div>"
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},
{
"id": "Breaking Things",
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"name": "Casser des trucs",
"description": "<div class=\"swade-core\">\n<h2>Breaking Things</h2>\n<p>À loccasion, un personnage peut avoir besoin de casser quelque chose comme une arme, une serrure ou une porte. Un objet inerte a une @Compendium[swade-core-rules.swade-rules.Characters]{Parade} de 2 ou celle de son porteur sil est tenu. Si les dégâts dune attaque égalent ou dépassent sa Solidité, lobjet est brisé, tordu, inutilisable ou affecté de tout autre effet au choix du MJ.</p>\n<p>Presque tout peut être brisé ou émietté avec du temps. Ce système ne concerne que les situations où il est nécessaire de briser quelque chose dans le feu de laction (pendant un combat par exemple).</p>\n<table class=\"table value-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Object Hardness</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Hardness</th>\n<th class=\"table-column-header\" scope=\"col\">Object</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>8</td>\n<td>Porte</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Porte renforcée</td>\n</tr>\n<tr>\n<td>8</td>\n<td>Serrure</td>\n</tr>\n<tr>\n<td>9</td>\n<td>Arme à feu (pistolet ou fusil)</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Menottes</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Couteau, épée</td>\n</tr>\n<tr>\n<td>10</td>\n<td>Bouclier médiéval *</td>\n</tr>\n<tr>\n<td>12</td>\n<td>Bouclier moderne *</td>\n</tr>\n<tr>\n<td>4</td>\n<td>Corde</td>\n</tr>\n</tbody>\n</table>\n<p><em>*un personnage doit spécifier quand il cherche à endommager le bouclier adverse. Ne le vérifier pas chaque fois que son porteur est touché. </em></p>\n<p><strong>Pas de bonus aux dégâts ni dExplosion : </strong>Une @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} au jet dattaque napporte pas de dé de bonus aux @Compendium[swade-core-rules.swade-rules.Damage]{dégâts}. </p>\n<p><strong>Type des dégâts : </strong>Certains types dattaque sont incapables de briser certains types dobjets. Une massue ne peut jamais couper une corde ou une unique balle de pistolet ne peut pas détruire une porte. Le bon sens est le meilleur guide pour déterminer si une arme spécifique peut endommager un objet particulier.</p>\n<p>Voir <strong>@Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert et Obstacles}</strong> (p. 102) pour attaquer <em>à travers</em> des objets.</p>\n</div>"
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},
{
"id": "Bumps and Bruises",
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"name": "Bleus et bosses",
"description": "<div class=\"swade-core\">\n<h2>Bleus et bosses </h2>\n<p>Trébucher dans une pente ou traverser une caverne dans lobscurité peut causer de nombreuses coupures, éraflures et bosses.</p>\n<p>Un personnage se déplaçant dans un terrain périlleux fait un jet d@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}. En cas d@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec} il subit un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.</p>\n<p><strong>Récupération:</strong> un niveau de Fatigue provenant de Bleus et bosses se récupère en 24 heures au lieu de 1 heure (voir @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}).</p>\n<p>Un personnage peut faire un jet de @Compendium[swade-core-rules.swade-powers.Healing]{Guérison} pour traiter des Bleus et bosses ou atténuer la douleur avec un médicament. Il annule un niveau de Fatigue issu de Bleus et bosses en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success}, deux en cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}. Chaque soigneur ne peut faire qu'une seule tentative. Suite à des changements de circonstances offrant une nouvelle opportunité (par exemple en trouvant des fournitures médicales), le MJ peut accorder un nouvel essai.</p>\n</div>"
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},
{
"id": "Caliber",
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"name": "Calibre",
"description": "<div class=\"swade-core\">\n<h3>Calibre</h3>\n<p>Le nombre indiqué entre parenthèses après les armes à feu est le calibre de la balle qu'elle tire. Utilisez-le pour calculer le coût des munitions ou essayer de déterminer si les munitions d'une arme correspondent à une autre. les munitions des @Compendium[swade-core-rules.swade-rules.Rifles Table]{Fusils} et des @Compendium[swade-core-rules.swade-rules.Pistols Table]{pistolets} ne sont pas interchangeable.</p>\n</div>"
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},
{
"id": "Called Shots",
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"name": "Attaque ciblée",
"description": "<div class=\"swade-core\">\n<h2>Attaque ciblée</h2>\n<p>TCibler une partie du corps inflige un modificateur au jet dattaque qui dépend de l@Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} Cibler une partie du corps inflige un modificateur au jet dattaque qui dépend de lÉchelle de la cible (et non lÉchelle de la créature dont la cible fait partie). Utilisez les <strong>@Compendium[swade-core-rules.swade-rules.Size and Scale]{modificateurs dÉchelle}</strong> (voir p. 108) pour déterminer les bonus ou les malus inhérents à la taille de la cible. Les malus listés ci-dessous correspondent à des créatures dÉchelle Normale, et précisent les éventuels effets additionnels dune attaque ciblée:</p>\n<ul class=\"red-bullet-list\">\n<li><strong>MAIN (-4): </strong>la cible peut se retrouver <strong>@Compendium[swade-core-rules.swade-rules.Disarm]{Désarmée}</strong></li>\n<li><strong>TÊTE OU POINT VITAL (-4): </strong>lattaquant obtient un bonus de +4 aux dégâts en cas dattaque réussie à la tête ou dans une zone vitale. <br />Le malus passe à -5 pour cibler le visage dun adversaire portant un casque ouvert (ce qui permet den ignorer l@Compendium[swade-core-rules.swade-rules.Armor]{Armure}).</li>\n<li><strong>OBJECT (?): </strong>utilisez les dimensions de la table dÉchelle pour les objets. Cibler un objet de la taille dun pistolet inflige un malus de -4, alors que cibler une épée longue inflige un malus de -2.</li>\n<li><strong>MEMBRES (-2): </strong>cibler un membre ne procure pas deffets supplémentaires que ceux inhérents à une Blessure (malus d'@Compendium[swade-core-rules.swade-rules.Movement]{Allure} (Voir <strong>@Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}</strong>).</li>\n<li><strong>ZONE SANS PROTECTION (?): </strong>lattaque cible une zone non protégée de la victime. Le malus dépend de lÉchelle de la zone en question : la fente dun heaume est une zone Minuscule (-6), alors que la chair en dessous de lécaille manquante dun dragon Énorme serait seulement Très petite (-4).</li>\n</ul>\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Cannons Table",
"name": "Table des Canons",
"description": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Cannons</h2>\n<div class=\"table-summary\">\n<p>Cannons are used to destroy city walls or break up large troop formations. The leader of the weapon&rsquo;s crew makes the @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll.</p>\n<p><strong>Bombard:</strong> Assuming they have a rough idea of their target&rsquo;s location, howitzers, mortars, and bombards may fire at targets they cannot see by lobbing projectiles over intervening terrain or obstacles. Bombarding suffers a &minus;4 penalty in addition to all other modifiers, and doubles deviation when the @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll is failed (see <strong>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}</strong>). Reduce the penalty to &minus;2 with precise coordinates (such as from a spotter).</p>\n<p>Cannons can fire three different types of shells: solid shot, shrapnel, and canister. The crew can pick the type of ammunition to be loaded each time it reloads.</p>\n<ul>\n<li><strong>Solid Shot:</strong> Heavy balls of iron, lead, or stone designed to batter walls or plow through packed ranks of troops. To fire, the leader of the crew makes a @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll as usual. If successful, roll a die. If even, it bounces to another victim behind and within 6&rdquo; of the first and hits him as well. Continue in this way until the die roll is odd.</li>\n<li><strong>Shrapnel:</strong> Explosive shells filled with small metal balls that explode outward in a shower of debris. This is an @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone} and uses the Medium Blast Template unless otherwise noted.</li>\n<li><strong>Canister:</strong> Grapeshot or canister is a shell that detonates inside the barrel of a cannon and fires out a spray of deadly balls or other debris like a giant shotgun. The attack is the size of a Medium Blast Template&nbsp;(see&nbsp;<strong>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}</strong>)&nbsp;and moves in a straight line up to 24&rdquo; (it affects d6 targets if not using miniatures, or 2d6 if they&rsquo;re tightly packed). Compare the @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll to every target within using a base TN of 4, adjusted for each target&rsquo;s @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, special abilities like the @Compendium[swade-core-rules.swade-edges.Dodge]{Dodge Edge}, etc. A hit causes 2d6 @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} and a raise causes 3d6.</li>\n</ul>\n<p><strong>Note:</strong> All types of shot are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 8. Two crew members may reload at the same time.</p>\n</div>\n</caption><caption class=\"table-caption\">\n<div class=\"table-summary\">&nbsp;</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Blast</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>Cannon (12lb)</td>\n<td class=\"table-column-header table-subheader-center\" colspan=\"5\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">By Ammo Type</span> </span></td>\n<td>1200</td>\n<td>10K</td>\n</tr>\n<tr>\n<td>&nbsp;&nbsp;@Compendium[swade-core-rules.swade-equipment.Canister Shot (Cannon)]{Canister}</td>\n<td>24\" path</td>\n<td>2d6</td>\n<td>&
2021-03-14 16:54:58 +01:00
},
{
"id": "Catapults Table",
"name": "Table des Catapultes",
2021-03-14 16:54:58 +01:00
"description": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Catapults</h2>\n<div class=\"table-summary\">\n<p>Catapults are simple devices that hurl large stones at enemy defenses or ranks of troops. They normally require a crew of eight to load the projectile, crank down the lever that propels it, then sight and aim it. Firing can be done by a single person, but loading the projectile takes at least four.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Blast</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Catapult]{Catapult}</td>\n<td>24/48/96</td>\n<td>3d6</td>\n<td>4</td>\n<td>Special</td>\n<td>MBT</td>\n<td>&mdash;</td>\n<td>10K</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} time is every 5 minutes with a crew of 4.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Trebuchet]{Trebuchet}</td>\n<td>30/60/120</td>\n<td>3d8</td>\n<td>4</td>\n<td>Special</td>\n<td>MBT</td>\n<td>&mdash;</td>\n<td>50K</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} time is every 5 minutes with a crew of 4.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n</tbody>\n</table>\n</div>"
},
{
"id": "Celestials and Guardians",
"name": "Celestials and Guardians",
2021-03-20 21:29:41 +01:00
"description": "<div class=\"swade-core graph-full\">\n<h3>Celestials</h3>\n<p>Angels are a great and varied lot, but all have these traits in common.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>@Compendium[swade-core-rules.swade-hindrances.All Thumbs]{ALL THUMBS}:</strong> Celestials are not accustomed to technology or machines.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Arcane Background (Miracles)]{ARCANE BACKGROUND (Miracles)}:</strong> Celestials can call forth a variety of blessed miracles.</li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Faith]{Foi}:</strong> All celestials start with a d6 in Faith. This increases their maximum to d12+1.</li>\n<li><strong>FLIGHT:</strong> Angels fly at @Compendium[swade-core-rules.swade-rules.Movement]{Allure} 12.</li>\n<li><strong>RACIAL ENEMY (Demons &amp; Devils):</strong> Those who descend from above do not easily tolerate those who crawl forth from the Abyss.</li>\n<li><strong>@Compendium[swade-core-rules.swade-hindrances.Vow]{Serment} (Major &mdash; Protect humanity):</strong> The blessed must protect the flock that remains on the ravaged Earth.</li>\n</ul>\n<br />\n<h3>Guardians</h3>\n<p>Those humans who serve the Heavenly Choir are called guardians.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>ADAPTABLE:</strong> Guardians begin play with any Novice Edge of their choosing (meeting its Requirements as usual).</li>\n<li><strong>@Compendium[swade-core-rules.swade-edges.Champion]{CHAMPIONS}:</strong> Guardians have the Champion Edge, giving them a +2 bonus to damage against supernaturally evil foes such as demons and devils.</li>\n<li><strong>VigueurOUS:</strong> Those humans who have inherited this blasted Earth start the game with a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} instead of a d4. This increases their Vigueur maximum to d12+1.</li>\n<li><strong>FLIGHT:</strong> Angels fly at Pace 12.</li>\n<li><strong><strong>@Compendium[swade-core-rules.swade-hindrances.Vow]{Serment} </strong>(Major &mdash; Protect humanity):</strong> The blessed must protect the flock that remains on the ravaged Earth.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/CelestialsAndGaurdians.webp\" alt=\"A picture of a Celestial and a Gaurdian with the quote 'Not ready to be an angel yet, but I so wanna play this!' &mdash; Red\" /></div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Chapter Beastiary Art",
"name": "Chapter Beastiary Art",
"description": ""
},
{
"id": "Chapter Characters Art",
"name": "Chapter Characters Art",
"description": ""
},
{
"id": "Chapter Gear Art",
"name": "Chapter Gear Art",
"description": ""
},
{
"id": "Chapter Introduction Art",
"name": "Chapter Introduction Art",
"description": ""
},
{
"id": "Chapter Powers Art",
"name": "Chapter Powers Art",
"description": ""
},
{
"id": "Chapter Rules Art",
"name": "Chapter Rules Art",
"description": ""
},
{
"id": "Chapter The Adventure Toolkit Art",
"name": "Chapter The Adventure Toolkit Art",
"description": ""
},
{
"id": "Character Creation Summary",
"name": "Character Creation Summary",
2021-03-20 21:29:41 +01:00
"description": "<div class=\"swade-core\">\n<div class=\"character-creation\">\n<div class=\"section-header\">\n<h1>Character Creation Summary</h1>\n</div>\n<h3>Concept</h3>\n<ul>\n<li>Start with a general idea of what you want to play. Your setting book likely provides many ideas.</li>\n</ul>\n<br />\n<h3>@Compendium[swade-core-rules.swade-rules.Races]{Race}</h3>\n<ul>\n<li>Choose your character&rsquo;s @Compendium[swade-core-rules.swade-rules.Races]{race} and apply any bonuses or special abilities it grants.</li>\n</ul>\n<br />\n<h3>@Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps}</h3>\n<ul>\n<li>Select up to four points of Hindrances (Major Hindrances are worth 2, Minor are worth 1).</li>\n<li>For 2 Hindrance points you can raise an attribute one die type, or choose an Edge.</li>\n<li>For 1 Hindrance point you can gain another skill point, or gain additional starting funds equal to twice your setting&rsquo;s starting amount.</li>\n</ul>\n<br />\n<h3>@Compendium[swade-core-rules.swade-rules.Traits]{Attributs}</h3>\n<ul>\n<li>Attributes start at d4. You have 5 points to distribute among them. Each step costs 1 point.</li>\n<li>Attributes may not be raised beyond d12 unless your hero&rsquo;s racial bonus states otherwise.</li>\n</ul>\n<br />\n<h3>@Compendium[swade-core-rules.swade-rules.Traits]{Compétences}</h3>\n<ul>\n<li>@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}, @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale}, @Compendium[swade-core-rules.swade-skills.Notice]{Perception}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, and @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} are core skills and start at d4 for free.</li>\n<li>You have 12 points to put into these or any other skills.</li>\n<li>Each die type costs 1 point up to and equal to the linked attribute; then 2 points per step after that.</li>\n</ul>\n<br />\n<h3>@Compendium[swade-core-rules.swade-rules.Characters]{Derived Statistics}</h3>\n<ul>\n<li><strong>Standard @Compendium[swade-core-rules.swade-rules.Movement]{Allure}</strong> is 6&Prime;, but may be changed by racial abilities, @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}, or @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Characters]{Parade}</strong> is 2 plus half of Fighting.</li>\n<li>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Characters]{Résistance}</strong> is 2 plus half of @Compendium[swade-core-rules.swade-rules.Characters]{Vigueur}, plus any @Compendium[swade-core-rules.swade-rules.Armor]{Armure}.</p>\n<p>Note the amount of armor in parentheses like this&mdash;Toughness: 11 (2). This means 2 points of the total 11 Toughness comes from Armor. An @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Pénétration darmure} attack could bypass those 2 points but not the other 9.</p>\n</li>\n</ul>\n<br />\n<h3>@Compendium[swade-core-rules.swade-rules.Edges]{Atouts}</h3>\n<ul>\n<li>Use any leftover Hindrance points to take Edges if you like.</li>\n<li>Each Edge costs 2 Hindrance points.</li>\n</ul>\n<br />\n<h3>@Compendium[swade-core-rules.swade-rules.Gear Notes]{Gear}</h3>\n<ul>\n<li>Purchase up to $500 worth of equipment.</li>\n</ul>\n<br /><br /><br /><br /><br /><br /></div>\n</div>"
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},
{
"id": "Characters",
"name": "Characters",
2021-03-20 21:29:41 +01:00
"description": "<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Characters</p>\n</div>\n</div>\n<div class=\"text\">\n<p>Great heroes are more than a collection of statistics and numbers, but in a game system this is certainly where they begin. To make your hero, download a Savage Worlds character sheet from our website at <a title=\"Pinnacle Entertainment Group, Inc.\" href=\"http://www.peginc.com\" target=\"_blank\" rel=\"noopener\"><strong>www.peginc.com</strong></a> and follow the steps below</p>\n<h2>CONCEPT</h2>\n<p>Published Savage Settings often come with both character ideas and pregenerated &ldquo;Archetypes.&rdquo; You can play these as-is or use them to spark your own ideas.</p>\n<p>You might play an iconic gunslinger in <a title=\"Deadlands: The Weird West\" href=\"https://www.peginc.com/store/deadlands-the-weird-west-core-rules/\" target=\"_blank\" rel=\"noopener\"><em>Deadlands: The Weird West</em></a>, for example, or you might try something a little different and play the innocent schoolmarm destined to save the town. Look through the player&rsquo;s section of your setting or talk to the GM if it&rsquo;s a world of her own creation to see what kind of character catches your interest.</p>\n<h2>Race</h2>\n<p>Settings may feature everything from humans to strange aliens, graceful elves, or other exotic races. You can choose to play any race available in your particular setting.</p>\n<p>A number of sample races are detailed @Compendium[swade-core-rules.swade-rules.Races]{here}, as well as rules for players and Game Masters to @Compendium[swade-core-rules.swade-rules.Making Races]{create your own}.</p>\n<h2>HINDRANCES</h2>\n<p>@Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} are flaws, drawbacks, or dark secrets drawn from a character&rsquo;s backstory.</p>\n<p>You can take up to 4 points of Hindrances. A Major Hindrance is worth 2 points, and a Minor is worth 1. A hero could thus take two Major Hindrances, four Minor, or any combination that adds up to 4 points. (You can take more Hindrances if you want but the maximum benefit is 4 points!)</p>\n<p>Taking Hindrances not only helps you define and roleplay your hero, but also gives you additional points you can use to start with additional attribute or skill points, @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}, or even money for @Compendium[swade-core-rules.swade-rules.Gear Notes]{gear}.</p>\n<p><strong>For 2 points you can:</strong></p>\n<ul>\n<li>Raise an attribute one die type, or</li>\n<li>Choose an @Compendium[swade-core-rules.swade-rules.Edges]{Atout}</li>\n</ul>\n<p><strong>For 1 point you can:</strong></p>\n<ul>\n<li>Gain another skill point, or</li>\n<li>Gain additional starting funds equal to twice your setting's starting amount (see below)</li>\n</ul>\n<h2>TRAITS</h2>\n<p>Characters are defined by attributes and skills, collectively called &ldquo;@Compendium[swade-core-rules.swade-rules.Traits]{traits},&rdquo; and both work in exactly the same way. Attributes and skills are ranked by die types, typically from d4 to d12, with d6 being the average for adult humans. Higher is better!</p>\n<h3>ATTRIBUTES</h3>\n<p>Every character starts with a d4 in each of five attributes: Agilité, Intellect, Âme, Strength, and Vigueur (discussed in more detail @Compendium[swade-core-rules.swade-rules.Traits]{here}).</p>\n<p>You then have 5 points to increase your attributes. Raising a d4 to a d6, for example, costs 1 point. You&rsquo;re free to spend these points however you like, except that no attribute may ever be raised above a d12 unless a racial ability says otherwise (such as @Compendium[swade-core-rules.swade-rules.Making Races]{Attribute Increase}). If it does, each increase beyond a d12 adds a +1 modifier. Increasing a d12 Strength two steps, for example, is a Strength score of d12+2.</p>\n<img src=\"modules/swade-core-rules/assets/art/pg10_red.webp\" alt=\"An image of Red and quote 'No matter what setting she's playing, Emily's character is always 'Red'. Red takes on different aspects when she wan
2021-03-14 16:54:58 +01:00
},
{
"id": "Chases and Vehicles",
"name": "Chases and Vehicles",
2021-03-20 21:29:41 +01:00
"description": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Chases &amp; Vehicles</h1>\n</div>\n<div>\n<p>One of the most thrilling staples of adventure film, television, and fiction is the chase. This simple twist on the regular combat rules lets you race muscle cars over blasted deserts, track freestyle runners across concrete jungles, and even recreate desperate dogfights in the sky or the depths of space.</p>\n<p><strong>When to Use These Rules:</strong> Use the @Compendium[swade-core-rules.swade-rules.Quick Encounters]{Rencontres rapides} rules if you just want to find out if the heroes catch a fleeing foe. If you want more detail, use these rules for highly mobile pursuits too large for the tabletop. You&rsquo;ll also find rules for resolving damage against vehicles, and what effect it has on their drivers in this section.</p>\n<p><strong>The Basics:</strong> Participants vie for position using &ldquo;Chase Cards&rdquo; to track relative distance</p>\n<h3>Maneuvering Skills</h3>\n<p>The following rules often call for maneuvering skill rolls. Exactly what skill that is depends on whether the character is on foot, mounted, or in a vehicle of some sort:</p>\n<ul class=\"red-bullet-list\">\n<li><strong>Airplane or Spaceship: </strong>@Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}</li>\n<li><strong>Foot or Bike: </strong>@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}</li>\n<li><strong>Mount or Wagon: </strong>@Compendium[swade-core-rules.swade-skills.Riding]{Équitation}</li>\n<li><strong>Vehicle: </strong>@Compendium[swade-core-rules.swade-skills.Driving]{Driving}</li>\n<li><strong>Watercraft: </strong>@Compendium[swade-core-rules.swade-skills.Boating]{Boating}</li>\n</ul>\n<p><strong>Critical Failure: </strong>The standard results for @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critically Failing} a maneuvering roll are listed below, but the GM can always create her own result appropriate to the situation as well:</p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Mounted Combat]{Mounted}: </strong>Roll a d6. 1&ndash;2: the rider loses his turn; 3&ndash;4: his mount suffers @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} (this applies to the animal&rsquo;s rolls <em>and</em> the rider&rsquo;s @Compendium[swade-core-rules.swade-skills.Riding]{Équitation} rolls); 5&ndash;6: the rider suffers Fatigue from a bad bounce, low-hanging obstacle, or overexertion trying to control his animal.</li>\n<li><strong>Vehicle: </strong>The operator must roll on the <strong>@Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}</strong> table.</li>\n<li><strong>Walking/Running:</strong> Roll a die. Even, he loses the rest of his turn as he stumbles, negotiates an obstacle, or takes a wrong turn. Odd, he suffers @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/FootChase.webp\" alt=\"Image of a red haired woman leaping over a brick wall with a gun in her hand.\" />\n<h2>Setup</h2>\n<p>To start a chase, shuffle an extra deck of @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} and deal them out in a row on the table (nine is a good number for most chases, add more as needed).</p>\n<p>Now break all the participants into each group that will move and act independently. Everyone in the same ship, boat, or vehicle, for example, is one group. In a foot chase, each player character acts independently because they move independently. The horde of @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} chasing them can be broken up into groups as the GM decides.</p>\n<p>The rear-most character or vehicle should be at the rear&mdash;on the far left card or &ldquo;Card 1.&rdquo; Everyone else should be placed to his right as fits the circumstances. Add more cards to either end of the row if someone falls behind or surges ahead.</p>\n<p>The Range is the number of Chase Cards between participants (not counting the attacker&r
2021-03-14 16:54:58 +01:00
},
{
"id": "Climbing",
"name": "Climbing",
2021-03-19 09:38:15 +01:00
"description": "<div class=\"swade-core\">\n<h2>Climbing</h2>\n<p>Climbing uses the Athletics skill, and the basics are covered under <strong>@Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}</strong>. When the game is in rounds, each inch climbed takes 2&Prime; of Pace.</p>\n<p>No roll is usually needed to ascend ladders or trees with sturdy limbs unless the GM feels there&rsquo;s a good reason (being chased, injured, etc.).</p>\n<p>Under stress (such as during combat rounds), the climber must roll Athletics to make progress. Success means he moves normally, failure means he doesn&rsquo;t make any progress that round, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} indicates a fall! If secured by a rope or other restraint, he falls half the length of the restraint and suffers Fatigue from <strong>@Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps &amp; Bruises}</strong>. If unsecured, see the <strong>@Compendium[swade-core-rules.swade-rules.Falling]{Falling}</strong> rules.</p>\n<p><strong>Modifiers:</strong> The GM should assign a bonus (+2) if the surface has numerous hand- and footholds or the climber has good equipment. Assign a penalty (&minus;1 to &minus;4) for smooth surfaces, lack of equipment, bad weather, etc.</p>\n<h3>Prepared Climbs</h3>\n<p>Break lengthy ascents like climbing mountain sides into three roughly even sections. Assume any falls occur at the &ldquo;top&rdquo; of each section.</p>\n<p>The GM might also consider using the <strong>@Compendium[swade-core-rules.swade-rules.Dramatic Tasks]{Scènes dramatiques}</strong> system if the surface must be ascended in a certain amount of time&mdash;such as before weather hits, guards return, etc.</p>\n</div>"
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},
{
"id": "Cold",
"name": "Cold",
2021-03-20 21:29:41 +01:00
"description": "<div class=\"swade-core\">\n<h2>Cold</h2>\n<p>Trudging through deep snow for hours on end or facing biting, bitter winds can dehydrate and tire a character as quickly as blazing deserts.</p>\n<p>For every four hours spent in weather below freezing (32&deg;&thinsp;F), a character must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll}. Failure means he gains a @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} level. Subtract 2 from the victim&rsquo;s Vigueur roll for every 20 degrees below freezing, to a maximum of &minus;4.</p>\n<p><strong>Clothing:</strong> Subtract 2 if the character has only light clothing. Add +2 for modern winter gear, or +4 for advanced @Compendium[swade-core-rules.swade-rules.Gear Notes]{gear} (heated suits).</p>\n<p><strong>Death:</strong> @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} victims die after 2d6 hours instead of waking @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted}.</p>\n<p><strong>Recovery:</strong> Victims can only recover @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} once they receive adequate warmth and shelter.</p>\n</div>"
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},
{
"id": "Combat",
"name": "Combat",
2021-03-24 01:30:35 +01:00
"description": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Combat</h1>\n</div>\n<div>\n<p>Whether they&rsquo;re the blood-soaked plains of Mars or the corpse-strewn battlefields of the distant past&mdash;these are Savage Worlds and they are often violent. We recommend using miniatures or markers of some sort so players understand their surroundings and can use the terrain to their advantage. If miniatures aren&rsquo;t your thing, see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Templates Without Miniatures}.</p>\n<p><strong>Distance: </strong> Distance: Because the game assumes you are using terrain or a battlemat and standard 28mm miniatures, @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} and weapon @Compendium[swade-core-rules.swade-rules.Range]{ranges} are listed in inches. To translate that to regular distance, one inch is equal to two yards.</p>\n<p>If you&rsquo;re using miniatures and need to accommodate a larger battlefield, simply set each inch as five or 10 yards, for example, and adjust @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement} rates and the like appropriately.</p>\n<p><strong>Time: </strong>When a fight breaks out, game time breaks down into rounds of about six seconds each. Ten rounds, then, equals one minute.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>ROUND: </strong>A &ldquo;round&rdquo; is an entire countdown of @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards}, from the Ace to the Deuce (Two).</li>\n<li><strong>TURN: </strong>A character&rsquo;s &ldquo;turn&rdquo; occurs when his Action Cards comes up in the countdown. A hero with the Six of Diamonds, for example, takes his turn when that card comes up in the round.</li>\n<li><strong>ACTION: </strong>A single attack, skill use, etc. See @Compendium[swade-core-rules.swade-rules.Actions]{Actions} for a more complete description. Characters may perform multiple actions on their turn (see <strong>@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}</strong>).</li>\n</ul>\n<h2>Sections</h2>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards (Initiative)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Actions]{Actions}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Attacks]{Attacks}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Damage]{dégâts}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Damage Effects]{Damage Effects}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Soak Rolls]{Jets dEncaissement}</h3>\n</div>\n</div>\n<img src=\"modules/swade-core-rules/assets/art/Combat.webp\" /></div>"
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},
{
"id": "Common Gear Table",
"name": "Table de l'Équipement commun",
2021-03-20 21:29:41 +01:00
"description": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">3Common Gear</h2>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Item</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"3\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Animals &amp; Tack</span> </span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Horse]{Horse}</td>\n<td>300</td>\n<td>&mdash;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.War Horse]{War Horse}</td>\n<td>750</td>\n<td>&mdash;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Saddle]{Saddle}</td>\n<td>10</td>\n<td>10</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Elaborate Saddle]{Elaborate Saddle}</td>\n<td>50</td>\n<td>10</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"3\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Adventuring Gear</span> </span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Backpack]{Backpack}</td>\n<td>50</td>\n<td>2</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bedroll]{Bedroll (sleeping bag; winterized)}</td>\n<td>25</td>\n<td>4</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Blanket]{Blanket}</td>\n<td>10</td>\n<td>4</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Camera (disposable)]{Camera (disposable)}</td>\n<td>10</td>\n<td>1</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Camera (regular)]{Camera (regular)}</td>\n<td>75</td>\n<td>2</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Camera (digital)]{Camera (digital)}</td>\n<td>300</td>\n<td>1</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Candle]{Candle} (one hour, 2\" radius)</td>\n<td>1</td>\n<td>1</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Canteen (waterskin)]{Canteen (waterskin)}</td>\n<td>5</td>\n<td>1</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Crowbar]{Crowbar}</td>\n<td>10</td>\n<td>2</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.First Aid Kit]{First Aid Kit}</td>\n<td>10</td>\n<td>1</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> Three uses, see <strong>@Compendium[swade-core-rules.swade-rules.Healing]{Guérison}</strong></td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Flashlight]{Flashlight} (10\" beam)</td>\n<td>20</td>\n<td>3</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Flask (ceramic)]{Flask (ceramic)}</td>\n<td>5</td>\n<td>1</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Flint and Steel]{Flint and Steel}</td>\n<td>3</td>\n<td>1</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Goggles]{Goggles}</td>\n<td>20</td>\n<td>1</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Grappling Hook]{Grappling Hook}</td>\n<td>100</td>\n<td>2</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Hammer]{Hammer}</td>\n<td>10</td>\n<td>1</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Handcuffs (manacles)]{Handcuffs (manacles)}</td>\n<td>15</td>\n<td>2</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Lantern]{Lantern} (4 hours, 4\" radius)</td>\n<td>25</td>\n<td>3</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Lighter]{Lighter}</td>\n<td>2</td>\n<td>&mdash;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Lockpicks]{Lockpicks}</td>\n<td>200</td>\n<td>1</td
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},
{
"id": "Compendium Folders License",
"name": "Compendium Folders License",
"description": "<h3>Thanks to&nbsp; Erceron#0370 for allowing us Commerical Use of his fantastic Compendium Folders module. You can check it out <a href=\"https://foundryvtt.com/packages/compendium-folders/\">here</a></h3>"
},
{
"id": "Conviction",
"name": "Conviction",
"description": "<div class=\"swade-core\">\n<h2>Conviction</h2>\n<p>Conviction is a special award granted when a character experiences a great victory or catastrophic misfortune. If possible, use a themed token to note the award; maybe a Marshal&rsquo;s Badge for <cite>Deadlands</cite>, a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} of a different color, a toy doubloon for <cite>50 Fathoms</cite>, and so on.</p>\n<p>Conviction can be spent to add a d6 to all a character&rsquo;s @Compendium[swade-core-rules.swade-rules.Traits]{Trait} and @Compendium[swade-core-rules.swade-rules.Dealing Damage]{dégâts} totals until the beginning of her next @Compendium[swade-core-rules.swade-rules.Actions]{turn}. This die can @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Ace}, and its result is added to the final total.</p>\n<p>Conviction tokens aren&rsquo;t @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies}&nbsp;and can&rsquo;t be used as such. They <em>are</em> kept between sessions, however.</p>\n<p>A character may maintain Conviction from round to round by spending a Benny (at the start of his turn, before it runs out). Once Conviction lapses, however, the effect ends.</p>\n<h3>Triumph And Tragedy</h3>\n<p>Conviction is granted for personal triumph and tragedy, drawing on a character&rsquo;s entire background, including&mdash;but not limited to&mdash;his @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} and @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps}.</p>\n<p>Savage settings may also grant Conviction for certain world-specific actions or events.</p>\n<p><strong>Triumph:</strong> Characters gain Conviction when they overcome significant obstacles core to their overall goals and motivations. This might mean defeating powerful enemies, saving a true love, or overcoming some great mystery or problem.</p>\n<p>The victory should be an achievement over and above the usual. A vampire hunter in <cite>Rippers</cite> shouldn&rsquo;t get Conviction every time he kills a vampire, for example, but he might when he wipes out an entire coven or slays a powerful master vamp&shy;ire. A super hero might gain Conviction when she saves her true love from a death trap or the clutches of a powerful villain. She wouldn&rsquo;t earn it just because her boyfriend is in a dangerous encounter.</p>\n<p><strong>Tragedy:</strong> Some of the most interesting heroes of fiction, film, and legend spend as much time battling their personal demons as they do fighting their foes. Eventually these same issues give them strength as they work through their grief or overcome obstacles to rise once more against the challenges they face.</p>\n<p>When a character experiences a significant personal loss or destructive event, and the GM feels it&rsquo;s appropriate, he gains Conviction. The death of a loved one or close friend (including a party member he was close to), losing an important job, giving in to harmful character flaws and vices, being removed from a case or quest, or getting framed for a crime are all classic examples of heroic tragedy.</p>\n<p>These might happen in the course of the game, but players should also proactively suggest their own ideas to the Game Master. Consider your hero&rsquo;s backstory and occasionally look for ways to do what your favorite authors do to their characters&mdash;torture them! Think about what&rsquo;s important to them and threaten it or take it away. Most of the time this should be done as a quick narrative tale or a scene with a little interaction and roleplaying so as not to distract from the main campaign or the other players&rsquo; time, but occasionally it might inspire a side-trek or adventure to regain&mdash;or avenge!&mdash;whatever was lost.</p>\n<p>Note that earning Conviction for harmful behavior is motivation for players in a game to occasionally spotlight their character&rsquo;s dark side. It is not an endorsement or rationalization of poor conduct in the real world.</p>\n<h2 class=\"blue-example\">Example: Red's Rage</h2>\n<p>Emily is Red, a fighter in a fantasy
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},
{
"id": "Cover and Obstacles",
"name": "Cover and Obstacles",
2021-03-20 21:29:41 +01:00
"description": "<div class=\"swade-core\">\n<h2>Cover &amp; Obstacles</h2>\n<p>@Compendium[swade-core-rules.swade-rules.Attacks]{Melee and ranged attacks} suffer a penalty when attempting to hit a target behind Cover, per the table below:</p>\n<table class=\"table value-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Cover Penalties</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Penalty</th>\n<th class=\"table-column-header\" scope=\"col\">Cover</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>-2</td>\n<td><strong>Light Cover: </strong>A quarter of the target is obscured.</td>\n</tr>\n<tr>\n<td>-4</td>\n<td><strong>Medium Cover: </strong>Half the target is obscured, or target is @Compendium[swade-core-rules.swade-rules.Prone]{à terre}.</td>\n</tr>\n<tr>\n<td>-6</td>\n<td><strong>Heavy Cover: </strong>Three-quarters of the target is obscured.</td>\n</tr>\n<tr>\n<td>-8</td>\n<td><strong>Near Total Cover: </strong>The target is barely visible.</td>\n</tr>\n</tbody>\n</table>\n<h3>Obstacles</h3>\n<p>Sometimes characters have sufficient power to attack their foes through obstacles. (See <strong>@Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}</strong> to actually destroy intervening obstacles.) If a missed attack would have been successful without the Cover modifier and the GM thinks the target is likely to be hit, the obstacle acts as @Compendium[swade-core-rules.swade-rules.Armor]{Armure}.</p>\n<p>If the obstacle is a person or creature, subtract its @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} from the attack. Use the table below as a guide for other materials.</p>\n<table class=\"table value-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Cover Bonus</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Bonus</th>\n<th class=\"table-column-header\" scope=\"col\">Obstacle</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>+2</td>\n<td>Heavy glass, thick leather, drywall, wooden shield, aluminum car door</td>\n</tr>\n<tr>\n<td>+4</td>\n<td>Sheet metal, steel car door</td>\n</tr>\n<tr>\n<td>+6</td>\n<td>Oak door, cinder block wall</td>\n</tr>\n<tr>\n<td>+8</td>\n<td>Brick wall</td>\n</tr>\n<tr>\n<td>+10</td>\n<td>Stone wall, bulletproof glass, tree</td>\n</tr>\n</tbody>\n</table>\n<img src=\"modules/swade-core-rules/assets/art/pg99_quote_cover.webp\" alt=\"Cover is your friend. &mdash; Red So is Full-Auto &mdash; Gabe\" /> <img src=\"modules/swade-core-rules/assets/art/Cover.webp\" alt=\"Image of man in overalls hiding behind bullet ridden box while another man fires at him with an automatic rifle.\" /></div>"
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},
{
"id": "Creative Combat",
"name": "Creative Combat",
2021-03-20 21:29:41 +01:00
"description": "<div class=\"swade-core\">\n<h2>Creative Combat</h2>\n<p>@Compendium[swade-core-rules.swade-rules.Test]{Tests} make a game even more exciting and memorable. Creative Combat enhances a pulp-style game with additional benefits for those who Test with a raise.</p>\n<p>A successful Test works as usual, but if a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} character succeeds with a raise while in combat, her foe is not automatically @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}&mdash;she rolls on the <strong>@Compendium[swade-core-rules.swade-tables.Creative Combat]{Creative Combat table}</strong> instead.</p>\n<img src=\"modules/swade-core-rules/assets/art/pg137_quote_creative_combat.webp\" /></div>"
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},
{
"id": "Credits",
"name": "Credits",
"description": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Credits</h1>\n</div>\n<div>\n<p><span class=\"prefix\">Written &amp; Designed By</span> Shane Lacy Hensley, with Clint Black</p>\n<p><span class=\"prefix\">Art Direction By</span> Aaron Acevedo &amp; Alida Saxon</p>\n<p><span class=\"prefix\">Layout By</span> Karl Keesler &amp; Thomas Shook</p>\n<p><span class=\"prefix\">Cover Art By</span> Jimbo Salgado &amp; Unique Soparie</p>\n<p><span class=\"prefix\">Interior Art By</span> Aaron Acevedo, Bruno Baxila, Chris Bivins, Emil Cabaltierra, Donald Crank, Dennis Darmody, Sebastien Ecosse, Alberto Foche, Bien Flores, Gil Formosa, Ross Grams, Konrad Korgull, Irina Kuzmina, Chris Malidore, Jordan Peacock, Aaron Riley, Martin De Diego Sadaba, Alida Saxon, Unique Soparie, Bryan Syme, Jon Taylor, Tomek Tworek, Cheyenne Wright</p>\n<p><span class=\"prefix\">Line Editors:</span> Matthew Cutter, John Goff, Teller, Scott Woodard</p>\n<p><span class=\"prefix\">Pinnacle Playtesters &amp; Proofers:</span> Erica Balsley, Jodi Black, Matthew Cutter, Preston DuBose, John Goff, Norm Hensley, Simon Lucas, Mike McNeal, Sean Roberson, Thomas Shook, Steve Todd</p>\n<h2>Advocates, Contributors &amp; Playtesters</h2>\n<p>Dave Andrews, Veronica Blessing, Ron Blessing, Jayson C, Jordan Caves-Callarman, Jack Emmert, Sean Patrick Fannon, Chris Fuchs, M. Alfonso Garc&iacute;a, Marc Gacy, David Garrett, Hamish Halket, Darrell Hardy, Dustin Hatchett, Darrell Hayhurst, John Hopler, Neal Hyde, Aaron Isaac, Derek Johnson, Steve Kellison, Christopher Landauer, Lee Langston, Adam Loyd, Min Lungelow, Brian McCabe, Randy Mosiondz, Andrea Parducci, Bruce Powell, Paul Rigby, R Kal Ringenbach, Dave Ross, Matt Rowles, Tracy Sizemore, Zeke Sparkes, Robert Spice, Bill Stilson, Joe Thomas, Brett Wallis, Scott Woodard, Michael Ysker, Micheal Zeid</p>\n<h2>Special Thanks To Our Licensees, the Aces</h2>\n<p>Please see our website at www.peginc.com for a current list. Thank you so much for sharing your incredible creativity and passion with our community. Truly.</p>\n<h2>Special Thanks to Our VTT Conversion Team</h2>\n<p>Aaron Acevedo, Dr. Amy Marshall, Dev Bharel, Florian Radlberger, Kristian Serrano, Dan Orcott, Jeremy Puckett, Mike Combs, Jon Odishoo, Rich Finder, John Stevens, Joseph Schnurr</p>\n<h2>Special Thanks To Our International Partners</h2>\n<p><strong>Brazil</strong>: Guilherme Moraes, Fernando Pires, Eder Marques, Daniel Martins of Retropunk&ndash;<strong>France</strong>: Sabine Abbonato, Ghislain Bonnotte, David Burckle, Damien Coltice, Yannick &ldquo;Torgan&rdquo; Le Gu&eacute;dart of Black Book Editions&ndash;<strong>Germany</strong>: Markus Ploetz, Michael Mingers of Ulisses Spiele (Adventure Edition)&ndash;<strong>Germany</strong>: Sascha Schnitzer, Christian Loewenthal of Prometheus Games (Deluxe Edition)&ndash;<strong>Italy</strong>: Luca Basile, Matteo Ceresa, Gionata Dal Farra of Jolly Troll / SpaceOrange42&ndash;<strong>Poland</strong>: Piotr Koryś, Umberto Pignatelli, Andy Slack, Tomasz Z. Majkowski of GRAmel Books&ndash;<strong>Russia</strong>: Anastasia &ldquo;Chima&rdquo; Gasteva, Aleksandr Ermakov, Pavel Gurov of Studio 101&ndash;<strong>South Korea</strong>: Seungyeon Yi, Hanah Seo&ndash;<strong>Spain</strong>: Jorge &ldquo;Tiberio&rdquo; Coto, Adolfo Garc&iacute;a, M. Alfonso Garc&iacute;a of HT Publishers</p>\n<p>Dedicated to hundreds of thousands of Game Masters and players who have explored countless landscapes, rolled endless Aces, and shared their love and enthusiasm of gaming with friends, family, and strangers around the most Savage of Worlds&hellip;</p>\n<p>Savage Worlds, all unique characters, creatures, and locations, artwork, logos, and the Pinnacle logo are &copy; 2020 Great White Games, LLC; DBA Pinnacle Entertainment Group. Distributed by Studio 2 Publishing, Inc. Printed in China.</p>\n</div>\n<img src=\"modules/swade-core-rules/assets/icons/PEG_Logo.png\" alt=\"Pinnacle Logo\" />\n<p style=\"text-align: center; font-style: bold;\">WWW.PEGINC.COM &mdash; Second Printing</p>\n</div>"
},
{
"id": "Damage",
"name": "Damage",
"description": "<div class=\"swade-core\">\n<h3>Damage</h3>\n<p>Damage is listed in terms of dice. Projectile weapons have fixed damage (such as 2d6). Melee weapons have damage based on the wielder&rsquo;s @Compendium[swade-core-rules.swade-rules.Traits]{Force} die plus another die, as listed under individual weapon entries. A dagger, for instance, inflicts Str+d4 damage.</p>\n</div>"
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},
{
"id": "Damage Effects",
"name": "Damage Effects",
2021-03-24 01:30:35 +01:00
"description": "<div class=\"swade-core\">\n<h2>Damage Effects</h2>\n<p>Damage can result in three effects: Shaken, Wounds, and Incapacitation.</p>\n<h3>Shaken</h3>\n<p>Shaken characters are nicked, bruised, or otherwise rattled. They may only take @Compendium[swade-core-rules.swade-rules.Actions]{free actions}, such as @Compendium[swade-core-rules.swade-rules.Movement]{moving} (including running). At the start of their turn, Shaken characters must attempt to recover from being Shaken by making a @Compendium[swade-core-rules.swade-rules.Traits]{Âme} roll. This is a free action.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>FAILURE: </strong>The character remains Shaken. She can only perform free actions.</li>\n<li><strong>SUCCESS: </strong>The character is no longer Shaken and may act normally.</li>\n</ul>\n<p><strong>Spending Bennies: </strong>A player may spend a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} at any time to remove her Shaken status (even when it&rsquo;s not her turn).</p>\n<h3>Wounds</h3>\n<p>Every raise on the damage roll inflicts a Wound. @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} are Incapacitated if they take a single Wound (and aren&rsquo;t <strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Resilient}</strong>). They&rsquo;re dead, injured, or otherwise out of the fight.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} can take three Wounds and still function (more with certain @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} or abilities). Further damage doesn&rsquo;t cause additional Wounds but Incapacitates them instead.</p>\n<p><strong>Wound Penalties:</strong> Each Wound a character suffers causes a &minus;1 cumulative penalty to his @Compendium[swade-core-rules.swade-rules.Movement]{Allure} (minimum of 1&Prime;) and all @Compendium[swade-core-rules.swade-rules.Traits]{Trait} rolls&mdash;up to a maximum penalty of &minus;3.</p>\n<p><strong>Timing:</strong> Characters sometimes take multi&shy;ple hits on the same @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action}. Resolve each damage roll separately and completely before moving on to the next (including any @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Jets dEncaissement}).</p>\n<h3>Incapacitation</h3>\n<p>Incapacitated characters may not perform actions but are still dealt Action Cards for the remainder of the encounter in case they recover or must roll for other effects such as <strong>Bleeding Out</strong> (below). @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} or @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} that affect card draws, such as @Compendium[swade-core-rules.swade-edges.Quick]{Vif}, @Compendium[swade-core-rules.swade-edges.Level Headed]{Tête froide}, or @Compendium[swade-core-rules.swade-hindrances.Hesitant]{Hesitant} are ignored when the hero is Incapacitated.</p>\n<p>If Incapacitated by damage or injury, he must make an immediate @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll:</p>\n<ul class=\"red-bullet-list\">\n<li><strong>CRITICAL FAILURE: </strong>The character dies.</li>\n<li><strong>FAILURE: </strong>Roll on the <strong>@Compendium[swade-core-rules.swade-tables.Injury Table]{Injury Table}</strong>. The Injury is permanent and the character is <strong>Bleeding Out</strong>, see below.</li>\n<li><strong>SUCCESS: </strong>Roll on the <strong>Injury Table</strong>. The Injury goes away when all Wounds are healed.</li>\n<li><strong>RAISE: </strong>Roll on the <strong>Injury Table</strong>. The Injury goes away in 24 hours, or when all Wounds are healed (whichever is sooner).</li>\n</ul>\n<p>Characters cannot take actions and might be unconscious (GM&rsquo;s call). The victim makes a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll each day thereafter and is no longer Incapacitated (or unconscious) if successful. They may also heal Wounds during this time (see <strong>@Compendium[swade-core-rules.swad
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},
{
"id": "Dealing Damage",
"name": "Dealing Damage",
2021-03-20 21:29:41 +01:00
"description": "<div class=\"swade-core\">\n<h2>Damage</h2>\n<p>After a successful melee or ranged hit, the attacker rolls damage. Ranged weapons do fixed damage as listed in the @Compendium[swade-core-rules.swade-rules.Gear Notes]{Gear} section. Most pistols, for example, cause 2d6 damage.</p>\n<p>Hand weapons cause damage equal to the attacker&rsquo;s @Compendium[swade-core-rules.swade-rules.Traits]{Force} die plus a second die, which depends on the weapon. A barbarian with a d12 Strength and a long sword (d8 damage) rolls d12+d8 damage.</p>\n<p>Even though Strength is used to determine melee damage, this isn&rsquo;t a @Compendium[swade-core-rules.swade-rules.Traits]{Trait} roll so @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} don&rsquo;t add a Wild Die to the roll.</p>\n<p>All damage rolls can Ace.</p>\n<p><strong>Unarmed Damage: </strong>An unarmed combatant rolls only his Strength die unless he has an @Compendium[swade-core-rules.swade-rules.Edges]{Atout} like <strong>@Compendium[swade-core-rules.swade-edges.Brawler]{Brawler} </strong>or <strong>@Compendium[swade-core-rules.swade-edges.Martial Artist]{Martial Artist}</strong> that grants him a damage die.</p>\n<h3>Bonus Damage</h3>\n<p>Well-placed attacks are more likely to hit vital areas, and so do more damage. If your hero gets a raise on his attack roll (regardless of how many raises), he adds +1d6 to the final total. Bonus dice can also Ace!</p>\n<p>Bonus damage applies to all attacks, including @Compendium[swade-core-rules.swade-rules.Powers]{spells} and @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{area effect} weapons.</p>\n<h3>Applying Damage</h3>\n<p>If the damage roll is less than the target&rsquo;s @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}, the victim is beaten up a bit but there&rsquo;s no game effect. If the damage is equal to or greater than his Toughness, he&rsquo;s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}. Each raise on the damage roll also inflicts a&nbsp; @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}:</p>\n<ul class=\"red-bullet-list\">\n<li><strong>SUCCESS: </strong>The character is Shaken. If he was already Shaken and the second result is from physical damage of some kind (not a Test that results in Shaken, for example), he remains Shaken and takes a Wound.</li>\n<li><strong>Raise: </strong> The character suffers a Wound for every raise on the damage roll, and is Shaken.</li>\n</ul>\n<aside class=\"more-on-shaken\">\n<h2>More on Shaken</h2>\n<p>Shaken and Wounds can be a little confusing to new players. Here&rsquo;s a table that might help.</p>\n<table class=\"table\"><caption class=\"table-caption\">&nbsp;</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">Victim is Unshaken</th>\n<th class=\"table-column-header\" scope=\"col\">Victim is already Shaken</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td><strong>Success</strong> (0-3 points of damage over Toughness)</td>\n<td>Shaken</td>\n<td>1 Wound and remains Shaken</td>\n</tr>\n<tr>\n<td><strong>1 Raise</strong> (4-7 points of damage over Toughness)</td>\n<td>1 Wound and Shaken</td>\n<td>1 Wound and remains Shaken</td>\n</tr>\n<tr>\n<td><strong>2 Raise</strong> (8-11 points of damage over Toughness)</td>\n<td>2 Wounds and Shaken</td>\n<td>2 Wounds and remains Shaken</td>\n</tr>\n<tr>\n<td><strong>3 Raise</strong> (12-15 points of damage over Toughness)</td>\n<td>3 Wounds and Shaken</td>\n<td>3 Wounds and remains Shaken</td>\n</tr>\n</tbody>\n</table>\n<p><strong class=\"red-text\">EXAMPLES:</strong></p>\n<ul>\n<li>Red takes a Wound. She's also Shaken.</li>\n<li>Red is Shaken, then takes a Wound. She has one Wound and remains Shaken.</li>\n<li>Red is already Shaken, then Shaken again (without a Wound). She now has one Wound and remains Shaken.</li>\n<li>Red has two wounds and is Shaken. She takes another Wound, so she has three Wounds and remains Shaken.</li>\n</ul>\n</aside>\n</
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},
{
"id": "Defend",
"name": "Defend",
"description": "<div class=\"swade-core\">\n<h2>Defend</h2>\n<p>A character can choose to focus all her energy and skill into defense against melee attacks with the Defend maneuver. This increases her @Compendium[swade-core-rules.swade-rules.Characters]{Parade} by +4 and takes her entire turn&mdash;she cannot perform @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}. She may move normally but may not @Compendium[swade-core-rules.swade-rules.Movement]{run}. The bonus lasts until the beginning of her next turn.</p>\n</div>"
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},
{
"id": "Disarm",
"name": "Disarm",
"description": "<div class=\"swade-core\">\n<h2>Disarm</h2>\n<p>A character can try to make an opponent drop a weapon (or other object) or attempt to damage it, by making a @Compendium[swade-core-rules.swade-rules.Attacks]{melee or ranged attack}.</p>\n<p>The attacker must first hit the object or the opponent&rsquo;s limb or hand (see <strong>@Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}</strong>)</p>\n<p>If the attack hits the weapon, the attacker rolls damage normally for an item (no raise effect or Aces, see <strong>@Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}</strong>). The defender must make a @Compendium[swade-core-rules.swade-rules.Traits]{Force} roll equal to the damage or drop the item.</p>\n<p>If the attack is against the wielder and @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shakes or Wounds} him, the defender must make a @Compendium[swade-core-rules.swade-rules.Traits]{Force} roll at &minus;2 if it hit his limb, or &minus;4 if it hit his hand, plus any Wound penalties that result as usual. Failure means he drops whatever item is in that hand.</p>\n</div>"
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},
{
"id": "Disease",
"name": "Disease",
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"description": "<div class=\"swade-core\">\n<h2>Disease</h2>\n<p>Diseases cover a wide range of maladies, from long-term debilitating illnesses to those which might cause immediate spasms or death.</p>\n<p>Diseases can be contracted through various vectors, such as an airborne source, ingestion, or the touch or bite of a creature that causes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wound or Shaken} result. In any of these situations, the victim must make an immediate @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} to avoid infection.</p>\n<p>To handle such a diverse range of diseases, we&rsquo;ve broken them down into three major categories. If you&rsquo;re trying to model a specific disease, adjust the rules presented here to better reflect its symptoms.</p>\n<p><strong>Recovery:</strong> Diseases can only be cured by waiting until they&rsquo;ve run their course or with specific medications&mdash;whether or not those are available depends on the setting.</p>\n<p>The symptoms can often be treated by common medicines, however. With a success&shy;ful @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll, a doctor, physician, shaman, etc., can prescribe or create a treatment. He may attempt to do so once per day.</p>\n<p>Each application of the treatment (pills, poultices, etc.) reduces @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} by one level for four hours.</p>\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Disease Categories</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Effect</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>Chronic</td>\n<td>Includes leprosy, the final stages of tuberculosis or cancer, and similar severe maladies. They may result in death if left untreated. At the start of every game session, the character makes a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll}. Failure means she&rsquo;s @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhausted} from spasms, coughing fits, or similar issues for that session. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means he will expire before the end of the session. The GM is encouraged to let heroes go out in a blaze of glory if possible. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success}&nbsp;means the victim is Fatigued for the game session, and a raise means he gets a second wind and suffers no ill effects.</td>\n</tr>\n<tr>\n<td>Debilitating</td>\n<td>Flus, viruses, stomach bugs and the like have various specific symptoms but generally result in the character being @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigued} for 2d6 days.</td>\n</tr>\n<tr>\n<td>Lethal</td>\n<td>Fast-acting diseases that kill are rare in the real world but might be found on alien worlds or the darkest depths of forgotten dungeons. On contracting the disease, the hero is&nbsp;<span style=\"background-color: rgba(255, 255, 255, 0.2);\">@Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigued}</span>. At the start of each turn thereafter, he must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} or suffer a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}! (Some diseases may call for a Vigueur roll more slowly, such as once per hour or once per day.) A successful @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll stops the effects only if the proper medicine is on hand to stop the disease. The @Compendium[swade-core-rules.swade-powers.Healing]{healing power} also halts the effects.</td>\n</tr>\n</tbody>\n</table>\n</div>"
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},
{
"id": "Distracted and Vulnerable",
"name": "Distracted and Vulnerable",
"description": "<div class=\"swade-core\">\n<h2>Distracted &amp; Vulnerable</h2>\n<p>Characters may be Distracted or made Vulnerable by @Compendium[swade-core-rules.swade-rules.Test]{Tests}, @Compendium[swade-core-rules.swade-rules.Powers]{Powers}, or creature effects. Both states last until the end of the character&rsquo;s next turn. If a hero becomes Distracted or Vulnerable during her current turn, it lasts until the end of her <em>next</em> turn.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>DISTRACTED: </strong>The hero subtracts 2 from all @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait Rolls} until the end of his next turn.</li>\n<li><strong>VULNERABLE: </strong>@Compendium[swade-core-rules.swade-rules.Actions]{Actions} and attacks against the target are made at +2 until the end of his next turn. This doesn&rsquo;t stack with <strong>@Compendium[swade-core-rules.swade-rules.The Drop]{The Drop}</strong>&mdash;use only the highest.</li>\n</ul>\n</div>"
},
{
"id": "Dragon Fire Shield",
"name": "Dragon Fire Shield",
"description": ""
},
{
"id": "Dramatic Tasks",
"name": "Dramatic Tasks",
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"description": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Dramatic Tasks</h1>\n</div>\n<div>\n<p>Heroes often find themselves in tense and dangerous situations such as defusing a bomb, hacking a computer, or rescuing people from a burning building or sinking ship with a definite&mdash;and sometimes deadly&mdash;time limit.</p>\n<p>The system below simulates these events and helps the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Meneur de Jeu} insert some drama into what would otherwise be simple skill rolls.</p>\n<p><strong>When to Use These Rules:</strong> Dramatic Tasks are great for tense actions that must be performed in a hurry or have disastrous effects if failed.</p>\n<p><strong>The Basics:</strong> The heroes make skill rolls to accumulate &ldquo;Task Tokens&rdquo; and resolve the event before time runs out.</p>\n<h2>Setup</h2>\n<p>The Game Master starts by figuring out what the task is, how long the party has to complete it, and how many tokens they need for success.</p>\n<h3>Single Person Tasks</h3>\n<p>Use these guidelines when only a single character can attempt the task each turn:</p>\n<ul class=\"red-bullet-list\">\n<li><strong>Challenging:</strong> Collect four Task Tokens in three rounds. <em>Examples: </em>Defuse an explosive with no booby traps, hack a keypad in a low-end security door, untangle a parachute before it hits the ground, disengage a railroad car.</li>\n<li><strong>Difficult:</strong> Collect six Task Tokens in four rounds. <em>Examples:</em> Defuse a bomb with a booby trap, cast a ritual, land a passenger jet with no @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting} skill and instructions from the tower.</li>\n<li><strong>Complex:</strong> Collect eight Task Tokens in five rounds. <em>Examples:</em> Defuse a bomb with multiple booby traps inside a protective case, hack into a highly protected computer system, cast a large and powerful ritual, repair a complicated machine with multiple moving or electronic parts.</li>\n</ul>\n<h3>Multi-Person Tasks</h3>\n<p>If more than one person can attempt the task at once, such as crewing different stations in a falling starship, the GM must set the number of rounds and tokens required for victory herself. Here are some guidelines.</p>\n<p>Assume each player will average one success per turn. Use that as a guideline if you want the task to be &ldquo;fair,&rdquo; and set the number of rounds from three to five as you feel appropriate. A party of five given three rounds to save a starship, for example, needs to accumulate 15 Task Tokens in three rounds. Increase or decrease the number of tokens to make it more or less challenging.</p>\n<p>If the number of tokens achieved is a measure of success rather than a straight win/fail condition, such as rescuing victims from a fire or taking bags of gold from a bank before the automated vault closes, simply set the possible number of tokens that may be gathered in the time allowed. Each token gathered represents a person saved, a bag recovered, etc. It&rsquo;s up to you whether it&rsquo;s possible to save them all (using the guide above) or not.</p>\n<p>Don&rsquo;t be afraid to let the party choose how many will attempt the task either, especially if there&rsquo;s something else going on at the same time. Deciding how many heroes will hack a large computer system while they&rsquo;re being attacked by security drones allows them to choose their tactics.</p>\n<h2>Performing The Task</h2>\n<p>Characters are dealt @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} as usual during a Dramatic Task. Those attempting the task make relevant @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} checks and get a Task Token for each success and raise. Failure means no progress and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} reduces progress by one (if there are any).</p>\n<p>The skills that can be used to accumulate tokens depends on the situation. They might be defined, such as @Compendium[swade-core-rules.swa
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},
{
"id": "Drowning",
"name": "Drowning",
"description": "<div class=\"swade-core\">\n<h2>Drowning</h2>\n<p>Swimming is covered under @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}. In still water, each inch of movement on the tabletop takes 2&Prime; of @Compendium[swade-core-rules.swade-rules.Characters]{Allure}. Swimming up or down stream should modify this as the Game Master sees fit.</p>\n<p>Under hazardous conditions, swimmers must roll @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} to move. Failure means she makes no progress that round, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} causes a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. With success she moves normally.</p>\n<p>If it becomes important to know, characters can hold their breath for a number of rounds equal to 2 plus their @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} die, or half that if they weren&rsquo;t prepared for being submerged and didn&rsquo;t have time to get a good breath.</p>\n<p><strong>Life Vests:</strong> Add +2 to swimming rolls if a character wears a life vest.</p>\n<p><strong>Death:</strong> Incapacitated characters perish in a number of rounds equal to their @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} die. If someone can get to the victim before then, he can be resuscitated with a @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll at &minus;2.</p>\n</div>"
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},
{
"id": "Dumb Luck",
"name": "Dumb Luck",
"description": "<div class=\"swade-core\">\n<h2>Dumb Luck</h2>\n<p>Dumb Luck allows a player to spend a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} even after a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}. The failure still happens in some way, but the character can spend one Benny (and only one) for one more roll. The hero still drops her weapon, flubs her @Compendium[swade-core-rules.swade-skills.Taunt]{Taunt}, or otherwise &ldquo;fails&rdquo; the attempt&mdash;but if the reroll from the Benny is actually successful, it somehow still results in whatever success the new roll provides.</p>\n<p>A character trying to pick a lock might break the lock on a Critical Failure, for example, but only after cracking the lock. Or a warrior who fumbles a @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} roll might hit a foe as if he&rsquo;d thrown the weapon!</p>\n<p>The player and Game Master should work together to describe the scene in some fun or bizarre way that explains how the mishap ultimately results in success.</p>\n<p class=\"embedded-example\"><strong>Example: </strong>Red fires three shots from her submachine gun (Rate of Fire 3). She rolls a 1 on her Wild Die and two of her Shooting dice&mdash;a Critical Failure! The GM decides the sudden recoil makes her drop her gun.<br />Red&rsquo;s player, Emily, calls on Dumb Luck and spends a Benny. The reroll results in two hits (one with a raise!). The GM says the weapon bounces on the ground and sprays randomly, hitting two of Red&rsquo;s foes!</p>\n</div>"
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},
{
"id": "Dwarves",
"name": "Dwarves",
"description": "<div class=\"swade-core\">\n<h2>Dwarves</h2>\n<p>Dwarves are short but stout, hardy people who come from massive caverns or high mountains. They are a proud, warlike race, usually made so by frequent contact with hostile races such as orcs and goblins.</p>\n<p>Dwarves usually live upwards of 200 years. In most fantasy campaigns, they have ruddy skin and all human hair colors.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>LOW LIGHT VISION</strong>: Dwarven eyes are accustomed to the dark of the underearth. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.</li>\n<li><strong>REDUCED PACE</strong>: Dwarves have short legs compared to most races. Decrease their @Compendium[swade-core-rules.swade-rules.Movement]{Allure} by 1 and their running die one die type.</li>\n<li><strong>TOUGH</strong>: Dwarves are stout and tough. They start with a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} instead of a d4. This increases maximum Vigueur to d12+1.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Dwarves.webp\" alt=\"An image of a Dwarf\" /></div>"
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},
{
"id": "Dynamic Backlash",
"name": "Dynamic Backlash",
"description": "<div class=\"swade-core\">\n<h2>Dynamic Backlash</h2>\n<p>A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}&nbsp;on an arcane skill check results in <strong>@Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}</strong>. That works well in traditional fantasy settings or worlds where magic is relatively common. If you feel magic should come with a higher price, however, use the <strong>@Compendium[swade-core-rules.swade-tables.Dynamic Backlash]{Dynamic Backlash}</strong>&nbsp;table instead.</p>\n<p class=\"embedded-example\"><strong>Example:</strong> Gabe is a techno-sorceror in some far-flung science fiction world. He rolls a Critical Failure when casting lower Trait against an enemy&rsquo;s Agilité. Gabe&rsquo;s player rolls Backfire on the Dynamic Backlash table so it affects his friend Red instead.<br />Red&rsquo;s Agilité suddenly drops two die types, forcing the warrior to go on the defensive until the power wears off.</p>\n</div>"
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},
{
"id": "Edge 01",
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"name": "Atouts 01",
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"description": ""
},
{
"id": "Edge 02",
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"name": "Atouts 02",
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"description": ""
},
{
"id": "Edge 03",
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"name": "Atouts 03",
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"description": ""
},
{
"id": "Edge 04",
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"name": "Atouts 04",
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"description": ""
},
{
"id": "Edge 05",
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"name": "Atouts 05",
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"description": ""
},
{
"id": "Edge 06",
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"name": "Atouts 06",
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"description": ""
},
{
"id": "Edges",
"name": "Atouts",
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"description": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Atouts<\/h1>\n<\/div>\n<div>\n<p>Vous trouverez ci-dessous une liste d'Atouts adapt&eacute;s &agrave; la plupart des univers de jeux. Vous trouverez d'autres Atouts dans les univers de jeu officiels publi&eacute;s pour <em>Savage Worlds<\/em>.<\/p>\n<p>Les Atouts sont regroup&eacute;s par cat&eacute;gorie pour faciliter la cr&eacute;ation du personnage. Un r&eacute;sum&eacute; est disponible p. 59.<\/p>\n<p>Un Atout ne peut &ecirc;tre choisi qu'une fois sauf indication contraire.<\/p>\n<p><strong class=\"red-text\">Pr&eacute;requies:<\/strong> sous chaque Atout est indiqu&eacute; le <strong>Rang<\/strong> minimim (voir @Compendium[swade-core-rules.swade-rules.Advancement]{Avancement}) pour pouvoir le s&eacute;lectionner, ainsi que d'autres &eacute;ventue ls pr&eacute;requis comme des Attributs, des Comp&eacute;tences ou d'autres Atouts.<\/p>\n<\/div>\n<figure class=\"figure table-figure\">\n<figcaption class=\"figure-heading\">R&eacute;sum&eacute; des Atouts<\/figcaption>\n<table class=\"table summary-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Atouts de Background<\/h2>\n<\/caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\">Atout<\/th>\n<th class=\"table-column-header\">Pr&eacute;requis<\/th>\n<th class=\"table-column-header\">R&eacute;sum&eacute;<\/th>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextre}<\/td>\n<td>N, Agi d8<\/td>\n<td>Ignore -2 @Compendium[swade-core-rules.swade-rules.Traits]{Trait} de main non directrice.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Arcanes]{Arcanes}<\/td>\n<td>N<\/td>\n<td>Donne acc&egrave;s &agrave; un domaine d'Arcanes du chapitre 5.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Aristocrat]{Aristocrate}<\/td>\n<td>N<\/td>\n<td>@Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture g&eacute;n&eacute;rale} et @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} (r&eacute;seautage) +2 parmi les classes sup&eacute;rieures.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Brave]{Brave}<\/td>\n<td>N, &Acirc;me d6<\/td>\n<td>+2 contre la @Compendium[swade-core-rules.swade-rules.Fear]{Terreur} et -2 sur la table @Compendium[swade-core-rules.swade-macros.Fear Table]{Table de terreur}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Brute]{Brute}<\/td>\n<td>N. For d6, Vig d6<\/td>\n<td>@Compendium[swade-core-rules.swade-skills.Athletics]{Athl&eacute;tisme} li&eacute; &agrave; @Compendium[swade-core-rules.swade-rules.Characters]{Force}, peut r&eacute;sister &agrave; @Compendium[swade-core-rules.swade-skills.Athletics]{Athl&eacute;tisme} avec @Compendium[swade-core-rules.swade-rules.Characters]{Force}, @Compendium[swade-core-rules.swade-rules.Range]{Port&eacute;e} +1\/+2\/+4 si lancer.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Luck]{Chanceux}<\/td>\n<td>N<\/td>\n<td>+1 @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} par session.<\/td>\n<\/tr>\n<tr>\n<td class=\"improved-edge\">@Compendium[swade-core-rules.swade-edges.Great Luck]{Tr&egrave;s chanceux}<\/td>\n<td>N, Chanceux<\/td>\n<td>+2 @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} par session.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Charismatic]{Charismatique}<\/td>\n<td>N, &Acirc;me d8<\/td>\n<td>Relance gratuite en @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}.<\/td>\n<\/tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-edges.Brawny]{Costaud}<\/td>\n<td>N, For d6, Vig d6<\/td>\n<td>@Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille} +1 (max. 3)&nbsp; et donc @Compendium[swade-core-rules.swade-rules.Characters]{R&eacute;sistance}) +1, @Compendium[swade-core-rules.swade-rules.Characters]{Force} pour @Compendium[swade-core-rules.swade-rules.Gear Notes]{Encombrement} et @Compendium[swade-core-rules.swade-rules.Characters]{Force} min.) +1 cran.<\/td>
},
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{
"id": "Electricity",
"name": "Electricity",
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"description": "<div class=\"swade-core\">\n<h2>Electricity</h2>\n<p>Touching or brushing up against an electrical outlet or the kind of electric fence found around small farms requires a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} at &minus;2. Success means the character is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted}. Failure means he&rsquo;s @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.</p>\n<p>If the source was gripped (such as trying to climb a fence and grabbing an electrified wire), the muscles freeze up and the victim can&rsquo;t let go until he makes a Vigueur roll at &minus;4 (at the start of each turn as a free action).</p>\n<p>Each round the roll is failed, he takes a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. Once Incapacitated, he lets go and no further rolls are required.</p>\n<h3>High Voltage</h3>\n<p>Contact with a high voltage electrical source such as a military-level fence or power line causes 4d6 damage.</p>\n<p>In dramatic games, this knocks the victim away from the fence 1d4&Prime;. In more realistic games, the victim spasms and must make a Vigueur roll at &minus;4 each turn to let go (a free action at the start of his turn). If failed, he suffers the damage each turn until he manages to let go or dies.</p>\n<p>Increase the damage to 5d6 if the victim is standing in water or in the rain.</p>\n<p><strong>Armor:</strong> @Compendium[swade-core-rules.swade-rules.Armor]{Armure} doesn&rsquo;t protect from electrical damage unless it&rsquo;s specifically designed to do so (i.e., a rubberized suit).</p>\n</div>"
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},
{
"id": "Elves",
"name": "Elves",
"description": "<div class=\"swade-core\">\n<h2>Elves</h2>\n<p>Elves are tall, thin souls with pointed ears and deep-set eyes of various colors. Whether they hail from the deep forests or hidden valleys, they are all born more graceful than humans, though somewhat slighter. Most elves live upwards of 300 years. They have fair skin and their hair includes all human colors, plus shades of silver, blue, and gold.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>AGILE</strong>: Elves are graceful and agile. They start with a d6 in @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} instead of a d4. This increases maximum Agilité to d12+1.</li>\n<li><strong>ALL THUMBS</strong>: Elves have an inherent dislike of mechanical objects, and thus have the @Compendium[swade-core-rules.swade-hindrances.All Thumbs]{All Thumbs} Hindrance. They shun most mechanical items and designs.</li>\n<li><strong>LOW LIGHT VISION</strong>: Elven eyes amplify light. Other races often claim they can see stars in the elves&rsquo; eyes. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Elves.webp\" alt=\"An image of an Elf\" /></div>"
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},
{
"id": "Energy Skin",
"name": "Energy Skin",
"description": "<div class=\"swade-core\">\n<h3>Energy Skin</h3>\n<p>The armor is treated with an &ldquo;energy skin&rdquo; (or skein) to diffuse energy, reducing damage from lasers by 4. This costs 50% of the armor treated and is very shiny, subtracting 2 from @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} rolls based on vision.</p>\n</div>"
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},
{
"id": "Evasion",
"name": "Evasion",
"description": "<div class=\"swade-core\">\n<h2>Evasion</h2>\n<p>Some attacks are slow or require the user to &ldquo;telegraph&rdquo; their delivery, like flamethrowers or dragon&rsquo;s breath. Such attacks state they may be &ldquo;evaded.&rdquo; If an attack doesn&rsquo;t say it can be evaded, it can&rsquo;t&mdash;victims are simply hit if the attack is successful and take damage.</p>\n<p>If an attack can be evaded and the character is aware of it, he makes an @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} roll at &minus;2. Those who are successful manage to avoid the attack and take no damage. If this was an @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone}, the GM should place the figure to the side or rear of the template as makes sense in the situation.</p>\n</div>"
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},
{
"id": "Falling",
"name": "Falling",
"description": "<div class=\"swade-core\">\n<h2>Falling</h2>\n<p>Falling damage is 1d6+1 per 2&Prime; (4 yards), to a maximum of 10d6+10.</p>\n<p><strong>Snow:</strong> Particularly soft ground, such as very deep snow, acts as a cushion. Every foot of soft snow reduces damage 1 point.</p>\n<p><strong>Water:</strong> A successful @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} halves damage into reasonably deep water at heights of 10&Prime; (20 yards) or less. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} negates the damage entirely. Those who fall into water from heights greater than 20 yards take damage as if they&rsquo;d hit solid earth.</p>\n</div>"
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},
{
"id": "Fanatics",
"name": "Fanatics",
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"description": "<div class=\"swade-core\">\n<h2>Fanatics</h2>\n<p>Use this rule in pulp-style games where henchmen are numerous and villains are larger than life.</p>\n<p>When a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} enemy character is hit by a successful attack and the GM thinks it&rsquo;s appropriate, one of his henchmen, goons, or other allies jumps in front of his master and takes the attack instead.</p>\n</div>"
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},
{
"id": "Fast Healing",
"name": "Fast Healing",
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"description": "<div class=\"swade-core\">\n<h2>Fast Healing</h2>\n<p>@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} make natural @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} rolls once per day instead of every five days (or once per hour if the race has @Compendium[swade-core-rules.swade-rules.Special Ability (Regeneration)]{Special Ability - Regeneration}).</p>\n<p><strong>Bumps &amp; Bruises:</strong> Wild Cards recover one level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} from <strong>@Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps &amp; Bruises}</strong> every four hours instead of the usual 24.</p>\n</div>"
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},
{
"id": "Fatigue",
"name": "Fatigue",
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"description": "<div class=\"swade-core\">\n<h2>Fatigue</h2>\n<p>Some hazards, stress, powers, or circum&shy;stances may cause Fatigue instead of @Compendium[swade-core-rules.swade-rules.Damage]{dégâts}. This represents mental stress or minor but lingering injuries that make a person less effective. Fatigue stacks until the victim is Incapacitated.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>FATIGUED: </strong>The victim subtracts 1 from all @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait rolls}. If he takes another level of Fatigue, he&rsquo;s Exhausted.</li>\n<li><strong>EXHAUSTED: </strong>The victim subtracts 2 from all Trait rolls. If he takes another level of Fatigue, he&rsquo;s Incapacitated.</li>\n<li><strong>INCAPACITATED: </strong>The victim cannot perform actions and may be unconscious (GM&rsquo;s call).</li>\n</ul>\n<h3>Recovery</h3>\n<p>Unless otherwise specified by the source, Fatigue and Exhaustion improve one level per hour. Incapacitated characters are helpless and may be unconscious (GM&rsquo;s call) for [[/r 2d6]] hours. If treatment is possible (food, water, etc., depending on the source of Fatigue), and a @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll is made, the character improves to Exhausted.</p>\n<p><strong>Mixed Fatigue: </strong>If a hero suffers Fatigue from different sources with different recovery times, remove one level when the effect with the shortest duration expires, then another level when the longest expires.</p>\n<h3>Hazards</h3>\n<p>Fatigue from hunger, thirst, etc., sometimes has different recovery conditions. See <strong>@Compendium[swade-core-rules.swade-rules.Hazards]{Périls}</strong>.</p>\n</div>"
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},
{
"id": "Fatigue (+2)",
"name": "Fatigue (+2)",
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"description": "<div class=\"swade-core\">\n<h3>Fatigue (+2)</h3>\n<p>Powers that drain or tax an opponent can cause @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. This modifier may be attached to any @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir} that can cause damage or is resisted by the target. If she&rsquo;s affected by the power in any way, she also suffers Fatigue. This cannot cause @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitation}, however.</p>\n</div>"
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},
{
"id": "Fear",
"name": "Fear",
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"description": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Fear</h1>\n</div>\n<div>\n<p>Cold dread seizes the heroine as she enters the lost tomb. A dragon emerges from the cave, belching smoke and fire at the adventurers who threaten its hoard. An investigator stumbles upon a scene of grisly, ritualistic carnage.</p>\n<p>These rules reflect the horror of these terrible situations upon your heroes&rsquo; psyches.</p>\n<p><strong>When to Use These Rules:</strong> Characters in realistic, horror, or &ldquo;dark&rdquo; games should usually be subject to the constant effects of fear and terror. Fear in high fantasy or super hero games is probably only used as the effect of a creature ability or arcane power.</p>\n<p><strong>The Basics:</strong> Characters make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Âme roll} when confronted by creatures or situations that cause Fear.</p>\n<h2>Fear Checks</h2>\n<p>The heroes make a Fear check (a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Âme roll} as a @Compendium[swade-core-rules.swade-rules.Combat]{free action}) when they first spot a creature with the Fear ability.</p>\n<p>Success means a character manages to overcome the situation and carry on. A failed Fear check means the unfortunate soul faces the consequences below, depending on whether the source of fear was grotesque or terrifying in nature:</p>\n<ul class=\"red-bullet-list\">\n<li><strong>Nausea:</strong> If the scene was grotesque or horrific, such as a grisly discovery or learning a secret &ldquo;Man Was Not Meant to Know,&rdquo; the character is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} and @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means the victim must roll on the Fear Table as well.</li>\n<li><strong>Terror:</strong> A terrifying trigger, such as a monstrous creature or unknowable evil, is much more intense. @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} are typically Panicked. @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} must roll on the <strong>@Compendium[swade-core-rules.swade-macros.Fear Table]{Fear Table}</strong>&nbsp;(at +2 with a Critical Failure on the Fear check). Roll a d20 and add the monster&rsquo;s Fear penalty, if any, to the roll (a &minus;2 adds +2 to the roll, for example).</li>\n</ul>\n<h3>Becoming Jaded</h3>\n<p>After encountering a particular type of creature, the character shouldn&rsquo;t have to make Fear checks every time he sees another in that particular scenario. If the party clears out an asylum full of spectral inmates, for example, they should only have to roll the first time they encounter them&mdash;not in every room. The Game Master might require a roll if the heroes encounter such horrors in a particularly different or frightening situation, however.</p>\n<h3>Fear Table</h3>\n<p>For a rollable version of this table, please use this <strong>@Compendium[swade-core-rules.swade-macros.Fear Table]{Fear macro}</strong> which rolls on the @Compendium[swade-core-rules.swade-tables.Fear Table]{Fear Table}</p>\n<em>*Add the creature&rsquo;s Fear penalty as a positive number to this roll.</em>\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Fear Table</h2>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">D20*</th>\n<th class=\"table-column-header\" scope=\"col\">Effect</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>1-3</td>\n<td><strong>Adrenaline Surge: </strong>The hero&rsquo;s &ldquo;fight&rdquo; response takes over. He acts as if he had a @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Joker} this action!</td>\n</tr>\n<tr>\n<td>4-6</td>\n<td><strong>Distracted: </strong>The hero is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} until the end of his next turn.</td>\n</tr>\n<tr>\n<td>7-9</td>\n<td><strong>Vulnerable: </strong>The target i
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},
{
"id": "Finishing Move",
"name": "Finishing Move",
"description": "<div class=\"swade-core\">\r\n <h2>Finishing Move</h2>\r\n \r\n <p>A completely helpless victim may be dispatched with a lethal weapon of some sort as an action. This is automatic unless the GM decides theres a special situation, such as a particularly tough or naturally armored victim, a chance for escape, and so on.</p>\r\n <p>The killer must usually dispatch his foe up close and personal, but the GM may occasionally let Finishing Moves be performed at range if the situation warrants.</p>\r\n</div>"
},
{
"id": "Fire",
"name": "Fire",
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"description": "<div class=\"swade-core\">\n<h2>Fire</h2>\n<p>If a flammable target is hit by fire (GM&rsquo;s call), roll 1d6. On a 6, the target catches fire and immediately takes the damage listed below. Very flammable targets catch fire on a 4&ndash;6. Volatile targets, such as a person soaked in gasoline, catch fire on a 2&ndash;6.</p>\n<table class=\"table value=table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Fire Damage</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">Description</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>1d6</td>\n<td>Spot contact, steam</td>\n</tr>\n<tr>\n<td>2d6</td>\n<td>Bonfire, burning room</td>\n</tr>\n<tr>\n<td>3d6</td>\n<td>Flamethrower</td>\n</tr>\n<tr>\n<td>5d6</td>\n<td>Lava</td>\n</tr>\n</tbody>\n</table>\n<p>Fire continues to cause damage at the beginning of the victim&rsquo;s turns. Roll a d6 immediately after it does so. On a 6, it grows in intensity to whatever maximum the GM feels is appropriate (usually 3d6 for organic beings). On a 1, the fire drops a level, or burns out if reduced below 1d6 damage.</p>\n<p>A character may also make an @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll to put out a fire on himself, others, or a flame the size of a @Compendium[swade-core-rules.swade-rules.Game Mastering]{Medium Blast Template}Medium Blast Template. This is an action, plus any modifiers for intensity, tools, the flammability of the target, etc.</p>\n<p><strong>Armor:</strong> @Compendium[swade-core-rules.swade-rules.Armor]{Armure} protects normally unless the attack or hazard&rsquo;s description says otherwise. A hero hit with a @Compendium[swade-core-rules.swade-equipment.Flamethrower]{flamethrower} is still better off if he has a @Compendium[swade-core-rules.swade-equipment.Kevlar Vest]{Kevlar vest} than not, for example.</p>\n<p><strong>Flaming Weapons:</strong> Flame doesn&rsquo;t cause extra damage but may set the target on fire.</p>\n<h3>Smoke Inhalation</h3>\n<p>Fires in confined areas produce deadly smoke. Each person within must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll every round. If the roll is failed, the character gains a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. A wet cloth adds +2 to the roll and a &ldquo;SCBA&rdquo; (firefighter&rsquo;s) mask negates the need for the roll entirely.</p>\n<p><strong>Death:</strong> A person @Compendium[swade-core-rules.swade-rules.Fatigue]{Incapacité} from smoke inhalation dies in a number of minutes equal to his Vigueur. If someone can get to the victim before then, he can be resuscitated by removing him from the hazard and a @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll at &minus;2.</p>\n<img src=\"modules/swade-core-rules/assets/art/fire.webp\" /></div>"
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},
{
"id": "Firing Into Melee",
"name": "Firing Into Melee",
"description": "<div class=\"swade-core\">\n<h2>Firing Into Melee</h2>\n<p>Occasionally heroes have to fire into the middle of hand-to-hand fights. The trouble is that even though we might see figures standing perfectly still on the tabletop, in &ldquo;reality,&rdquo; they&rsquo;re circling each other, wrestling back and forth, and moving erratically. For that reason, firing into a tangle of people, such as a melee, is quite dangerous. Use the <strong>@Compendium[swade-core-rules.swade-rules.Innocent Bystanders]{Innocent Bystanders}</strong> rules when this occurs.</p>\n</div>"
},
{
"id": "Flamethrowers Table",
"name": "Flamethrowers Table",
"description": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Flamethrowers</h2>\n<div class=\"table-summary\">\n<p>Flamethrowers propel incendiary liquid or gas to incinerate their targets. They are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}, use the Cone Template (see <strong>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}</strong>), and may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.</p>\n<p>Armor protects normally, but flammable targets may catch fire (see <strong>@Compendium[swade-core-rules.swade-rules.Fire]{Fire}</strong>).</p>\n<p>For vehicular flamethrowers, see the @Compendium[swade-core-rules.swade-rules.Vehicular Weapons Table]{Vehicular Weapons Table}.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Shots</th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Flamethrower]{Flamethrower}</td>\n<td>Cone Template</td>\n<td>3d6</td>\n<td>&mdash;</td>\n<td>1</td>\n<td>10</td>\n<td>d8</td>\n<td>70</td>\n<td>300</td>\n</tr>\n</tbody>\n</table>\n</div>"
},
{
"id": "Free Attacks",
"name": "Free Attacks",
"description": "<div class=\"swade-core\">\n<h2>Free Attacks</h2>\n<p>Some @Compendium[swade-core-rules.swade-rules.Edges]{Atouts}, such as @Compendium[swade-core-rules.swade-edges.Counterattack]{Counterattack} and @Compendium[swade-core-rules.swade-edges.First Strike]{First Strike}, or options such as <strong>@Compendium[swade-core-rules.swade-rules.Withdrawing From Melee]{Withdrawing From Melee}</strong>, allow a character to make a free attack</p>\n<p>Free attacks are a single attack unaltered by other Edges or combat options. This is usually a @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} or @Compendium[swade-core-rules.swade-rules.Grappling]{Grappling} attack, but could include @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} if the attacker is armed with a pistol or other ranged weapon that can fire in melee (see <strong>@Compendium[swade-core-rules.swade-rules.Ranged Weapons In Melee]{Ranged Weapons In Melee}</strong>).</p>\n</div>"
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},
{
"id": "Futuristic Armor Table",
"name": "Table des Armures Futuriste",
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"description": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Futuristic Armor</h2>\n<div class=\"table-summary\">\n<p><strong>@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Protection balistique}:</strong> Armor marked with an asterisk reduces the damage from bullets by 4. &ldquo;Bullets&rdquo; includes physical shot fired from a firearm.</p>\n,\n<p>Apply AP only to the item's actual @Compendium[swade-core-rules.swade-rules.Armor]{Armure} value.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Item</th>\n<th class=\"table-column-header\" scope=\"col\">Armor</th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Light/Civilian Armor</span> </span> <span class=\"table-body-description\"><strong>Energy Skin: </strong>Any armor listed below may be treated with an &ldquo;energy skin&rdquo; (or skein) to diffuse energy, reducing damage from lasers by 4. This costs 50% of the armor treated and is very shiny, subtracting 2 from @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} rolls based on vision.</span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Body Armor w/Energy Skin]{Body Armor} (torso, arms, legs)</td>\n<td>+4*</td>\n<td>d4</td>\n<td>4</td>\n<td>200</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>Light, armored clothing made from complex polymers or advanced ballistic weave.</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Military Armor</span> </span> <span class=\"table-body-description\">Armor used by private or state forces.</span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Infantry Battle Suit]{Infantry Battle Suit} (torso, arms, legs)</td>\n<td>+6*</td>\n<td>d6</td>\n<td>12</td>\n<td>800</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>A full suit of armor with boots and gloves.</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Battle Helmet]{Battle Helmet} (head, full face)</td>\n<td>+6*</td>\n<td>d6</td>\n<td>2</td>\n<td>100</td>\n</tr>\n</tbody>\n</table>\n</div>"
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},
{
"id": "Game Mastering",
"name": "Game Mastering",
2021-03-20 21:29:41 +01:00
"description": "<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Game Mastering</p>\n</div>\n</div>\n<div>\n<p>A group of heroes embarks upon an epic quest. Terrible monsters and bitter rivals oppose them. The elements are against them. Mysteries must be solved, artifacts found, innocents saved.</p>\n<p>It&rsquo;s your privilege as Game Master to bring all these fantastic elements to life, challenging your players with adventure beyond their wildest imaginations and providing a framework to find out if they succeed or fail in their ultimate goal.</p>\n<p>This is the fun of being a Game Master&mdash;creating, managing, and presenting an entire world of excitement and adventure to your friends and peers. It can be one of the most satisfying entertainment experiences in existence and <cite>Savage Worlds</cite> is designed to help you ruthlessly wring every tension-filled moment and gut-busting laugh from it.</p>\n<p>So now you&rsquo;ve read the rules and probably have more ideas for a new campaign than you know what to do with, but before you dive in, let&rsquo;s take a moment to talk about the art of being a good Game Master, leading your group, creating worlds, and putting together memorable and exciting adventures.</p>\n<h3>Learning The Rules</h3>\n<p>Don&rsquo;t be intimidated by all the rules in <cite>Savage Worlds</cite>. They&rsquo;re meant to handle most everything under the sun, but all you need to start is how to resolve @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Trait Rolls} and basic @Compendium[swade-core-rules.swade-rules.Combat]{combat}.</p>\n<p>Everything else in this book, from all those @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Chase} maneuvers to @Compendium[swade-core-rules.swade-rules.Interludes]{Interludes} and @Compendium[swade-core-rules.swade-rules.Rules] {Règles de situation} can be ignored until you need them.</p>\n<p>A great way to learn the core rules is to run a simple fight on your own first. Put a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} fighter and three skeletons on the table in front of you and have at it. Your only goal is to get a feel for rolling the dice, figuring totals from @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Aces} and modifiers, rolling and @Compendium[swade-core-rules.swade-rules.Dealing Damage]{applying damage}, and @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Soaking} @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds}.</p>\n<p>Once you&rsquo;ve got the hang of that, you&rsquo;re ready to run your first game. Don&rsquo;t worry if you and your friends have to look a few things up the first time. And don&rsquo;t be afraid not to look things up and just wing it if you&rsquo;re in the middle of a good story and want to move on. The vast majority of the experience is just you and your friends talking and making some skill rolls. All those extra rules are there when you want or need them to help make a decision.</p>\n<h3>Your Game</h3>\n<p>You might think the first step in starting a new game is finding a group of people to play with. That is important, but don&rsquo;t do that yet. First get <em>yourself</em> excited. Figure out what you want to run and start jotting down ideas. Do that and you&rsquo;ll likely get all your friends excited as well.</p>\n<p>Once you&rsquo;ve figured out what kind of setting you want to run, ask yourself what types of characters your friends might play. What might a typical adventure be like? Write down what makes your game cool, who the bad guys are, what kinds of magic or other supernatural aspects are present, and what your basic storyline is. If you have these elements, you likely have enough information to get your friends excited and ready to play.</p>\n<h3>Game Nights</h3>\n<p>Now it&rsquo;s time to recruit some players. You have a great campaign idea and enough information about it to explain it to your friends. The next step is to find out who wants to play and when they can get together.</p>\n<p>It might be best t
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},
{
"id": "Game Mastering Art",
"name": "Game Mastering Art",
"description": ""
},
{
"id": "Ganging Up",
"name": "Ganging Up",
"description": "<div class=\"swade-core\">\n<h2>Ganging Up</h2>\n<p>Ganging up allows attackers to flank, exploit openings, and generally harass a foe. Each additional adjacent foe (who isn&rsquo;t @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}) adds +1 to all the attackers&rsquo; @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} rolls, up to a maximum of +4. If three goblins attack a single hero, for example, each of the three goblins add +2 to their Fighting rolls.</p>\n<p>Each <em>ally</em> adjacent to the defender cancels out one point of Gang Up bonus from an attacker adjacent to both. This means troops in opposing lines, such as a medieval formation where each man has three adjacent foes and two adjacent allies, don&rsquo;t get the bonus unless actually flanked.</p>\n</div>"
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},
{
"id": "Gear Notes",
"name": "Gear Notes",
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"description": "<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Gear</p>\n</div>\n</div>\n<div>\n<p>In this section is a sampling of gear from the ancient era to the near future. Read the notes below before you go shopping to understand what each of these keywords means.</p>\n<h2>Costs</h2>\n<p>Characters are assumed to have clothes and other personal items. In modern settings, they also have a place to live, tools, maybe a vehicle, and basic necessities as befit the era.</p>\n<p>The starting funds of $500 are for &ldquo;adventuring gear&rdquo; in addition to these personal items. Prices are set mostly in modern terms. For older or futuristic items, they&rsquo;re set relative to the starting funds. This can often cause some strange results&mdash;a nice suit in 1920 costs around $20 in the real world rather than the $200 listed here&mdash;but the starting funds are higher than most people had as well.</p>\n<p>Some items are also extremely difficult to price because they were typically made with forced labor&mdash;like @Compendium[swade-core-rules.swade-equipment.Catapult]{catapults} or @Compendium[swade-core-rules.swade-equipment.Trebuchet]{trebuchets} created by engineers and soldiers in the field. Their prices reflect an estimate of the time and resources needed to create them.</p>\n<p>Use the prices listed in this book for quick games or as a baseline for campaign worlds of your own creation. Our official <cite>Savage Worlds</cite> settings have all new equipment lists and prices specific to their time and environment.</p>\n<h2>Gear Notes</h2>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Armor]{Armure}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Pénétration darmure}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Caliber]{calibre}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Damage]{dégâts}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{High Explosive (HE)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Parry]{Parade}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Range]{Portée}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Reload]{Reload}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Three-Round Burst]{Three-Round Burst}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Two Hands]{Two Hands}</h3>\n</div>\n<h2>Encumbrance</h2>\n<p>Most of the time you don&rsquo;t need to worry about how much weight a character is carrying. If it becomes important to track, use the <strong>Encumbrance Levels</strong> table below. If a character carries more than the listed weight, he&rsquo;s Encumbered.</p>\n<p>Encumbered characters subtract 2 from @Compendium[swade-core-rules.swade-rules.Movement]{Allure} (minimum 1&Prime;), running rolls, Agilité and all linked skills, and Vigueur rolls made to resist <strong>@Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}</strong>.</p>\n<p>At three times the lifted weight or more, he can move at a @Compendium[swade-core-rules.swade-rules.Movement]{Allure} of 1 for a number of rounds equal to his Vigueur. Every round thereafter he must succeed at a Vigueur roll or take a level of Fatigue.</p>\n<p>The maximum weight a character can lift or carry is four times the listed weight.</p>\n<table class=\"table list-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Encumbrance</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Strength</th>\n<th class=\"table-column-header\" scope=\"col\">Can carry weight up to...</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>d4</td>\n<td>20 lbs</td>\n</tr>\n<tr>\n<td>d6</td>\n<td>40 lbs</td>\n</tr>\n<tr>\n<td>d8</td>\n<td>60 lbs</td>\n</tr>\n<tr>\n<td>d10</td>\n<td>80 lbs</td>\n</
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},
{
"id": "Getting Started",
"name": "Getting Started",
"description": "<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Getting Started</p>\n</div>\n</div>\n<div class=\"swade-columns\">\n<h2>What's a Roleplaying Game?</h2>\n<p>A &ldquo;roleplaying game&rdquo; is one in which a group of players take on the roles of various characters and attempt to complete quests, tell a story, or overcome obstacles set before them by a &ldquo;Game Master,&rdquo; or &ldquo;GM.&rdquo; The GM might create all this straight from her imagination, or she might use one of the published settings and adventures created by Pinnacle, or by other creators who have licensed the rules for their own worlds.</p>\n<p>Most of the time, the players and GM simply narrate their various actions in the voices of their characters or those of the world around them. Sometimes they roll dice tied to their characters&rsquo; abilities to determine the outcome. This book describes that process&mdash;how to create characters, battle monsters, and complete quests through collective story telling and interpretation of various die rolls.&nbsp;</p>\n<p>If you&rsquo;re new to this whole thing, we recommend watching some &ldquo;actual play&rdquo; videos on the internet to get a feel for it.</p>\n<p>And if you are new, we think you&rsquo;ll love exploring the incredible world of roleplaying games!</p>\n<img src=\"modules/swade-core-rules/assets/art/pg6_quote.webp\" alt=\"Sometimes this all just seems like some weird game. &mdash; Red\" />\n<h2>What You Need to Play</h2>\n<p>Here&rsquo;s what else you need to begin your journey&hellip;</p>\n<h3>Dice</h3>\n<p><em>Savage Worlds</em> uses traditional gaming dice: 4, 6, 8, 10, 12, and 20-sided. You also need a special &ldquo;Wild Die,&rdquo; a d6 of a different color explained in Chapter Three. Dice are available from your favorite local gaming store, or online directly from Pinnacle.</p>\n<p>We abbreviate the different dice as d4, d6, d8, d10, d12, and d20. If you see something like 2d6+1, that means to roll two six-sided dice, add the two together, then add 1 to the total.</p>\n<h3>The Action Deck</h3>\n<p><em>Savage Worlds</em> uses a standard deck of playing cards with the Jokers left in. Cards are used for initiative in combat and to help keep things moving fast and furious.</p>\n<p>Look for official <em>Savage Worlds</em> Action Decks for both the core game and most of our Savage Settings!</p>\n<h3>A Savage Setting</h3>\n<p>Will you and your friends explore post-apocalyptic ruins? Lead a rugged warband in your favorite fantasy world? Take on the role of vampire lords? Or perhaps fight evil in the many theaters of the <em>Weird Wars</em>&trade;?</p>\n<p>Pick up the book for your favorite game setting at your local game store, or create your own. Official Savage Settings include new Edges and Hindrances, Setting Rules, powers, weapons, gear, monsters, and more!</p>\n<h3>Bennies</h3>\n<p>Tokens of some sort represent &ldquo;@Compendium[swade-core-rules.swade-rules.Bennies]{Bennies}&rdquo; (American slang for &ldquo;benefits&rdquo;). These can be used to reroll dice, prevent damage, and much more.</p>\n<h3>Miniatures (Optional)</h3>\n<p>If you like to use miniatures in your games, we make the most iconic characters and creatures for many of our settings, and our friends at Reaper Minis and Bronze Age make lots of other useful models for tactical battles on the tabletop.</p>\n<p>We also offer printable &ldquo;Figure Flats&rdquo; for many of our games&mdash;print what you need for quick and colorful minis of heroes and heroines, villains, monsters, and more.</p>\n<h2>Savage Settings</h2>\n<p>Our Savage Settings are designed to be easy to read, run, and play. They focus on what players and Game Masters are most likely to need in their adventures and campaigns.</p>\n<p>Most settings feature adventures (called Savage Tales) and Plot Point Campaigns.</p>\n<h3>Savage Tales</h3>\n<p>Most Savage Tales are designed to be easy to read, prepare, and run in minutes, and provide a solid night&rsquo;s entertainment.</p>\n<p>Others are longer, full-length scenari
},
{
"id": "Getting Started Alternate",
"name": "Getting Started Alternate",
"description": ""
},
{
"id": "Glow or Shroud (+1)",
"name": "Glow or Shroud (+1)",
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"description": "<div class=\"swade-core\">\n<h3>Glow/Shroud (+1)</h3>\n<p>Glow gives off soft light of an appro&shy;priate color for its @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect} (or caster&rsquo;s choice). This creates soft light in a @Compendium[swade-core-rules.swade-rules.Game Mastering]{Small Blast Template} centered on the target, and lasts until the power expires. It subtracts 2 from her @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} totals and negates 1 point of @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} penalties for those attacking the glowing character.</p>\n<p>Shroud dims and slightly obscures the target so that attacks against her suffer a &minus;1 penalty and she adds +1 to her @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} rolls.</p>\n</div>"
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},
{
"id": "Grappling",
"name": "Grappling",
"description": "<div class=\"swade-core\">\n<h2>Grappling</h2>\n<p>Grappling is an opposed roll between the attacker and defender&rsquo;s @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}. If the attacker wins, the foe is Entangled. With a raise, he&rsquo;s Bound. (Success on a foe who was already Entangled makes him Bound.) See <strong>@Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound and Entangled}</strong>.</p>\n<p>If a foe is Bound, the <em>grappler</em> is also @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} while maintaining his hold.</p>\n<p>The @Compendium[swade-core-rules.swade-rules.Ganging Up]{Ganging Up} bonus applies when grappling a defender, but other maneuvers don&rsquo;t unless the Game Master rules otherwise in a specific situation.</p>\n<p><strong>Size Matters: </strong>If there&rsquo;s a difference in Scale (see @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size and Scale}) between the attacker and defender, the grappler subtracts the difference from his total (the defender does not).</p>\n<p>Creatures may not generally grapple a foe more than two Sizes larger than themselves unless they have exceptional reach or @Compendium[swade-core-rules.swade-rules.Traits]{Force} for their Size (GM&rsquo;s call).</p>\n<p class=\"embedded-example\"><strong>Example: </strong>A dragon (Huge +4) tries to pin a half-folk thief (Normal). The difference between Huge and Normal Scales is 4, so the dragon must subtract 4 from its @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll.<br />If an ogre (Normal) tries to wrestle a great white shark (Large +2), he must subtract 2 from his roll.</p>\n<p><strong>Crush: </strong>A grappler may harm someone he&rsquo;s @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entangled or Bound} by making an opposed @Compendium[swade-core-rules.swade-rules.Traits]{Force} roll as an action on his turn. With success, he rolls his @Compendium[swade-core-rules.swade-rules.Traits]{Force} a second time for damage (with @Compendium[swade-core-rules.swade-rules.Dealing Damage]{bonus damage} if he got a raise on the first roll).</p>\n</div>"
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},
{
"id": "Grenades Table",
"name": "Grenades Table",
"description": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Grenades</h2>\n<div class=\"table-summary\">\n<p>Grenades activate when their safety pin is pulled, then detonate a few seconds later. They are thrown with the @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} skill at the @Compendium[swade-core-rules.swade-rules.Range]{Ranges} listed below, and cannot make use of <strong>@Compendium[swade-core-rules.swade-rules.Range]{Extreme Range}</strong>.</p>\n<p>All grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons} and detonate in the listed blast template (see <strong>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}</strong>).</p>\n<p>Grenades may be Evaded. See <strong>@Compendium[swade-core-rules.swade-rules.Evasion]{Evasion}</strong>.</p>\n</div>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Blast</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Mk II (WW2 Pineapple)]{Mk II (WW2 Pineapple)}</td>\n<td>4/8/16</td>\n<td>3d6</td>\n<td>&mdash;</td>\n<td>&mdash;</td>\n<td>MBT</td>\n<td>1</td>\n<td>40</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Potato Masher (WW2)]{Potato Masher (WW2)}</td>\n<td>5/10/20</td>\n<td>3d6-2</td>\n<td>&mdash;</td>\n<td>&mdash;</td>\n<td>MBT</td>\n<td>2</td>\n<td>50</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Mk67 (Modern)]{Mk67 (Modern)}</td>\n<td>5/10/20</td>\n<td>3d6</td>\n<td>&mdash;</td>\n<td>&mdash;</td>\n<td>MBT</td>\n<td>1</td>\n<td>40</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Smoke Grenade]{Smoke Grenade}</td>\n<td>5/10/20</td>\n<td>&mdash;</td>\n<td>&mdash;</td>\n<td>&mdash;</td>\n<td>LBT</td>\n<td>1</td>\n<td>50</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>Creates an area of smoke in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{LBT} that obscures vision (&ndash;4).</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Stun Grenade]{Stun Grenade}</td>\n<td>5/10/20</td>\n<td>&mdash;</td>\n<td>&mdash;</td>\n<td>&mdash;</td>\n<td>LBT</td>\n<td>1</td>\n<td>50</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>Targets must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll (at &ndash;2 with a raise) or be @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n</tbody>\n</table>\n<aside class=\"tape-page-half\">\n<h2>More on Grenades</h2>\n<p>These additional rules get a bit picky, but they represent the cinematic shenanigans&ndash;and real-life heroics &ndash; players often look for in their game.</p>\n<p>Grenades in the modern era and earlier explode after mechanisms inside trigger the detonator&mdash;typically a delay of three to five seconds depending on make and model after the pin is pulled to initiate detonation.</p>\n<p><strong>Hot Potato: </strong>Because of the delay in the grenade&rsquo;s detonation, one character (and one only) in the blast radius can attempt to pick up and throw the grenade before it goes off. This is an @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll at &minus;4 as a free @Compendium[swade-core-rules.swade-rules.Actions]{action} (or &minus;2 if he was on @Compendium[swade-core-rules.swade-rules.Hold]{Hold}, but it consum
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},
{
"id": "Gritty Damage",
"name": "Gritty Damage",
2021-03-20 21:29:41 +01:00
"description": "<div class=\"swade-core\">\n<h2>Gritty Damage</h2>\n<p>This variation on damage works well for settings such as gritty detective scenarios or &ldquo;realistic&rdquo; military adventures. It can be very lethal so use it cautiously.</p>\n<p>Whenever a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} takes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}, roll on the <strong>@Compendium[swade-core-rules.swade-tables.Injury Table]{Injury Table}</strong>&nbsp;and apply the results immediately (but roll only once per incident regardless of how many Wounds are actually caused). A hero who takes two Wounds from an attack, for example, rolls once on the <strong>@Compendium[swade-core-rules.swade-tables.Injury Table]{Injury Table}</strong>.</p>\n<p>Injuries sustained in this way are cured when the Wound is healed. Injuries sustained via @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitation} may be temporary or permanent as usual.</p>\n<p>A Shaken character who&rsquo;s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} a second time (from damage) receives a Wound as usual but does not roll on the Injury Table.</p>\n<p class=\"embedded-example\"><strong>Example: </strong>Gabe is a Hellfighter (soldier) during Weird War One. He takes a Wound from a German sniper and rolls on the Injury Table. He rolls a 10&mdash;Leg. The GM rolls a die and decides it&rsquo;s the left leg, so he has the Slow (Minor) Hindrance. If he takes another Wound to that leg, the Hindrance becomes Major. Further Wounds to the same leg add to his Wound total as usual but have no further effect.<br />Later, Gabe takes two Wounds to the Guts. The Game Master rolls once and gets the Battered result from the Injury Table, reducing the Sarge&rsquo;s Vigueur from d8 to d6. Gabe now has three Wounds and two gruesome injuries.</p>\n</div>"
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},
{
"id": "Ground Vehicles",
"name": "Ground Vehicles",
"description": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Ground Vehicles</h2>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Vehicle</th>\n<th class=\"table-column-header\" scope=\"col\">Size</th>\n<th class=\"table-column-header\" scope=\"col\">Handling</th>\n<th class=\"table-column-header\" scope=\"col\">Top Speed (MPH)</th>\n<th class=\"table-column-header\" scope=\"col\">Toughness</th>\n<th class=\"table-column-header\" scope=\"col\">Crew</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Civilian Vehicles</span> </span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Bicycle]{Bicycle}</td>\n<td>-1</td>\n<td>+1</td>\n<td>16</td>\n<td>4</td>\n<td>1</td>\n<td>250</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> 50% chance a shot hits the rider instead. Doubles rider&rsquo;s @Compendium[swade-core-rules.swade-rules.Movement]{Allure} and @Compendium[swade-core-rules.swade-rules.Movement]{running die} result.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Carriage]{Carriage}</td>\n<td>3</td>\n<td>-2</td>\n<td>16</td>\n<td>6</td>\n<td>1+3</td>\n<td>1-3K</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> Pulled by one @Compendium[swade-core-rules.swade-equipment.Horse]{Horse}. @Compendium[swade-core-rules.swade-rules.Movement]{Allure} on the tabletop is 12 and it may run.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Early Car]{Early Car}</td>\n<td>3</td>\n<td>-1</td>\n<td>40</td>\n<td>7</td>\n<td>1+3</td>\n<td>1000</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> Model Ts and the like.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Street Bike]{Street Bike}</td>\n<td>1</td>\n<td>+1</td>\n<td>120</td>\n<td>8</td>\n<td>1+1</td>\n<td>3000</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> Stock name-brand street bikes designed for urban use. 50% chance any uncalled shot hits the character instead.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Dirt Bike]{Dirt Bike}</td>\n<td>0</td>\n<td>+1</td>\n<td>80</td>\n<td>7</td>\n<td>1</td>\n<td>2000</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> Stock bike designed for off-road use with excellent shocks. Off Road (treat as @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{4WD}). 50% chance any uncalled shot hits the character instead.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Compact Car]{Compact Car}</td>\n<td>4 (Grand)</td>\n<td>+1</td>\n<td>120</td>\n<td>10 (2)</td>\n<td>1+3</td>\n<td>5-14K</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> Honda Civic or similar vehicle.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Mid-Sized Car]{Mid-Sized Car}</td>\n<td>4 (Grand)</td>\n<td>0</td>\n<td>120</td>\n<td>11 (2)</td>\n<td>1+4</td>\n<td>30K</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Air bags}, luxury features.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehi
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},
{
"id": "Half-Elves",
"name": "Half-Elves",
"description": "<div class=\"swade-core\">\n<h2>Half-elves</h2>\n<p>Half-elves gain the elves&rsquo; grace but none of their elegant frailty. Most are well-adjusted, but some are shunned by one side of the family or the other and grow resentful. Others may even be mistreated. Their lifespans are closer to their human parent than those of their elven kin, living only to about 100 years.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>HERITAGE</strong>: Half-elves may retain the grace of their elven parent or the adaptability of their human ancestry. A half-elf may either start with a free Novice @Compendium[swade-core-rules.swade-rules.Edges]{Atout} of his choice or a d6 in @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} instead of a d4 (which also increases his Agilité maximum to d12+1).</li>\n<li><strong>LOW LIGHT VISION</strong>: Half-elves ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.</li>\n<li><strong>OUTSIDER (Minor)</strong>: Half-elves are never quite comfortable in human or elven society, having a foot in both worlds but never fully standing in either. They subtract 2 from @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls with all but others of their kind.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Half-Elves.webp\" alt=\"An image of a Half-Elf\" /></div>"
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},
{
"id": "Half-Folk",
"name": "Half-Folk",
"description": "<div class=\"swade-core\">\n<h2>Half-Folk</h2>\n<p>Half-folk are small, nimble people with fuzzy brown or black hair. Though they are frail compared to most other races, their cheerful optimism (or wily cunning) gives them a &ldquo;never say die&rdquo; attitude that makes them more than a match for creatures twice their size. Half-folk see no reason to invite trouble and tend to live in their own close-knit communities far off the beaten path.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>LUCK</strong>: Half-folk draw one additional @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} per game session.</li>\n<li><strong>REDUCED PACE</strong>: Decrease the character&rsquo;s @Compendium[swade-core-rules.swade-rules.Movement]{Allure} by 1 and their running die one die type.</li>\n<li><strong>SIZE -1</strong>: Half-folk average only about four feet tall, reducing their @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} (and therefore @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}) by 1.</li>\n<li><strong>ÂmeED</strong>: Half-folk are generally optimistic beings. They start with a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Âme} instead of a d4. This increases their maximum Âme to d12+1.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Half-Folk.webp\" alt=\"An image of a Half-Folk\" /></div>"
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},
{
"id": "Hard Choices",
"name": "Hard Choices",
2021-03-19 09:38:15 +01:00
"description": "<div class=\"swade-core\">\n<h2>Hard Choices</h2>\n<p>Use this rule for more dramatic and gritty games. The GM and her @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} characters don&rsquo;t start with @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies}, but every time the players spend one it goes into her pool where it can be used for any of her characters. If this rule is in play, Jokers no longer grant Bennies to either side.</p>\n</div>"
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},
{
"id": "Hazards",
"name": "Hazards",
"description": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Hazards</h1>\n</div>\n<div>\n<p>Heat, cold, hunger, thirst, lack of sleep, and other hazards can wear down even the hardiest of heroes, sending them into a downward spiral that can lead to death if they can&rsquo;t improve their situation.</p>\n<p><strong>When to Use These Rules:</strong> Hazards intro&shy;duce resource management to long trips through dangerous regions. They also push the party toward critical resources like water or shelter where encounters with other travelers or creatures are likely present.</p>\n<p>The other Hazards listed here, such as falling, poison, disease, and the like, generally come up in response to a creature or situation.</p>\n<p><strong>The Basics:</strong> Each Hazard is different, but most are an attribute check made periodically against some dangerous effect. Failure tends to cause <strong>@Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}</strong> . Use the standard rules modified by any changes noted in this section.</p>\n<h2>Hazards</h2>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps &amp; Bruises}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Climbing]{Climbing}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Cold]{Cold}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Disease]{Disease}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Drowning]{Drowning}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Electricity]{Electricity}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Falling]{Falling}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Fire]{Fire}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Heat]{Heat}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Hunger]{Hunger}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Poison]{Poison}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Radiation]{Radiation}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Sleep]{Sleep}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Thirst]{Thirst}</h3>\n</div>\n<aside class=\"graph_quarter\">\n<h2>The Rule of Threes</h2>\n<p>Extreme survivalists often talk about the &ldquo;rule of threes.&rdquo; All of these apply to reasonably healthy individuals, of course. Those with illnesses or other infirmities will fare worse.</p>\n<p>These &ldquo;rules&rdquo; encourage those in dangerous circumstances to prioritize, seeing to their shelter in a freezing environment before worrying about water and food, for example. In the game, these conditions should only come into play when dramatically appropriate.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>AIR: </strong>A standard rule of survival says most people can survive three minutes without air (though they likely pass out and need resuscitation after a minute).</li>\n<li><strong>SHELTER: </strong>You can live for three hours without shelter in a harsh environment, such as sub-zero temperatures.</li>\n<li><strong>WATER: </strong>You can live for three days without water.</li>\n<li><strong>FOOD: </strong>You can live three weeks without food.</li>\n</ul>\n</aside>\n</div>\n</div>"
},
{
"id": "Healing",
"name": "Healing",
2021-03-20 21:29:41 +01:00
"description": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Healing</h1>\n</div>\n<div>\n<p>The @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} skill is used to remove @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds}. Each attempt requires 10 minutes per wound level of the patient. Subtract 1 from Healing rolls without a basic First Aid kit or similar supplies.</p>\n<p>A success removes one Wound, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} removes two. Failure means no Wounds are removed. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} <em>increases</em> the victim&rsquo;s Wound level by one.</p>\n<aside class=\"the-golden-hour\">\n<h2>The Golden Hour</h2>\n<p>Patients who survive their initial trauma have about an hour to survive most life-threatening injuries. If they receive medical attention during that time, they can generally be saved. The longer the wait, however, the more likely the @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} are to be fatal.</p>\n<p>In <cite>Savage Worlds</cite>, we extend this concept to healing in general. Besides reflecting the real-world concept, it also provides good game balance and drama as the party has to decide whether to press on despite their injuries.</p>\n</aside>\n<p><strong>The Golden Hour: </strong>A character may only attempt to heal @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} on a patient once within the hour they were sustained. Failing the roll means the healer isn&rsquo;t able to treat those particular injuries. A <em>different</em> character may attempt a @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll on the same patient, however.</p>\n<p>Once the @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} are over an hour old, only natural healing or the <em>@Compendium[swade-core-rules.swade-powers.Healing]{Guérison}</em> power (using <em>greater healing</em>) can heal Wounds.</p>\n<p><strong>Bleeding Out: </strong>The @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} skill can also be used to stabilize someone who&rsquo;s <strong>@Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleeding Out}</strong>. Each attempt is an @Compendium[swade-core-rules.swade-rules.Actions]{action}, and if successful the victim is stabilized.</p>\n<p><strong>Incapacitation: </strong>Healing at least one @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} on an @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} patient removes that state (and restores consciousness if he was knocked out).</p>\n<h2>Natural Healing</h2>\n<p>@Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded} characters make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigueur} roll every five days. Success recovers one Wounds, and a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} recovers two.</p>\n<p>A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} increases the victim&rsquo;s @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} level by one&mdash;either from infection, blood loss, or aggravating the injuries. If this causes @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacitation}, don&rsquo;t use the usual rules for taking damage. Instead, the victim lapses in and out of consciousness and makes a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigueur} roll every 12 hours. If the roll is failed, he expires. Success means he must roll again 12 hours later. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} he stabilizes and wakes. Allies may also attempt to stabilize the hero as explained under <strong>Bleeding Out</strong>, above.</p>\n<p><strong>Support: </strong>Don&rsquo;t forget to use @Compendium[swade-core-rules.swade-rules.Support]{Support} when your party has been beaten up a bit. Characters with @Compendium[swade-core-rules.swade-skills.Healing]{Guérison}, @Compendium[swade-
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},
{
"id": "Heat",
"name": "Heat",
"description": "<div class=\"swade-core\">\n<h2>Heat</h2>\n<p>Intense heat, typically that over 90 degrees Fahrenheit, can cause heat exhaustion and heatstroke, both of which are very dangerous. The actual danger is from dehydration, so well-supplied and conscientious characters can greatly improve their chances in extreme heat simply by carrying a good amount of water and drinking frequently.</p>\n<p>When the temperature reaches 90 degrees or more, heroes must make @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{rolls} every four hours. Those who fail take @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} that can only be recovered by cooling down.</p>\n<p><strong>Modifiers:</strong> Subtract 1 or 2 from rolls made in high or extreme heat. Subtract an additional 1 or 2 points if the characters engage in Vigueurous or extreme activity.</p>\n<p><strong>Heatstroke:</strong> If a character is Incapacitated from heat he must make another Vigueur roll. Success follows the usual rules for Incapacitation from Fatigue, but failure permanently reduces his Vigueur a die type (to a min&shy;imum of d4). A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} on this roll means he perishes.</p>\n<p><strong>Recovery:</strong> A victim must cool down some&shy;how to recover Fatigue. This usually means water, shade, air conditioning, etc.</p>\n</div>"
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},
{
"id": "Heavy Weapon (+2)",
"name": "Heavy Weapon (+2)",
"description": "<div class=\"swade-core\">\n<h3>Glow/Shroud (+1)</h3>\n<p>The caster pours his energy into the attack, creating a focused blast. The attack counts as a <strong>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}</strong>.</p>\n</div>"
},
{
"id": "Heavy Weapon (HW)",
"name": "Heavy Weapon (HW)",
"description": "<div class=\"swade-core\">\n<h3>Heavy Weapon (HW)</h3>\n<p>The weapon can affect vehicles or other devices with <strong>@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}</strong>.</p>\n</div>"
},
{
"id": "Heroes Never Die",
"name": "Heroes Never Die",
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"description": "<div class=\"swade-core\">\n<h2>Heroes Never Die</h2>\n<p>Heroes in movies very rarely die. When they do, they go down fighting or perform one last, epic act of heroism.</p>\n<p>With this rule in play, @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} who are @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} from a damage roll make a Vigueur roll as usual but treat @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failures} as regular failures and ignore the rules for Bleeding Out.</p>\n<p>How a hero might survive what should be certain death is a chance to get creative. An adventurer who falls from a towering cliff, for example, might land in a pool of water or crash through the branches of a forest far below.</p>\n<p>If the situation is particularly heroic or if it serves as a major story point, the GM and player can decide the character perishes. A hero who confronts a massive demon on a crumbling bridge, for example, might take the fiend with him with his final blow.</p>\n<p><strong>Villains:</strong> The reverse is also true&mdash;villains rarely die either! Heroes should play this in the Âme it&rsquo;s intended&mdash;they shouldn&rsquo;t attempt to cause some sort of gruesome and undeniable death to a villain who falls into their hands, for example. They should instead turn the captive over to the authorities&mdash;even though they know full well he will eventually escape to plague them once again.</p>\n</div>"
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},
{
"id": "High Adventure",
"name": "High Adventure",
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"description": "<div class=\"swade-core\">\n<h2>High Adventure</h2>\n<p>Characters can spend a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} to gain the one-time use of a Combat Gain a new @Compendium[swade-core-rules.swade-rules.Edges]{Atout}. They have to meet the @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} and any Edge requirements as usual but can ignore Trait requirements. Multiple @Compendium[swade-core-rules.swade-rules.Bennies]{Bennies} can be spent in one round for multiple Edges, either for different effects or in order to meet a needed requirement to gain another Edge.</p>\n</div>"
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},
{
"id": "High Explosive (HE)",
"name": "High Explosive (HE)",
"description": "<div class=\"swade-core\">\n<h3>High Explosive (HE)</h3>\n<p>High explosive rounds use a blast template, the size of which is listed in the weapon or ammunition&rsquo;s notes. See the rules for <strong>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area of Effect}</strong>.</p>\n</div>"
},
{
"id": "Hinder or Hurry (+1)",
"name": "Hinder or Hurry (+1)",
"description": "<div class=\"swade-core\">\n<h3>Hinder/Hurry (+1)</h3>\n<p>The target is slowed in some way, perhaps due to intense cold, a slippery surface, or even binding matter or energy. His base @Compendium[swade-core-rules.swade-rules.Movement]{Allure} is reduced by 2 until the power expires.</p>\n<p>A caster can Hurry the recipient instead. He might get increased energy, sure footing, or more powerful muscles. His @Compendium[swade-core-rules.swade-rules.Movement]{Allure}&nbsp; is increased by 2.</p>\n<p>Effects of either modifier aren&rsquo;t cumulative.</p>\n</div>"
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},
{
"id": "Hindrance 01",
"name": "Hindrance 01",
"description": ""
},
{
"id": "Hindrance 02",
"name": "Hindrance 02",
"description": ""
},
{
"id": "Hindrance 03",
"name": "Hindrance 03",
"description": ""
},
{
"id": "Hindrances",
"name": "Hindrances",
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"description": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Hindrances</h1>\n</div>\n<div>\n<p>Hindrances are character flaws and physical handicaps that occasionally make life a little tougher for your hero.</p>\n<p>Some Hindrances have actual game effects. Other, more subjective &ldquo;roleplaying&rdquo; Hindrances help you understand and roleplay your character. They should occasionally cause her to act in ways that aren&rsquo;t necessarily smart, efficient, or in the best interests of the party or the overall goal. That&rsquo;s what roleplaying games are all about, and the GM should reward you with @Compendium[swade-core-rules.swade-rules.Bennies] when your Hindrances cause significant trouble.</p>\n</div>\n<img class=\"figure table-figure\" src=\"modules/swade-core-rules/assets/art/Gabe.webp\" alt=\"An image of Gabe with a gattling laser. Nate always plays 'Gabe', a no-nonsense tough guy with a gruff exterior but a heart of pure gold. In advanced settings he's tech-savvy. In fantasy games he's usually a KNight or Warrior of some sort.\" />\n<figure class=\"figure table-figure\">\n<figcaption class=\"figure-heading\">Hindrance Summaries</figcaption>\n<table class=\"table summary-table\">\n<tbody>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.All Thumbs]{All Thumbs (Minor)}:</span> &ndash;2 to use mechanical or electrical devices.</td>\n</tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Anemic]{Anemic} (Minor):</span> &ndash;2 @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} when resisting @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}.</td>\n</tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Arrogant]{Arrogant} (Minor):</span> Likes to dominate his opponent, challenge the most powerful foe in combat.</td>\n</tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Bad Eyes]{Bad Eyes} (Minor/Major):</span> &ndash;1 to all Trait rolls dependent on vision, or &ndash;2 as a Major Hindrance. Eyewear negates penalty but have a 50% chance of breaking when the hero suffers trauma.</td>\n</tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Bad Luck]{Bad Luck} (Majeur):</span> The characters starts with one less Benny per session.</td>\n</tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Big Mouth]{Big Mouth} (Minor):</span> Unable to keep secrets and constantly gives away private information.</td>\n</tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-powers.Blind]{Blind} (Majeur):</span> &ndash;6 to all tasks that require vision (but choice of a free Edge to offset).</td>\n</tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Bloodthirsty]{Bloodthirsty} (Majeur):</span> Never takes prisoners.</td>\n</tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Can't Swim]{Can't Swim} (Minor):</span> &ndash;2 to swimming (@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}) rolls; Each inch moved in water costs 3&rdquo; of @Compendium[swade-core-rules.swade-rules.Movement]{Allure}.</td>\n</tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Cautious]{Cautious} (Minor):</span> The character plans extensively and/or is overly careful.</td>\n</tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Clueless]{Clueless} (Majeur):</span> &ndash;1 to Common Knowledge and @Compendium[swade-core-rules.swade-skills.Notice]{Perception} rolls.</td>\n</tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Clumsy]{Clumsy} (Majeur):</span> &ndash;2 to @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} and @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} rolls.</td>\n</tr>\n<tr>\n<td><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-hindrances.Code of
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},
{
"id": "Hold",
"name": "Hold",
"description": "<div class=\"swade-core\">\n<h2>Hold</h2>\n<p>A hero may choose to wait and see what happens by going on &ldquo;Hold.&rdquo; This allows her to resolve her turn later in the round if she wishes, and lasts until it&rsquo;s used. If a character is on Hold when a new round begins, she&rsquo;s not dealt a new @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} but can go at any point in the round she chooses. (Discard her current card and mark her as &ldquo;On Hold&rdquo; with a counter of some sort.)</p>\n<p><strong>Shaken and Stunned:</strong> If a character is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} or @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} while on Hold, she immediately loses her Hold status and her turn for the round. (Shaken or Stunned characters can&rsquo;t go on Hold either.)</p>\n<p><strong>Interrupting Actions:</strong> If a character on Hold wants to interrupt an action (including a rival who was also on Hold), she and the opponent make opposed @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} rolls. Whoever rolls highest goes first. In the rare case of a tie, the actions are simultaneous.</p>\n<p>If the character interrupting fails, she loses her Hold status but gets a turn after the foe finishes his. She may take whatever actions she wishes when her turn comes up&mdash;she&rsquo;s not locked into whatever she was trying to do when she failed to interrupt.</p>\n</div>"
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},
{
"id": "Humans",
"name": "Humans",
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"description": "<div class=\"swade-core\">\n<h2>Humans</h2>\n<p>Humans in most settings get one free @Compendium[swade-core-rules.swade-rules.Edges]{Atout} of their choice. This option reflects their versatility and adaptability compared to most other races.</p>\n<p>For more variety, the GM might give humans abilities based on culture rather than race. For instance, a nomadic, horse-based society might start with skill points in Riding and Survival. Cultural templates are designed just like making new races, though GMs should allow for more exceptions than usual since the abilities tend to be learned rather than truly innate.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>ADAPTABLE</strong>: Humans begin play with any Novice @Compendium[swade-core-rules.swade-rules.Edges]{Atout} of their choosing. They must meet its Requirements as usual.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Humans.webp\" alt=\"An image of a Human\" /></div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Hunger",
"name": "Hunger",
"description": "<div class=\"swade-core\">\n<h2>Hunger</h2>\n<p>Average-size humans need about 1,500 calories of reasonably nutritious food per day to avoid the effects of hunger. If sufficient sustenance isn&rsquo;t available, a character begins to suffer from hunger.</p>\n<p>After 24 hours without enough food, the victim must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll}. Subtract 1 if the individual has less than half the required calories, and &minus;2 if he has no food at all. Failure means the character gains a @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} level.</p>\n<p>See the <strong>@Compendium[swade-core-rules.swade-skills.Survival]{Survie}</strong> skill when a character wants to hunt or scrounge for food from the local environment.</p>\n<p><strong>Death:</strong> An Incapacitated character dies from hunger 3d6 hours later.</p>\n<p><strong>Recovery:</strong> The victim must have at least a half day&rsquo;s food to recover.</p>\n</div>"
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},
{
"id": "Illumination",
"name": "Illumination",
"description": "<div class=\"swade-core\">\n<h2>Illumination</h2>\n<p>Darkness conceals details and makes it more difficult to detect objects and targets. Subtract the following penalties from rolls affected by Illumination, such as attacks, @Compendium[swade-core-rules.swade-skills.Notice]{Perception} rolls, the use of @Compendium[swade-core-rules.swade-rules.Powers]{Powers}, etc.</p>\n<table class=\"table value-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Illumination Penalties</h2>\n</caption>\n<tbody>\n<tr class=\"table-caption\">\n<th class=\"table-column-header\" scope=\"col\">Penalty</th>\n<th class=\"table-column-header\" scope=\"col\">Lighting</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>-2</td>\n<td><strong>Dim: </strong>Twilight, light fog, night with a full moon.</td>\n</tr>\n<tr>\n<td>-4</td>\n<td><strong>Dark: </strong>Typical night conditions with some ambient light from stars, a clouded or partial moon, emergency lights in an office building, a few flickering torches in a large space, etc. Targets aren&rsquo;t visible outside of 10&Prime;.</td>\n</tr>\n<tr>\n<td>-6</td>\n<td><strong>Pitch Darkness: </strong>Complete and total darkness (or the target is hidden or invisible). Powers that require sight may not be possible.</td>\n</tr>\n</tbody>\n</table>\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Improvised Weapons",
"name": "Improvised Weapons",
"description": "<div class=\"swade-core\">\n<h2>Improvised Weapons</h2>\n<p>Heroes often fight with objects that aren&rsquo;t intended for use as weapons. Torches, vases, chairs, tankards, bottles, tools, and other mundane items are frequently pressed into service in combat.</p>\n<p>Characters with improvised weapons count as armed but subtract 2 from attack rolls. @Compendium[swade-core-rules.swade-rules.Range]{Portée}, @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} and @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum} are determined by type:</p>\n<ul class=\"red-bullet-list\">\n<li><strong>LIGHT: </strong>Metal beer stein, fist-sized rock, pistol (as a club). Range 3/6/12, Damage Str+d4, Min Str d4.</li>\n<li><strong>MEDIUM: </strong>Bowling ball, submachine gun (as a club), wooden chair. Range 2/4/8, Damage Str+d6, Min. Str d6.</li>\n<li><strong>HEAVY: </strong>Head-size rock, metal chair, duffel bag full of guns. Range 1/2/4, Damage Str+d8, Min. Str d8.</li>\n</ul>\n<p>The GM can adjust the damage down a level or two if the item is softer than the examples above, like a duffel bag full of money.</p>\n</div>"
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},
{
"id": "Innocent Bystanders",
"name": "Innocent Bystanders",
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"description": "<div class=\"swade-core\">\n<h2>Innocent Bystanders</h2>\n<p>When an attacker misses a @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} or @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (lancer) roll, it may sometimes be important to see if any other targets in the line of fire were hit. The GM should only use this rule when it&rsquo;s dramatically appropriate&mdash;not for every missed shot in a hail of gunfire.</p>\n<p>Each @Compendium[swade-core-rules.swade-rules.Trait Rolls]{skill die} that&rsquo;s a 1 hits a random victim adjacent to or directly in the line of fire to the original target. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Wild dice} never hit innocent bystanders.</p>\n<p>A @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} must miss with his Wild Die for a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{RoF} 1 weapon to hit an Innocent Bystander (except for @Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns}, see below).</p>\n<p>This means it&rsquo;s sometimes easier to hit an adjacent victim than the original target. That may not be entirely realistic, but is simple, dramatic, and requires some care in tight tactical situations.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>@Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 2+ or @Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns}:</strong> Weapons that spray bullets or buckshot are much more likely to hit others. Each skill die that rolls a 1 or a 2 hits a bystander.</li>\n</ul>\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Interludes",
"name": "Interludes",
"description": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Interludes</h1>\n</div>\n<div>\n<p>Interludes are tales the players tell in-character to roleplay, enhance a long travel scene, or reveal the secrets and backstories they&rsquo;ve put so much effort into.</p>\n<p><strong>When to Use These Rules:</strong> Interludes give players a way to get to know their characters, reveal some of their backstories, and even add to the world you&rsquo;re all building together.</p>\n<p><strong>The Basics:</strong> Players tell a story from their character&rsquo;s point of view and are rewarded with a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny}.</p>\n<h2>Running An Interlude</h2>\n<p>When you want to give your players a moment to catch their breath and get into character, allow those who want to take part to draw a card from the @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Deck}. The suit of the card gives each player three choices: Downtime, Backstory, or Trek. (If a player draws a Joker give <em>everyone</em> an extra @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} and let <em>them</em> choose the suit and category!)</p>\n<ul class=\"red-bullet-list\">\n<li><strong>DOWNTIME: </strong>What the hero does when left alone. A priest might quietly read a holy text while a warrior constantly sharpens his blades.</li>\n<li><strong>BACKSTORY: </strong>A tale of the character&rsquo;s past, told through her voice and narration.</li>\n<li><strong>TREK: </strong>The story of an obstacle or challenge the party encountered on their trip.</li>\n</ul>\n<h3>Reward</h3>\n<p>Those players who participate in the &shy;Interlude receive a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny}.</p>\n<table class=\"table interlude-table\" style=\"width: 66%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Interludes</h2>\n</caption>\n<tbody>\n<tr class=\"black-row\">\n<td>Spades</td>\n</tr>\n<tr>\n<td><strong>Downtime: </strong>The character spends time alone in quiet contemplation. What does she do?</td>\n</tr>\n<tr>\n<td><strong>Backstory: </strong>A great victory or personal triumph.</td>\n</tr>\n<tr>\n<td><strong>Trek: </strong>A difficult obstacle the group negotiated along the way.</td>\n</tr>\n<tr class=\"black-row\">\n<td>Hearts</td>\n</tr>\n<tr>\n<td><strong>Downtime: </strong>The hero practices a skill. What is it?</td>\n</tr>\n<tr>\n<td><strong>Backstory: </strong>A tale of the hero&rsquo;s greatest love&mdash;lost, found, present, or waiting on her back home.</td>\n</tr>\n<tr>\n<td><strong>Trek: </strong>How the party endured a trying hardship on the journey.</td>\n</tr>\n<tr class=\"black-row\">\n<td>Diamonds</td>\n</tr>\n<tr>\n<td><strong>Downtime: </strong>The character studies or works on an object of some sort. What is it?</td>\n</tr>\n<tr>\n<td><strong>Backstory: </strong>Something your hero wants or already has. It might be a material possession, recognition, a political goal, or even a trip he wishes to take to some amazing destination.</td>\n</tr>\n<tr>\n<td><strong>Trek: </strong>How the group found something that helped them along the way, such as an oasis, minor treasure, ammo, food, friendly locals, etc.</td>\n</tr>\n<tr class=\"black-row\">\n<td>Hearts</td>\n</tr>\n<tr>\n<td><strong>Downtime: </strong>Your hero broods or is angry about something. What is it, and how does she misbehave?</td>\n</tr>\n<tr>\n<td><strong>Backstory: </strong>A tale of misfortune from your hero&rsquo;s past, perhaps revealing something of his Hindrances or a dark secret.</td>\n</tr>\n<tr>\n<td><strong>Trek: </strong>A hardship the party overcame on their trip: the tragic death of a favored Extra, spoiled or lost supplies, a mechanical breakdown, abysmal weather, and so on.</td>\n</tr>\n</tbody>\n</table>\n<img src=\"modules/swade-core-rules/assets/art/Interlude.webp\" alt=\"An image of a party of dwarves sitting together around a campfire telling stories while a dragon breathes fire in the distance.\" /></div>\n</div>"
},
{
"id": "Introduction",
"name": "Introduction",
"description": "<div class=\"swade-core\"><header class=\"header\">\n<div class=\"title\">\n<p>Any Time,<br />Any Place</p>\n</div>\n</header><main class=\"swade-columns\">\n<p>Since it debuted in 2003, Savage Worlds has accommodated any setting you can imagine&mdash;from gritty police procedurals and special ops thrillers to dungeon crawls, space opera, supers, and horror. Our various settings have explored supernatural terror and the challenges of final exams in <em>East Texas University</em>&trade;. We&rsquo;ve wandered the moors of Europe and the savannas of Africa with <em>Solomon Kane</em>&trade;. We&rsquo;ve galloped across the haunted High Plains of <em>Deadlands: The Weird West</em>&trade;, and the irradiated wastes of <em>Deadlands: Hell on Earth</em>&trade;. We&rsquo;ve delved the deepest dungeons, blasted to <em>The Last Parsec</em>&trade; of known space and beyond, battled across the bloody fields of the <em>Weird Wars</em>&trade;, and slugged it out with super villains over cities both real and imagined.</p>\n<p>Like most gamers, we&rsquo;re fans of a lot of books, movies, and game worlds. One week we might be inspired to run something like <em>Game of Thrones</em>&reg; and another we want to share a cool idea inspired by the <em>Avengers</em>&reg;.&nbsp;</p>\n<p>And while we love learning new game systems and seeing what our friends and peers have created, we also like having a system we know like the back of our hands to fall back on, one that combines the crunch of miniatures-oriented gameplay with the ease of &ldquo;theatre of the mind&rdquo; and the creative outlet of the most modern narrative-based play.</p>\n<p>Each new printing of <cite>Savage Worlds</cite> has added to the experience, carefully integrating new styles of play through the years with the solid foundation laid at the very beginning.</p>\n<p>This version of <cite>Savage Worlds</cite> is what we hope is our best attempt yet at accommodating not just every era, genre, and setting, but most every <em>play style</em> as well.</p>\n<p>Want to sit around on couches and carry out most of the tale through talk and a few die rolls? It&rsquo;s here.</p>\n<p>Want to break out miniatures and have a massive knock-down, drag-out fight? Everything you need is here.</p>\n<p>Need to tell an epic story that&rsquo;s mostly roleplaying and narrative? Nothing&rsquo;s stopping you&mdash;and sub-systems like Quick Encounters can help you sum up bloody conflicts along the way if pressed for time.</p>\n<p>Perhaps the best thing a game system can do is support <em>your</em> ideas. It should serve as background and a common language for your players&mdash;then get out of the way as the story races to its conclusion. We&rsquo;ve attempted to make that even better in this edition by streamlining many modifiers, simplifying how you pose creative challenges for foes and support your allies, and even opening up new options for heroic multi-actions.</p>\n<p>Enough talk. Grab your dice. It&rsquo;s time to get savage!</p>\n</main><img src=\"modules/swade-core-rules/assets/art/pg0_quote_gmintro.webp\" alt=\"Hi! I'm the GM and this is my book, but you're welcome to borrow it. I run games for Emily, who always plays 'Red', and Nate, who always plays 'Gabe.' I wrote some of our comments in this book that might help you play and run your own game. There's a picture of us on the last page if you want to see who we are! &mdash; The GM\" /></div>"
},
{
"id": "Lasers (Futuristic) Table",
"name": "Lasers (Futuristic) Table",
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"description": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Lasers (Futuristic)</h2>\n<div class=\"table-summary\">\n<p>Lasers fire intensely focused beams of light to penetrate and burn their targets.</p>\n<p><strong>Cauterize:</strong> Anyone @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} by a laser blast adds +2 to his @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} rolls to keep from @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleeding Out}.</p>\n<p><strong>Overcharge:</strong> The lasers below can overcharge to cause an extra d6 damage, but if any of the @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} dice are a 1, the weapon must cool down for a full round before it can be fired again.</p>\n<p><strong>No Recoil:</strong> Pistols, SMGs, and rifles ignore the @Compendium[swade-core-rules.swade-rules.Recoil]{Recul} penalty. Gatling lasers still take the penalty, however, which is why they&rsquo;re usually mounted on a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{tripod}.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Shots</th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Pistol (Laser)]{Pistol}</td>\n<td>15/30/60</td>\n<td>2d6</td>\n<td>2</td>\n<td>1</td>\n<td>50</td>\n<td>d4</td>\n<td>2</td>\n<td>250</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.SMG (Laser)]{SMG}</td>\n<td>15/30/60</td>\n<td>2d6</td>\n<td>2</td>\n<td>4</td>\n<td>100</td>\n<td>d4</td>\n<td>4</td>\n<td>500</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Rifle (Laser)]{Rifle}</td>\n<td>30/60/120</td>\n<td>3d6</td>\n<td>2</td>\n<td>3</td>\n<td>100</td>\n<td>d6</td>\n<td>8</td>\n<td>700</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Gatling (Laser)]{Gatling Laser}</td>\n<td>50/100/200</td>\n<td>3d6+4</td>\n<td>2</td>\n<td>4</td>\n<td>800</td>\n<td>d8</td>\n<td>20</td>\n<td>1000</td>\n</tr>\n</tbody>\n</table>\n<img src=\"modules/swade-core-rules/assets/art/GatlingLaser.webp\" /></div>"
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},
{
"id": "Lingering Damage (+2)",
"name": "Lingering Damage (+2)",
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"description": "<div class=\"swade-core\">\n<h3>Lingering Damage (+2)</h3>\n<p>The target is hit by fire, intense cold, acid, gnawing insects, or some other @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect} that continues to cause damage after the initial attack. On the victim&rsquo;s next turn, he suffers the power&rsquo;s base damage minus one die type (one additional turn only). If hit with a 2d6 <em>@Compendium[swade-core-rules.swade-powers.Bolt]{éclairs}</em>, for example, the victim takes 2d4 damage at the start of his next turn. If the base damage is already a d4 die type, it loses a die instead.</p>\n</div>"
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},
{
"id": "Machine Guns Table",
"name": "Machine Guns Table",
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"description": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Machine Guns</h2>\n<div class=\"table-summary\">\n<p>Machine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.</p>\n<p><strong>Weapon Mount:</strong> Most machine-guns require a bipod, tripod, or vehicle mount to fire, which eliminates any Strength requirement and the <strong>@Compendium[swade-core-rules.swade-rules.Recoil]{Recul}</strong> penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum} is listed as &ldquo;NA,&rdquo; or &ldquo;Not Applicable.&rdquo; If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.</p>\n<p><strong>Minimum Rate of Fire:</strong> Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.</p>\n<p><strong>Reloading:</strong> Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Shots</th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Browning Automatic Rifle]{Browning Automatic Rifle}</td>\n<td>20/40/60</td>\n<td>2d8</td>\n<td>2</td>\n<td>3</td>\n<td>20</td>\n<td>d8</td>\n<td>17</td>\n<td>300</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 1 to 3. Uses magazines (one action to @Compendium[swade-core-rules.swade-rules.Reload]{Reload} instead of the usual 2).</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Gatling]{Gatling}</td>\n<td>24/48/96</td>\n<td>2d8</td>\n<td>2</td>\n<td>3</td>\n<td>100</td>\n<td>NA</td>\n<td>170</td>\n<td>500</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Minigun]{Minigun}</td>\n<td>30/60/120</td>\n<td>2d8+1</td>\n<td>2</td>\n<td>5</td>\n<td>4000</td>\n<td>d10</td>\n<td>85</td>\n<td>100K</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> Minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3, requires backpack harness with ammo which weighs an additional 85 pounds when full (carries 4000 linked rounds).</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.M2 Browning]{M2 Browning}</td>\n<td>50/100/200</td>\n<td>2d10</td>\n<td>4</td>\n<td>3</td>\n<td>200</td>\n<td>NA</td>\n<td>84</td>\n<td>1500</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.M60]{M60}</td>\n<td>30/60/120</td>\n<td>2d8+1</td>\n<td>2</td>\n<td>3</td>\n<td>100</td>\n<td>d8</td>\n<td>33</td>\n<td>6000</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.MG42]{MG42}</td>\n<td>30/60/120</td>\n<td>2d8+1</td>\n<td>2</td>\n<td>4</td>\n<td>200</td>\n<td>d10</td>\n<td>26</td>\n<td>750</td>\n</tr>\n<tr>\n<td>
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},
{
"id": "Making Races",
"name": "Making Races",
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"description": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Making Races</h1>\n</div>\n<div>\n<p>Game Masters and players who want to make their own races (or cultural archetypes) can use the system below. Our races are designed with the following rules:</p>\n<ul>\n<li>Races and cultures begin with 2 points of Positive Racial Abilities. Additional positive abilities must be countered with an equal value of negative ones. A +2 ability, for example, may be countered by a single &minus;2 ability or two &minus;1 abilities.</li>\n<li>If you want to include an ability we haven&rsquo;t included here, simply assign it a value based on the examples below.</li>\n</ul>\n<p><strong>Names:</strong> Don&rsquo;t be afraid to rename abilities to give your setting more flavor. If you want your horse nomads to have Riding skill at d6, for example, you might call it Born in the Saddle. It&rsquo;s all about creating rich flavor rather than lists of abilities your players have to keep up with.</p>\n<table class=\"table value-table\" style=\"width: 99.1453%; height: 1597px;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Positive Racial Abilities</h2>\n<div class=\"table-summary\">\n<p>The number in parentheses after the name of each entry is the number of times the particular enhancement may be taken. &ldquo;U&rdquo; means unlimited.</p>\n</div>\n</caption>\n<tbody>\n<tr class=\"table-header-row\" style=\"height: 17px;\">\n<th class=\"table-column-header\" style=\"width: 5.1796%; height: 17px;\" scope=\"col\">Value</th>\n<th class=\"table-column-header\" style=\"width: 94.3894%; height: 17px;\" scope=\"col\">Abilities</th>\n</tr>\n</tbody>\n<tbody>\n<tr style=\"height: 51px;\">\n<td style=\"width: 5.1796%; height: 51px;\">2</td>\n<td style=\"height: 51px;\"><span class=\"lead-bold\">Adaptable (1): </span> The race has great variation among its people and cultures. Characters start with a free Novice @Compendium[swade-core-rules.swade-rules.Edges]{Atout} of their choice (and must meet all the Edge&rsquo;s Requirements).</td>\n</tr>\n<tr style=\"height: 51px;\">\n<td style=\"width: 5.1796%; height: 51px;\">3</td>\n<td style=\"height: 51px;\"><span class=\"lead-bold\">Additional Action (1): </span> The being has additional appendages, enhanced reflexes, or exceptional eye-hand coordination. He may ignore 2 points of @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples} penalties each turn.</td>\n</tr>\n<tr style=\"height: 68px;\">\n<td style=\"width: 5.1796%; height: 68px;\">1/2</td>\n<td style=\"height: 68px;\"><span class=\"lead-bold\">Aquatic/Semi-Aquatic (1): </span> For one point the character is semi-aquatic and can hold his breath for 15 minutes before checking for drowning. For two, he&rsquo;s native to the water. He cannot drown in oxygenated liquid and moves his full Pace when swimming (see <strong>@Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}</strong>).</td>\n</tr>\n<tr style=\"height: 34px;\">\n<td style=\"width: 5.1796%; height: 34px;\">1</td>\n<td style=\"height: 34px;\"><span class=\"lead-bold\">Armor (3): </span> The species has a thick hide or is encrusted in solid material like scaly plating or even rock. This grants @Compendium[swade-core-rules.swade-rules.Armor]{Armure} +2 each time it&rsquo;s taken.</td>\n</tr>\n<tr style=\"height: 68px;\">\n<td style=\"width: 5.1796%; height: 68px;\">2</td>\n<td style=\"height: 68px;\"><span class=\"lead-bold\">Attribute Increase (U): </span> During character creation, the species increases a particular @Compendium[swade-core-rules.swade-rules.Traits]{attribute} (Agilité, Intellect, Âme, Strength, or Vigueur) one die type. This increases the Trait's maximum by one as well.</td>\n</tr>\n<tr style=\"height: 34px;\">\n<td style=\"width: 5.1796%; height: 34px;\">1</td>\n<td style=\"height: 34px;\"><span class=\"lead-bold\">Bite (1): </span> The race has fangs that cause Strength+d4 damage. See <strong>@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}</strong> for more information.</td>\n</tr>
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},
{
"id": "Mass Battles",
"name": "Mass Battles",
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"description": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Mass Battles</h1>\n</div>\n<div>\n<p>Many adventures feature heroes traveling about the land, gathering allies to thwart some inevitable foe or loathsome horde. They build coalitions, train armies, discover powerful artifacts, and finally stand against the enemy in desperate and glorious battle.</p>\n<p>The rules presented here allow the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Meneur de Jeu} to handle everything from a small warband holding a fort against an undead horde to full divisions of troops fighting a massive field battle or a planetary assault from a space-based invasion fleet. It&rsquo;s abstract, but provides a narrative base for heroes to plan, get involved, and take part in the carnage!</p>\n<p><strong>When to Use These Rules: </strong>Use the Mass Battle rules when you need to resolve a large conflict that can go either way, and also allow the player characters to have a role in its outcome. The culmination of these tales is not always a foregone conclusion, and failure can be just as interesting as victory!</p>\n<p><strong>The Basics: </strong>Each side has a number of &ldquo;Force Tokens&rdquo; equal to its relative strength and size. Commanders roll their Battle skill each turn. The winner reduces his rival&rsquo;s force until one side or the other breaks.</p>\n<h2>Setup</h2>\n<p>To start, give the larger or more powerful army 10 Force Tokens. Give the opposing army a proportional number of tokens. If one army has 10,000 warriors, for example, and the other has 7,000, give the smaller army seven tokens. These represent the troops, vehicles, ships, etc., in each side&rsquo;s army.</p>\n<p>Adjust the ratio as makes sense to account for special or elite troops, better equipment, and so on. If one army is half as powerful as another, for example, give one side 10 Force Tokens and the other five. Get close enough to give a reasonable approximation of relative strength. The dice and the players&rsquo; actions will handle the rest.</p>\n<h2>Battle</h2>\n<p>At the start of each round, the player characters discuss and decide on their plan.</p>\n<p>Next comes opposed Battle rolls by the rival commanders. Add the modifiers below as appropriate to each roll.</p>\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Battle Modifiers</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Modifier</th>\n<th class=\"table-column-header\" scope=\"col\">Circumstance</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>+1 per point of advantage</td>\n<td><strong>Force Bonus:</strong> The side with the most Force Tokens adds +1 for each point of difference. If the larger army has 10 tokens and the smaller one has 7, for example, the commander of the more powerful army adds +3.</td>\n</tr>\n<tr>\n<td>+1 to +4</td>\n<td><strong>Tactical Advantage:</strong> Grant a +1 to +4 bonus for any special cir&shy;cumstances that might help that army, such as air superiority, fortifications, or other conditions not otherwise factored into the army&rsquo;s strength.</td>\n</tr>\n<tr>\n<td>+1 to +4</td>\n<td><strong>Battle Plan:</strong> Add +1 to +4 if one side has a particularly effective or clever plan over the other.</td>\n</tr>\n</tbody>\n</table>\n<h3>Results</h3>\n<p>The winner of the opposed roll consults the Battle Results. Any casualties are generally distributed evenly throughout the army or however the GM feels is most appropriate.</p>\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Battle Results</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Modifier</th>\n<th class=\"table-column-header\" scope=\"col\">Result</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>Tie</td>\n<td><strong>Draw: </strong>Both sides lose one Force Token.</td>\n</tr>\n<tr>\n<td>Success</td>\n<td><strong>Success: </strong>The victor loses one Force Token, the defeated lo
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},
{
"id": "Medieval and Ancient Armor Table",
"name": "Medieval and Ancient Armor Table",
"description": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Medieval &amp; Ancient Armor</h2>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Item</th>\n<th class=\"table-column-header\" scope=\"col\">Armor</th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Cloth/Light Leather</span> </span> <span class=\"table-body-description\">Heavy winter clothing, supple leather armor, soft hides.</span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Jacket (Cloth/Light Leather)]{Jacket} (torso, arms)</td>\n<td>+1</td>\n<td>d4</td>\n<td>5</td>\n<td>20</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Robes]{Robes} (torso, arms, legs)</td>\n<td>+1</td>\n<td>d4</td>\n<td>8</td>\n<td>30</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Leggings (Cloth/Light Leather)]{Leggings} (legs)</td>\n<td>+1</td>\n<td>d4</td>\n<td>5</td>\n<td>20</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Cap (Cloth/Light Leather)]{Cap} (head)</td>\n<td>+1</td>\n<td>d4</td>\n<td>1</td>\n<td>5</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Thick Leather / Tough Hides</span> </span> <span class=\"table-body-description\">Boiled leather, cuir bouilli, alligator hides.</span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Jacket (Thick Leather/Tough Hides)]{Jacket} (torso, arms)</td>\n<td>+2</td>\n<td>d6</td>\n<td>8</td>\n<td>80</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Leggings (Thick Leather/Tough Hides)]{Leggings} (legs)</td>\n<td>+2</td>\n<td>d6</td>\n<td>7</td>\n<td>40</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Cap (Thick Leather/Tough Hides)]{Cap} (head)</td>\n<td>+2</td>\n<td>d6</td>\n<td>1</td>\n<td>20</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Chain Mail</span> </span> <span class=\"table-body-description\">Chain, splint, metal scale, ring mail, samurai armor.</span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Shirt (Chain Mail)]{Shirt} (torso, arms)</td>\n<td>+3</td>\n<td>d8</td>\n<td>25</td>\n<td>300</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Leggings (Chain Mail)]{Leggings} (legs)</td>\n<td>+3</td>\n<td>d8</td>\n<td>10</td>\n<td>150</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Chain Hood or Helm]{Chain Hood or Helm} (head)</td>\n<td>+3</td>\n<td>d8</td>\n<td>4</td>\n<td>25</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Bronze Armor (Pre-Iron Age Settings)</span> </span> <span class=\"table-body-description\">Typically only found in ancient times or pre-iron civilizations.</span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bronze Barding (horse)]{Bronze Barding (horse)}</td>\n<td>+3</td>\n<td>d10</td>\n<td>50</td>\n<td>1500</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bronze Corselet]{Bronze Corselet}</td>\n<td>+3</td>\n<td>d8</td>\n<td>13</td>\n<td>80</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Vambraces (Bronze Armor)]{Vambraces} (arms)</td>\n<td>+3</td>\n<td>d8</td>\n<td>5</td>\n<td>40</td>\n</tr>\n<tr>\n<td>@C
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},
{
"id": "Melee Weapons Table",
"name": "Melee Weapons Table",
"description": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Melee Weapons</h2>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n<th class=\"table-column-header\" scope=\"col\">Notes</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Medieval</span> </span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Axe, Hand]{Axe, Hand}</td>\n<td>Str+d6</td>\n<td>d6</td>\n<td>2</td>\n<td>100</td>\n<td>&mdash;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Axe, Battle]{Axe, Battle}</td>\n<td>Str+d8</td>\n<td>d8</td>\n<td>4</td>\n<td>300</td>\n<td>&mdash;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Axe, Great]{Axe, Great}</td>\n<td>Str+d10</td>\n<td>d10</td>\n<td>7</td>\n<td>400</td>\n<td>@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 2, @Compendium[swade-core-rules.swade-rules.Characters]{Parade} -1, two hands</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Club, Light]{Club, Light}</td>\n<td>Str+d4</td>\n<td>d4</td>\n<td>2</td>\n<td>25</td>\n<td>A sign of low status or thuggery</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Club, Heavy]{Club, Heavy}</td>\n<td>Str+d6</td>\n<td>d6</td>\n<td>5</td>\n<td>50</td>\n<td>A sign of low status or thuggery</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Dagger/Knife (melee)]{Dagger/Knife}</td>\n<td>Str+d4</td>\n<td>d6</td>\n<td>1</td>\n<td>25</td>\n<td>&mdash;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Flail]{Flail}</td>\n<td>Str+d6</td>\n<td>d6</td>\n<td>3</td>\n<td>200</td>\n<td>Ignores shield bonus</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Halberd]{Halberd}</td>\n<td>Str+d8</td>\n<td>d8</td>\n<td>6</td>\n<td>250</td>\n<td>@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1, two hands</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Katana]{Katana}</td>\n<td>Str+d6+1</td>\n<td>d6</td>\n<td>3</td>\n<td>1000</td>\n<td>two hands</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Lance]{Lance}</td>\n<td>Str+d8</td>\n<td>d8</td>\n<td>6</td>\n<td>300</td>\n<td>@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 2 when charging, @Compendium[swade-core-rules.swade-rules.Reach]{Reach} 2, only usable in @Compendium[swade-core-rules.swade-rules.Mounted Combat]{mounted combat}</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Mace]{masse darme}</td>\n<td>Str+d6</td>\n<td>d6</td>\n<td>4</td>\n<td>100</td>\n<td>&mdash;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Maul]{Maul}</td>\n<td>Str+d10</td>\n<td>d10</td>\n<td>10</td>\n<td>400</td>\n<td>Two hands, +2 damage to @Compendium[swade-core-rules.swade-rules.Breaking Things]{break objects}</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Pike]{Pike}</td>\n<td>Str+d8</td>\n<td>d8</td>\n<td>18</td>\n<td>400</td>\n<td>@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 2, two hands</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Rapier]{Rapier}</td>\n<td>Str+d4</td>\n<td>d4</td>\n<td>2</td>\n<td>150</td>\n<td>@Compendium[swade-core-rules.swade-rules.Characters]{Parade} +1</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Spear]{Spear}</td>\n<td>Str+d6</td>\n<td>d6</td>\n<td>3</td>\n<td>100</td>\n<td>@Compendium[swade-core-rules.swade-rules.Reach]{Reach} 1. @Compendium[swade-core-rules.swade-rules.Characters]{Parade} +1 if used two-handed</td>\n</tr>\n<tr>\n<
2021-03-14 16:54:58 +01:00
},
{
"id": "Mines Table",
"name": "Mines Table",
2021-03-20 21:29:41 +01:00
"description": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Mines</h2>\n<div class=\"table-summary\">\n<p>Mines are explosives planted beneath shallow dirt that detonate in the listed @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{blast template} when a person (for anti-personnel mines) or vehicle (for anti-tank mines) passes over them.</p>\n<p><strong>Minefields:</strong> For dramatic purposes, a character who steps on a mine should get a @Compendium[swade-core-rules.swade-skills.Notice]{Perception} roll. Success means she realizes it before stepping off and detonating it. Saving the victim requires a @Compendium[swade-core-rules.swade-skills.Repair]{Réparation} roll at &minus;4, but failure detonates the device immediately.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Blast</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Anti-Personnel Mine]{Anti-Personnel Mine}</td>\n<td>&mdash;</td>\n<td>2d6+2</td>\n<td>&mdash;</td>\n<td>&mdash;</td>\n<td>SBT</td>\n<td>10</td>\n<td>100</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Anti-Tank Mine]{Anti-Tank Mine}</td>\n<td>&mdash;</td>\n<td>4d6</td>\n<td>&mdash;</td>\n<td>&mdash;</td>\n<td>MBT</td>\n<td>20</td>\n<td>200</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} 5 vs. &frac12; the vehicle&rsquo;s @Compendium[swade-core-rules.swade-rules.Armor]{Armure} value (round up).</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bouncing Betty]{Bouncing Betty}</td>\n<td>&mdash;</td>\n<td>3d6</td>\n<td>&mdash;</td>\n<td>&mdash;</td>\n<td>SBT</td>\n<td>9</td>\n<td>125</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>These deadly anti-personnel mines are designed to pop up into the air and rain shrapnel down from about head-height. Only full overhead cover offers an @Compendium[swade-core-rules.swade-rules.Armor]{Armure} bonus against such devices. Simply being prone offers no protection from these deadly explosives.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Claymore Mine]{Claymore Mine}</td>\n<td>&mdash;</td>\n<td>3d6</td>\n<td>&mdash;</td>\n<td>&mdash;</td>\n<td>Special</td>\n<td>4</td>\n<td>75</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>Claymores fire a spray of deadly steel balls in a 60&deg; frontal arc. Everyone within 12&Prime; (24 yards) is automatically hit. Roll a die for all other targets up to 50&Prime; (100 yards). Those who get an odd result are also hit.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n</tbody>\n</table>\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Minimum Strength",
"name": "Minimum Strength",
"description": "<div class=\"swade-core\">\n<p>Certain items have a &ldquo;Minimum Strength&rdquo; required to use without penalty. Note that some items list a d4 since it is possible to have a @Compendium[swade-core-rules.swade-rules.Traits]{Force} lower than d4.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>ARMOR/WORN GEAR: </strong>Each die type differ&shy;ence between the character&rsquo;s Strength and the item&rsquo;s Minimum Strength inflicts a &minus;1 penalty to @Compendium[swade-core-rules.swade-rules.Movement]{Allure} (minimum of 1&Prime;), @Compendium[swade-core-rules.swade-rules.Traits]{Agilité}, and Agilité-related skill rolls. This is cumulative for those weak but determined adventurers who wear or use multiple items too heavy for their build.</li>\n<li><strong>MELEE/THROWN WEAPONS: </strong>A thrown or melee weapon&rsquo;s damage die is limited by the user&rsquo;s @Compendium[swade-core-rules.swade-rules.Traits]{Force} die. If a scrawny kid (Strength d4) picks up a long sword (Str+d8), he rolls d4+d4 damage instead of d4+d8. Also, if the user&rsquo;s Strength is less than its Minimum Strength, he doesn&rsquo;t benefit from any of the weapon&rsquo;s positive abilities such as @Compendium[swade-core-rules.swade-rules.Reach]{Reach} or @Compendium[swade-core-rules.swade-rules.Parry]{Parade} bonuses. He still retains any penalties, however.</li>\n<li><strong>RANGED WEAPONS: </strong>The user suffers a &minus;1 attack penalty for each die step difference between his @Compendium[swade-core-rules.swade-rules.Traits]{Force} and the weapon&rsquo;s minimum.</li>\n</ul>\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Missiles Table",
"name": "Missiles Table",
"description": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Missiles</h2>\n<div class=\"table-summary\">\n<p>Unless otherwise noted, missiles must &ldquo;lock&rdquo; onto their targets before they can be fired. This action is an opposed @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} roll versus the target&rsquo;s maneuvering skill (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, as appropriate). Success gives the attacker a &ldquo;short&rdquo; lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.</p>\n<p>The enemy attempts to evade each missile separately by making a @Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{maneuvering} roll at &minus;4 (or &minus;2 if the target has substantial cover to hide behind&mdash;such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means the craft goes <strong>@Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}</strong>.</p>\n<p><strong>Anti-Missile Systems: </strong>Warships and futuristic space vessels often have &ldquo;point defense&rdquo; systems to shoot down incoming missiles. Operators must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} to shoot down missiles; automated systems attack automatically. The system grants a single @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll per missile at @Compendium[swade-core-rules.swade-rules.Range]{Short Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Vitesse}&mdash;missiles move at Mach 1, a &minus;6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} of 8 (2) (see <strong>@Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}</strong>).</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Blast</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.TOW Missile Launcher]{TOW}</td>\n<td>75/150/300</td>\n<td>5d10</td>\n<td>34</td>\n<td>1</td>\n<td>MBT</td>\n<td>207</td>\n<td>60K</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A wire-guided missile fired from a portable or vehicle-mounted launcher. Doesn&rsquo;t require a lock&mdash;just a @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll, and can&rsquo;t be jammed.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Hellfire]{Hellfire}</td>\n<td>150/300/600</td>\n<td>5d10</td>\n<td>40</td>\n<td>&mdash;</td>\n<td>MBT</td>\n<td>100</td>\n<td>115K</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A laser-guided missile fired from a vehicle-mounted launcher.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Sidewinder]{Sidewinder}</td>\n<td>100/200/400</td>\n<td>4d8</td>\n<td>6</td>\n<td>&mdash;</td>\n<td>SBT</td>\n<td>188</td>\n<td>600K<
2021-03-14 16:54:58 +01:00
},
{
"id": "Modern Armor Table",
"name": "Modern Armor Table",
2021-03-20 21:29:41 +01:00
"description": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Modern Armor</h2>\n<div class=\"table-summary\">\n<p><strong>@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Protection balistique}:</strong> Armor marked with an asterisk reduces the damage from bullets by 4. &ldquo;Bullets&rdquo; includes physical shot fired from a firearm.</p>\n,\n<p>Apply AP only to the item's actual @Compendium[swade-core-rules.swade-rules.Armor]{Armure} value.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Item</th>\n<th class=\"table-column-header\" scope=\"col\">Armor</th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Cloth/Leather</span> </span> <span class=\"table-body-description\">Heavy winter clothing, leather jacket or pants, chaps.</span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Thick Coat, Leather Jacket]{Thick Coat, Leather Jacket} (torso, arms)</td>\n<td>+1</td>\n<td>d4</td>\n<td>5</td>\n<td>100</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Leather Riding Chaps]{Leather Riding Chaps} (legs)</td>\n<td>+1</td>\n<td>d4</td>\n<td>5</td>\n<td>70</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Kevlar Riding Jacket]{Kevlar Riding Jacket} (torso, arms)</td>\n<td>+2</td>\n<td>d4</td>\n<td>8</td>\n<td>350</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Kevlar Riding Jeans]{Kevlar Riding Jeans} (legs)</td>\n<td>+2</td>\n<td>d4</td>\n<td>4</td>\n<td>175</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bike helmet]{Bike helmet} (head)</td>\n<td>+2</td>\n<td>d4</td>\n<td>1</td>\n<td>50</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Motorcycle Helmet]{Motorcycle Helmet} (head)</td>\n<td>+3</td>\n<td>d4</td>\n<td>3</td>\n<td>100</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Body Armor</span> </span> <span class=\"table-body-description\">Flak jackets, bulletproof vests, body armor, and bombproof suits.</span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Flak Jacket (Vietnam-era)]{Flak Jacket (Vietnam-era)}, torso)</td>\n<td>+2</td>\n<td>d6</td>\n<td>10</td>\n<td>40</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Kevlar Vest]{Kevlar Vest} (torso)</td>\n<td>+2*</td>\n<td>d6</td>\n<td>5</td>\n<td>200</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Kevlar Vest with ceramic inserts]{Kevlar Vest with ceramic inserts} (torso)</td>\n<td>+4*</td>\n<td>d8</td>\n<td>17</td>\n<td>500</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Kevlar helmet]{Kevlar helmet} (head)</td>\n<td>+4*</td>\n<td>d4</td>\n<td>5</td>\n<td>80</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bombproof suit]{Bombproof suit} (entire body)</td>\n<td>+10</td>\n<td>d12</td>\n<td>80</td>\n<td>25k</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>Bombproof suits aren&rsquo;t built for flexibility except in the hands, which are uncovered. @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} and related skills that require more than manual dexterity cannot exceed d6 while wearing the suit, and @Compendium[swade-core-rules.swade-rules.Movement]{Allure} is reduced by 2 (in addition to @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Force minimum} penalties).</td>\n</tr>\n</tbody>\n</table>\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "More Skill Points",
"name": "More Skill Points",
"description": "<div class=\"swade-core\">\n<h2>More Skill Points</h2>\n<p>Thanks to technology and improved education, characters in modern and futuristic settings have 15 Traits @Compendium[swade-core-rules.swade-rules.Traits]{skill points} at character creation rather than 12. This helps them take @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics}, and other skills common in the modern world.</p>\n<p>It&rsquo;s up to the GM if this makes sense in her particular setting. A futuristic but &ldquo;savage&rdquo; world of planetary romance probably doesn&rsquo;t need it, but it works well for most anything set in the developed world from about 1950 on, hard scifi, or &ldquo;exploration&rdquo; scifi like <cite>The Last Parsec</cite>.</p>\n</div>"
},
{
"id": "Mounted Combat",
"name": "Mounted Combat",
2021-03-20 21:29:41 +01:00
"description": "<div class=\"swade-core\">\n<h2>Mounted Combat</h2>\n<p>Characters @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} from horseback (or other strange beasts) have certain advantages and disadvantages in combat, as described below.</p>\n<p>Mounts aren&rsquo;t dealt @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards}&mdash;they act with their riders. Animals may attack any threat to their front during their rider&rsquo;s action.</p>\n<p><strong>Horsemanship:</strong> Characters who wish to fight from horseback must use the lowest of their @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} or @Compendium[swade-core-rules.swade-skills.Riding]{Équitation} skills. This makes it important for cavalrymen to actually be able to ride well!</p>\n<p><strong>Falling:</strong> If a character is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}, or @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded} while mounted, or his mount is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}, he must make a @Compendium[swade-core-rules.swade-skills.Riding]{Équitation} roll. If he fails, he falls. If the mount was running (GM&rsquo;s call), the rider suffers 2d4 damage (2d6 with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure)}.</p>\n<p><strong>Missed&nbsp;</strong><strong>@Compendium[swade-core-rules.swade-rules.Attacks]{Ranged Attacks}:</strong> Mounts and riders are affected by the @Compendium[swade-core-rules.swade-rules.Innocent Bystanders]{Innocent Bystander} rules. If a shot intended at a rider rolls a 1, it hits the horse instead.</p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded} Mounts:</strong> When an animal is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} or @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded}, it rears or bucks. A rider must make a @Compendium[swade-core-rules.swade-skills.Riding]{Équitation} roll to stay mounted, or falls as above.</p>\n<h3>Charging</h3>\n<p>A rider on a charging horse adds +4 to his damage roll with a successful @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} attack. To be considered charging, the rider must have moved at least 6&Prime; or more in a relatively straight line toward his foe.</p>\n<p><strong>Setting Weapons:</strong> A weapon with a @Compendium[swade-core-rules.swade-rules.Reach]{Reach} of 1 or greater can be &ldquo;set&rdquo; against a cavalry attack. To do so, the attacker must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} and win an opposed @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll to interrupt as usual. Whoever has the most @Compendium[swade-core-rules.swade-rules.Reach]{Reach} adds +2 to his roll.</p>\n<p>The winner attacks first. If successful, he adds the +4 charge bonus to his damage (whether he&rsquo;s the rider or not).</p>\n<img src=\"modules/swade-core-rules/assets/art/MountedCombat.webp\" alt=\"Image of a Native American hiding a white horse with black spots across plains.\" /></div>"
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},
{
"id": "Movement",
"name": "Movement",
"description": "<div class=\"swade-core\">\n<h2>Movement</h2>\n<p>Characters can move a number of tabletop inches equal to their @Compendium[swade-core-rules.swade-rules.Characters]{Allure} each turn.</p>\n<p>Each inch of movement spent climbing, crawling, or swimming uses 2&Prime; of Pace.</p>\n<p><strong>Running: </strong>A hero can &ldquo;run&rdquo; as a free action once per turn, increasing her Pace for the round by her Running die (a d6 by default) at the cost of a &minus;2 penalty to all other actions that turn. Running dice never Ace. (The Running die is random to account for nuances of terrain not depicted on the tabletop and for the &ldquo;risk to reward&rdquo; decision players must make).</p>\n<p>Out of combat situations, a character can move twice the sum of her full Pace + maximum running die for a number of minutes equal to half her @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} die type. Thus a @Compendium[swade-core-rules.swade-edges.Fleet-Footed]{Fleet-Footed} character with @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} d6 can sprint at a Pace of 32 for three minutes.</p>\n<p><strong>Difficult Ground: </strong>Each inch a hero walks or runs over rough terrain such as thick forest, up or down a steep incline, slippery ice, etc., count as 2&Prime; of her Pace. Crawling is unaffected by Difficult Ground.</p>\n<p><strong>Hazards:</strong> If the GM feels movement is hazardous for some reason&mdash;climbing under duress, swimming a fast-moving river, walking a tightrope&mdash;she can require an @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll to move. Success means she continues on normally. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} the character takes @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} from <strong>@Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps &amp; Bruises}</strong>, falls if climbing or in a precarious position <strong>(@Compendium[swade-core-rules.swade-rules.Falling]{Falling}</strong>), or drowns if swimming (<strong>@Compendium[swade-core-rules.swade-rules.Drowning]{Drowning}</strong>).</p>\n<h3>Other Movement Issues</h3>\n<ul class=\"red-bullet-list\">\n<li><strong>JUMPING: </strong>Characters can jump 1&Prime; (two yards) horizontally, or 0.5&Prime; vertically as a free action. Double these numbers if the hero can run at least 2&Prime; (four yards) prior to the jump. If the hero chooses, she may make an @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll as an action to increase her horizontal distance by 1&Prime; (2&Prime; with a raise), or half that vertically. Jumping does not allow a character to exceed her total Pace for the turn.</li>\n<li><strong>PRONE: </strong>A character may fall prone as a free action during her turn. She may crawl while prone. Standing is a free action but reduces total Pace for the turn by 2.</li>\n</ul>\n</div>"
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},
{
"id": "Multi-Actions",
"name": "Multi-Actions",
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"description": "<div class=\"swade-core\">\n<h2>Multi-Actions</h2>\n<p>Characters can perform up to three @Compendium[swade-core-rules.swade-rules.Actions]{actions} on their turn. Each additional action beyond the first inflicts a &minus;2 penalty to all actions. Taking two actions, for example, incurs a &minus;2 penalty to both, and three actions is a &minus;4 penalty.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} get their Wild Die on each action as usual.</p>\n<p>All actions must be declared at the start of the turn and before any dice are rolled. Penalties remain even if a later action doesn&rsquo;t happen (usually because it was dependent on an earlier success).</p>\n<p><strong>Movement and Multiple Actions:</strong> A chara&shy;cter may perform multiple actions at different points in his @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}.</p>\n<p><strong>Free Actions:</strong> Multi-Action penalties do not apply to @Compendium[swade-core-rules.swade-rules.Actions]{free actions}.</p>\n</div>"
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},
{
"id": "Multiple Languages",
"name": "Multiple Languages",
"description": "<div class=\"swade-core\">\n<h2>Multiple Languages</h2>\n<p>Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, all characters have the @Compendium[swade-core-rules.swade-edges.Linguist]{Linguist Edge} for free, and ignore its usual Requirements.</p>\n<p>A character who actually takes the Linguist Edge knows a number of languages equal to her @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} (instead of half her Intellect).</p>\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Natural Weapons",
"name": "Natural Weapons",
"description": "<div class=\"swade-core\">\n<h2>Natural Weapons</h2>\n<p>Creatures with natural weapons such as fangs, claws, or horns may attack with any or all of them using their @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} skill. Damage is stated for character races and beasts in their various descriptions.</p>\n<p>Creatures with natural weapons are always considered armed. This means they aren&rsquo;t an <strong>@Compendium[swade-core-rules.swade-rules.Unarmed Defender]{Unarmed Defender}</strong> and foes @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} with <strong>@Compendium[swade-core-rules.swade-rules.Two Weapons]{Two Weapons}</strong> gain no advantage against them. Here are a few additional notes for each type of attack:</p>\n<ul class=\"red-bullet-list\">\n<li><strong>BITE:</strong> The creature may bite a target it&rsquo;s grappled (most attackers can only crush their prey, see <strong>@Compendium[swade-core-rules.swade-rules.Grappling]{Grappling}</strong>).</li>\n<li><strong>CLAWS:</strong> +2 to @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (climbing) rolls on any rough or soft surface (not sheer steel, glass, etc.).</li>\n<li><strong>HORNS:</strong> Add +4 @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} at the end of one @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} action in which it @Compendium[swade-core-rules.swade-rules.Movement]{Runs}, moves at least 5&Prime;(10 yards), and successfully hits with its horns.</li>\n</ul>\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Networking",
"name": "Networking",
2021-03-19 09:38:15 +01:00
"description": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Networking</h1>\n</div>\n<div>\n<p>Your heroes often need to spend some time finding information or asking for favors. You can roleplay these encounters out, or you can allow them to use their skills in a &ldquo;macro&rdquo; sense&mdash;summing up hours of effort with a single roll.</p>\n<p>@Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} is the nice way of interacting with one&rsquo;s contacts. The flip side of the coin is @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}. Either can get the job done but in slightly different ways, as shown below.</p>\n<p><strong>When to Use These Rules:</strong> Networking is a good way for social characters to spend their time while bookworm types are doing @Compendium[swade-core-rules.swade-skills.Research]{Research}.</p>\n<p><strong>The Basics:</strong> Characters use their Persuasion or Intimidation to gather favors or information. As always, the GM should apply any bonuses or penalties appropriate to the situation.</p>\n<h3>Persuasion (The Nice Way)</h3>\n<p>Characters use @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} to socialize within their various social circles for information or favors. When used in this way, Persuasion isn&rsquo;t a single exchange but several hours of networking, hobnobbing, carousing, drinks, gifts, bribes, or entertaining. This might represent time at the office, a series of meetings with important people, or (most commonly) an evening of dinner and drinks.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} grants most of what the character wants, though it may take a while, cost some money, or require a favor in return. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} either gets more of whatever he was looking for, or at a lower cost.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the hero&rsquo;s efforts are in vain. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means he&rsquo;s cut off from that particular group for a while (up to the GM but typically about a week).&nbsp;</p>\n<p><strong>Money Talks:</strong> You can catch more flies with honey than vinegar, the saying goes. A character with a little lucre to spread around adds +2 to her networking attempt by spending money on better bribes, gifts, or wining and dining her contacts.</p>\n<p>The amount required is up to the GM, the setting, and the nature of the contact(s) she interacts with. As a rule of thumb, use the setting&rsquo;s Starting Funds and modify as appropriate from there.</p>\n<h3>Intimidation (The Not-So-Nice-Way)</h3>\n<p>@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} can also be used to gather information, call in favors, or make demands, but it&rsquo;s a little less savory.</p>\n<p>Each attempt to &ldquo;work the streets&rdquo; takes several hours of threats and general unpleasantness, rousting the local populace for whatever the hero needs.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Success} grants the character most of what she wants, though her victims might decide to get some payback later on. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} means she gets more info, gets it faster, or her victims are too scared or otherwise preoccupied to plot revenge.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Failure} means the goon doesn&rsquo;t get anything useful. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} means she ends the evening with a fat lip, black eye, or broken nose (see <strong>@Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps &amp; Bruises}</strong>). She can work her contacts again the next day, but they&rsquo;re more likely to be waiting for her this time!</p>\n<p><strong>Busting Heads:</strong> The bruiser can improve her odds by getting more violent or extreme than usual. This alienates her contacts for a week but adds +2
2021-03-14 16:54:58 +01:00
},
{
"id": "No Power Points",
"name": "No Power Points",
2021-03-20 21:29:41 +01:00
"description": "<div class=\"swade-core\">\n<h2>No Power Points</h2>\n<p>Instead of using @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}, characters with @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} simply choose the power they want to activate and make an arcane skill roll. The penalty to the roll is the power&rsquo;s total cost in Power Points (base cost plus all @Compendium[swade-core-rules.swade-rules.Power Modifiers]{Modifiers}), divided by 2. Round up.</p>\n<p>Casting <em>@Compendium[swade-core-rules.swade-powers.Protection]{protection}</em> (1 point) with More Armor (+1) and the @Compendium[swade-core-rules.swade-rules.Hinder or Hurry (+1)]{Hurry} modifier (+1), for example, has a cost of 3 Power Points. Half rounded up is 2.</p>\n<p>Success means the power activates as usual. A raise grants any additional bonuses stated in its description.</p>\n<p>Failure means all current powers are canceled and the caster is Shaken. @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} results in <strong>@Compendium[swade-core-rules.swade-rules.Activation]{Backlash}</strong>.</p>\n<p><strong>Maintaining Powers:</strong> Characters can main&shy;tain those powers that allow it as long as desired, but each one maintained inflicts a &minus;1 to all further arcane skill rolls.</p>\n<p><strong>Power Preparation: </strong>A caster may prepare powers by concentrating for an entire round (no move&shy;ment or other actions and must not be @Compendium[swade-core-rules.swade-rules.Damage Effects]{Shaken or Stunned}). If successful, he ignores 2 points of penalties on all powers cast on his next turn. If he does not enact any powers on his next turn, the preparation is lost.</p>\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Nonlethal Damage",
"name": "Nonlethal Damage",
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"description": "<div class=\"swade-core\">\n<h2>Nonlethal Damage</h2>\n<p>A character who wants to beat someone up without killing them can choose to do nonlethal damage. This requires the attacker use only his fists or a blunt weapon of some sort. Edged weapons may be used if they have a flat side, but this subtracts &minus;1 from the attacker&rsquo;s @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} rolls.</p>\n<p>Nonlethal damage causes @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} as usual, but if a character is rendered @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité} he&rsquo;s knocked out for 1d6 hours instead.</p>\n<p>Nonlethal @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} are otherwise treated exactly as lethal @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds}. This means it&rsquo;s much easier to render an Extra unconscious than a Wild Card (See @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Wild Cards and Extras}). This is intentional, and should work well for most genres where heroes can take multiple punches before going down for the count, but most &ldquo;mooks&rdquo; go out with one or two good punches.</p>\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Off-Hand Attacks",
"name": "Off-Hand Attacks",
"description": "<div class=\"swade-core\">\n<h2>Off-Hand Attacks</h2>\n<p>Characters are assumed to be right-handed unless the player decides otherwise. Actions that require precise eye-hand coordination, such as @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} or @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, suffer a &minus;2 penalty when done solely with the off-hand.</p>\n<p>Off-hand weapons don&rsquo;t add their @Compendium[swade-core-rules.swade-rules.Parry]{Parade} bonus unless the hero is <strong>@Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextre}</strong>.</p>\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Parry",
"name": "Parry",
"description": "<div class=\"swade-core\">\n<h3>Parry</h3>\n<p>The weapon adds the bonus to the character&rsquo;s @Compendium[swade-core-rules.swade-rules.Characters]{Parade} score. If a character wields a weapon in each hand, penalties to Parry stack but bonuses do not (unless she has the @Compendium[swade-core-rules.swade-edges.Ambidextrous]{Ambidextrous Edge}).</p>\n</div>"
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},
{
"id": "Pistols Table",
"name": "Pistols Table",
"description": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Pistols</h2>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Shots</th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Revolvers</span> </span> <span class=\"table-body-description\">Revolvers typically have six chambers that must be reloaded one bullet at a time, though separate cylinders called &ldquo;speed loaders&rdquo; are also available for more modern firearms for about 10% of the weapon&rsquo;s cost.</span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Derringer]{Derringer}</td>\n<td>3/6/12</td>\n<td>2d4</td>\n<td>&mdash;</td>\n<td>1</td>\n<td>2</td>\n<td>d4</td>\n<td>1</td>\n<td>100</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>-2 to being @Compendium[swade-core-rules.swade-skills.Notice]{Noticed}</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Police Revolver]{Police Revolver}</td>\n<td>10/20/40</td>\n<td>2d6</td>\n<td>&mdash;</td>\n<td>1</td>\n<td>6</td>\n<td>d4</td>\n<td>2</td>\n<td>150</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Colt Peacemaker]{Colt Peacemaker}</td>\n<td>12/24/48</td>\n<td>2d6+1</td>\n<td>1</td>\n<td>1</td>\n<td>6</td>\n<td>d4</td>\n<td>4</td>\n<td>200</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Smith &amp; Wesson]{Smith &amp; Wesson}</td>\n<td>12/24/48</td>\n<td>2d6+1</td>\n<td>1</td>\n<td>1</td>\n<td>6</td>\n<td>d4</td>\n<td>5</td>\n<td>250</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Semi-Automatics</span> </span> <span class=\"table-body-description\">Semi-automatics are fed from a magazine. The standard size magazines are listed below. Additional magazines may be purchased for 10% of the weapon&rsquo;s cost. They weigh about 1 lb each, fully loaded.</span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Colt 1911]{Colt 1911}</td>\n<td>12/24/48</td>\n<td>2d6+1</td>\n<td>1</td>\n<td>1</td>\n<td>7</td>\n<td>d4</td>\n<td>4</td>\n<td>200</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Desert Eagle]{Desert Eagle}</td>\n<td>15/30/60</td>\n<td>2d8</td>\n<td>2</td>\n<td>1</td>\n<td>7</td>\n<td>d6</td>\n<td>8</td>\n<td>300</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Glock (9mm)]{Glock (9mm)}</td>\n<td>12/24/48</td>\n<td>2d6</td>\n<td>1</td>\n<td>1</td>\n<td>17</td>\n<td>d4</td>\n<td>3</td>\n<td>200</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Ruger]{Ruger}</td>\n<td>10/20/40</td>\n<td>2d4</td>\n<td>&mdash;</td>\n<td>1</td>\n<td>9</td>\n<td>d4</td>\n<td>2</td>\n<td>100</td>\n</tr>\n</tbody>\n</table>\n<img src=\"modules/swade-core-rules/assets/art/M1911.webp\" alt=\"M1911 Pistol\" /></div>"
},
{
"id": "Poison",
"name": "Poison",
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"description": "<div class=\"swade-core\">\n<h2>Poison</h2>\n<p>The bane of adventurers across all Savage Worlds can be delivered by the smallest of foes&mdash;poison!</p>\n<p>When an adventurer comes into contact with poison (at least a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} result if an attack) he must make an immediate @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} minus the Strength of the poison (if listed). Failure means the character is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} in addition to any specific effects listed below.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>KNOCKOUT: </strong>The victim is knocked out (Incapacitated and unconscious) for 2d6 hours (twice that with a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}).</li>\n<li><strong>LETHAL: </strong>The victim is @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}, takes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} (two with a Critical Failure), and perishes in 2d6 rounds.</li>\n<li><strong>MILD: </strong>The victim suffers @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}, or @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhaustion} with a Critical Failure. This cannot cause Incapacitation.</li>\n<li><strong>PARALYZING: </strong>The victim is Incapacitated for 2d6 minutes, or twice that with a Critical Failure.</li>\n</ul>\n<p>These are basic and simplified poison effects that can be altered as needed to suit specific creatures or hazards. A particularly deadly snake in your fantasy world, for example, might still cause @Compendium[swade-core-rules.swade-rules.Fatigue]{Exhaustion} to those who resist its effects, or @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} with a raise.</p>\n<p><strong>Treatment:</strong> A character may make a @Compendium[swade-core-rules.swade-skills.Healing]{Guérison} roll minus the strength of the poison (if any modifier is listed) to stop its effects. If this action is successful, the victim&rsquo;s life is saved and the poison no longer has any ill effects&mdash;paralyzed victims can move and those rendered unconscious wake.</p>\n<p>Each character may only attempt one Healing roll at &minus;2 roll per incident to cure the poison, but another character with Healing may make a second attempt, and so on.</p>\n</div>"
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},
{
"id": "Power Modifiers",
"name": "Power Modifiers",
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"description": "<div class=\"swade-core\">\n<h2>Power Modifiers</h2>\n<p>Power Modifiers allow characters to customize their abilities, adding a special effect that better reflects her @Compendium[swade-core-rules.swade-rules.Powers]{power's} @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}.</p>\n<p>Power Modifiers are selected each time a power is activated and may be freely changed each time. An icy <em>@Compendium[swade-core-rules.swade-powers.Bolt]{éclairs}</em> might cause @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Armor Piercing} damage in one attack and @Compendium[swade-core-rules.swade-rules.Lingering Damage (+2)]{Lingering Damage} in the next.</p>\n<p>A number of common modifiers are listed below, and some powers have additional options as well. The number in parentheses is the price in additional @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} it costs to add the effect.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Casters} must declare which modifiers they&rsquo;re using before rolling their arcane skill.</p>\n<p>Unless a modifier says otherwise, it may be applied to any power, but only once per casting.</p>\n<p>Power Modifiers last for the Duration of the spell, or until the end of the target&rsquo;s next turn in the case of Instant powers.</p>\n<h3>Modifiers</h3>\n<div class=\"swade-columns\">\n<p><strong>@Compendium[swade-core-rules.swade-rules.Armor Piercing (+1 to +3)]{Armor Piercing}</strong></p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Fatigue (+2)]{Fatigue}</strong></p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Glow or Shroud (+1)]{Glow/Shroud}</strong></p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (+2)]{Heavy Weapon}</strong></p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Hinder or Hurry (+1)]{Hinder/Hurry}</strong></p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Lingering Damage (+2)]{Lingering Damage}</strong></p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Range (+1 or +2)]{Portée}</strong></p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Selective (+1)]{Selective}</strong></p>\n</div>\n<img src=\"modules/swade-core-rules/assets/art/power_mod_01.webp\" alt=\"Image of a man with a glowing blue gun and blue power devices.\" /></div>"
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},
{
"id": "Powers",
"name": "Powers",
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"description": "<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Powers</p>\n</div>\n</div>\n<div>\n<p>Most <cite>Savage Worlds</cite> settings feature &ldquo;magic&rdquo; in one form or another. Whether it&rsquo;s hidden occult lore practiced only by dark cultists, voodoo rituals, the eldritch sorcery of powerful wizards, weird gadgets created by mad scientists, super powers, or brain-burning psionics, these rules handle it all in one simple system.</p>\n<p>For ease of use, we call all of these effects &ldquo;powers.&rdquo; They work the same from game to game, but the particular use, @Compendium[swade-core-rules.swade-rules.Power Modifiers]{modifiers} and @Compendium[swade-core-rules.swade-rules.Trappings]{Aspects}&nbsp;give the same core powers endless variations.</p>\n<h2>List of Powers</h2>\n<p>Listed below are a number of powers available in most Savage Settings. Each power has the following statistics:</p>\n<p><strong>Rank:</strong> The @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} a character must be to learn the power.</p>\n<p><strong>Points de pouvoir :</strong> The cost to activate the power in @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}.</p>\n<p><strong>Range:</strong> The maximum distance between the caster and the power&rsquo;s effect. Range is often expressed as @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} &nbsp;or some multiple thereof. If so, read @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} as inches on the tabletop (twice that in yards). A @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} of d10, for example, means the power can be cast up to 10&Prime; (20 yards) away.</p>\n<p>Unless the power says otherwise, Range has no effect after the power is activated. An ally who has been granted <em>@Compendium[swade-core-rules.swade-powers.Invisibility]{invisibility}</em>, for example, may then move beyond the caster&rsquo;s @Compendium[swade-core-rules.swade-rules.Traits]{Intellect} &nbsp;with no ill effect.</p>\n<p><strong>Duration:</strong> How long the power lasts in @Compendium[swade-core-rules.swade-rules.Combat]{tours} (unless otherwise noted).</p>\n<p>Powers expire at the end of the character&rsquo;s turn X @Compendium[swade-core-rules.swade-rules.Combat]{tours} later, where X is the Duration listed. Count the @Compendium[swade-core-rules.swade-rules.Combat]{tours} the power activated. If a psychic activates <em>@Compendium[swade-core-rules.swade-powers.Boost/Lower Trait]{{Augmentation de Trait}}</em>&nbsp;(Duration 5) on the second @Compendium[swade-core-rules.swade-rules.Combat]{tours} of combat, for example, it remains in place until the end of her turn on the sixth @Compendium[swade-core-rules.swade-rules.Combat]{tours}</p>\n<p>Powers may be maintained for their base Duration for 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}&nbsp;per individual.</p>\n<p>Unless it says otherwise, the caster can ter&shy;minate a power she&rsquo;s activated as a @Compendium[swade-core-rules.swade-rules.Actions]{free action}. She must terminate the entire power&mdash;she can&rsquo;t leave it on for some and off for others.</p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Trappings]{Aspects} </strong><strong>:</strong> These are descriptive ideas and suggestions for how the power might look or manifest in different types of settings.</p>\n<aside class=\"parchment-torn\">\n<h2>Naming Powers</h2>\n<p>Players are encouraged to note their powers&rsquo; Trappings and what the character might call them. A druid in a typical fantasy setting might write down his spells like this, for example:</p>\n<ul>\n<li><em>@Compendium[swade-core-rules.swade-powers.Bolt]{éclairs} </em>(Splinters&mdash;shards of wood)</li>\n<li><em>@Compendium[swade-core-rules.swade-powers.Boost/Lower Trait]{Boost/Lower Trait}</em>&nbsp;(Blessing/Curse of Gaia &mdash;slight healthy or sickly green glow)</li>\n<li><em>@Compendium[swade-core-rules.swade-powers.Entangle]{Entangle}</em>&nbsp;(Entangle&mdash;grasping vines rise
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},
{
"id": "Powers 02",
"name": "Powers 02",
"description": ""
},
{
"id": "Powers 03",
"name": "Powers 03",
"description": ""
},
{
"id": "Powers 04",
"name": "Powers 04",
"description": ""
},
{
"id": "Powers 05",
"name": "Powers 05",
"description": ""
},
{
"id": "Powers 06",
"name": "Powers 06",
"description": ""
},
{
"id": "Powers 07",
"name": "Powers 07",
"description": ""
},
{
"id": "Powers 08",
"name": "Powers 08",
"description": ""
},
{
"id": "Prone",
"name": "Prone",
"description": "<div class=\"swade-core\">\n<h2>Prone</h2>\n<p>Ranged attacks suffer a &minus;4 penalty to hit prone characters from a range of 3&Prime; or greater (this does not stack with @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover)} and subtract four points of damage from @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect attacks}.</p>\n<p>If a prone defender is caught in melee, his @Compendium[swade-core-rules.swade-rules.Characters]{Parade} is reduced by 2 and he must subtract 2 from his @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} rolls.</p>\n<p>Standing costs a character 2&Prime; of @Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}.</p>\n</div>"
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},
{
"id": "Push",
"name": "Push",
"description": "<div class=\"swade-core\">\n<h2>Push</h2>\n<p>Sometimes characters may want to push a foe in hopes of knocking him out of position, @Compendium[swade-core-rules.swade-rules.Prone]{à terre}, or even into a deadly @Compendium[swade-core-rules.swade-rules.Hazards]{hazard}.</p>\n<p>Pushing a foe is an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} of @Compendium[swade-core-rules.swade-rules.Traits]{Force}. If the attacker is successful he pushes the foe back up to 1&Prime; (two yards). With a raise, increase the distance to 2&Prime; (four yards). Double either distance if the attacker&rsquo;s @Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} is larger than the foe&rsquo;s.</p>\n<p>A character who&rsquo;s successfully Pushed must make an @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} roll (at &minus;2 if the attacker got a raise) or be knocked @Compendium[swade-core-rules.swade-rules.Prone]{à terre}.</p>\n<p><strong>Running:</strong> If the attacker ran at least 2&Prime; (four yards) before the Push, he adds +2 to his total.</p>\n<p><strong>Size Matters:</strong> Creatures may not generally Push a foe more than two @Compendium[swade-core-rules.swade-rules.Size and Scale]{Sizes} larger then themselves unless they have exceptional @Compendium[swade-core-rules.swade-rules.Traits]{Force} for their Size (GM&rsquo;s call).</p>\n<p><strong>Skill: </strong>The attacker or defender may roll @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} instead of @Compendium[swade-core-rules.swade-rules.Traits]{Force} if they choose.</p>\n<p><strong>Shields: </strong>Attackers and defenders add their @Compendium[swade-core-rules.swade-rules.Shields]{shield&rsquo;s Parry bonus} to their @Compendium[swade-core-rules.swade-rules.Traits]{Force} (or @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}) rolls when pushing.</p>\n</div>"
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},
{
"id": "Quick Encounters",
"name": "Quick Encounters",
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"description": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Quick Encounters</h1>\n</div>\n<div>\n<p>Sometimes the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Meneur de Jeu} may want to quickly sum up an encounter rather than track every action round by round. &ldquo;Quick Encounters&rdquo; resolve these kinds of situations with good collaborative storytelling, tension, and risk.</p>\n<p><strong>When to Use These Rules:</strong> Use Quick Encount&shy;ers when you&rsquo;re pressed for time, the group isn&rsquo;t as interested in tactical fights, or they do something the GM isn&rsquo;t prepared for, like infiltrating a large complex she hasn&rsquo;t detailed.</p>\n<p><strong>When to Use These Rules:</strong> Characters make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{skill roll} based on the type of encounter and their goal and interpret the results narratively with the Game Master.</p>\n<h2>Encounter Types</h2>\n<p>No @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards} are dealt in a Quick Encounter. Instead, the GM describes the scene, then the players agree on a general plan and what each of their characters will do.</p>\n<p>Once everyone states their intent, they can pick the skill that best represents their actions during the encounter.</p>\n<p>Here are some examples:</p>\n<ul class=\"red-bullet-list\">\n<li><strong>CHASE: </strong>@Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale} (for navi&shy;gation), @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, @Compendium[swade-core-rules.swade-skills.Repair]{Réparation}, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}.</li>\n<li><strong>COMBAT: </strong>@Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{arcane skill}.</li>\n<li><strong>CRISIS: </strong>@Compendium[swade-core-rules.swade-skills.Hacking]{Hacking}, @Compendium[swade-core-rules.swade-skills.Notice]{Perception}, @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion}, @Compendium[swade-core-rules.swade-skills.Thievery]{Thievery}.</li>\n<li><strong>HEIST: </strong>@Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale} (for navi&shy;gation), @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, @Compendium[swade-core-rules.swade-skills.Repair]{Réparation}, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}.</li>\n<li><strong>MISSION: </strong>@Compendium[swade-core-rules.swade-skills.Battle]{Battle}, @Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}.</li>\n<li><strong>TREK: </strong>@Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale}, @Compendium[swade-core-rules.swade-skills.Notice]{Perception}, @Compendium[swade-core-rules.swade-skills.Survival]{Survie}.</li>\n</ul>\n<p><strong>Modifiers:</strong> The GM should assign modifiers based on the situation. If the heroes greatly outnumber their opposition, pursue much slower prey, have prior experience with the obstacles in their path, or special equipment to deal with hazards, the roll might be made at +1 to +4.</p>\n<p>Very difficult encounters, such as powerful foes (relative to the party), faster prey, or extreme conditions inflict a &minus;1 to &minus;4 penalty.</p>\n<h3>Turn Order &amp; Critical Actions</h3>\n<p>Players can go in whatever order they want in a Quick Encounter. This might be important if some of their @Compendium[swade-core-rules.swade-rules.Actions]{actions} are dependent on someone else&rsquo;s. In a heist, for example, the group might depend on the hacker to shut down a company&rsquo;s security measures before they can break in. Similarly, the crew of a B-17 in <c
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},
{
"id": "Races",
"name": "Races",
"description": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>RACES</h1>\n</div>\n<div>\n<p>Not every hero is human. Below are sample races common to many science fiction and fantasy settings. Use them as they are or modify them to fit your particular world. After these examples are guidelines for creating your own races as well.</p>\n<p>Note that the races allude to a lot of rules we haven&rsquo;t explained yet. Just skim them for now and come back once you&rsquo;ve got a grasp on the rest of the game.</p>\n<h2>Races</h2>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Android]{Android}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Aquarian]{Aquarian}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Avion]{Avion}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Dwarves]{Dwarves}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Elves]{Elves}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Half-Elves]{Half-Elves}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Half-Folk]{Half-Folk}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Humans]{Humans}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Rakashans]{Rakashans}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Saurians]{Saurians}</h3>\n</div>\n<aside class=\"torn-page\">\n<h2>BREAKING THE MOLD</h2>\n<p>The racial archetypes presented here are iconic of their usual appearance in fantasy and science fiction, but players and Game Masters should feel free to break the tropes if they fit your particular setting.</p>\n<p>Maybe rakashans in your world have wings. Or aquarians are primitive, eight-armed cannibals who hunt more developed races on a post-apocalyptic water world.</p>\n<p>You can also make different versions of the same races. Perhaps the rakashans of one area evolved to resist @Compendium[swade-core-rules.swade-rules.Cold]{cold} (they&rsquo;re more like snow leopards), while another sprang from cheetahs (and have @Compendium[swade-core-rules.swade-edges.Fleet-Footed]{Fleet-Footed} as a racial ability). The limit lies only in your imagination and desire to create something new and unusual!</p>\n</aside>\n<img src=\"modules/swade-core-rules/assets/art/pg17_quote_races.webp\" alt=\"I know a mad scientist who's a lizard man and a pacifist catgirl vegatarian. Don't judge a book by its cover, friend, or a leopard-man by his spots. &mdash; Red\" /></div>\n</div>"
},
{
"id": "Radiation",
"name": "Radiation",
"description": "<div class=\"swade-core\">\n<h2>Radiation</h2>\n<p>Characters in a radioactive environment must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} every hour spent in low radiation, and every minute in high radiation. Each failure results in a @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} level.</p>\n<p><strong>Radiation Poisoning:</strong> An Incapacitated victim con&shy;tracts radiation sickness, a Chronic Disease, as explained under <strong>@Compendium[swade-core-rules.swade-rules.Disease]{Disease}</strong>.</p>\n</div>"
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},
{
"id": "Rakashans",
"name": "Rakashans",
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"description": "<div class=\"swade-core\">\n<h2>Rakashans</h2>\n<p>Rakashans are humanoid felines. Some have the bright colors of tigers, the speckled hides of leopards, or the exotic look of Siamese cats. All have sharp claws and teeth, and a cruel nature when it comes to dealing with their prey.</p>\n<p>Rakashans can be found in their own remote and exotic cities or as fringe elements of normal society. They are often too clever and beautiful to be shunned, but too cunning to gain others&rsquo; complete trust.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>AGILE</strong>: Feline grace gives rakashans a d6 @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} attribute instead of a d4. This increases maximum Agilité to d12+1.</li>\n<li><strong>BITE/CLAWS</strong>: Rakashan fangs and claws are<strong> @Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}</strong> that cause Strength+d4 damage.</li>\n<li><strong>BLOODTHIRSTY</strong>: Rakashans can be cruel to their foes, often toying with them for simple amusement. They rarely take prisoners and feel little compunction about punishing captured foes. They have the @Compendium[swade-core-rules.swade-hindrances.Bloodthirsty]{Bloodthirsty} Hindrance.</li>\n<li><strong>CAN'T SWIM</strong>: Rakashans actually can swim, they just shun it and are not particularly good at it. They subtract 2 from @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (natation) rolls and each tabletop inch of movement in water uses 3&Prime; of @Compendium[swade-core-rules.swade-rules.Movement]{Allure}.</li>\n<li><strong>LOW LIGHT VISION</strong>: Rakashan eyes amplify light. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.</li>\n<li><strong>RACIAL ENEMY</strong>: Rakashan society rose at the expense of another. Pick a common race in your setting. Members of each culture subtract 2 from @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} when dealing with each other and often attack on sight.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Rakashans.webp\" alt=\"An image of a Rakashan\" /></div>"
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},
{
"id": "Range",
"name": "Range",
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"description": "<div class=\"swade-core\">\n<h3>Range</h3>\n<p>This lists the weapon&rsquo;s Short, Medium, and Long Range. Extreme Range is up to 4&times;its Long Range. See @Compendium[swade-core-rules.swade-rules.Attacks]{Ranged Attacks} for @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} or @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} (lancer) modifiers and more details.</p>\n<p>Ranges are listed in inches so you can use a ruler to move, shoot, and fight on the tabletop with miniatures. If you&rsquo;re not using miniatures, each inch is equal to two yards.</p>\n<p>Weapon ranges are &ldquo;effective&rdquo; ranges for the table-top. If you need to know the real world range of a weapon (for battles that don&rsquo;t take place on the table-top, for instance), multiply each range bracket by 2.5.</p>\n</div>"
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},
{
"id": "Range (+1 or +2)",
"name": "Range (+1 or +2)",
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"description": "<div class=\"swade-core\">\n<h3>Range (+1/+2)</h3>\n<p>Double the power&rsquo;s listed Range for 1 @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP}, or triple it for +2. This modifier may not be used on powers with a @Compendium[swade-core-rules.swade-rules.Range]{Portée} of @Compendium[swade-core-rules.swade-rules.Touch Attack]{Toucher} or the @Compendium[swade-core-rules.swade-rules.Game Mastering]{Cone Template}.</p>\n</div>"
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},
{
"id": "Ranged Weapons In Melee",
"name": "Ranged Weapons In Melee",
"description": "<div class=\"swade-core\">\n<h2>Ranged Weapons In Melee</h2>\n<p>Heroes may fire ranged weapons when engaged in melee with a few caveats:</p>\n<ul>\n<li>The attacker may only use a @Compendium[swade-core-rules.swade-rules.Powers]{pouvoir} or a one-handed ranged weapon (such as a firearm no larger than a pistol) when in melee. He may not fire rifles or other &ldquo;long arms.&rdquo; The TN is the defender&rsquo;s @Compendium[swade-core-rules.swade-rules.Characters]{Parade} instead of Short Range as he struggles, wrestles back and forth, etc.</li>\n<li>If attacking a non-adjacent target with a ranged attack while in melee, the attacker instantly becomes @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable}.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/RangedWeaponsInMelee.webp\" alt=\"An image of three defenders armed with ranged weapons shooting at monsters coming at them.\" /></div>"
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},
{
"id": "Ranged Weapons Table",
"name": "Ranged Weapons Table",
2021-03-20 21:29:41 +01:00
"description": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Ranged Weapons</h2>\n<div class=\"table-summary\">\n<p>Thrown axes and knives, bows, nets, slings, and spears are available in most every era or setting.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Medieval</span> </span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Axe, Throwing]{Axe, Throwing}</td>\n<td>3/6/12</td>\n<td>Str+d6</td>\n<td>&mdash;</td>\n<td>1</td>\n<td>d6</td>\n<td>3</td>\n<td>100</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bow]{Bow}</td>\n<td>12/24/48</td>\n<td>2d6</td>\n<td>&mdash;</td>\n<td>1</td>\n<td>d6</td>\n<td>3</td>\n<td>250</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Crossbow]{Crossbow (Hand Drawn)}</td>\n<td>10/20/40</td>\n<td>2d6</td>\n<td>2</td>\n<td>1</td>\n<td>d6</td>\n<td>5</td>\n<td>250</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>Hand-drawn.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Crossbow, Heavy]{Crossbow, Heavy}</td>\n<td>15/30/60</td>\n<td>2d8</td>\n<td>2</td>\n<td>1</td>\n<td>d6</td>\n<td>8</td>\n<td>400</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>Requires a windlass to load. @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Dagger/Knife (lancer)]{Dagger/Knife}</td>\n<td>3/6/12</td>\n<td>Str+d4</td>\n<td>&mdash;</td>\n<td>1</td>\n<td>d4</td>\n<td>1</td>\n<td>25</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Long Bow]{Long Bow}</td>\n<td>15/30/60</td>\n<td>2d6</td>\n<td>1</td>\n<td>1</td>\n<td>d8</td>\n<td>3</td>\n<td>300</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Net (Weighted)]{Net (Weighted)}</td>\n<td>3/6/12</td>\n<td>&mdash;</td>\n<td>&mdash;</td>\n<td>1</td>\n<td>d4</td>\n<td>8</td>\n<td>50</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>A successful hit means the target is <strong>@Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entangled}</strong>. The net is @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and vulnerable only to cutting attacks.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Sling]{Sling} (Athletics (lancer))</td>\n<td>4/8/16</td>\n<td>Str+d4</td>\n<td>&mdash;</td>\n<td>1</td>\n<td>d4</td>\n<td>1</td>\n<td>10</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Spear/Javelin]{Spear/Javelin (lancer)}</td>\n<td>3/6/12</td>\n<td>Str+d6</td>\n<td>&mdash;</td>\n<td>1</td>\n<td>d6</td>\n<td>3</td>\n<td>100</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Modern</span> </span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Compound Bow]{Compound Bow}</td>\n<td>12/24/48</td>\n<td>Str+d6</td>\n<td>1</td>\n<td>1</td>\n<td>d6</td>\n
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},
{
"id": "Rate of Fire",
"name": "Rate of Fire",
"description": "<div class=\"swade-core\">\n<h3>Rate of Fire</h3>\n<p>This is the number of shots that may be fired by this weapon in a single action. See <strong>@Compendium[swade-core-rules.swade-rules.Attacks]{Ranged Weapons}</strong>&nbsp;for further details.</p>\n</div>"
},
{
"id": "Reach",
"name": "Reach",
"description": "<div class=\"swade-core\">\n<h3>Reach</h3>\n<p>Weapons with &ldquo;Reach&rdquo; allow their user to make @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} attacks at the listed range. A Reach of 1, for example, allows a character to strike a target 1&Prime; distant. Weapons without a Reach value can only strike targets at arm&rsquo;s length (adjacent).</p>\n<p>Reach can be very important when fighting from horseback and <em>against</em> mounted foes (see @Compendium[swade-core-rules.swade-rules.Mounted Combat]{Mounted Combat}).</p>\n</div>"
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},
{
"id": "Readying Weapons",
"name": "Readying Weapons",
"description": "<div class=\"swade-core\">\n<h2>Readying Weapons</h2>\n<p>Characters may &ldquo;ready&rdquo; up to two items per turn as a @Compendium[swade-core-rules.swade-rules.Actions]{free action}. Readying means drawing, holstering, or otherwise moving an item into or out of a familiar and easy-to-reach location.</p>\n<p>Each additional item readied is an @Compendium[swade-core-rules.swade-rules.Actions]{action}, as is readying an item from a difficult location such as an ankle holster, off the floor after being @Compendium[swade-core-rules.swade-rules.Disarm]{disarmed}, or other exten&shy;uating circumstances.</p>\n</div>"
},
{
"id": "Recoil",
"name": "Recoil",
"description": "<div class=\"swade-core\">\n<h2>Recoil</h2>\n<p>Unless it says otherwise in its description, firing at a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} greater than 1 in one @Compendium[swade-core-rules.swade-rules.Actions]{action} causes Recoil, a &minus;2 penalty to the attacker&rsquo;s @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} rolls. A submachine gun with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 3, for example, causes Recoil unless its user fires only a single shot.</p>\n<p>Recoil isn&rsquo;t cumulative between @Compendium[swade-core-rules.swade-rules.Actions]{actions}. If a character fires three shots (@Compendium[swade-core-rules.swade-rules.Rate of Fire]{RoF} 3) on one action and triggers the Recoil penalty, he ignores it on a second action if he only fires a single shot.</p>\n</div>"
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},
{
"id": "Red and Gabe",
"name": "Red and Gabe",
"description": ""
},
{
"id": "Reload",
"name": "Reload",
"description": "<div class=\"swade-core\">\n<h3>Reload</h3>\n<p>Reloading magazines, clips, and individual bullets in modern firearms is explained in detail in @Compendium[swade-core-rules.swade-rules.Reloading]{Reloading}.</p>\n<p>Some weapons, such as muskets and heavy crossbows, are much slower to reload. Once fired, the number after the word Reload is how many @Compendium[swade-core-rules.swade-rules.Actions]{actions} of reloading it takes before they can be fired again.</p>\n</div>"
},
{
"id": "Reloading",
"name": "Reloading",
"description": "<div class=\"swade-core\">\n<h2>Reloading</h2>\n<p>Nocking an arrow or loading a stone in a sling are @Compendium[swade-core-rules.swade-rules.Actions]{free actions} that may be performed once per @Compendium[swade-core-rules.swade-rules.Actions]{action}. Reloading a crossbow bolt, clip, magazine, speed loader, or single bullet so that it&rsquo;s ready to fire (chambered, cocked, etc.) is an action.</p>\n<p>Some weapons are slower to reload, like heavy crossbows or black powder weapons. They require a number of actions to reload, listed as &ldquo;Reload X&rdquo; in their description.</p>\n<p class=\"embedded-example\"><strong>Example:</strong> Gabe fires a heavy crossbow (Reload 2) as part of a @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}, using his other two actions that turn to reload. Since this is three actions, his @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll is made at &minus;4. On the following round, he can fire again at no penalty.</p>\n<p><strong>Running &amp; Reloading:</strong> Characters who @Compendium[swade-core-rules.swade-rules.Movement]{run} and load must make an @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} roll (at the usual &minus;2 penalty for running). Failure means no progress toward reloading was made that action.</p>\n</div>"
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},
{
"id": "Rifles Table",
"name": "Rifles Table",
2021-03-20 21:29:41 +01:00
"description": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Rifles</h2>\n<div class=\"table-summary\">\n<p>Rifles can be either bolt-action, lever-action, or fed from a magazine or clip, noted in its description. Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Shots</th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Lever and Bolt Action Rifles</span> </span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Barrett]{Barrett}</td>\n<td>50/100/200</td>\n<td>2d10</td>\n<td>4</td>\n<td>1</td>\n<td>10</td>\n<td>d8</td>\n<td>35</td>\n<td>750</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. Barretts use a 10-shot removable magazine that weighs 2 lbs when loaded. They are almost always fitted with a @Compendium[swade-core-rules.swade-equipment.Rifle Scope]{lunette}.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.M1 Garand]{M1 Garand}</td>\n<td>24/48/96</td>\n<td>2d8</td>\n<td>2</td>\n<td>1</td>\n<td>8</td>\n<td>d6</td>\n<td>10</td>\n<td>300</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> The standard US infantry rifle in World War II.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Hunting Rifle]{Hunting Rifle}</td>\n<td>24/48/96</td>\n<td>2d8</td>\n<td>2</td>\n<td>1</td>\n<td>5</td>\n<td>d6</td>\n<td>8</td>\n<td>350</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Sharps Big 50]{Sharps Big 50}</td>\n<td>30/60/120</td>\n<td>2d10</td>\n<td>2</td>\n<td>1</td>\n<td>1</td>\n<td>d8</td>\n<td>11</td>\n<td>400</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes:</em></strong> @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Spencer Carbine]{Spencer Carbine}</td>\n<td>20/40/80</td>\n<td>2d8</td>\n<td>2</td>\n<td>1</td>\n<td>7</td>\n<td>d4</td>\n<td>8</td>\n<td>250</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Winchester &lsquo;73]{Winchester '73}</td>\n<td>24/48/96</td>\n<td>2d8-1</td>\n<td>2</td>\n<td>1</td>\n<td>15</td>\n<td>d6</td>\n<td>10</td>\n<td>300</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Assault Rifles</span> </span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.AK47]{AK47}</td>\n<td>24/48/96</td>\n<td>2d8+1</td>\n<td>2</td>\n<td>3</td>\n<td>30</td>\n<td>d6</td>\n<td>10</td>\n<td>450</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.M-16]{M-16}
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},
{
"id": "Rocket Launchers and Torpedoes Table",
"name": "Rocket Launchers and Torpedoes Table",
"description": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Rocket Launchers &amp; Torpedoes</h2>\n<div class=\"table-summary\">\n<p>Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. All the listed weapons are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Blast</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.AT-4]{AT-4}</td>\n<td>24/48/96</td>\n<td>4d8+2</td>\n<td>24</td>\n<td>1</td>\n<td>MBT</td>\n<td>15</td>\n<td>1500</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>A heavy American anti-tank weapon of the modern era.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Bazooka]{Bazooka}</td>\n<td>24/48/96</td>\n<td>4d8</td>\n<td>8</td>\n<td>1</td>\n<td>MBT</td>\n<td>12</td>\n<td>500</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. The standard American anti-tank weapon in World War II. Additional warheads weigh 9 lbs and cost $50. WWII price.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.M203 40MM]{M203 40MM}</td>\n<td>24/48/96</td>\n<td>4d8</td>\n<td>&mdash;</td>\n<td>1</td>\n<td>MBT</td>\n<td>3</td>\n<td>1500</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. A grenade launcher mounted on the bottom of an assault rifle.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.M72 Law]{M72 LAW}</td>\n<td>24/48/96</td>\n<td>4d8+2</td>\n<td>22</td>\n<td>1</td>\n<td>MBT</td>\n<td>5</td>\n<td>750</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. The standard American anti-tank weapon in Vietnam.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Panzerschreck]{Panzerschreck}</td>\n<td>15/30/60</td>\n<td>4d8</td>\n<td>12</td>\n<td>1</td>\n<td>MBT</td>\n<td>20</td>\n<td>1000</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. Literally, the &ldquo;tank terror&rdquo; rocket launcher used by German forces in World War II.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Torpedo]{Torpedo}</td>\n<td>300/600/1200</td>\n<td>8d10</td>\n<td>22</td>\n<td>1</td>\n<td>LBT</td>\n<td>3000</td>\n<td>500K</td>\n</tr>\n</tbody>\n</table>\n</div>"
},
{
"id": "Rules",
"name": "Rules",
2021-03-24 01:30:35 +01:00
"description": "<div class=\"swade-core\">\n<div class=\"header\">\n<div class=\"title\">\n<p>Rules</p>\n</div>\n</div>\n<div>\n<p><cite>Savage Worlds</cite> provides a simple framework for your tales of adventure and glory. In this chapter we show you how to make basic @Compendium[swade-core-rules.swade-rules.Trait Rolls]{skill and attribute checks}&mdash;and make your @Compendium[swade-core-rules.swade-rules.Combat]{combats} Fast, Furious, and Fun!</p>\n<h2>@Compendium[swade-core-rules.swade-rules.Combat]{Combat Rules}</h2>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Action Cards (Initiative)}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Actions]{Actions}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Attacks]{Attacks}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Damage Effects]{Damage Effects}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Dealing Damage]{Dealing Damage}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Movement]{Mouvement}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Soak Rolls]{Jets dEncaissement}</h3>\n</div>\n<br />\n<h2>Situational Rules</h2>\n<p>The core <cite>Savage Worlds</cite> rules are very simple&mdash;@Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll a skill die (and a Wild Die if a Wild Card)}. If the result is 4 or higher after all modifiers, you&rsquo;re successful.</p>\n<p>In the following section are some of the more elaborate options and maneuvers characters can attempt.</p>\n<div class=\"swade-columns\">\n<h3>@Compendium[swade-core-rules.swade-rules.Aim] {Viser}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Bound and Entangled}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Breaking Things]{Breaking Things}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert et Obstacles}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Defend]{Defend}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Disarm]{Disarm}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted and Vulnerable}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Evasion]{Evasion}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Finishing Move]{Finishing Move}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Firing Into Melee]{Firing Into Melee}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Free Attacks]{Free Attacks}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Ganging Up]{Ganging Up}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Grappling]{Grappling}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Hold]{Hold}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Improvised Weapons]{Improvised Weapons}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Innocent Bystanders]{Innocent Bystanders}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Mounted Combat]{Mounted Combat}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Nonlethal Damage]{Nonlethal Damage}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Off-Hand Attacks]{Off-Hand Attacks}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Prone]{à terre}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Push]{Push}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Ranged Weapons In Melee]{Ranged Weapons In Melee}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Readying Weapons]{Readying Weapons}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Recoil]{Recul}</h3>\n<h3>@Compendium[swade-core-rules.swade-rules.Reloading]{Reloading}</h3>\n<h3>@Compendium[swade-core-r
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},
{
"id": "Runes",
"name": "Runes",
"description": ""
},
{
"id": "Saurians",
"name": "Saurians",
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"description": "<div class=\"swade-core\">\n<h2>Saurians</h2>\n<p>Lizard men typically come from steaming jungles or deep deserts where they have unique civilizations unknown to other sentient races.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>ARMOR +2</strong>: Saurians have scaly skin that acts as leather @Compendium[swade-core-rules.swade-rules.Armor]{Armure}.</li>\n<li><strong>BITE</strong>: A saurian&rsquo;s fangs are <strong>@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}</strong> that cause Strength+d4 damage.</li>\n<li><strong>ENVIRONMENTAL WEAKNESS</strong>: Though not truly cold-blooded, saurians are poorly suited for frigid conditions. They suffer a &minus;4 penalty to resist @Compendium[swade-core-rules.swade-rules.Cold]{cold} environmental effects, and suffer +4 damage from cold-based attacks.</li>\n<li><strong>KEEN SENSES</strong>: Saurians have acute senses, giving them the @Compendium[swade-core-rules.swade-edges.Alertness]{Alertness} Edge.</li>\n<li><strong>LOW LIGHT VISION</strong>: Rakashan eyes amplify light. They ignore penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}.</li>\n<li><strong>OUTSIDER (Minor)</strong>: Most races distrust saurians for some reason. Perhaps it is their strange ways and customs, their often-sibilant speech, or an ancient subconscious fear of their reptilian ancestors. Saurians subtract 2 from @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls with all but others of their kind.</li>\n</ul>\n<img src=\"modules/swade-core-rules/assets/art/Saurians.webp\" alt=\"An image of a Saurian\" /></div>"
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},
{
"id": "Selective (+1)",
"name": "Selective (+1)",
"description": "<div class=\"swade-core\">\n<h3>Selective (+1)</h3>\n<p>With intense focus, the caster can choose not to affect any or all individual targets within a power&rsquo;s @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{area of effect} (picking all enemies instead of allies in a <em>@Compendium[swade-core-rules.swade-powers.Blast]{blast}</em>, for example).</p>\n</div>"
},
{
"id": "Setting Rules",
"name": "Setting Rules",
2021-03-20 21:29:41 +01:00
"description": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Setting Rules</h1>\n</div>\n<div>\n<p><cite>Savage Worlds</cite> range from dark and gritty detective tales to cinematic epics to political thrillers. These rules provide a great framework for anything you want to do, but adding the right Setting Rules really brings the world and the action to life!</p>\n<p><strong>When to Use These Rules:</strong> Setting Rules accommodate different play styles and help emulate genres or tropes of established settings&mdash;like those of a book or movie that&rsquo;s inspired you. This lets you easily tweak the rules to make a gritty crime drama more bloody, or an adventurous space romp more fun&mdash;all without changing the core of the game.</p>\n<p><strong>The Basics:</strong> Each Setting Rule is different. Some apply during @Compendium[swade-core-rules.swade-rules.Character Creation Summary]{character creation} while others tweak @Compendium[swade-core-rules.swade-rules.Combat]{Combat}, @Compendium[swade-core-rules.swade-rules.Traits]{Compétences}, or even @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} use in some way.</p>\n<aside class=\"gray-slate\">\n<h2>Setting Rule Checklist</h2>\n<p>Use the following list to choose the Setting Rules for your game, coloring in the dots so everyone in the group knows which rules are in effect.</p>\n<ul>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Born A Hero]{Born A Hero}:</strong> Player characters ignore @Compendium[swade-core-rules.swade-rules.Advancement]{Rank} requirements for @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} during @Compendium[swade-core-rules.swade-rules.Character Creation Summary]{character creation}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Conviction]{Conviction}:</strong> Heroes gain Conviction Tokens that can be used to add a d6 to all @Compendium[swade-core-rules.swade-rules.Traits]{Traits} and @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} rolls for one round. Conviction is awarded for triumph (overcoming a great obstacle important to that character), and tragedy (a personal setback, death of a friend or ally, etc). Conviction effects may be extended by spending a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny}.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Creative Combat]{Creative Combat}:</strong> A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} on a @Compendium[swade-core-rules.swade-rules.Test]{Test} allows the character to roll on a @Compendium[swade-core-rules.swade-tables.Creative Combat]{special table} that grants additional effects.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Dumb Luck]{Dumb Luck}:</strong> Characters may spend a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} after a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique}, allowing another chance for success in unusual and unexpected ways.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Dynamic Backlash]{Dynamic Backlash}:</strong> A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} on an @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{Arcanes} skill roll forces the player to roll on a @Compendium[swade-core-rules.swade-rules.Dynamic Backlash]{special table} with various chaotic results.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Fanatics]{Fanatics}:</strong> Enemy thugs take the damage for their masters.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Fast Healing]{Fast Healing}:</strong> Characters make natural @Compendium[swade-core-rules.swade-rules.Healing]{Guérison} rolls once per day instead of every five days, and recover a level of @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue} from @Compendium[swade-core-rules.swade-rules.Bumps and Bruises]{Bumps &amp; Bruises} every four hours instead of every day.</li>\n<li><strong>@Compendium[swade-core-rules.swade-rules.Heroes Never Die]{Heroes Never Die}:</strong> Heroes and named villains r
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},
{
"id": "Setting Rules 02",
"name": "Setting Rules 02",
"description": ""
},
{
"id": "Setting Rules 03",
"name": "Setting Rules 03",
"description": ""
},
{
"id": "Shields",
"name": "Shields",
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"description": "<div class=\"swade-core\">\n<h3>Shields</h3>\n<p>Shields add to a character&rsquo;s @Compendium[swade-core-rules.swade-rules.Characters]{Parade} as shown in the @Compendium[swade-core-rules.swade-rules.Shields Table]{Shields Table}. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).</p>\n<p>Medieval shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armure} should someone attempt to shoot through them (see <strong>@Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}</strong>). Modern shields are Hardness 12 and also provide +2 Armor. Polymer shields are Hardness 10 and provide Armor +4.</p>\n<p>While worn, shields can be used to bash for Str+d4 damage.</p>\n</div>"
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},
{
"id": "Shields Table",
"name": "Shields Table",
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"description": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Shields</h2>\n<div class=\"table-summary\">\n<p>Shields add to a character&rsquo;s @Compendium[swade-core-rules.swade-rules.Characters]{Parade} as shown below. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).</p>\n<p>Medieval shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +2 armor should someone attempt to shoot through them (see <strong>@Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}</strong>). Modern shields are Hardness 12 and also provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armure}. Polymer shields are Hardness 10 and provide Armor +4.</p>\n<p>While worn, shields can be used to bash for Str+d4 damage.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Parry</th>\n<th class=\"table-column-header\" scope=\"col\">Cover</th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Ancient &amp; Medieval</span> </span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Small Shield]{Small Shield}</td>\n<td>+1</td>\n<td>&mdash;</td>\n<td>d4</td>\n<td>4</td>\n<td>50</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Medium Shield]{Medium Shield}</td>\n<td>+2</td>\n<td>-2</td>\n<td>d6</td>\n<td>8</td>\n<td>100</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Large Shield]{Large Shield}</td>\n<td>+3</td>\n<td>-4</td>\n<td>d8</td>\n<td>12</td>\n<td>200</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Modern</span> </span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Riot Shield]{Riot Shield}</td>\n<td>+3</td>\n<td>-4</td>\n<td>d4</td>\n<td>5</td>\n<td>80</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Ballistic Shield]{Ballistic Shield}</td>\n<td>+3</td>\n<td>-4</td>\n<td>d6</td>\n<td>9</td>\n<td>250</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>Reduces damage from firearms by 4 when an attacker tries to shoot through it.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"10\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Futuristic</span> </span></th>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Polymer Shield, small]{Polymer Shield, Small}</td>\n<td>+1</td>\n<td>&mdash;</td>\n<td>d4</td>\n<td>2</td>\n<td>200</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Polymer Shield, medium]{Polymer Shield, Medium}</td>\n<td>+2</td>\n<td>-2</td>\n<td>d4</td>\n<td>4</td>\n<td>300</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Polymer Shield, large]{Polymer Shield, Large}</td>\n<td>+3</td>\n<td>-4</td>\n<td>d6</td>\n<td>6</td>\n<td>400</td>\n</tr>\n</tbody>\n</table>\n</div>"
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},
{
"id": "Shotguns",
"name": "Shotguns",
"description": "<div class=\"swade-core\">\n<h2>Shotguns</h2>\n<p>Shotguns fire a spread of metal &ldquo;shot,&rdquo; and so do more @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} at close @Compendium[swade-core-rules.swade-rules.Range]{Portée} where more of the shot hits the target. Because of this, shotguns add +2 to the user&rsquo;s @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} rolls and cause 3d6 @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} at Short @Compendium[swade-core-rules.swade-rules.Range]{Portée}, 2d6 at Medium, and 1d6 at Long. Shotguns may not be fired at Extreme @Compendium[swade-core-rules.swade-rules.Range]{Portée}.</p>\n<p><strong>Double Barrels:</strong> Some shotguns have two barrels welded side-by-side. If an attacker wants to fire both barrels at the same target, roll @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} once and add +4.</p>\n<p><strong>Slugs: </strong>Shotguns can also fire slugs. The attacker doesn&rsquo;t get the +2 shotgun bonus to his @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} roll, but the @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} is 2d10 regardless of @Compendium[swade-core-rules.swade-rules.Range]{Portée} (and they may be fired at Extreme @Compendium[swade-core-rules.swade-rules.Range]{Portée}). <strong>@Compendium[swade-core-rules.swade-rules.Innocent Bystanders]{Innocent Bystanders}</strong> are hit only on a 1 (instead of 1 or 2).</p>\n</div>"
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},
{
"id": "Shotguns Table",
"name": "Shotguns Table",
"description": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Shotguns</h2>\n<div class=\"table-summary\">\n<p>Shotguns fire a spread of pellets (called &ldquo;shot&rdquo; or &ldquo;buckshot&rdquo;) to increase the shooter&rsquo;s chance of hitting his target. Up close, the blast can be devastating. See <strong>@Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns}</strong> for details.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Shots</th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Double-Barrel Shotgun]{Double-Barrel}</td>\n<td>12/24/48</td>\n<td>1-3d6</td>\n<td>&mdash;</td>\n<td>1</td>\n<td>2</td>\n<td>d6</td>\n<td>11</td>\n<td>150</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Pump Action Shotgun]{Pump Action}</td>\n<td>12/24/48</td>\n<td>1-3d6</td>\n<td>&mdash;</td>\n<td>1</td>\n<td>6</td>\n<td>d4</td>\n<td>8</td>\n<td>150</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Sawed-Off Double-Barrel Shotgun]{Sawed-Off DB}</td>\n<td>5/10/20</td>\n<td>1-3d6</td>\n<td>&mdash;</td>\n<td>1</td>\n<td>2</td>\n<td>d4</td>\n<td>6</td>\n<td>150</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Streetsweeper Shotgun]{Streetsweeper}</td>\n<td>12/24/48</td>\n<td>1-3d6</td>\n<td>&mdash;</td>\n<td>1</td>\n<td>12</td>\n<td>d6</td>\n<td>10</td>\n<td>450</td>\n</tr>\n</tbody>\n</table>\n</div>"
},
{
"id": "Size and Scale",
"name": "Size and Scale",
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"description": "<div class=\"swade-core\">\n<h2>Size &amp; Scale</h2>\n<p>Characters and creatures have a Size ranging from &minus;4 for very small beings up to Size 20 and higher for massive behemoths. Specific creature Sizes are listed in their statistics, and explained on the <strong>@Compendium[swade-core-rules.swade-rules.Size Table]{Size Table}</strong>.</p>\n<p>The @Compendium[swade-core-rules.swade-rules.Size Table]{Size Table} lists seven different &ldquo;Scales,&rdquo; from Tiny to Gargantuan, and the Scale Modifier that goes with each.</p>\n<p>When creatures of different Scales attack each other, the smaller creature adds the difference between its Scale and its target to its attacks. A Tiny fairy (&minus;6 Scale modifier), for example, adds +10 to hurl a @Compendium[swade-core-rules.swade-powers.Bolt]{éclairs} at a Huge dragon (+4).</p>\n<p>The larger creature <em>subtracts</em> the difference from its attacks. A Very Small eagle (&minus;4) subtracts 2 from its Fighting totals when attacking a Tiny fairy (&minus;6).</p>\n<table class=\"table value-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Scale Modifiers</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Modifier</th>\n<th class=\"table-column-header\" scope=\"col\">Scale &amp; Examples</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>-6</td>\n<td><strong>Tiny:</strong> Armor join, baseball, mouse</td>\n</tr>\n<tr>\n<td>-4</td>\n<td><strong>Very Small:</strong> Human hand or head, basketball, house cat</td>\n</tr>\n<tr>\n<td>-2</td>\n<td><strong>Small:</strong> Human limb, bobcat</td>\n</tr>\n<tr>\n<td>&mdash;</td>\n<td><strong>Normal:</strong> Human, motorc&shy;ycle, bull, horse</td>\n</tr>\n<tr>\n<td>+2</td>\n<td><strong>Large:</strong> Hippo, most vehicles</td>\n</tr>\n<tr>\n<td>+4</td>\n<td><strong>Huge:</strong> Dragon, whale</td>\n</tr>\n<tr>\n<td>+6</td>\n<td><strong>Gargantuan:</strong> Building, kaiju, ship</td>\n</tr>\n</tbody>\n</table>\n<h3>@Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots} &amp; Target Size</h3>\n<p>Use the Scale of the target when making @Compendium[swade-core-rules.swade-rules.Called Shots]{called shots} against creatures, not <em>their</em> Scale. If a hero wants to blast the eye of a Huge robot destroying the city, for example, use the Scale of the <em>eye</em>, not the robot. If the eye is about the size of a car, the hero adds +2 to his roll because a car is Large, a +2 bonus.</p>\n<p>Hitting the vital areas have extra effects listed under <strong>@Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}</strong>.</p>\n</div>"
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},
{
"id": "Size Table",
"name": "Size Table",
"description": "<div class=\"swade-core\">\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Size Table</h2>\n<div class=\"table-summary\">\n<p>Use the examples below to estimate the Size of creatures not included in the Bestiary. Mass is usually enough to determine its Size and Toughness bonus, but account for overall dimensions as makes sense.</p>\n<p>Tiny creatures have a Strength score of 1. They can&rsquo;t make a Strength roll (and therefore can&rsquo;t Ace or get bonus damage). They can damage creatures with a Toughness of 1, but can only harm Small or larger beings if they swarm together (see <strong>@Compendium[swade-core-rules.swade-bestiary.Swarm]{Swarms}</strong>).</p>\n</div>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Size /<br />Toughness <br />Bonus</th>\n<th class=\"table-column-header\" scope=\"col\">Typical<br />Strength<br />Range</th>\n<th class=\"table-column-header\" scope=\"col\">Scale<br />Modifier</th>\n<th class=\"table-column-header\" scope=\"col\">Typical<br />Height /<br />Length Up To...</th>\n<th class=\"table-column-header\" scope=\"col\">Mass<br />Up To...</th>\n<th class=\"table-column-header\" scope=\"col\">Example<br />Creatures</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"6\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Tiny</span> </span></th>\n</tr>\n<tr>\n<td>-4</td>\n<td>1</td>\n<td>-6</td>\n<td>6\"</td>\n<td>&lt;4 lbs</td>\n<td>Crow, mouse</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"6\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Very Small</span> </span></th>\n</tr>\n<tr>\n<td>-3</td>\n<td>d4-3</td>\n<td>-4</td>\n<td>18\"</td>\n<td>16 lbs</td>\n<td>House @Compendium[swade-core-rules.swade-bestiary.Cat, Small]{cat}, small dogs</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"6\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Small</span> </span></th>\n</tr>\n<tr>\n<td>-2</td>\n<td>d4-1</td>\n<td>-2</td>\n<td>3'</td>\n<td>32 lbs</td>\n<td>Coyote, bobcat, porcupine</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"6\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Normal</span> </span></th>\n</tr>\n<tr>\n<td>-1</td>\n<td>d4 to d6</td>\n<td>&mdash;</td>\n<td>4'</td>\n<td>125 lbs</td>\n<td>Child, @Compendium[swade-core-rules.swade-bestiary.Dog / Wolf]{wolf}, @Compendium[swade-core-rules.swade-rules.Half-Folk]{half-folk}, @Compendium[swade-core-rules.swade-bestiary.Goblin]{goblin}</td>\n</tr>\n<tr>\n<td>0</td>\n<td>d6 to d12</td>\n<td>&mdash;</td>\n<td>6'</td>\n<td>250 lbs</td>\n<td>@Compendium[swade-core-rules.swade-rules.Humans]{Human}, Great Dane, @Compendium[swade-core-rules.swade-bestiary.Dire Wolf]{dire wolf}</td>\n</tr>\n<tr>\n<td>1</td>\n<td>d8 to d12+1</td>\n<td>&mdash;</td>\n<td>8'</td>\n<td>500 lbs</td>\n<td>Large human, gorilla, @Compendium[swade-core-rules.swade-bestiary.Lion]{lion}, @Compendium[swade-core-rules.swade-bestiary.Orc]{orc}</td>\n</tr>\n<tr>\n<td>2</td>\n<td>d10 to d12+2</td>\n<td>&mdash;</td>\n<td>9'</td>\n<td>1000 lbs</td>\n<td>Grizzly, @Compendium[swade-core-rules.swade-equipment.Horse]{horse}, @Compendium[swade-core-rules.swade-bestiary.Ogre]{ogre}, tiger shark</td>\n</tr>\n<tr>\n<td>3</td>\n<td>d12 to d12+3</td>\n<td>&mdash;</td>\n<td>12'</td>\n<td>2000 lbs</td>\n<td>@Compendium[swade-core-rules.swade-bestiary.Bull]{Bull}, @Compendium[swade-core-rules.swade-bestiary.Horse, War]{war horse}</td>\n</tr>\n<tr>\n<th class=\"table-column-header table-subheader-center\" colspan=\"6\" scope=\"colgroup\"><span class=\"table-subheader-center-wrapper\"> <span class=\"table-subheader-center-content\">Large (+1 Wound)<
},
{
"id": "Skill Specialization",
"name": "Skill Specialization",
"description": "<div class=\"swade-core\">\n<h2>Skill Specialization</h2>\n<p><cite>Savage Worlds</cite> skills are intended to be broad, allowing characters to focus primarily on @Compendium[swade-core-rules.swade-rules.Edges]{Atouts} for customization rather than multiple iterations of something like @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} for edged weapons, Fighting for blunt weapons, etc.</p>\n<p>If it&rsquo;s important to have more detail for some reason, the GM can decide some skills require specialization. A character chooses one particular use of that skill to roll normally, and subtracts 2 from the total when using it in any other way.</p>\n<p>Gaining an additional specialization counts as raising a skill below its linked @Compendium[swade-core-rules.swade-rules.Traits]{Attribute}. So a character can gain two new specializations with an @Compendium[swade-core-rules.swade-rules.Advancement]{Advance}, or mix and match to gain a specialization and increase a skill below its linked Attribute.</p>\n<p>Below are skills appropriate for this extra detail and some example specializations:</p>\n<ul class=\"red-bullet-list\">\n<li><strong>@Compendium[swade-core-rules.swade-skills.Boating]: </strong>Powered, Sail, Steam.</li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Driving]: </strong>Hover, Tracked, Wheeled.</li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Fighting]: </strong>Axe, Blunt Weapon, Exotic (such as nunchaku; each is separate), Long Blade, Pole Arm, Short Blade.</li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}: </strong>Fixed Wing, Rotary, Space.</li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Riding]{Équitation}: </strong>Camel, Horse, Dragon.</li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Science]{Science}: </strong>Biology, Chemistry, Engineering.</li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Shooting]{Tir}: </strong>Bows, Pistol, Rifle, Shotgun.</li>\n<li><strong>@Compendium[swade-core-rules.swade-skills.Survival]{Survie}: </strong>Arctic, Desert, Temperate.</li>\n</ul>\n</div>"
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},
{
"id": "Sleep",
"name": "Sleep",
"description": "<div class=\"swade-core\">\n<h2>Sleep</h2>\n<p>Most people need a minimum of six hours&rsquo; sleep out of every 24. A character who goes without must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} @Compendium[swade-core-rules.swade-rules.Trait Rolls]{roll} at a cumulative &minus;2 every 24 hours thereafter (to a maximum penalty of &minus;4) or suffer @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. A large amount of coffee, soda, or other stimulant adds +2 to the roll.</p>\n</div>"
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},
{
"id": "Snapfire",
"name": "Snapfire",
"description": "<div class=\"swade-core\">\n<h3>Snapfire</h3>\n<p>Certain weapons, such as heavy sniper rifles, are very inaccurate if fired from the hip rather than using their sights, scopes, @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{bipod}, or @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{tripod}. If a character moves in the round he fires a Snapfire weapon, he suffers a &minus;2 @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} penalty.</p>\n</div>"
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},
{
"id": "Soak Rolls",
"name": "Soak Rolls",
"description": "<div class=\"swade-core\">\n<h2>Soak Rolls</h2>\n<p>After rolling damage but before applying wounds, a character may spend a @Compendium[swade-core-rules.swade-rules.Bennies]{Benny} to make a &ldquo;Soak&rdquo; roll. This is a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} check, with each success and raise reducing the number of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds} suffered from that attack by one.</p>\n<p>If the character Soaks <em>all</em> of the Wounds from an attack, he removes his Shaken condition too (even from a previous source). Don&rsquo;t count the Wound modifiers he&rsquo;s about to suffer when making this roll&mdash;that hasn&rsquo;t happened yet.</p>\n<p>Characters can&rsquo;t Soak more than once per attack, but may spend Bennies as usual to reroll the Vigueur check if they aren&rsquo;t satisfied with the results.</p>\n<p><strong>Shaken: </strong>A character can also spend a Benny to immediately eliminate a Shaken condition. This can be done at any time.</p>\n</div>"
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},
{
"id": "Social Conflict",
"name": "Social Conflict",
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"description": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Social Conflict</h1>\n</div>\n<div>\n<p>Not every conflict is won by the blade. Successful oratory can topple nations.</p>\n<p><strong>When to Use These Rules:</strong> Most social exchanges are a simple skill roll resisted by the appropriate @Compendium[swade-core-rules.swade-rules.Traits]{Trait}, such as @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} or @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} vs. @Compendium[swade-core-rules.swade-rules.Traits]{Âme}. For longer interactions, such as the back and forth of a long argument, negotiation, or a legal proceeding, the following system adds some drama and structure to each side&rsquo;s discussion. (The GM might use a @Compendium[swade-core-rules.swade-rules.Dramatic Tasks]{Scènes dramatiques} instead if the argument must be won in a hurry!)</p>\n<p><strong>The Basics:</strong> Characters make arguments back and forth over three rounds, roll their appropriate skills, then consult the <strong>Conflict Results</strong> table (below) to see how well they&rsquo;ve influenced their audience.</p>\n<h2>Conflict Rounds</h2>\n<p>The conflict is broken down into three rounds of conversation, each focusing on a particular point (or a few highly connected points).</p>\n<p>During each round, the player roleplays her character&rsquo;s argument and makes a @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} roll opposed by the @Compendium[swade-core-rules.swade-rules.Traits]{Âme} of whoever she&rsquo;s trying to convince. If a rival argues against her, the roll is opposed by his Persuasion instead.</p>\n<p>Each success and raise by the petitioner grants her an &ldquo;Influence Token&rdquo; (rivals don&rsquo;t gain tokens, they just oppose the petitioner and keep her from gaining them).</p>\n<p><strong>Modifiers:</strong> @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} rolls should be modi&shy;fied by the situation as the GM sees fit. A hero trying to convince a scientist of a fact within his field rolls the lowest of his Persuasion or @Compendium[swade-core-rules.swade-skills.Science]{Science}. A particularly brilliant argument or impassioned roleplaying might add +1 to +4. An insult or <em>faux pas</em> inflicts a similar penalty.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Hindrances]{Handicaps} should also be considered. Convincing a jury that an @Compendium[swade-core-rules.swade-hindrances.Outsider]{Outsider} (Majeur) is innocent of a crime, for example, carries a &minus;2 penalty.</p>\n<h3>Results</h3>\n<p>At the end of the third round, the speaker looks up her total Influence Tokens on the <strong>Social Conflict Results</strong> table below.</p>\n<p><strong>Trials:</strong> Run trials and similar conflicts from the accuser&rsquo;s point of view since they must usually prove the accused&rsquo;s guilt. If the player characters are the defenders, they oppose the prosecution and must keep them from gaining Influence Tokens with the judge (baron, king, warlord, etc.).</p>\n<p>Accusers in a trial must get at least three tokens to convict. Lesser or greater results indicate the degree of punishment based on the setting&rsquo;s customs and laws.</p>\n<table class=\"table value-table\"><caption class=\"table-caption\">\n<h2>Social Conflict Results</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Tokens</th>\n<th class=\"table-column-header\" scope=\"col\">Results</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>0</td>\n<td>Pleas are denied and negotiations fail. Discussions may reopen if new information is presented or favors are performed. In a trial, the defendant is acquitted.</td>\n</tr>\n<tr>\n<td>1-3</td>\n<td>The target isn&rsquo;t truly convinced, but provides the minimum amount of support possible. In a trial, the defendant receives the minimum penalty.</td>\n</tr>\n<tr>\n<td>4-5</td>\n<td>The arbiter is reasonably convinced or willing to help. He grants the aid re
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},
{
"id": "Special Ability (Aquatic)",
"name": "Special Ability (Aquatic)",
"description": "<div class=\"swade-core\">\r\n <h3>Aquatic</h3>\r\n <div>\r\n <p>The creature is native to the water. It is a natural swimmer and cannot drown. Its @Compendium[swade-core-rules.swade-rules.Movement]{Allure} in water is specified after the Aquatic ability.</p>\r\n </div>\r\n</div>"
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},
{
"id": "Special Ability (Armor)",
"name": "Special Ability (Armor)",
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"description": "<div class=\"swade-core\">\n<h3>Armor</h3>\n<div>\n<p>A creature&rsquo;s @Compendium[swade-core-rules.swade-rules.Armor]{Armure} is written in parentheses next to its total @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}, and already added in. Thick, leathery hide generally offers 2 points of Armor. Creatures like a stegosaurus generally have 4 or more points of protection. Supernatural creatures may have much higher Armor values. A living statue, for example, might have 8 points of Armor or more.</p>\n</div>\n</div>"
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},
{
"id": "Special Ability (Bite)",
"name": "Special Ability (Bite)",
"description": "<div class=\"swade-core\">\r\n <h3>Bite</h3>\r\n <div>\r\n <p>See <b>@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}</b></p>\r\n </div>\r\n</div>"
},
{
"id": "Special Ability (Breath Weapons)",
"name": "Special Ability (Breath Weapons)",
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"description": "<div class=\"swade-core\">\r\n <h3>Breath Weapons</h3>\r\n <p>Dragons and other &ldquo;fire breathers&rdquo; use a Cone Template for their attacks (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Breath attacks may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.</p>\r\n <p>Unless the creature&rsquo;s description says otherwise, breath attacks take the creature&rsquo;s entire turn &mdash; they can&rsquo;t perform @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples} in the same round they make a breath attack.</p>\r\n</div>"
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},
{
"id": "Special Ability (Burrow)",
"name": "Special Ability (Burrow)",
"description": "<div class=\"swade-core\">\r\n <h3>Burrow</h3>\r\n <div>\r\n <p>From massive worms to sand-dwelling humanoids, many creatures are able to burrow beneath the earth and move within it.</p>\r\n <p>Burrowers can tunnel underground and reappear elsewhere for devastating surprise attacks against their foes. The distance a creature can burrow on its turn is written immediately after its Burrow ability.</p>\r\n <p>A burrowing creature may tunnel on its @Compendium[swade-core-rules.swade-rules.Actions]{action}, and may erupt from the ground at any point within its burrowing @Compendium[swade-core-rules.swade-rules.Movement]{Allure} in the same turn. It cannot be attacked while beneath the earth unless the attacker has some special means of detecting it and penetrating the intervening dirt.</p>\r\n <p>Burrowing creatures erupt from beneath their opponents and may take them by surprise. If the target was unaware of the burrowers presence, the creature makes an opposed @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} roll versus the victims @Compendium[swade-core-rules.swade-skills.Notice]{Perception}. If the burrower wins, the target is @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} <em>to it only</em>. With a raise, the burrower gets @Compendium[swade-core-rules.swade-rules.The Drop]{the Drop}. Targets on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} may attempt to interrupt the attack before it occurs.</p>\r\n <p>Burrowers cant usually surprise a foe once their presence is known, but can still burrow for protection and mobility.</p>\r\n </div>\r\n</div>"
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},
{
"id": "Special Ability (Claws)",
"name": "Special Ability (Claws)",
"description": "<div class=\"swade-core\">\r\n <h3>Claws</h3>\r\n <div>\r\n <p>See <b>@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}</b></p>\r\n </div>\r\n</div>"
},
{
"id": "Special Ability (Construct)",
"name": "Special Ability (Construct)",
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"description": "<div class=\"swade-core\">\r\n <h3>Construct</h3>\r\n <div>\r\n <p>Robots, golems, and other animated objects are collectively called “constructs.” Some are sentient beings while others are mere automatons following the will of their masters.</p>\r\n <p>Whatever their origin or material, constructs have several inherent advantages over creatures of flesh and blood.</p>\r\n <p>Constructs add +2 when attempting to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore 1 point of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} penalties, dont breathe or eat and are immune to @Compendium[swade-core-rules.swade-rules.Disease]{disease} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}, dont @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleed Out}, and Wounds are removed with @Compendium[swade-core-rules.swade-skills.Repair]{Réparation} instead of @Compendium[swade-core-rules.swade-powers.Healing]{Guérison} with no @Compendium[swade-core-rules.swade-powers.Healing]{“Golden Hour.”}</p>\r\n </div>\r\n</div>"
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},
{
"id": "Special Ability (Elemental)",
"name": "Special Ability (Elemental)",
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"description": "<div class=\"swade-core\">\r\n <h3>Elemental</h3>\r\n <div>\r\n <p>Air, earth, fire, and water form the basis of the elemental realms, wherein dwell strange, unfathomable creatures.</p>\r\n <p>Elementals have bodies of pure earth, water, air, or fire and thus ignore additional damage from @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}, ignore 1 point of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} penalties, dont breathe or eat and are immune to @Compendium[swade-core-rules.swade-rules.Disease]{disease} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}, can only be @Compendium[swade-core-rules.swade-skills.Healing]{healed} via magic or natural healing.</p>\r\n </div>\r\n</div>"
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},
{
"id": "Special Ability (Environmental Resistance)",
"name": "Special Ability (Environmental Resistance)",
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"description": "<div class=\"swade-core\">\r\n <h3>Environmental Resistance</h3>\r\n <div>\r\n <p>The creature is resistant (but not immune) to a particular type of energy or substance, such as @Compendium[swade-core-rules.swade-rules.Cold]{cold}, @Compendium[swade-core-rules.swade-rules.Heat]{heat}, iron, etc.</p>\r\n <p>Damage from the source is reduced by 4, and the being adds +4 to resist matching @Compendium[swade-core-rules.swade-rules.Hazards]{Périls} or powers with a similar @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}.</p>\r\n </div>\r\n</div>"
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},
{
"id": "Special Ability (Environmental Weakness)",
"name": "Special Ability (Environmental Weakness)",
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"description": "<div class=\"swade-core\">\r\n <h3>Environmental Weakness</h3>\r\n <div>\r\n <p>The creature is susceptible to a particular type of energy or substance, such as @Compendium[swade-core-rules.swade-rules.Cold]{cold}, @Compendium[swade-core-rules.swade-rules.Heat]{heat}, iron, etc. </p>\r\n <p>Damage from the source is increased by 4, and the being subtracts 4 when resisting matching @Compendium[swade-core-rules.swade-rules.Hazards]{Périls} or powers with a similar @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}.</p>\r\n </div>\r\n</div>"
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},
{
"id": "Special Ability (Ethereal)",
"name": "Special Ability (Ethereal)",
"description": "<div class=\"swade-core\">\r\n <h3>Ethereal</h3>\r\n <div>\r\n <p>@Compendium[swade-core-rules.swade-bestiary.Ghost]{Ghosts}, shadows, will-o-the-wisps, and similar intangible creatures have no form in the physical world (or can turn it on and off at will). They can pass through physical objects, cannot be harmed by non-magical attacks, and cannot even be seen unless they desire to be. Ethereal creatures are affected by magical items, weapons, and supernatural powers.</p>\r\n <p>Unless its description says otherwise, ethereal creatures can throw objects, wield weapons, or even push terrified heroes down long, dark stairs.</p>\r\n </div>\r\n</div>"
},
{
"id": "Special Ability (Fear)",
"name": "Special Ability (Fear)",
2021-03-19 09:38:15 +01:00
"description": "<div class=\"swade-core\">\n<h3>Fear</h3>\n<div>\n<p>Particularly frightening monsters cause @Compendium[swade-core-rules.swade-powers.Fear]{Terreur} checks to all who see them. Some truly terrifying monsters may inflict penalties on Fear checks as well. A creature with Fear &minus;2, for instance, causes those who see it to make their Fear checks at &minus;2. See the <strong>@Compendium[swade-core-rules.swade-powers.Fear]{Terreur}</strong> rules for effects.</p>\n</div>\n</div>"
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},
{
"id": "Special Ability (Fearless)",
"name": "Special Ability (Fearless)",
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"description": "<div class=\"swade-core\">\n<h3>Fearless</h3>\n<div>\n<p>Mindless creatures, some undead, robots, and the like don&rsquo;t suffer from the weaknesses of the mortal mind. Fearless creatures are immune to @Compendium[swade-core-rules.swade-powers.Fear]{Terreur} effects and @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}. They may still be @Compendium[swade-core-rules.swade-skills.Taunt]{Taunted}, however (usually because it draws their attention rather than causing emotional distress).</p>\n</div>\n</div>"
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},
{
"id": "Special Ability (Flight)",
"name": "Special Ability (Flight)",
"description": "<div class=\"swade-core\">\r\n <h3>Flight</h3>\r\n <div>\r\n <p>The creature can fly at the listed @Compendium[swade-core-rules.swade-rules.Movement]{Allure}. It uses its @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} to maneuver in chases or other situations.</p>\r\n </div>\r\n</div>"
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},
{
"id": "Special Ability (Gargantuan)",
"name": "Special Ability (Gargantuan)",
"description": "<div class=\"swade-core\">\n<h3>Gargantuan</h3>\n<div>\n<p>Gargantuan creatures are those that are at least @Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} 12 or higher. Classic movie monsters like Godzilla fall into this category.</p>\n<p>Gargantuans have @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Heavy Armor}, can take three additional @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounds}, and their attacks count as @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}.</p>\n<p><strong>Stomp:</strong> A Gargantuan creature may stomp by using an @JournalEntry[BsotfdJ5t4EysBsD]{area effect template} (the size of the template is determined by the GM based on the monster&rsquo;s &ldquo;footprint&rdquo;). The attack ignores @Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} modifiers and is an opposed @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} vs @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} roll (defenders roll individually). Those who can&rsquo;t get out of the way are stomped for damage equal to the thing&rsquo;s @Compendium[swade-core-rules.swade-rules.Traits]{Force} damage.</p>\n</div>\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Special Ability (Hardy)",
"name": "Special Ability (Hardy)",
2021-03-20 21:29:41 +01:00
"description": "<div class=\"swade-core\">\n<h3>Hardy</h3>\n<div>\n<p>Very tough or determined creatures do not fall from lesser injuries, no matter how many they suffer. A decisive blow is needed to put one of these tenacious creatures down.</p>\n<p>If the beast is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, another Shaken result doesn&rsquo;t cause a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}.</p>\n</div>\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Special Ability (Horns)",
"name": "Special Ability (Horns)",
"description": "<div class=\"swade-core\">\r\n <h3>Horns</h3>\r\n <div>\r\n <p>See <b>@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Natural Weapons}</b>.</p>\r\n </div>\r\n</div>"
},
{
"id": "Special Ability (Immunity)",
"name": "Special Ability (Immunity)",
2021-03-20 21:29:41 +01:00
"description": "<div class=\"swade-core\">\n<h3>Immunity</h3>\n<div>\n<p>Creatures born in fire aren&rsquo;t affected by @Compendium[swade-core-rules.swade-rules.Heat]{heat}, and a horror made of pure lightning won&rsquo;t suffer from a <em>@Compendium[swade-core-rules.swade-powers.Bolt]{éclairs}</em> attack with an electrical @Compendium[swade-core-rules.swade-rules.Trappings]{Aspect}. Immunities are to specific types of attacks, such as @Compendium[swade-core-rules.swade-rules.Fire]{fire}, @Compendium[swade-core-rules.swade-rules.Cold]{cold}, electricity, and so on. Such creatures don&rsquo;t have <strong>@Compendium[swade-core-rules.swade-rules.Special Ability (Invulnerability)]{Invulnerability}</strong>, they just ignore @Compendium[swade-core-rules.swade-rules.Damage Effects]{dégâts} and @Compendium[swade-core-rules.swade-rules.Stunned]{Stun} results from the specific attack types named.</p>\n</div>\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Special Ability (Infection)",
"name": "Special Ability (Infection)",
"description": "<div class=\"swade-core\">\n<h3>Infection</h3>\n<div>\n<p>A @Compendium[swade-core-rules.swade-bestiary.Vampire]{vampire}&rsquo;s bite, a horrid @Compendium[swade-core-rules.swade-bestiary.Spider, Giant]{spider}-like creature that injects eggs into its victim&rsquo;s skin, or even the @Compendium[swade-core-rules.swade-rules.Disease]{disease}-born scratching of @Compendium[swade-core-rules.swade-bestiary.Swarm]{rats} are all examples of Infection.</p>\n<p>A character @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} or @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded} by a creature with Infection must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll. Modifiers to the roll are listed in the creature&rsquo;s description, as are the effects of failure.</p>\n</div>\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Special Ability (Infravision)",
"name": "Special Ability (Infravision)",
"description": "<div class=\"swade-core\">\r\n <h3>Infravision</h3>\r\n <div>\r\n <p>Nocturnal beasts often see in the infrared spectrum—meaning they can “see” by detecting heat. Creatures with Infravision halve penalties for bad lighting when attacking targets that radiate warmth (including <i>invisible</i> foes).</p>\r\n <p>Clever characters may figure out ways to mask their heat from such creatures. Smearing cold mud over ones body or wearing special heat-filtering suits generally obscures the target from those with Infravision.</p>\r\n <p>Humanoids with Infravision usually have normal sight as well.</p>\r\n </div>\r\n</div>"
},
{
"id": "Special Ability (Invulnerability)",
"name": "Special Ability (Invulnerability)",
2021-03-19 09:38:15 +01:00
"description": "<div class=\"swade-core\">\r\n <h3>Invulnerability</h3>\r\n <div>\r\n <p>Some Savage Tales feature invulnerable horrors that can only be defeated by discovering their weakness.</p>\r\n <p>Invulnerable creatures ignore damage as listed in their description. Unless otherwise specified, they can be @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} or @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} but not @Compendium[swade-core-rules.swade-rules.Damage Effects]{Wounded} by other forms of damage. An ancient dark god given life by misguided cultists, for example, might only be vulnerable to shards of stained glass gathered from a church.</p>\r\n </div>\r\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Special Ability (Low Light Vision)",
"name": "Special Ability (Low Light Vision)",
"description": "<div class=\"swade-core\">\r\n <h3>Low Light Vision</h3>\r\n <div>\r\n <p>Low Light Vision ignores penalties for Dim and Dark @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination} (but not Pitch Darkness).</p>\r\n </div>\r\n</div>"
},
{
"id": "Special Ability (Paralysis)",
"name": "Special Ability (Paralysis)",
"description": "<div class=\"swade-core\">\r\n <h3>Paralysis</h3>\r\n <div>\r\n <p>Paralyzing poisons are covered under @Compendium[swade-core-rules.swade-rules.Poison]{Poison}. Other creatures might paralyze their victims with magic, electricity, or other sources. Victims who suffer damage or a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} result from such a creature must make a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigueur} roll or be @Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}. Theyre also paralyzed and incapable of any action—even speech—for 2d6 rounds (or longer if otherwise specified).</p>\r\n </div>\r\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Special Ability (Poison)",
"name": "Special Ability (Poison)",
"description": "<div class=\"swade-core\">\r\n <h3>Poison</h3>\r\n <div>\r\n <p>Snakes, spiders, and other creatures inject @Compendium[swade-core-rules.swade-rules.Poison]{poisonous} venom via bite or scratch. To do so, the thing must cause at least a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} result to the victim, who then makes a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll modified by the strength of the poison (listed in parentheses after the creatures Poison ability). Effects of failure are described in more detail in the <b>@Compendium[swade-core-rules.swade-rules.Hazards]{Périls}</b> section.</p>\r\n </div>\r\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Special Ability (Regeneration)",
"name": "Special Ability (Regeneration)",
2021-03-20 21:29:41 +01:00
"description": "<div class=\"swade-core\">\n<h3>Regeneration</h3>\n<div>\n<p>Legend has it that @Compendium[swade-core-rules.swade-bestiary.Troll]{trolls}, @Compendium[swade-core-rules.swade-bestiary.Vampire]{vampires}, and certain other types of legendary creatures can Regenerate damage caused to them.</p>\n<p>Regeneration comes in two types: Fast and Slow.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>FAST: </strong>Wounded creatures make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll every round&mdash;even after they&rsquo;ve been @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}. A success heals one @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} (or removes Incapacitated status), and a raise heals an additional Wound. Wounds caused by some types of damage, listed in the creature&rsquo;s description, do not regenerate but may still @Compendium[swade-core-rules.swade-rules.Healing]{heal} naturally. Trolls cannot regenerate Wounds caused by flame, for example.</li>\n<li><strong>SLOW: </strong>The creature makes a @JournalEntry[xiTS5HW9LVPSUqz5]{natural healing roll} once per day.</li>\n</ul>\n</div>\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Special Ability (Resilient or Very Resilient)",
"name": "Special Ability (Resilient or Very Resilient)",
2021-03-20 21:29:41 +01:00
"description": "<div class=\"swade-core\">\n<h3>Resilient/Very Resilient</h3>\n<div>\n<p>Elite @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} are tougher than usual. This might include specially bred @Compendium[swade-core-rules.swade-bestiary.Orc]{orcs} in a fantasy setting, particularly tough thugs or agents in the modern world, or even mutant animals created in the lab of some mad scientist.</p>\n<p>Resilient Extras can take one @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} before they&rsquo;re @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}, Very Resilient Extras can take two. Wild Cards can&rsquo;t be Resilient or Very Resilient. The abilities exist to bring select Extras a little closer to the heroes and villains who lead them.</p>\n</div>\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Special Ability (Size)",
"name": "Special Ability (Size)",
2021-03-20 21:29:41 +01:00
"description": "<div class=\"swade-core\">\n<h3>Size</h3>\n<div>\n<p>@Compendium[swade-core-rules.swade-rules.Size and Scale]{Size} grants a bonus to @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} (or penalty for small creatures) and is a <em>guide</em> to the typical @Compendium[swade-core-rules.swade-rules.Traits]{Force} of creatures in that general range.</p>\n<p>Size is generally based on mass, but exceptions exist for extremely large but weak creatures, small but strong beings, etc.</p>\n<p>Scale Modifiers are explained under <strong>@Compendium[swade-core-rules.swade-rules.Size and Scale]{Size &amp; Scale}</strong>.</p>\n<p><strong>Additional Wounds:</strong> Large creatures can take an additional @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}, Huge can take two, and Gargantuan three. The maximum @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} penalty is always three. This stacks with @JournalEntry[huMioVSZmHacNkPJ]{Resilient/Very Resilient}.</p>\n<p>Such creatures typically have @Compendium[swade-core-rules.swade-rules.Reach]{Reach} equal to the additional Wounds granted by Size.</p>\n</div>\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Special Ability (Stun)",
"name": "Special Ability (Stun)",
"description": "<div class=\"swade-core\">\r\n <h3>Stun</h3>\r\n <div>\r\n <p>A creature with this ability often has an electrical attack, mild toxin, mind lash, or similar trapping. When it successfully hits a character (even if it causes no damage), she must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} roll minus any listed penalties or be <b>@Compendium[swade-core-rules.swade-rules.Stunned]{Sonné}</b>.</p>\r\n </div>\r\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Special Ability (Swat)",
"name": "Special Ability (Swat)",
2021-03-19 09:38:15 +01:00
"description": "<div class=\"swade-core\">\r\n <h3>Swat</h3>\r\n <div>\r\n <p>The creature has learned how to deal with pesky creatures smaller than itself. It ignores up 4 points of @Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} penalties when attacking with certain abilities listed in its description (and only those specific abilities).</p>\r\n </div>\r\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Special Ability (Tentacles)",
"name": "Special Ability (Tentacles)",
2021-03-20 21:29:41 +01:00
"description": "<div class=\"swade-core\">\r\n <h3>Tentacles</h3>\r\n <div>\r\n <p>The creature has a number of “tentacle actions” specified in its description (usually 2 or 4). Tentacle actions collectively count as one of a creatures three potential actions for the turn. The actions must stem from the tentacle in some way—usually a @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}, or @Compendium[swade-core-rules.swade-rules.Grappling]{grappling} attack, but this is the GMs call.</p>\r\n <p>If the creature is a @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker}, it rolls its @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Wild Die} with each tentacle action as usual.</p>\r\n <p>If the being performs other actions on its turn, such as @Compendium[swade-core-rules.swade-skills.Taunt]{Taunting} or casting a spell, these and the tentacle actions are affected by the @Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples} penalty as usual.</p>\r\n <p>Grappling rolls made with tentacles get a +2 bonus, and “crushing” causes the creatures @Compendium[swade-core-rules.swade-rules.Traits]{Force} in damage unless otherwise listed.</p>\r\n <p>Severing a tentacle is a @Compendium[swade-core-rules.swade-rules.Called Shots]{Attaque ciblée}. If damage exceeds the creatures @Compendium[swade-core-rules.swade-rules.Characters]{Résistance}, the limb is severed and the monster is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}. If it was already Shaken, it takes a @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures}.</p>\r\n </div>\r\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Special Ability (Undead)",
"name": "Special Ability (Undead)",
2021-03-20 21:29:41 +01:00
"description": "<div class=\"swade-core\">\r\n <h3>Undead</h3>\r\n <div>\r\n <p>@Compendium[swade-core-rules.swade-bestiary.Zombie]{Zombies}, @Compendium[swade-core-rules.swade-bestiary.Skeleton]{skeletons}, and similar physical horrors are particularly difficult to destroy. Below are the benefits of being such an abomination.</p>\r\n <li>Add +2 to @Compendium[swade-core-rules.swade-rules.Characters]{Résistance} and @Compendium[swade-core-rules.swade-rules.Traits]{Âme} rolls to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}, ignore addi­tional damage from @Compendium[swade-core-rules.swade-rules.Called Shots]{Called Shots}, ignore 1 point of @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} penalties, dont breathe or eat and are immune to @Compendium[swade-core-rules.swade-rules.Disease]{disease} and @Compendium[swade-core-rules.swade-rules.Poison]{poison}, dont @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleed Out}, and can only be healed with magical <i>@Compendium[swade-core-rules.swade-powers.Healing]{Guérison}</i>.</li>\r\n </div>\r\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Special Ability (Wall Walker)",
"name": "Special Ability (Wall Walker)",
"description": "<div class=\"swade-core\">\r\n <h3>Wall Walker</h3>\r\n <div>\r\n <p>Some creatures have the ability to walk on walls. They automatically walk on vertical or inverted surfaces just as a human walks on the earth.</p>\r\n <p>A Wall Walkers movement rate when walking on walls is its standard @Compendium[swade-core-rules.swade-rules.Movement]{Allure}. It may run as usual when walking on walls unless the specific creatures text says otherwise.</p>\r\n </div>\r\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Special Ability (Weakness)",
"name": "Special Ability (Weakness)",
"description": "<div class=\"swade-core\">\r\n <h3>Weakness</h3>\r\n <div>\r\n <p>Some creatures suffer additional damage or can only be hurt by their Weakness. A creature made of ice, for example, might take double damage from @Compendium[swade-core-rules.swade-rules.Fire]{fire}. See the creatures description for particular effects.</p>\r\n </div>\r\n</div>"
},
{
"id": "Speed",
"name": "Speed",
"description": "<div class=\"swade-core\">\n<h2>Speed</h2>\n<p>Characters occasionally need to attack fast-moving targets. If the relative speed between attacker and defender is 60 Miles per Hour (MPH) or more, apply the Relative Speed Penalty:</p>\n<table class=\"table list-table\" style=\"width: 33%;\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Relative Speed Penalty</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Penalty</th>\n<th class=\"table-column-header\" scope=\"col\">Target's Relative Speed Is...</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>-1</td>\n<td>60 MPH+</td>\n</tr>\n<tr>\n<td>-2</td>\n<td>120 MPH+</td>\n</tr>\n<tr>\n<td>-4</td>\n<td>240 MPH+</td>\n</tr>\n<tr>\n<td>-6</td>\n<td>Mach 1+</td>\n</tr>\n<tr>\n<td>-8</td>\n<td>Mach 2+</td>\n</tr>\n<tr>\n<td>-10</td>\n<td>Near Light Speed+</td>\n</tr>\n</tbody>\n</table>\n<ul>\n<li>Multiply MPH by 1.5 to get @Compendium[swade-core-rules.swade-rules.Movement]{Allure}</li>\n<li>Divide @Compendium[swade-core-rules.swade-rules.Movement]{Allure} by 1.5 to get MPH</li>\n</ul>\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Steadfast",
"name": "Steadfast",
"description": ""
},
{
"id": "Stunned",
"name": "Stunned",
"description": "<div class=\"swade-core\">\n<h2>Stunned</h2>\n<p>@Compendium[swade-core-rules.swade-equipment.Stun Gun]{Stun guns}, creature abilities, the <em>@Compendium[swade-core-rules.swade-powers.Stun]{stun}</em> power, @Compendium[swade-core-rules.swade-rules.Electricity]{electrical} hazards, or other shocks to the brain or nervous system make a character essentially helpless until they manage to shake it off.</p>\n<h3>Stunned Characters</h3>\n<ul>\n<li>Are @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted} (this is removed at the end of the victim's next turn as usual)</li>\n<li>Are @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} (this remains until they recover from being Stunned)</li>\n<li>Fall @Compendium[swade-core-rules.swade-rules.Prone]{à terre} (or to their knees, GM&rsquo;s call)</li>\n<li>Can&rsquo;t @Compendium[swade-core-rules.swade-rules.Movement]{move} or take any @Compendium[swade-core-rules.swade-rules.Actions]{actions}</li>\n<li>Don&rsquo;t count toward the @Compendium[swade-core-rules.swade-rules.Ganging Up]{Gang Up} bonus</li>\n</ul>\n<p><strong>Recovery:</strong> At the start of a Stunned character&rsquo;s turn, he makes a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Vigueur} roll as a @Compendium[swade-core-rules.swade-rules.Actions]{free action}. Success means he&rsquo;s no longer Stunned but remains @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} until the end of his <em>next</em> turn. With a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, his @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} state goes away at the end of this turn.</p>\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Submachine Guns Table",
"name": "Submachine Guns Table",
"description": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Submachine Guns</h2>\n<div class=\"table-summary\">\n<p>Typical magazine sizes are listed with each weapon. Additional magazines are available at 10% of the weapon&rsquo;s cost and weigh about 1 lb each, fully loaded.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">Damage</th>\n<th class=\"table-column-header\" scope=\"col\">AP</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Shots</th>\n<th class=\"table-column-header\" scope=\"col\">Min Str.</th>\n<th class=\"table-column-header\" scope=\"col\">Weight</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.H&amp;K MP5 (9mm)]{H&amp;K MP5 (9mm)}</td>\n<td>12/24/48</td>\n<td>2d6</td>\n<td>1</td>\n<td>3</td>\n<td>30</td>\n<td>d6</td>\n<td>10</td>\n<td>300</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Tommy Gun]{Tommy Gun}</td>\n<td>12/24/48</td>\n<td>2d6+1</td>\n<td>1</td>\n<td>3</td>\n<td>20</td>\n<td>d6</td>\n<td>13</td>\n<td>350</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>Thompson submachine guns may also use a 50-round drum. This increases the weight by 2 lbs and each loaded drum costs $50.</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Uzi (9mm)]{Uzi (9mm)}</td>\n<td>12/24/48</td>\n<td>2d6</td>\n<td>1</td>\n<td>3</td>\n<td>32</td>\n<td>d4</td>\n<td>9</td>\n<td>300</td>\n</tr>\n</tbody>\n</table>\n<img src=\"modules/swade-core-rules/assets/art/TommyGun.webp\" alt=\"'Tommy' Gun\" /></div>"
},
{
"id": "Support",
"name": "Support",
"description": "<div class=\"swade-core\">\n<h2>Support</h2>\n<p>Sometimes characters may want to cooperate or help an ally with a task. If so, and the GM decides it&rsquo;s possible, supporting characters roll the relevant @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} (on their action if the game is in rounds) and declare which of their ally&rsquo;s skills they&rsquo;re attempting to Support.</p>\n<p>Success grants the ally +1 to one&nbsp; @Compendium[swade-core-rules.swade-rules.Traits]{Compétence} total this round, and a raise adds +2. A Critical Failure on the support roll subtracts 2 from the lead&rsquo;s total&mdash;sometimes extra hands just get in the way!</p>\n<p>Remove all Support bonuses at the end of the recipient&rsquo;s turn, whether he used them or not (perhaps by taking an action different than the one he was Supported for).</p>\n<p>The maximum bonus from all Support rolls is +4. @Compendium[swade-core-rules.swade-rules.Traits]{Force} checks are an exception and have no maximum bonus since more muscle can always manage more mass.</p>\n<p>Players and GMs should be creative when making Support rolls. An adventurer with @Compendium[swade-core-rules.swade-skills.Survival]{Survie}, for example, might make a roll to find useful herbs for an ally attempting a @Compendium[swade-core-rules.swade-powers.Healing]{Guérison} check, or a galactic explorer with @Compendium[swade-core-rules.swade-skills.Science]{Science} might calculate slingshot vectors that help a friend make a tricky @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting} roll.</p>\n<p>General encouragement (a @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} roll) such as &ldquo;You can do it!&rdquo; or &ldquo;Check your six!&rdquo; are perfectly acceptable, but at the GM&rsquo;s discretion lose effectiveness if repeated.</p>\n<p class=\"embedded-example\"><strong>Example: </strong>Gabe is the driver in a chase. Red points out a shortcut by yelling, &ldquo;Take the next left!&rdquo; She rolls @Compendium[swade-core-rules.swade-skills.Common Knowledge]{Culture générale} and gets a @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}. Gabe adds +2 to his next @Compendium[swade-core-rules.swade-skills.Driving]{Driving} roll. Later on, Red is hit by a ricochet and is @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}. Gabe yells, &ldquo;Toughen up, cowgirl! This ain&rsquo;t your first rodeo!&rdquo; and makes a Persuasion roll. He gets a success and Red adds +1 to her upcoming Âme total to recover from being @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué}.</p>\n<h3>Support vs. @Compendium[swade-core-rules.swade-rules.Test]{Test}</h3>\n<p>The Support option can be used against an opponent narratively, but the only effect it can have is as detailed above. If a character wants to &ldquo;trip up&rdquo; an ogre to help a friend make a @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} roll against it, for example, she can add +1 or +2 to his roll, but she doesn&rsquo;t actually trip the ogre. It&rsquo;s not made @Compendium[swade-core-rules.swade-rules.Prone]{à terre}, @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distracted}, @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{vulnerable}, or @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} as it might if she had used the <strong>@Compendium[swade-core-rules.swade-rules.Test]{Test}</strong> option.</p>\n<p>The advantage for a player in making a Support roll over a @Compendium[swade-core-rules.swade-rules.Test]{Test} is to help an ally and avoid a more difficult @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll} for the @Compendium[swade-core-rules.swade-rules.Test]{Test} (even though narratively it might seem like it should be an @Compendium[swade-core-rules.swade-rules.Trait Rolls]{opposed roll}).</p>\n</div>"
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},
{
"id": "Suppresive Fire",
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"name": "TIR DE SUPPRESSION",
"description": "<div class=\"swade-core\">\n<h2>Suppresive Fire</h2>\n<p>Un Tir de suppression, ou tir de couverture, permet de faire une @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{attaque de zone}. avec une arme de tir rapide. Le tireur sacrifie la précision pour faire pleuvoir des projectiles sur ses ennemis afin de les forcer à faire profil bas.</p>\n<p>Pour faire une telle attaque, il faut disposer dune arme au moins aussi rapide quun révolver et ne nécessitant pas dêtre rechargée entre chaque coup.</p>\n<p>Un Tir de suppression utilise le triple des munitions nécessaires pour sa<strong>@Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de tir}</strong> et inflige toujours un @Compendium[swade-core-rules.swade-rules.Recoil]{Recul} quelle que soit @Compendium[swade-core-rules.swade-rules.Rate of Fire]{la Cadence de tir} normale de larme (l'atout @Compendium[swade-core-rules.swade-edges.Rock and Roll!]{Rock and Roll!}, les bipieds et trépieds annulent le @Compendium[swade-core-rules.swade-rules.Recoil]{Recul} commedhabitude).</p>\n<p>Lorsquil fait un Tir de suppression, le tireur place un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen} sur le champ de bataille et fait un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} (avec un seul dé de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} la @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de tir}nintervient que plus tardpour déterminer les victimes, voir ci-dessous). Fixez normalement les modificateurs de @Compendium[swade-core-rules.swade-rules.Range]{Portée}, @Compendium[swade-core-rules.swade-rules.Illumination]{Visibilité}, @Compendium[swade-core-rules.swade-rules.Recoil]{Recul}, etc., en vous basant sur le centre du Gabarit.</p>\n<p>Comparez ensuite le total du jet de Tir avec la Difficulté à toucher chaque cible, en tenant compte des modificateurs individuels (@Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, the @Compendium[swade-core-rules.swade-edges.Dodge]{Esquive} Edge, the <em>@Compendium[swade-core-rules.swade-powers.Deflection]{déflexion}</em> power, etc.). En cas de Succès, la cible est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distraite}, et en cas de@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse} elle subit les @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} de larme sans aucun bonus.).</p>\n<p><strong>Nombre de victimes :</strong> toutes les cibles présentes dans la zone peuvent se retrouver @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distraites}, mais le nombre de victimes subissant des @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} ne peut pas dépasser la @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de tir}utilisée. Au besoin, lattaquant choisit ses victimes parmi celles possibles.</p>\n<div class=\"embedded-example\">\n<p><strong>Exemple : </strong>Gabe tire avec une mitrailleuse sur un groupe dinsectoïdes déchaînés. Il positionne un @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Gabarit moyen} sur 5 dentre eux et fait son jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} avec son @Compendium[swade-core-rules.swade-rules.Trait Rolls]{dé Joker}. Il dispose de lAtout @Compendium[swade-core-rules.swade-edges.Rock and Roll!]{Rock and Roll!} et ignore donc le malus de @Compendium[swade-core-rules.swade-rules.Recoil]{Recul} mais étant à Portée Moyenne, il subit un malus de -2 à son jet. Au final, il obtient un 9 sur son jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}.</p>\n<p>Deux des insectoïdes se trouvaient derrière un gros rocher et disposaient ainsi dun @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert} moyen. infligeantun malus de -4 au jet de Tir, en faisant un simple Succès : ils sont @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distrait}.</p>\n<p>Les trois autres <EFBFBD>
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},
{
"id": "Surprise",
"name": "Surprise",
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"description": "<div class=\"swade-core\">\n<h2>Surprise</h2>\n<p>Un combat commence souvent avant que tous les participants ne soient réellement prêts. Une embuscade, un retournement de situation inattendu ou un piège peuvent donner lavantage à un camp.</p>\n<p>Lorsquune telle situation se produit, chaque membre du groupe conscient de la présence de lautre est automatiquement @Compendium[swade-core-rules.swade-rules.Hold]{En Attente}. Distribuez les cartes d'action normalement au cas où lune delle soit un @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Joker}.</p>\n<p>Chaque membre du groupe victime de lattaque doit faire un jet de @Compendium[swade-core-rules.swade-skills.Notice]{Perception} (sils ne lont pas déjà fait, comme par exemple pour détecter lapproche des ennemis). Ceux qui réussissent reçoivent une @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{Cartes d'action} Ceux qui échouent ne reçoivent pas de carte d'action et ne peuvent pas agir lors du premier round de combat..</p>\n</div>"
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},
{
"id": "Test",
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"name": "ÉPREUVE",
"description": "<div class=\"swade-core\">\n<h2>Test</h2>\n<p>Là où un <strong>@Compendium[swade-core-rules.swade-rules.Support]{Soutien}</strong> permet à un personnage daider ses alliés, une Épreuve consiste à rendre les choses plus difficiles pour ses ennemis ! Quil sagisse de ridiculiser un adversaire, de lui lancer du sable dans les yeux, de le toiser dun regard dacier ou nimporte quelle autre action susceptible de le déstabiliser.</p>\n<p>Pour imposer une Épreuve, le joueur décrit laction quil souhaite mener et décide en accord avec le MJ de la Compétence à utiliser. Résister à une Épreuve est instinctif : lattaquant fait un @Compendium[swade-core-rules.swade-rules.Traits]{jet de compétence} opposé à un jet de l@Compendium[swade-core-rules.swade-rules.Traits]{attribut} lié à cette Compétence. Faire trébucher un ennemi revient à faire un jet d'@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} contre @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} de ce dernier. @Compendium[swade-core-rules.swade-skills.Taunt]{Provocation} est lié à l'@Compendium[swade-core-rules.swade-rules.Traits]{Intellect}, résister à un sarcasme cinglant se fait donc avec cet @Compendium[swade-core-rules.swade-rules.Traits]{attribut}. Si la compétence @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, est utilisée pour initier une Épreuve, la cible résistera avec un jet @Compendium[swade-core-rules.swade-rules.Traits]{Agilité}, et non pas avec sa @Compendium[swade-core-rules.swade-rules.Characters]{Parade}.</p>\n<p>Si lattaquant obtient un Succès sur le jet opposé, il choisit de rendre sa cible soit@Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Distraite ou Vulnérable}. En cas de Prouesse, la cible est également @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secouée} ou peut subir dautres effets sur décision du MJ : une victime pourrait trébucher et se retrouver au sol par exemple.</p>\n<p><strong>Modificateurs : </strong>le MJ peut décider dappliquer un modificateur à une Épreuve. Par exemple @Compendium[swade-core-rules.swade-rules.Range]{Portée}, @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Couvert}, @Compendium[swade-core-rules.swade-rules.Illumination]{Illumination}, @Compendium[swade-core-rules.swade-rules.Recoil]{Recul}, etc peuvent entrer en ligne de compte pour un @Compendium[swade-core-rules.swade-skills.Shooting]{Tir}. Par contre, un héros bénéficiant dun bonus à sa @Compendium[swade-core-rules.swade-rules.Characters]{Parade} ne lapplique pas à son jet @Compendium[swade-core-rules.swade-rules.Traits]{Agilité} pour résister à une Épreuve de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} puisquil fait un jet dAgilité.</p>\n<p>Considérez également le contexte de laction : par exemple, utiliser un @Compendium[swade-core-rules.swade-skills.Taunt]{Sarcasme} pour heurter légo dun rival en appuyant là où ça fait mal peut octroyer un bonus de +2 à lattaquant.</p>\n<p><strong>Répétition :</strong> utiliser plusieurs fois une action identique ou similaire la rend moins efficace. Le MJ peut décider dinfliger un malus voire même de décider que laction na aucune chance daboutir.</p>\n<p><strong>Dés supplémentaires :</strong> si un personnage dispose de plusieurs dés lors dune Épreuve, comme en utilisant une arme avec une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Cadence de tir}élevée, il lance tous les dés et choisit le meilleur en tant que total pour lÉpreuve. Il nobtient pas plusieurs résultats et ne peut pas les répartir sur plusieurs cibles.</p>\n</div>"
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},
{
"id": "The Drop",
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"name": "ATTAQUE SURPRISE",
"description": "<div class=\"swade-core\">\n<h2>The Drop</h2>\n<p>Il arrive quun attaquant puisse prendre sa cible totalement par surprise. Le MJ reste seul juge des situations où une Attaque surprise est possible. Cest généralement le cas pour une cible immobilisée ou inconsciente de lattaque, comme quand lattaquant parvient à se glisser à quelques mètres à peine de sa victime. Dautres situations sont possibles (un sniper ciblant une cible stationnaire ignorant le danger).</p>\n<p>Attaquer par surprise octroie un bonus de +4 à lattaque et aux @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} pour une @Compendium[swade-core-rules.swade-rules.Actions]{action}.</p>\n<p><strong>Coup assommant : </strong>si un personnage est @Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} ou Blessé suite à une attaque surprise, il doit réussir un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} (à -2 si lattaque ciblait la tête) ou sombrer dans linconscience..</p>\n<p>Un personnage reste assommé environ une demi-heure, ou jusquà un réveil approprié du point de vue dramatique selon le MJ. Notez que tout type de @Compendium[swade-core-rules.swade-rules.Damage]{dégâts}, peut provoquer un Coup assommant, pas seulement ceux à la tête.</p>\n</div>"
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},
{
"id": "Thirst",
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"name": "SOIF",
"description": "<div class=\"swade-core\">\n<h2>Thirst</h2>\n<p>Un humain de taille moyenne a besoin denviron 2 litres deau par jour. Cela est doublé en environnement très sec (comme le désert) ou en climat chaud et humide (comme la jungle) car le personnage se déshydrate en transpirant abondamment.</p>\n<p>Après une journée sans suffisamment deau, le personnage commence à se déshydrater et doit faire un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{jet} de @Compendium[swade-core-rules.swade-rules.Traits]{Vigueur} toutes les huit heures (quatre en forte chaleur ou humidité). Ce jet se fait à -2 avec moins d'une demi-ration quotidienne, à -4 sans eau. En cas dÉchec, il subit un niveau de @Compendium[swade-core-rules.swade-rules.Fatigue]{Fatigue}. En cas d@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Échec critique} il est @Compendium[swade-core-rules.swade-rules.Fatigue]{Épuisé}.</p>\n<p>Quand un personnage recherche de leau dans son environnement, utilisez la Compétence <strong>@Compendium[swade-core-rules.swade-skills.Survival]{Survie}</strong></p>\n<p><strong>Récupération :</strong>la victime récupère normalement de la Fatigue après avoir reçu de leau en suffisance.</p>\n<p><strong>Mort : </strong>un personnage @Compendium[swade-core-rules.swade-rules.Fatigue]{Incapacité} par la soif décède en 2d6 heures.</p>\n</div>"
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},
{
"id": "Three-Round Burst",
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"name": "RAFALE COURTE",
"description": "<div class=\"swade-core\">\n<h3>RAFALE COURTE</h3>\n<p>Certaines armes militaires peuvent tirer 3 balles en une seule action sur la gâchette. Une arme ayant cette capacité tire dans ce mode 3 balles à la fois avec une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 1, bénéficiant dun bonus de +1 en @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} et aux @Compendium[swade-core-rules.swade-rules.Damage]{dégâts}.</p>\n</div>"
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},
{
"id": "Touch Attack",
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"name": "ATTAQUE POUR TOUCHER",
"description": "<div class=\"swade-core\">\n<h2>ATTAQUE POUR TOUCHER</h2>\n<p>Un personnage qui souhaite simplement toucher son adversaire (le plus souvent pour laffecter avec une attaque magique) bénéficie dun bonus de +2 à son jet de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}.</p>\n</div>"
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},
{
"id": "Trait Rolls",
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"name": "JETS DE TRAIT",
"description": "<div class=\"swade-core\">\n<h2>Trait Rolls</h2>\n<div>\n<p>Pour utiliser un Attribut ou une Compétence, lancez simplement le dé qui lui est associé. Si le résultat est 4 ou plus (la Difficulté ou Diff.), le jet est réussi ! Par exemple, si un personnage a d6 en @Compendium[swade-core-rules.swade-rules.Traits]{Force}, Force, il lance un dé à six faces. Sil fait 4 ou plus, il réussit son action.</p>\n<p><strong>Modificateurs :</strong>des circonstances peuvent modifier votre jet, comme tirer sur une cible éloignée ou chercher un indice très bien dissimulé. Certaines situations, comme une @Compendium[swade-core-rules.swade-rules.Range]{attaque à distance}, ont des modificateurs standards. Cest le MJ qui décidera des éventuels modificateurs pour des tâches plus subjectives, comme tenter de détecter une embuscade ou dentendre une conversation à travers une lourde porte de chêne.</p>\n<p>De manière générale, une tâche facile, comme suivre une piste sur un terrain boueux, se fait avec un bonus de +2. Une tâche difficile, comme chercher des traces à la lumière dune torche, seffectue avec un malus de -2. Une tâche très difficile, comme chercher des traces sous une pluie battante, se fait avec un malus de -4.</p>\n<p><strong>Dés multiples :</strong>lorsquun personnage lance plusieurs dés de Trait en un seul jet, comme lors dun tir de mitrailleuse, chaque dé est résolu séparément.</p>\n<h3>DÉ JOKER</h3>\n<p>Lors dun jet de @Compendium[swade-core-rules.swade-rules.Traits]{Trait}, les @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Extras} lancent simplement le dé indiqué. Mais les @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} lancent un d6 supplémentaire et conservent le meilleur résultat des deux dés (je dé de @Compendium[swade-core-rules.swade-rules.Traits]{Trait} ou le dé Joker; Ce d6 est appelé dé Joker et peut Exploser comme les autres.</p>\n<p><strong>Un dé Joker par action : </strong>lorsquun @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} lance plusieurs dés au sein dune même action, comme tirer avec une mitrailleuse, il ne lance quun seul dé Joker.</p>\n<p>Le dé Joker peut remplacer un dé de @Compendium[swade-core-rules.swade-rules.Traits]{Trait} ou être laissé de côté. En aucun cas il ne peut servir à obtenir une action supplémentaire.</p>\n<p class=\"embedded example\"><strong>Exemple :</strong> un Joker viking avec lAtout <strong>Frénésie</strong> (page 43). lance un dé supplémentaire lorsquil fait une attaque au corps-à-corps. Il lance aussi un dé Joker, mais seules deux attaques pourront porter puisque le dé Joker peut seulement remplacer un des dés de Combat, pas ajouter une autre attaque.</p>\n<h3>JETS EXPLOSIFS</h3>\n<p>Tous les jets de @Compendium[swade-core-rules.swade-rules.Traits]{Trait} and et de dégâts dans <cite>Savage Worlds</cite> sont dits Explosifs. Cela signifie que tant que vous obtenez le maximum possible sur un dé (un 6 sur un d6, un 8 sur un d8, etc.), vous relancez le dé et cumulez le résultat. Tout modificateur au jet sapplique au total final.</p>\n<p class=\"embedded-example\"><strong>Exemple :</strong>Red tente de sauter par-dessus une crevasse. Cest un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} avec d8 en @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme}. Elle lance donc un d8 et un d6 et conserve le meilleur résultat. Dans ce cas, les deux dés Explosent (8 sur le d8 et 6 sur le d6). Elle lance le d8 à nouveau et obtient un 4, pour un total de 12. Elle relance le d6 et obtient à nouveau un 6, puis un 2, pour un total de 14. Elle franchit lobstacle avec brio cette fois-ci.</p>\n<h3>PROUESSES</h3>\n<p>Parfois, il est important de savoir à quel point un jet de @Compendium[swade-core-rules.swade-rules.Traits]{Trait} est réussie. Pour chaque tranche de 4 points au-dessus de la Difficulté, on obtient une Prouesse. Si votre héros a besoin dun 4 p
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},
{
"id": "Traits",
"name": "Traits",
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"description": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Traits</h1>\n</div>\n<div>\n<p>Les personnages sont définis par leurs Traits : les Attributs et les Compétences, qui sont évalués par un type de dé. Un d6 est moyen alors que des types de dé supérieurs reflètent de meilleures capacités.</p>\n<p><strong>Attributs</strong> Les Attributs sont des capacités passives ou innées auxquelles on fait appel pour résister à des effets comme la peur ou des attaques surnaturelles. Les Compétences sont utilisées pour réaliser des actions ou affecter les autres.</p>\n<p>Telles sont les différences fondamentales entre ces deux concepts, à quelques exceptions près.</p>\n<h2>Attributs</h2>\n<p>ALes Attributs ninfluent pas directement sur les jets de Compétence. <em>Savage Worlds</em> considère que les connaissances et lentraînement, ainsi que le contexte, sont prépondérants. Un Attribut élevé permet daméliorer plus rapidement une Compétence et donne accès à des Atouts qui vont grandement différencier deux personnages à Compétence égale.</p>\n<p>Chaque personnage commence le jeu avec un d4 dans chacun des cinq Attributs :</p>\n<p><strong>Agilité</strong> représente la souplesse, la dextérité et la coordination dun personnage.</p>\n<p>L'<strong>Intellect</strong> représente lintelligence brute dun personnage, sa capacité de réflexion et sa vivacité desprit. Il est utilisé pour résister à certains types dattaques mentales et sociales.</p>\n<p><strong>Âme</strong> représente la confiance en soi et la volonté du personnage. Elle est souvent utilisée pour résister aux attaques sociales ou surnaturelles, ainsi quà la Terreur.</p>\n<p><strong>Force</strong> représente la puissance et la condition physique générale. Elle sert également à déterminer les dégâts dun personnage en combat au corps-à-corps et ce quil peut porter.</p>\n<p><strong>Vigueur</strong> représente lendurance, la résistance aux maladies, poisons et toxines et le niveau de dégâts physiques quun héros peut supporter avant de sécrouler. Elle est utilisé également pour résister à la Fatigue et sert de base à la caractéristique dérivée appelée Résistance.</p>\n<h3>UTILISER LES ATTRIBUTS</h3>\n<p>Les Attributs sont utilisés entre autres dans les cas suivants :</p>\n<ul>\n<li>déterminer le coût de laugmentation dune Compétence lors dune<strong> @Compendium[swade-core-rules.swade-rules.Advancement]{Progression}</strong></li>\n<li>limiter laccès aux <strong>@Compendium[swade-core-rules.swade-rules.Edges]{Atouts}</strong></li>\n<li>calculer les @Compendium[swade-core-rules.swade-rules.Characters]{caractéristiques dérivées} comme la Résistance ou les dégâts au corps-à-corps,</li>\n<li>résister aux effets de l'@Compendium[swade-core-rules.swade-rules.Grappling]{Empoignade} de certains sorts et @Compendium[swade-core-rules.swade-rules.Powers]{Pouvoirs}, ou encore aux attaques sociales comme la@Compendium[swade-core-rules.swade-skills.Taunt]{Provocation} ou l'@Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation}.</li>\n</ul>\n<h2>COMPÉTENCES</h2>\n<p>Les héros disposent de 12 points pour acheter des Compétences lors de la création de personnage. Une Compétence inférieure à son Attribut lié (noté entre parenthèse après son nom) est moins chère à augmenter quune Compétence égale ou supérieure. Voir p. 10 pour la<strong>@Compendium[swade-core-rules.swade-rules.Character Creation Summary]{Creation de personnage}</strong> et les <strong>@Compendium[swade-core-rules.swade-rules.Advancement]{Progressions}.</strong></p>\n<p>Les Compétences de base sont signalées par une<span class=\"red-text\">étoile rouge</span>, et commencent à d4 pour tous les @Compendium[swade-core-rules.swade-rules.Trait Rolls]{personnages joueurs}.</p>\n<p>Un personnage peut tenter une action sans posséder la Compétence, mais les choses seront naturellement plus difficiles (voir<strong> @Compendium[swade-core-rul
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},
{
"id": "Trappings",
"name": "Trappings",
2021-03-20 21:29:41 +01:00
"description": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Trappings</h1>\n</div>\n<div>\n<p>Trappings allow the core @Compendium[swade-core-rules.swade-rules.Powers]{powers} presented in this chapter to have many different appearances. They usually have no game effect on their own, but are important for atmosphere and theme.</p>\n<p>One character might fire a swarm of bees to attack her foes, for example, while another shoots red lasers from her eyes. Both are examples of the <em>@Compendium[swade-core-rules.swade-powers.Bolt]{éclairs}</em> power and share the same mechanics, but they look and are described differently.</p>\n<p>Trappings <em>do</em> matter when an obstacle or opponent has a particular strength or weakness. If an ice troll suffers +4 damage from fire- or heat-based attacks, for example, a blast a player describes as a fireball counts as a fire attack and does +4 damage.</p>\n<p>Once described, a power&rsquo;s Trappings don&rsquo;t change without the <strong>@Compendium[swade-core-rules.swade-edges.Wizard]{Wizard}</strong> Edge, or an @Compendium[swade-core-rules.swade-rules.Advancement]{Advance}&mdash;see below.</p>\n<p>A character can alter the power&rsquo;s effects as she wishes using the <strong>@Compendium[swade-core-rules.swade-rules.Power Modifiers]{Modificateurs de pouvoir}</strong>.</p>\n<h3>Synergy</h3>\n<p>Sometimes logic dictates a power&rsquo;s Trapping should have some additional effect. Zapping someone with a lightning bolt while they&rsquo;re standing in water should cause additional @Compendium[swade-core-rules.swade-rules.Damage]{dégâts}, for example, or less if they&rsquo;re wearing a rubber hazmat suit.</p>\n<p>When this occurs, the GM can decide there&rsquo;s synergy that either increases or decreases the effect or damage (GM&rsquo;s call) by +2 or &minus;2.</p>\n<p>Oppositional forces, such as fire and ice or light and darkness, <em>don&rsquo;t</em> have synergy against one another (though such effects are sometimes accounted for in some creatures&rsquo; @Compendium[swade-core-rules.swade-rules.Bestiary]{Special Abilities}). If a fire <em>@Compendium[swade-core-rules.swade-powers.Blast]{blast}</em> hits ice armor (<em>@Compendium[swade-core-rules.swade-powers.Protection]{Protection}</em>), for example, there&rsquo;s no synergy because they cancel each other out.</p>\n<h3>Limitations</h3>\n<p>Sometimes a power&rsquo;s Trapping imposes a limitation on the power. This gives the power focus at the expense of versatility, reducing the strain it causes the caster.</p>\n<p>The Limitation is permanent and always in effect unless changed with an @Compendium[swade-core-rules.swade-rules.Advancement]{Advance} as noted below.</p>\n<p>Each limitation placed upon the power reduces its total @Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} cost by one (to a minimum of 1). If this would reduce the cost to 0, you gain a +1 bonus (+2 maximum) to the arcane skill total instead.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>@Compendium[swade-core-rules.swade-rules.Range]{Portée}: </strong>The power&rsquo;s @Compendium[swade-core-rules.swade-rules.Range]{Portée} is reduced to Touch (and its listed @Compendium[swade-core-rules.swade-rules.Range]{Portée} is greater).</li>\n<li><strong>PERSONAL: </strong>The power's @Compendium[swade-core-rules.swade-rules.Range]{Portée} becomes Self (and has a @Compendium[swade-core-rules.swade-rules.Range]{Portée} of Touch or the @Compendium[swade-core-rules.swade-rules.Range]{Portée} Limitation above).</li>\n<li><strong>ASPECT: </strong>The character can only access one aspect of a power (that has more than one choice), such as <em>@Compendium[swade-core-rules.swade-powers.Sloth/Speed]{sloth/speed}</em> or <em>@Compendium[swade-core-rules.swade-powers.Boost/Lower Trait]{boost/lower Trait}</em>.</li>\n</ul>\n<h3>Adding &amp; Changing Trappings</h3>\n<p>A character gets two new @Compendium[swade-core-rules.swade-rules.Powers]{powers} when he takes the <strong>@Compendium[swade-core-rules.swade-edges.New Powers]{New Power
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},
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{
"id": "Trappings",
"name": "Aspects",
"description": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>ASPECTS</h1>\n</div>\n<div>\n<p>Les Aspects permettent de décliner les @Compendium[swade-core-rules.swade-rules.Powers]{pouvoirs} de base de ce chapitre en de nombreuses apparences. Ils nont généralement pas deffet de jeu en eux-mêmes mais sont importants pour établir latmosphère et le thème.</p>\n<p>Par exemple un personnage peut lancer un essaim dabeilles pour attaquer ses ennemis tandis que les yeux dun autre tirent des lasers rouges. Les deux sont des Aspects du pouvoir<em>@Compendium[swade-core-rules.swade-powers.Bolt]{éclairs}</em> et partagent les mêmes règles tout en ayant une apparence et une description différentes.</p>\n<p>Les Aspects <em>sont importants</em> quand un obstacle ou un opposant présente une force ou une faiblesse particulière. Si un troll des glaces subit +4 aux dégâts de feu par exemple</p>\n<p>Une fois décrit, lAspect dun pouvoir ne varie plus sans lAtout <strong>@Compendium[swade-core-rules.swade-edges.Wizard]{Mage}</strong> ou sans une @Compendium[swade-core-rules.swade-rules.Advancement]{Progression}&mdash;voir ci-dessous.</p>\n<p>Un personnage peut altérer les effets dun pouvoir comme il le désire en utilisant les <strong>@Compendium[swade-core-rules.swade-rules.Power Modifiers]{Modificateurs de pouvoir}</strong>.</p>\n<h3>SYNERGIE</h3>\n<p>Parfois la logique voudrait que des Aspects de pouvoir aient un effet supplémentaire. Foudroyer quelquun avec un éclair alors quil se tient dans leau devrait provoquer des @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} supplémentaires, par exemple, à moins quil ne porte une combinaison en caoutchouc.</p>\n<p>Quand cela arrive, le MJ peut décider quune synergie se produit et augmenter ou diminuer les effets ou les dégâts de +2 ou -2.</p>\n<p>Les forces opposées, tels le feu et la glace ou la lumière et lobscurité,<em>n'entrent pas</em> en synergie lune avec lautre (bien que de tels effets soient parfois pris en compte dans les @Compendium[swade-core-rules.swade-rules.Bestiary]{Capacités spéciales} de certaines créatures)). Par exemple si une <em>@Compendium[swade-core-rules.swade-powers.Blast]{explosion}</em> de feu affecte une armure de glace (<em>@Compendium[swade-core-rules.swade-powers.Protection]{Protection}</em>), il ny a pas synergie car elles se compensent mutuellement.< p>\n<h3>Limitations</h3>\n<p>Un Aspect de pouvoir impose parfois une limitation à ce dernier. Cela donne des pouvoirs plus spécifiques au détriment de la versatilité tout en réduisant leffort fourni par larcaniste.</p>\n<p>Une Limitation est permanente et sapplique toujours sauf changement suite à une @Compendium[swade-core-rules.swade-rules.Advancement]{Progression} comme expliqué ci-dessous.</p>\n<p>Chaque Limitation liée à un pouvoir réduit le coût total de 1@Compendium[swade-core-rules.swade-rules.Arcane Backgrounds]{PP} (jusqu'à un minimum de 1). Si cela devait normalement réduire le coût à 0, vous bénéficiez de +1 au jet d'Arcanes, ou de +2 pour un coût négatif.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>@Compendium[swade-core-rules.swade-rules.Range]{Portée}: </strong>The power&rsquo;s @Compendium[swade-core-rules.swade-rules.Range]{Portée} la Portée du pouvoir est réduite au Toucher. Sa @Compendium[swade-core-rules.swade-rules.Range]{Portée} initiale doit être plus grande..</li>\n<li><strong>PERSONNEL : </strong>la @Compendium[swade-core-rules.swade-rules.Range]{Portée}du pouvoir devient Personnel. Sa @Compendium[swade-core-rules.swade-rules.Range]{Portée}doit être Toucher ou il doit avoir la Limitation @Compendium[swade-core-rules.swade-rules.Range]{Portée} ci-dessus.</li>\n<li><strong>ASPECT: </strong>le personnage ne peut utiliser quun aspect dun pouvoir multiple tel<em>@Compendium[swade-core-rules.swade-powers.Sloth/Speed]{apathie/vitesse}</em> ou <em>@Compendium[swade-core-rules.swade-powers.Boost/Lower Trait]{augmentation/diminution de Trai
},
2021-03-14 16:54:58 +01:00
{
"id": "Travel",
2021-04-26 22:22:32 +02:00
"name": "Voyages",
"description": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Travel</h1>\n</div>\n<div>\n<p>périples sur de grandes étendues. Les aventuriers peuvent subir une longue traversée sur une mer sans fin à <cite>50 Fathoms</cite> ou chevaucher sur les pistes poussiéreuses à <cite>Deadlands: The Weird West.</cite></p>\n<p>Voici un guide pour vous aider à estimer la durée de ces voyages et ce qui peut advenir durant ceux-ci.</p>\n<p><strong>Quand utiliser ces règles :</strong> si le temps de trajet importe peu, sauter ce point en narrant simplement le périple et éventuellement en plaçant un <strong>@Compendium[swade-core-rules.swade-rules.Interludes]{Interludes}</strong>, Si la durée compte ou si vous désirez placer un obstacle ou un rencontre, inspirez-vous du guide suivant.</p>\n<p><strong>La base :</strong> le moyen de locomotion détermine la progression quotidienne.</p>\n<h2>VITESSE DE PROGRESSION</h2>\n<p>Les estimations ci-contre se basent sur un terrain et une météo corrects. Des conditions difficiles peuvent diminuer drastiquement la progression (ou laméliorer en naviguant à voile par vent fort).</p>\n<table class=\"table reverse-value-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">VITESSE MOYENNE DE PROGRESSION</h2>\n</caption>\n<tbody>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Transport</th>\n<th class=\"table-column-header\" scope=\"col\">Km/8H par Jours</th>\n</tr>\n</tbody>\n<tbody>\n<tr>\n<td>A pieds</td>\n<td>35</td>\n</tr>\n<tr>\n<td>A cheval</td>\n<td>45</td>\n</tr>\n<tr>\n<td>En voiture ancienne</td>\n<td>300</td>\n</tr>\n<tr>\n<td>En voiture moderne</td>\n<td>600</td>\n</tr>\n<tr>\n<td>En navire à voile*</td>\n<td>45</td>\n</tr>\n<tr>\n<td>En navire à vapeur*</td>\n<td>60</td>\n</tr>\n<tr>\n<td>En train de passagers moderne</td>\n<td>600</td>\n</tr>\n<tr>\n<td>En coucou</td>\n<td>1,500</td>\n</tr>\n<tr>\n<td>En avion de grande ligne</td>\n<td>6,000</td>\n</tr>\n</tbody>\n</table>\n<p><em>*La navigation à voile (et à vapeur dans une moindre mesure) est grandement impactée par les courants et les vents. Par forts vents ou courant dans le bon sens, la vitesse peut passer à 90 km/jour. Au contraire par temps calme ou courant contraire, la vitesse peut chuter à 30 km/jour ou moins.</em></p>\n<h2>RENCONTRES</h2>\n<p>Pour une zone dangereuse ou de non-droit, tirez une @Compendium[swade-core-rules.swade-rules.Action Cards (Initiative)]{carte d'action} par jour (voire jusquà deux ou trois fois par jour selon lintensité du danger). Une figure ou plus représente une rencontre et son enseigne en détermine la nature.</p>\n<p>Pour un joker, tirez deux nouvelles cartes et combinez les résultats, comme Ennemis et Obstacle ou Étrangers et Trésor.</p>\n<p>Il est fortement conseillé au MJ de personnaliser les rencontres selon son univers.</p>\n<ul class=\"red-bullet-list\">\n<li><strong>PIQUE — ENNEMIS : </strong>des monstres, des ennemis ou des bêtes hostiles barrent le passage. Ils sont peut-être en embuscade sil sagit dun passage fréquenté, attendant le prochain groupe de voyageurs qui ne serait pas sur ses gardes.</li>\n<li><strong>COEUR — ÉTRANGERS : </strong>le groupe rencontre des PNJ neutres ou amicaux tels des marchands, des voyageurs perdus, un guide ou même dautres aventuriers.</li>\n<li><strong>CARREAU — TRÉSOR : </strong>quelques biens de valeur attendent le long du chemin — lépave dun navire où piller des restes de cargaison, une cache de butin, un objet magique à vendre ou gardé par quelquun ou quelque chose.</li>\n<li><strong>TRÈFLE — OBSTACLE : </strong>les héros sont confrontés à un obstacle et doivent trouver un moyen de le contourner. Par exemple, une rivière en crue, un champ de mines, un pont de lianes en ruine, une tornade, etc. Lobstacle peut également être défendu par des créatures ou des ennemis.</li>\n</ul>\n<h2 class=\"blue-example\">EXEMPLE : DES DÉCHETS RADIOACTIFS</h2>\n<p>Red et Gabe sont des guerriers des terres dév
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},
{
"id": "Two Hands",
2021-04-26 22:22:32 +02:00
"name": "Deux mains",
"description": "<div class=\"swade-core\">\n<h3>Two Hands</h3>\n<p>Une arme à deux mains peut être utilisée à une seule avec un malus de -4. La @Compendium[swade-core-rules.swade-rules.Traits]{Force} sapplique normalement pour les @Compendium[swade-core-rules.swade-rules.Damage]{dégâts} mais tous les autres avantages sont perdus, comme @Compendium[swade-core-rules.swade-rules.Reach]{Allonge} ou bonus de @Compendium[swade-core-rules.swade-rules.Characters]{Parade}.</p>\n</div>"
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},
{
"id": "Two Weapons",
2021-04-26 22:22:32 +02:00
"name": "Attaque avec deux armes",
"description": "<div class=\"swade-core\">\n<h2>Two Weapons</h2>\n<p>Un personnage maniant deux armes de corps à-corps ajoute +1 à son jet de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} si sa cible na quune arme ou est @Compendium[swade-core-rules.swade-rules.Unarmed Defender]{désarmée}, et quelle ne dispose pas dun bouclier. Ce bonus ne sapplique pas non plus contre une créature disposant d'<strong>@Compendium[swade-core-rules.swade-rules.Natural Weapons]{Armes naturelles}</strong>.</p>\n<p>Avoir une arme à feu dans chaque main noctroie pas deffet particulier si ce nest de disposer de plus de munitions.</p>\n<p>Un personnage qui souhaite se spécialiser dans ce type de techniques peut choisir les Atouts <strong>@Compendium[swade-core-rules.swade-edges.Two-Fisted]{Combat à deux armes}</strong> ou <strong>@Compendium[swade-core-rules.swade-edges.Two-Gun Kid]{Double-flingue}</strong> Edge.</p>\n</div>"
2021-03-14 16:54:58 +01:00
},
{
"id": "Unarmed Defender",
2021-04-26 22:22:32 +02:00
"name": "Défenseur désarmé",
"description": "<div class=\"swade-core\">\n<h2>Unarmed Defender</h2>\n<p>Il est difficile de faire une @Compendium[swade-core-rules.swade-rules.Characters]{Parade} parer une lame à mains nues. Un attaquant équipé d'une arme de corps-à-corps bénéficie dun bonus de +2 à son jet de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} si sa cible na pas darme ou de bouclier (ce bonus ne se cumule pas avec une @Compendium[swade-core-rules.swade-rules.The Drop]{Attaque surprise}.)</p>\n<img src=\"modules/swade-core-rules/assets/art/UnarmedDefender.webp\" /></div>"
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},
{
"id": "Unarmored Hero",
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"name": "Héros sans armure",
"description": "<div class=\"swade-core\">\n<h2>Unarmored Hero</h2>\n<p>Les récits pulp mettent souvent en scène des héros avec peu ou pas darmure défaisant leurs adversaires bien plus lourdement protégés.</p>\n<p>Dans ces univers, un @Compendium[swade-core-rules.swade-rules.Wild Cards and Extras]{Joker} ne portant aucune <em>any</em> @Compendium[swade-core-rules.swade-rules.Armor]{Armure} (sauf un éventuel bouclier), bénéficie dun bonusde +2 à ses @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Jets dEncaissement}!</p>\n</div>"
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},
{
"id": "Unstable Platform",
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"name": "Plateforme instable",
"description": "<div class=\"swade-core\">\n<h2>Unstable Platform</h2>\n<p>Un personnage faisant un @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} ou une @Compendium[swade-core-rules.swade-skills.Athletics]{attaque à distance} depuis le dos dun cheval ou dune autre monture, dun véhicule en mouvement ou de toute autre « plateforme instable » subit un malus de -2 à son jet.</p>\n</div>"
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},
{
"id": "Vehicle Notes",
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"name": "Notes sur les véhicules",
"description": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Vehicles</h1>\n</div>\n<div>\n<p>La section de Tables des Véhicules fournissent des informations sur une sélection de véhicules @Compendium[swade-core-rules.swade-rules.Ground Vehicles]{Terrestre}, @Compendium[swade-core-rules.swade-rulela Taille et lÉchelle dun véhicule sont calculées par rapport à un humain (voir <strong> @Compendium[swade-core-rules.swade-rules.Size and Scale]{Taille et Échelle}</strong>&nbsp;et <strong>@Compendium[swade-core-rules.swade-rules.Size Table]{Table des Tailles} </strong>). Un véhicule peut subir jusquà 3 @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} avant de devenir une <strong>@Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Epave}</strong>,mais les Grands véhicules peuvent subir une blessure de plus, ceux Énormes deux, et ceux Gigantesques trois.</li>\n<li><strong>MANOEUVRABILITÉ </strong>ce modificateur représente la réactivité et la facilité dutilisation du véhicule et sapplique à tous les jets de(@Compendium[swade-core-rules.swade-skills.Boating]{Navigation}, @Compendium[swade-core-rules.swade-skills.Driving]{Conduite}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Pilotage}). Ce modificateur va typiquement de -4 pour les véhicules lents et imposants à +4 pour les véhicules rapides et manoeuvrables.</li>\n<li><strong>VITESSE MAXIMUM: </strong>exprimée en km/h qui est équivalente en @Compendium[swade-core-rules.swade-rules.Movement]{Allure} Les règles de Poursuites ne prennent en compte que les vitesses relatives entre les véhicules (voir;<strong>@Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Poursuites}</strong>)\n<p>Légalité entre km/h et cases/round repose sur une simplification et se base entre autre sur 1 mille = 1,5 km.. See the <strong>@Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{ENCART VÉHICULES SUR TABLE}</strong>&nbsp;pour intégrer des véhicules aux combats avec des personnages.</p>\n</li>\n<li><strong>RÉSISTANCE: </strong> La Résistance dun véhicule représente son blindage et sa capacité à fonctionner malgré les coups encaissés.L'@Compendium[swade-core-rules.swade-rules.Armor]{Armure} déjà incluse dans cette valeur, est indiquée entre parentheses. Inspirez-vous des véhicules inclus dans ce guide pour créer les vôtres.quand vous créez vos propres véhicules ou modifier ceux listés ici @Compendium[swade-core-rules.swade-rules.Ground Vehicles]{Véhicules terrestre}, @Compendium[swade-core-rules.swade-rules.Watercraft Table]{Navirest}, and @Compendium[swade-core-rules.swade-rules.Aircraft Table]{Avion}) . \n<p> Pour estimer la valeur d'@Compendium[swade-core-rules.swade-rules.Armor]{Armure} dun véhicule doté dune Armure lourde (comme un char), commencez par lui appliquer une valeur de base de +4, puis ajoutez +2 par 2,5 cm de blindage jusquà 25 cm, +1 par 2,5 cm jusquà 50 cm, et +1 par 5 cm au delà. <em>full</em> Un char avec un blindage de 58 cm par exemple aurait une armure de 4 + 20 + 10 + 1 = 35.</p>\n<p>Nhésitez pas à faire des ajustements pour des matériaux spéciaux.</p>\n</li>\n<li><strong>PASSAGERS : </strong>ces nombres correspondent aux membres déquipage nécessaires et aux passagers que le véhicule peut transporter en plus. Par exemple, une notation « 2 + 8 » signifie que le véhicule a besoin dun équipage de deux personnes pour fonctionner normalement, et quil peut transporter jusquà huit passagers supplémentaires.</li>\n<li><strong>PRIX : </strong>le prix moyen du véhicule.</li>\n</ul>\n<h2>NOTES SUR LES VÉHICULES</h2>\n<p><Airbags et ceintures de sécurité : </strong>lors dune collision, le passager ne subit que la moitié des dégâts arrondie à linférieur. Voir;<strong>@Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Epaves}</strong>.</p>\n<p><strong>Amphibie:</strong> le véhicule peut pénétrer dans leau sans risques. Voir les descriptions pour les vitesses dans l<EFBFBD><EFBFBD>
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},
{
"id": "Vehicles",
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"name": "Véhicules",
"description": "<div class=\"swade-core\">\n<h2>Vehicles</h2>\n<p>Une courte liste de véhicules avec leurs notes spécifiques (@Compendium[swade-core-rules.swade-rules.Aircraft Table]{Avions}, @Compendium[swade-core-rules.swade-rules.Ground Vehicles]{Véhicules terrestres}, et @Compendium[swade-core-rules.swade-rules.Watercraft Table]{Navires}) se trouve au Chapitre 2. @Compendium[swade-core-rules.swade-rules.Vehicle Notes].</p>\n<p>Une arme de véhicule se comporte comme nimporte quelle arme : le personnage fait un jet de @Compendium[swade-core-rules.swade-skills.Shooting]{Tir} pour lutiliser et fait un jet de dégâts en cas de Succès (avec le dé bonus en cas de Prouesse). À moins quun personnage ne dispose de lAtout @Compendium[swade-core-rules.swade-edges.Steady Hands]{Poigne ferme} noubliez pas le malus de @Compendium[swade-core-rules.swade-rules.Unstable Platform]{Plateforme instable}.</p>\n<p>Les règles pour la gestion des véhicules avec des figurines se trouvent dans la section <strong>@Compendium[swade-core-rules.swade-rules.Chases and Vehicles]{Poursuites}</strong>.</p>\n</div>"
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},
{
"id": "Vehicular Weapons Table",
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"name": "Armes de véhicules (Table)",
"description": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Vehicular Weapons</h2>\n<div class=\"table-summary\">\n<p>Vous trouverez ci-dessous les armes montées les plus communes de lère contemporaine et au-delà. Toutes à lexception des mitrailleuses et des gatlings laser sont des @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{ARMES LOURDES}.</p>\n<p><strong>Cadence de tir minimum: </strong>les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{cadence de tir} de 3 ou plus ont une cadence de tir de 2 au minimum.</p>\n<p><strong>Lance-flammes lourds : </strong> les lance-flammes montés ont des portées supérieures à leurs équivalents portables. Le tireur peut utiliser le Gabarit de cône ou tirer sur un Gabarit moyen jusquà une distance de 18 cases (utilisez le centre du Gabarit pour la portée réelle). Ce tir peut être soumis à une déviation (voir <strong>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Attaque de zone}</strong>).</p>\n<p><Canons et canons antichar </strong>ces armes peuvent tirer des munitions perforantes @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{Pénétration darmure} or @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{AP} font un dé de dégâts en plus jusquà la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple).</p>\n<p><strong>Prix : </strong>les prix darmes militaires sont grandement variables en fonction de lunivers. Considérez les prix ci-dessous comme une base pour déterminer les prix réels.</p>\n</div>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Type</th>\n<th class=\"table-column-header\" scope=\"col\">Range</th>\n<th class=\"table-column-header\" scope=\"col\">AP Rounds</th>\n<th class=\"table-column-header\" scope=\"col\">HE Rounds</th>\n<th class=\"table-column-header\" scope=\"col\">ROF</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{Mitrailleuse}</td>\n<td>30/60/120</td>\n<td>2d8+1, AP 2</td>\n<td>&mdash;</td>\n<td>3</td>\n<td>750</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes}</td>\n<td>50/100/200</td>\n<td>2d10, AP 4</td>\n<td>&mdash;</td>\n<td>3</td>\n<td>1000</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.Heavy Flamethrower]{Lance-flamme lourd}</td>\n<td>Cone or MBT</td>\n<td>&mdash;</td>\n<td>3d8</td>\n<td>1</td>\n<td>1000</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.20mm Cannon]{canon de 20 mm}</td>\n<td>50/100/200</td>\n<td>2d12, AP 4</td>\n<td>&mdash;</td>\n<td>4</td>\n<td>50K</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.25mm Cannon]{canon de 25 mm}</td>\n<td>50/100/200</td>\n<td>3d8, AP 4</td>\n<td>&mdash;</td>\n<td>3</td>\n<td>75K</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-equipment.30mm Cannon]{canon de 30 mm}</td>\n<td>50/100/200</td>\n<td>3d8, AP 6</td>\n<td>&mdash;</td>\n<td>3</td>\n<td>200K</td>\n</tr>\n<tr>\n<td><span style=\"white-space: nowrap;\">40mm Cannon (@Compendium[swade-core-rules.swade-equipment.40mm Cannon (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.40mm Cannon (HE Rounds)]{HE})</span></td>\n<td>75/150/300</td>\n<td>4d8, AP 5</td>\n<td>3d8, AP 2, MBT</td>\n<td>4</td>\n<td>200K</td>\n</tr>\n<tr>\n<td><span style=\"white-space: nowrap;\">2 pd AT Gun (@Compendium[swade-core-rules.swade-equipment.2 pd AT Gun (AP Rounds)]{AP}/@Compendium[swade-core-rules.swade-equipment.2 pd AT Gun (HE Rounds)]{HE})</span></td>\n<td>75/150/300</td>\n<td>4d8, AP 5</td>\n<td>3d6, AP 2, MBT</td>\n<td>1</td>\n<td>75K</td>\n</tr>\n<tr>\n<td><span style=\"white-space: nowrap;\">37mm Canon AT (@Compendium[swade-core-rules.sw
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},
{
"id": "Watercraft Table",
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"name": "Véhicules navals (Table)",
"description": "<div class=\"swade-core\">\n<table class=\"table gear-table\"><caption class=\"table-caption\">\n<h2 class=\"table-title\">Watercraft</h2>\n</caption>\n<thead>\n<tr class=\"table-header-row\">\n<th class=\"table-column-header\" scope=\"col\">Vehicle</th>\n<th class=\"table-column-header\" scope=\"col\">Size</th>\n<th class=\"table-column-header\" scope=\"col\">Handling</th>\n<th class=\"table-column-header\" scope=\"col\">Top Speed (MPH)</th>\n<th class=\"table-column-header\" scope=\"col\">Toughness</th>\n<th class=\"table-column-header\" scope=\"col\">Crew</th>\n<th class=\"table-column-header\" scope=\"col\">Cost</th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Galleon]{Galion}</td>\n<td>14 (Gigantesque)</td>\n<td>-2</td>\n<td>9</td>\n<td>20 (4)</td>\n<td>20+80</td>\n<td>300K+</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure Lourde}. <strong><em>Armes: </em></strong>16 à 46; @Compendium[swade-core-rules.swade-rules.Cannons Table]{Cannon} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes à gauche} and @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes à droite}).</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Galley]{Galère}</td>\n<td>13 (Gigantesque)</td>\n<td>-1</td>\n<td>20</td>\n<td>20 (4)</td>\n<td>20+100</td>\n<td>150K</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure Lourde}. Propulsée par voiles et par rames. <strong><em>Armes: </em></strong>@Compendium[swade-core-rules.swade-equipment.Catapult]{Catapulte} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes vers lavant}).</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Hydrofoil]{Hydrofoil}</td>\n<td>10 (Énorme)</td>\n<td>0</td>\n<td>70</td>\n<td>15 (3)</td>\n<td>1+9</td>\n<td>400K+</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.Patrol Boat, River]{Patrouilleur fluvial}</td>\n<td>7 (Grand)</td>\n<td>+1</td>\n<td>32</td>\n<td>15 (4)</td>\n<td>4</td>\n<td>700K</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure Lourde}. <strong><em>Armes: </em></strong> 2 @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} ; @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{jumelées} (Front @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pivot})vers lavant, 2; @Compendium[swade-core-rules.swade-equipment.Medium Machine Gun]{mitrailleuses (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes à gauche} and @Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Fixes à droite}), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Pivot vers larrière}).</td>\n</tr>\n<tr class=\"striped-row-offset\">\n<td>&nbsp;</td>\n</tr>\n<tr>\n<td>@Compendium[swade-core-rules.swade-vehicles.PT Boat (WW2)]{Vedette-torpilleur}</td>\n<td>12 (Gigantesque)</td>\n<td>+1</td>\n<td>40</td>\n<td>14 (2)</td>\n<td>10</td>\n<td>250K</td>\n</tr>\n<tr class=\"table-body-notes\">\n<td colspan=\"10\"><strong><em>Notes: </em></strong>@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Armure Lourde}. <strong><em>Armes: </em></strong> @Compendium[swade-core-rules.swade-equipment.M2 Browning]{M2 Browning 50 cal MG} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{Sur axe} avant), @Compendium[swade-core-rules.swade-equipment.Heavy Machine Gun]{mitrailleuses lourdes} (@Compendium[swade-core-rules.swade-rules.Vehicle Notes]{sur axe} arrière), 4 tubes de; @Compendium[swade-core-rules.swade-equipment.Torpedo]{Torpille} (@Compendium[swade-core-rules.swa
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},
{
"id": "Wealth",
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"name": "Richesse",
"description": "<div class=\"swade-core\">\n<div class=\"section-header\">\n<h1>Wealth</h1>\n</div>\n<div>\n<p>Combattre le mal s'avère parfois coûteux. Ce système permet de gérer plus facilement et plus narrativement largent dans le jeu.</p>\n<p><strong>Quand utiliser ces règles :</strong> utilisez le système de Richesse si vous désirez une façon simple et rapide de gérer les ressources financières, sans en tenir le décompte précis.</p>\n<p><strong>La base :</strong> les personnages ont une caractéristique supplémentaire appelée Richesse quils utilisent pour leurs achats. Elle saccroît quand ils sont récompensés et elle décline après des achats conséquents.</p>\n<h2>ACHETER DES BIENS</h2>\n<p>Chaque personnage dispose dun d6 en Richesse représentant les ressources de la classe moyenne de lunivers. Sans être un @Compendium[swade-core-rules.swade-rules.Traits]{Trait}, elle sutilise de la même façon un personnage peut dépenser @Compendium[swade-core-rules.swade-rules.Bennies]{Jeton} sur un jet de Richesse, il lance son @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Dé Joker}et bénéficie des @Compendium[swade-core-rules.swade-rules.Support]{Soutiens} amis.</p>\n<p>Quand un héros veut acheter quelque chose de commun, il lobtient sans faire de jet. Pour un bien dépassant 10 fois sa Richesse en $ ou après avoir fait de nombreux petits achats, il fait un jet de Richesse. Le MJ peut octroyer un bonus pour des économies ou une aubaine, infliger des malus pour les achats coûteux ou les interdire quand ils surpassent la Richesse du personnage. En cas dÉchec critique, lacheteur ne parvient pas à réunir les fonds et doit attendre une semaine avant de pouvoir retenter cette transaction ou avoir une nouvelle <strong>Récompense</strong> (voir ci-contre). En cas dÉchec, lacheteur peut renoncer à la dépense ou se retrouver sans le sou, quel que soit son degré de Richesse (voir ci-après).</p>\n<p>En cas de Succès, lachat se fait en diminuant la Richesse dun cran. Le MJ décide quand le personnage récupère ses finances, après quelques temps ou suite à des récompenses. En cas de @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Prouesse}, lachat est acquis sans diminuer la Richesse.</p>\n<h3>SANS LE SOU</h3>\n<p>Quand la Richesse diminue en dessous de d4, le héros est sans le sou. Il peut encore subvenir à ses besoins de base en nourriture, eau et abri (sauf si le MJ ou la situation en décide autrement) mais il ne peut plus acquérir de mets plus raffinés, payer des transports ni même renouveler ses munitions.</p>\n<h3>PERSONNAGES PAUVRES OU RICHES</h3>\n<p>La Richesse naugmente de façon permanente quavec des récompenses ou les @Compendium[swade-core-rules.swade-rules.Edges]{Atout} @Compendium[swade-core-rules.swade-edges.Rich]{Riche}. Elle diminue avec les achats et le @Compendium[swade-core-rules.swade-rules.Hindrances]{Handicap} @Compendium[swade-core-rules.swade-hindrances.Poverty]{Pauvre}. La Richesse est de d4 pour un Pauvre, d8 pour un Riche et d10 pour un Très Riche.</p>\n<p>Un personnage fait ses jets de Richesse avec un bonus de +1 avec latout @Compendium[swade-core-rules.swade-edges.Fame]{Fame} de +2 avec lAtout Célébrité. Il a tendance à avoir un peu plus dargent et les gens aiment lui accorder des rabais.</p>\n<h3>JETS DE SOUTIEN</h3>\n<p>Des camarades peuvent @Compendium[swade-core-rules.swade-rules.Support]{Soutenir} un jet de Richesse mais ils partagent les mêmes risques, par exemple perdre un cran de Richesse en cas de Succès.</p>\n<h2>DISPONIBILITÉ</h2>\n<p>Dénicher un objet moins commun au marché noir, par le biais dun revendeur privé ou de transactions internet, nécessite lusage de la Compétence @Compendium[swade-core-rules.swade-skills.Research]{Recherche} ou <strong>@Compendium[swade-core-rules.swade-rules.Networking]{Réseautage}</strong>.</p>\n<p>Le MJ peut également décider que le bien nest pas disponible, ou assigner un modificateur de son choix au jet du héros.
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},
{
"id": "Weird Science",
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"name": "Science étrange",
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"description": ""
},
{
"id": "Wild Attack",
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"name": "Attaque totale",
"description": "<div class=\"swade-core\">\n<h2>Wild Attack</h2>\n<p>Parfois il arrive quun personnage désespéré jette toutes ses forces dans une bataille au détriment de sa propre survie.</p>\n<p>Faire une Attaque totale offre un bonus de +2 aux jets de @Compendium[swade-core-rules.swade-skills.Fighting]{Combat} et à leurs dégâts pour tout le tour,mais le héros est @Compendium[swade-core-rules.swade-rules.Distracted and Vulnerable]{Vulnerable} jusquà la fin de son tour au prochain round (pas celui en cours).</p>\n<p>On peut utiliser lAttaque totale avec des attaques multiples, comme celles d@Compendium[swade-core-rules.swade-rules.Multi-Actions]{Actions multiples} ou avec les Atouts @Compendium[swade-core-rules.swade-edges.Frenzy]{Frénésie} ou @Compendium[swade-core-rules.swade-edges.Sweep]{Balayage} Edges.</p>\n</div>"
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},
{
"id": "Wild Cards and Extras",
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"name": "Jokers et Extras",
"description": "<div class=\"swade-core\">\n<h2>Wild Cards &amp; Extras</h2>\n<p>Votre héros (un personnage joueur), et certains alliés, méchants et monstres uniques sont ce quon appelle des Jokers. Ils ont un peu plus de chance darriver à leurs fins et de résister aux blessures. Ils sont généralement plus détaillés que le commun des gardes, séides et autres laquais. On appelle ces derniers des Extras.;</p>\n<p>Les Jokers sont indiqués par une icône particulière à côté de leur nom, comme ci-contre :</p>\n<h3><img style=\"height: 20px; width: 20px;\" src=\"modules/swade-core-rules/assets/icons/wild-card.svg\" alt=\"A burning sword through a globe.\" />RED</h3>\n<p>Licône en question varie en fonction de lunivers Savage Worlds, comme le symbole de pirate dans <cite>50 Fathoms</cite> ou la carte de joker pour <cite>Deadlands</cite>.</p>\n<p>En dehors des personnages joueurs, le MJ reste seul juge de quels PNJ sont des Jokers. Le sergent de la milice nen est probablement pas un, mais le Sergent Grimlock de la milice pourrait en être un. Skytch le dragon sera lui aussi un Joker, mais pas ses trois jeunes dragonnets.</p>\n<p>Les Jokers en font bien plus que les autres. Ils osent ambitieusement et risquent tout pour devenir des héros — ou des méchants.</p>\n<p>Vous constaterez les différences entre les Jokers et les Extras au fur et à mesure de votre lecture, mais dans les grandes lignes, ils ont deux Capacités spéciales :</p>\n<ul>\n<li>Les Jokers peuvent subir trois @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} avant de devenir @Compendium[swade-core-rules.swade-rules.Damage Effects]{Incapacité}.</li>\n<li>Les Jokers lancent un @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Dé Joker} (généralement un d6) avec leur dé de @Compendium[swade-core-rules.swade-rules.Traits]{Trait} Quand ils font @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Jet de Trait} et conservent le meilleur des deux (voir <strong>@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Dé Joker}</strong>).</li>\n</ul>\n</div>"
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},
{
"id": "Withdrawing From Melee",
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"name": "Rompre le combat de mêlée",
"description": "<div class=\"swade-core\">\n<h2>Withdrawing From Melee</h2>\n<p>Lorsquun personnage souhaite sextraire dun corps-à-corps, tous les adversaires adjacents non-@Compendium[swade-core-rules.swade-rules.Damage Effects]{Secoué} et non-@Compendium[swade-core-rules.swade-rules.Stunned]{Sonné} bénéficient immédiatement dune Attaque gratuite (voir <strong>@Compendium[swade-core-rules.swade-rules.Free Attacks]{Attaque Gratuite}</strong>).</p>\n<p class=\"embedded-example\"><strong>Exemple:</strong> Red est entourée de cinq xénos étranges et doit rejoindre un Gabe blessé au plus vite. Elle choisit loption @Compendium[swade-core-rules.swade-rules.Defend]{Défense totale} (augmentant ainsi sa @Compendium[swade-core-rules.swade-rules.Characters]{Parade} de +4) et rompt le combat. Les cinq xénos bénéficient chacun dune Attaque gratuite, avec un bonus de +4 pour l'@Compendium[swade-core-rules.swade-rules.Ganging Up]{Attaque à plusieurs}. Fort heureusement, le bon score de @Compendium[swade-core-rules.swade-rules.Characters]{Parade} de Red lui permet desquiver les attaques et de rejoindre son compagnon.</p>\n</div>"
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},
{
"id": "Wound Cap",
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"name": "Limite de blessures",
"description": "<div class=\"swade-core\">\n<h2>Wound Cap</h2>\n<p>Utilisez cette règle pour avoir des combats qui restent dangereux tout en limitant les risques quun personnage (ou un méchant) meurt suite à un coup malheureux. Cela peut toujours arriver mais bien plus rarement. Un personnage ne peut jamais subir plus de quatre @Compendium[swade-core-rules.swade-rules.Damage Effects]{Blessures} en un seul coup. Cette limite sapplique avant un éventuel @Compendium[swade-core-rules.swade-rules.Soak Rolls]{Encaissement} </p>\n<p><strong>Créatures massives :</strong> la Limite de Blessures sapplique également aux créatures supportant plus de trois Blessures en raison de @Compendium[swade-core-rules.swade-rules.Size and Scale]{Échelle} ou de leur @Compendium[swade-core-rules.swade-rules.Special Ability (Resilient or Very Resilient)]{Capacité Résilient ou Très résilient}). Par exemple, une créature Énorme peut avoir jusquà cinq Blessures mais pas plus de quatre en un seul coup. Elle ne peut donc pas être tuée en une seule attaque. Bien sûr, le MJ peut toujours passer outre pour une situation spécifique évidente comme une explosion démesurée ou une chute dun à-pic vertigineux.</p>\n</div>"
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}
]
}